Terra Reborn Reborn
May. 29th, 2022 12:37 pmA couple of days ago, I updated the wiki page for the metaroom Terra Reborn to add a screenshot and note issues I found with it, as I've done for some other rooms. Unfortunately, it had enough problems that I didn't really want to use it as-is, which is a shame, because it's a lovely room. I could critique the pond (it's a bit too small and barren to do much with), but the background is a nice edit of C1/C2 images, it has a warm, homey feeling to it, and it comes with lots of food sources. The locking door might be useful in some worlds, too.
So I cracked it open with Revelation and did my best to fix it.
I was originally thinking of trying to make a separate patch file, but I found that the problems I had started from the filenames - both the Shee Pears and the Terra Reborn pear plants use the same 'pear' filename, and it looks like someone else had a similar issue with the goldfish. This meant that when the injection script tried to add the pear plants to my game, it didn't find enough images in the file because it was looking at the wrong 'pear' file. I figure people who haven't been active in the CC for 10+ years are probably not going to be too upset about a direct patch to a mod they made 20 years ago, but if I'm wrong, any of the original authors are free to contact me.
Anyway, in short, I also:
Available for download at CCaves
I did find in testing that creatures tend to heavily cluster on the top level. I don't think this is a problem with the lifts; I confirmed that creatures can push the lifts when cajoled and found the same behavior when I replaced them with Elevines. That area has the most food, so perhaps that attracts them?
Feel free to let me know if there's something else I missed (or may have inadvertently added)!
So I cracked it open with Revelation and did my best to fix it.
I was originally thinking of trying to make a separate patch file, but I found that the problems I had started from the filenames - both the Shee Pears and the Terra Reborn pear plants use the same 'pear' filename, and it looks like someone else had a similar issue with the goldfish. This meant that when the injection script tried to add the pear plants to my game, it didn't find enough images in the file because it was looking at the wrong 'pear' file. I figure people who haven't been active in the CC for 10+ years are probably not going to be too upset about a direct patch to a mod they made 20 years ago, but if I'm wrong, any of the original authors are free to contact me.
Anyway, in short, I also:
- Added CA links and a new favorite places icon
- Removed bad stims and chemical additions and added more possible behaviors to some objects in line with CDS suggestions - I think I got all of them, but let me know if I missed something. I found a script through the wiki that checks behaviors and such automatically, but I couldn't get it to work for some reason
- Fixed the second banana plant never fruiting and the spikotous being unable to progress in its lifecycle
- Tweaked the platform on the lower left so creatures can't walk off of it - you will still need to add an Elevine or something to get them up there, though
- Made the potions into infinite-use water potions, as the original gave a strange mixture of life, tiredness/sleepiness reduction, and protein
- Lowered almost all of the tick script numbers down from 1 to at least 10 - probably could've lowered some of them further, but I didn't want to risk messing up their timer scripts or have to poke through them more than I already did, and it's an improvement
Available for download at CCaves
I did find in testing that creatures tend to heavily cluster on the top level. I don't think this is a problem with the lifts; I confirmed that creatures can push the lifts when cajoled and found the same behavior when I replaced them with Elevines. That area has the most food, so perhaps that attracts them?
Feel free to let me know if there's something else I missed (or may have inadvertently added)!