Jump to content

apelikejay

Member
  • Posts

    36
  • Joined

  • Last visited

Reputation Activity

  1. Like
    apelikejay got a reaction from MyTJ in Multiplayer Sleep Idea...   
    Just an idea regarding multiplayer sleep... I know you guys are working on it and have ideas and whatever you come up with should be good... however, it occurred to me tonight that a way of handling sleep in multiplayer could be to simply make sleep optional but reward people who do sleep with a bonus to strength and fitness or heck, everything... like a 50% bonus to reading, learning, crafting, power in hitting, swing speed, whatever... anything... everything... 50% bonus, 2 hour bonus for each 1 hour slept... sleep for 8 hours, the next 16 hours have the bonus... cap it at 16 hours for the bonus and you could even require a minimum of 2 hours sleep to activate the bonus... a system like this would work well for me.
     
    Certainly don't punish the players that don't want to sit and watch a screen while they sleep... simply reward the ones that do. Just an idea...
  2. Like
    apelikejay got a reaction from Keyboardassassin in Sustain resources mod - build 29.4   
    Just updated the download -- new file: Missed a comma... couldn't make the Streetsweeper... works now. A note on the Sweeper... its 18 shots, faster rail and reload than the regular shotgun and breaks slower. Repairs with Bleach. You can also craft a custom sling for the sweeper to lower it's weight, which is .5 heavier than the regular shotgun.
     
     
    ---
     
     
    Thanks, Dragon. It is great. I didn't realize until last night that many of the things I've done here are done in other mods in various forms... I made this simply because it looked so easy when looking at the Building Mod when it didn't work. And I want to survive in a game a little longer than the developers, who seem to want us to die... which is great if not a tad sociopathic.
  3. Like
    apelikejay got a reaction from Vonholtz in Sustain resources mod - build 29.4   
    I was afraid of this... personally, I'm a shotgun guy and shells are all I've made... but I had the same issue with shotgun shells (haven't made 9mm shells so I didn't notice)...
     
    There is a glitch in the system, not sure what brings it about but it's like this: in the default code, "shotgunshells" = 12 shotgun shells when spawned in the game like in a cabinet (via a parameter defined as "count=12") but it also equals 1 shotgun shell if you unstack when it is spawned. So if I write code that is supposed to spawn 12 shotgun shells, I should just say "shotgunshells" and it will automatically = 12 when created... but this isn't working. For some reason I had to redefine the newly spawned shotgun shells as "shotgunshells=2" which now spawns 24 shells... but "shotgunshells" alone was not giving 12 as it should.
     
    Apparently the same issue is going on with the other ammos...
    item Bullets9mm { Count = 10, Weight = 0.1, Type = Normal, DisplayName = 9mm Rounds, Icon = 40calAmmoBox, }This is from the default game code for the pistol ammo... shotgun shells work the same way only their count is 12. When this is used to spawn 10 x 9mm shells at once, when crafting, it's only kicking back 1 shell and not the full count. (which is weird... if I set the new spawn to "Bullets9mm" it will kick back one shell, and not 10, but if I set this to "Bullets9mm=10" if will give me 100 ammo and not 10-- can anyone explain that?)
     
    For the time being (and I'm sorry about this...truly am--sucks to collect those books and waste 'em, I know): shotgun shells are the only shells I can guarantee 'work right'. All the parts for the other ammo will craft correctly, this is only for the final step when putting all the bullet parts together (the step requiring the Reload Manual)... you can still craft bullet/shell parts for other ammo and store them for when the fix comes through... nothing should change as far as the parts are concerned.
     
    Going to take some tweaking... I'll get something up in a day or two (and look at all the ammos when doing it)...
  4. Like
    apelikejay got a reaction from Vonholtz in Sustain resources mod - build 29.4   
    Haven't been around for the last week... Charcoal is made with either a plank or log and a lit hand torch or 2x lit candles... the silenced pistol has no attachments as yet (when crafted the Silenced Pistol is a whole new item, not a modified Pistol--thus pistol attachments do not work in it), and for what it's worth, I have tried it out -- it does not attract zombies (that part works) but it still sounds like a regular pistol to the player.
     
