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Interior Dredmorating version 1.2.6.4

Discussion in 'Mod Releases' started by r_b_bergstrom, Jan 11, 2012.

  1. Reminds me, I still need to alter prices on the Awesome Collection. And trim down the Super Mega Mall.
     
  2. lccorp2

    lccorp2 Member

    Just came across the ship on DL5, sir.

    While I may not agree on the "need a teleport to get between the doors" philosophy all the time, it's very nice to see the amount of detail put into it.
     
  3. LionsDen

    LionsDen Member

    For some reason ID keeps crashing my game. I can run Essential DoD I and II as well as clockwork knight and megacrafts. But every time I try ID, my game crashes. I start DoD and choose ID as my only mod and the game starts. I choose a new character and choose the skills and name it. Then I click past to first splash screen and then click to pass the second splash screen and it crashes. I have included a screenshot below. I am using Windows XP with the steam version of the game. It happens with ID v1.2.1 and 1.2.4 and I have tried DoD v1.0.9B and 1.0.10. I don't have the RotDG expansion yet. I don't know whats causing it but if anyone has an idea that would be great. ID-Crash.jpg
     
  4. StonedNarwhal

    StonedNarwhal Member

    ID requires RotDG to work.
     
  5. LionsDen

    LionsDen Member

    That's why if crashing then. I don't think I saw it listed anywhere as needing RotDG but I could have missed it. Thanks for the info Narwhal.
     
  6. StonedNarwhal

    StonedNarwhal Member

    It says it near the end of the first post. Happy to help.
     
  7. lccorp2

    lccorp2 Member

    Just a minor nitpick, sir - isn't the ship's wheel supposed to be and facing the front of the ship, given where the ship's figurehead is? :D
     
  8. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I've never set foot on an actual 17th century sailing vessel, but the layout I used matches every LEGO pirate ship I've ever owned, including both placement and the direction the wheel is facing. Ship's wheels "appropriate to the era" are usually towards the back, as I understand it, because they link directly to the rudder, which is mounted on the back of the ship. The short wall on that end of ship was to give the impression that the northern part was an aft castle. Probably needs some half-stairs to pull off the effect. For that matter, the whole vessel could use some railings and trim. I'll put such affectations and touch-ups on my to-do list.

    Oh, that's what this is about, isn't it? You just want to shame me into making versions of the wheel that are facing other directions so that you can borrow them for your mod, don't you? :rolleyes: I see how it is.
     
  9. lccorp2

    lccorp2 Member

    Nah, I was just curious. Don't know about most ships of that time, either, but afaik most modern ships have the wheel near the front, but it could very well be the other way around in the past. I just thought it was a little odd that whoever was at the wheel would be facing in the opposite direction the ship was travelling in. =P
     
  10. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Problem there is the number of pixels in a Dredmor space. I did actually try the image with the photoshop layers reversed, but the shaft the wheel mounts on covered up too much of the wheel to tell what it was. It was ugly. I sweated over it a bit, then looked at all the LEGO ships with the wheel facing that same way. I figure if it's good enough for LEGO, it's good enough for me. So I swapped the shaft behind the wheel quite on purpose. It looks better that way, and since it's a game not a real ship, I didn't think it would matter.

    Go watch just about any pirate movie. The wheel is almost always in the aftercastle.

    According to wikipedia:
    and:

    That's why you're familiar with wheels closer to the front of the ship. If I had an aircraft carrier instead of a pirate frigate, I would have a bridge instead of an aftcastle. Okay?
     
  11. lccorp2

    lccorp2 Member

    Ah, right. Makes sense now. Thanks, sir!
     
  12. Kaidelong

    Kaidelong Member

  13. lccorp2

    lccorp2 Member

    Sir, on another note, you might want to take a look at this. Shop on DL11:

    important.png

    There was a toxic blinding dart trap up there. I managed to disarm it, but other characters might have a much harder time, or it might be set off by a wandering monster if players decide not to take the risk, hence aggroing Brax. Might I suggest that the shop length be increased by one tile, or Brax moved into the shop proper?
     
  14. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Are you sure you didn't knock that trap in there while battling the zoo? Were you using anything with knockback? Is there another bolt launcher on one of the darkened walls to the east of it, in the zoo? It's pretty rare that the game spawns traps in shops, and also pretty rare that the game spawns gargoyle-style shooters on top of blockers. But if you catch such a trap in the radius of an attack with knockback, it will create another launcher north of wherever the trigger plate lands.

    Thinking about it, I suppose the door may have overwritten that space as "black" instead of "pink" on the minimap, and thus valid for traps. Just seems like a one-in-a-million placement. Of course, given the nature of the RNG, one-in-a-million comes up pretty often.;)

    I'll move Brax, just to be safe. It'll be taken care of in the next version. Thanks for the "heads up" on the potential problem.
     
  15. lccorp2

    lccorp2 Member

    No, sir, I didn't have any knockback skills on me.

    I think you're right in that the problem is that the spaces directly adjacent to the door don't count as the shop, hence it's "black" instead of "pink" and valid for trap spawning. I've seen items spawn in those squares before, too. In any case, it's great to hear that it's being addressed. :)
     
  16. Still waiting for this mod to get a completed ability tree packed into it before i start using it. Not sayin', just sayin'.
     
  17. lccorp2

    lccorp2 Member

    Another minor room problem, sir.

    important.png

    Sometimes this happens to this particular shop, and I'm not entirely sure why. I can sell just fine, but Brax and the items for sale don't spawn. Another data point for you to consider.
     
  18. Why? Not every mod needs to have a skill tree. This one doesn't.
     
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  19. Back when I first started using mods, ID was a godsend because it was the only effective way to get more room variety. However, that's no longer the case. Iccorp2 made RR, which also has a lot of rooms, AND skills. As such the marginal value of JUST having MORE rooms (which is the only thing that ID adds) has gone down, and since ID doesn't add anything but that, it doesn't feel a satisfying addition to my game atm. Admitedly, I could do it for testing purposes if I am bored, but that's testing, not playing.
     
  20. Stryke

    Stryke Member

    I far prefer ID to RR precisely because it doesn't have any skill trees, given I'm very picky with what I add to the game and that I'm obsessed with random skills characters having more rooms by itself is far better to my liking. So far the only skill trees that have made the quality cut for me are Clockwork Knights, Wind Magic and Chronomanacy. That there's zero Pokemon gumph helps to which I found immersion breaking in RR and yes I know that's a silly thing to complain about in DoD.
     
    r_b_bergstrom likes this.