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Author Topic: Modding out boogiemen  (Read 663 times)

Viking

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Modding out boogiemen
« on: August 23, 2012, 09:15:04 pm »

Yes yes, its part of the game and is a cool concept and all, but they also really make traveling more than a day alone pretty annoying for an upstart adventurer who has yet to find any followers. God only knows why so many villages are more than a day away from a fort or any other town. Also companions seem to disappear with fast travel sometimes.

At any rate, how can you stop them from showing up at night?
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Putnam

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Re: Modding out boogiemen
« Reply #1 on: August 23, 2012, 09:16:23 pm »

Advanced worldgen.

i2amroy

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Re: Modding out boogiemen
« Reply #2 on: August 23, 2012, 09:21:26 pm »

More specifically set the Number of Boogiemen types to zero.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Viking

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Re: Modding out boogiemen
« Reply #3 on: August 23, 2012, 09:21:47 pm »

Thanks guys! :) Is there anyway to do this post worldgen?
« Last Edit: August 23, 2012, 09:23:27 pm by Viking »
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Putnam

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Re: Modding out boogiemen
« Reply #4 on: August 23, 2012, 09:24:36 pm »

More companions.

i2amroy

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Re: Modding out boogiemen
« Reply #5 on: August 23, 2012, 09:28:15 pm »

Not and save anything that has already been done, no (or at least without hacking into the save file raws, which can be an arduous process). You should be able to generate a world that was exactly the same by regenerating the world with the same seeds but no boogiemen. I don't think the number of boogiemen actually has an effect until post world generation, so the same seeds should give you the same world even with the number of boogiemen changed.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.