    Pie dough is part of the regular game's recipes... I am working on an update to this mod which includes a nearly complete overhaul of the food system... I'm not a fan of how un-uniform it is... how cooking two different items generally have two totally different methods of cooking and eating. (can make bowls of soup but must eat stirfry from the pan, baked goods are slightly convoluted, and this mod probably *needs* something to sustain baked goods: ability to craft sugar, salt, pepper, etc).
     
    Also, as of right now: making jerky from fish doesn't work. It's a simple fix and will be in the next version of this mod... I know about it. Fix (and more) coming soon...
     
    And finally, I have no idea what could be causing that issue for you, DarkSlayerEx...
  5. Like
    apelikejay got a reaction from GunJamann in Sustain resources mod - build 29.4   
    This is a resource sustainability mod that my cousin and I play together nightly...
    it 'borrows' from the following mods:
     
    CraftHelper 1.2 (by Omegapl)                                                                    
    http://theindiestone.com/forums/index.php/topic/9267-craft-helper-12/
    This sustainMod adds 200+ recipes to the game... CraftHelper is essential in keeping it    
    organized both for me... and for gameplay! Amazing Mod... all credit Omegapl, and apparently
    Peanuts, the original creator of the mod.
     
    Reloading Mod v.0.2 (by Rausheim)                                                                
    http://theindiestone.com/forums/index.php/topic/10105-reloading-mod-make-your-own-ammo/    
    'Borrowed' greatly from this mod... textures and ammo-to-the-ground scripts are identical
    with only minor changes to recipes and drop rates. This provides a great foundation for
    providing ammo sustainability. Great work, Rausheim!

    Dry Towels (by Saranis)                                                                            
    http://theindiestone.com/forums/index.php/topic/7126-dry-towels/
    A great little mod that allows for cleanup of wet towels in games and extends itself well
    to the sustainability idea I am aiming for in this compilation pack. Allows for collection
    of water by wringing out otherwise spent items such as the wet bath towel and wet dish towel!

    The Toolbox.png and MetalScrap.png images used in this mod are from:                                                    
    Building Mod v.0.2.2 (by badtrix)                                                                
    http://theindiestone.com/forums/index.php/topic/7773-building-mod-v022/    
    I couldn't get this working with the latest builds... I didn't want to mess with it.
    This mod inspired the recycling aspect of the following mod. I never really looked at the
    recipe code from this so any similarity to my own code below is coincidental. They both do
    the same thing, coincidences were bound to occur. Credit for the inspiration and the images!
     
     
     
    If you are using any of these mods, you can disable them or uninstall them when using my mod.
    They are already implemented in this mod as they fit exactly what I am trying to accomplish with it.
     
    FILE UPDATE (11/26/14):
    No longer uses the Start Safe Mod...
     
    ---------------------------------------------------------------------------------------

    Now that credits are aside, what is in this mod?

    Dispose of corpses with axes, knifes... even spoons... and collect Disturbing Trophies.
     
    Allows for creation of new weapons: Katana (bladed), Softball Bat (blunt equiv), and the
    Streetsweeper Shotgun. Also build easier recipes like a Screwed Baseball Bat, Razor
    (bladed) Baseball Bat and the Backyard Katana...
     
    Can your own soups and stews and all farmable foods. Works with scavenged Berries.
    Store your farmed goods and use them when you need them, not just before they spoil.
     
    Allows for recycling of nearly every in-game item.
     
    Craft many in-game items: tools like the sledgehammer and saw, weapons like the shotgun
    and hunting rifle, even their modifications like the x8scope... most if not all of it is in here.
     
    Recycle spent ammo and craft your own ammo, mostly thanks to Rausheim! Spent ammo
    even kicks to the ground... collect them shells!
     
    Greatly lowered fixing costs for in-game items. They now require 1 of each default item.
    Changed gun fixing to use Bleach instead of another gun. The equivalent of cleaning.
     
    Craft a Beehive.
     
    Extract Honey from the hive and make Go Go Juice.
     
    Extract Beeswax and make Candles.
     
    Craft a Hand Torch, an offhand item that greatly increases night vision.
     
    Utilize Saranis' DryTowels mod and collect water from wet towels, or just dry them.
     
    Collect the patterns (in the form of books) to do this mod's recipes from zombies. The
    better the craft-able reward, the rarer the book drop. Books are spent on use so save them up!
     
    Track it all with the power of CraftHelper 1.2, by Omegapl.
     
