Hello, as happy I am to have people contribute to the French-speaking modders' community, and I do know I gave permission to update my translations, I'd appreciate being asked before, nonetheless when it's clear I'm still active on Nexus. Thanks.
Ah, okay. There are toggles in this mod to change his position if that happens.
XPosition/YPosition: Sets the location Demetrius should stand in.
XWarp/YWarp: Sets the location Demetrius should leave the farm cave from. This should be set one square away from the actual exit. You probably don't need to change this.
Use debug ppp in console to find good tiles for him. I'm not going to support various cave mods separately though.
Since you mentioned that he just teleports to the cave and not walk in? Would it be possible to have him utilise the back entrance to the player's farm to go to the cave when he's scheduled to? That'd be awesome. Maybe alter the day he has the least amount of things to do (probably Friday), if it's possible. That would require players to be mindful of what they place in the back area north of the farm, but yeah...
Hi! Thanks for this mod, it really bothered me how Demetrius never checked on his experiment! :D Is the dialogue compatible with change farm cave framework? I'm currently using the Cat cave mod and was wondering if the dialogue changes would still apply if I'm using neither bats or mushrooms?
Is the dialogue all while he's at the cave or spread around? I was considering adding both Demetrius visits cave and a dialogue expansion for my next farner, but this seems like it would reduce the need for the latter unless all your dialogue is in the cave...
The vast majority of custom caves (a) don't move where the mushroom boxes spawn (that's hardcoded in C#) and (b) don't move the tile that you spawn on when you enter the farm cave (which is possible to do without c#, but pretty fiddly so most modders don't bother).
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Vortex semi-frequently mis-deploys mods!
I proposed an updated
[Edit : link withdrawed]
(but only thing is that I removed the dependency on CustomNPCExclusions in favor of using vanilla code.)
(Incidentally, please see the pinned post and provide a log.)
should be set one square away from the actual exit. You probably don't need to change this.
Use debug ppp in console to find good tiles for him. I'm not going to support various cave mods separately though.
This is a simple chinese localization, please feel free to add it. ^^
Thanks for this mod, it really bothered me how Demetrius never checked on his experiment! :D
Is the dialogue compatible with change farm cave framework? I'm currently using the Cat cave mod and was wondering if the dialogue changes would still apply if I'm using neither bats or mushrooms?
The vast majority of custom caves (a) don't move where the mushroom boxes spawn (that's hardcoded in C#) and (b) don't move the tile that you spawn on when you enter the farm cave (which is possible to do without c#, but pretty fiddly so most modders don't bother).