     
    FILE UPDATE (10/6/2014):
     
     
    Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly).
     
    Added ability to craft pills (via new recipe/book drops).
     
    Paint cans now give back an empty paint can when used up.
     
    Added ability to refill these empty paint cans -- only with the color they previously were. This means
    if you have one can of one color, effectually you can paint forever with that one color. Recipe drops
    are added for this as well.
     
    Craft Plaster Powder.
     
    Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books.
    The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet
    of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can!
     
    Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical
    to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close.
     
    (This Pistol is a work in progress... it might take some modifying to get the sound right... I'll removed this
    parenthetical when it's confirmed solid.)
     
    Added ability to make Jerky from all trapping and fishing game.
     
    Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on
    recyclable items. (Which shouldn't really happen considering you can recycle jewelry, pills and
    clothes and get the three main recycling mats, all from zombie drops--but it will be a nice little boost.)
     
     
    FILE UPDATE (10/13/14):
     
    Can now craft hinges and door knobs.
     
    Honey can now be put in Water Bottles, Whiskey Bottles and Pop Bottles... not just Wine Bottles.
     
    Plaster Powder now kicks back an empty bag when used. Just like the paint, this is needed to refill
    (craft) more Plaster Powder.
     
     
     
    FILE UPDATE (11/26/14):
     
    Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items.
     
    Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies.
     
    Casks are now refillable.
     
    Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask
    lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired.
    This also means... more killing!
     
    Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make
    whole stacks of ammo... this only affected the final step of ammo making.
     
    Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife
    and then use the fillet to make the jerky.
     
    Messed around with the Silenced Pistol -- it's still loud on the players end...
     
     
     
    I hate to say it but... more to come... eventually....
     
    --------------------------------------------------------------------------------------------
    To use this mod:

    Download and extract to your /users/USERNAME/zomboid/mods/ folder for single player.
    For multiplayer, extract and overwrite your /media/ folder inside your game directory
    with the media folder provided in the zip file. It is advisable to backup your game's default
    media folder before making changes to it.

    This works perfectly fine on our multiplayer server on build 29.3. For multiplayer:
    When new patches or hot fixes come through, simply apply the patch then re-save the media
    folder over the game's default media folder... it's worked so far *fingers crossed*. Remember,
    all players on the multiplayer server must have the same file structure so every player must do
    this.
     
    Most of this mods recipes can be done from the ground. The way the game's mechanics are
    working at the moment, means that one of the required items can be on the ground. But only one.

    With this mod you can sustain your resources (firepower, water and canned goods) indefinitely...
    long after a server has been looted.
     
    FYI: The Katana uses the poolcue sprites, the Softball Bat uses the baseball bat, and the
    Streetsweeper uses the shotgun.
     
    This is fully updated to the current live build on Steam --> Early Access 29.4.
     
    I will not be publicly updating this for the IWBUMS branch anymore... just through 29 as I developed
    it. It should continue to work for players on that branch and I will probably update it to build 30 when
    it goes live if any tweaking is needed.
     
    I do not know about backward compatibility to previous builds. Recipes in this mod utilize the Stone
    Axe and Berries of the build 29+ branch and might 'break' something if used on previous branches.
    sustainMod.zip
  6. Like
    apelikejay got a reaction from Jurjen in Sustain resources mod - build 29.4   
    @ Jurjen -- The blow torch is one of the four starting crafting items for this mod... when the mod is up and running, hitting the 'insert' key on your keyboard should give you the blow torch and three other items, directly in your inventory.
  7. Like
    apelikejay got a reaction from Petra in Sustain resources mod - build 29.4   
    FILE UPDATE:
     
    Added ability to put Honey in Water Bottles, Pop Bottles and Whiskey Bottles.
     
    Plaster Powder now kicks back an empty bag when consumed.
     
    Crafting new Plaster Powder now requires this empty bag.
     
    Can now craft door knobs and hinges.
     
    Separated this mod from the Start Safe mod... the two can be used simultaneously.
     
    ---
     
    Set this up for the live 29.3 build... should work for all Steam players. Will no longer be updating for the
    IWBUMS branch. If you play this mod on multiplayer, delete the media/lua/client/AddItems.lua file from your
    game directory when updating this mod from a previous version. The AddItems.lua file has been renamed
    and reworked to work with the Start Safe mod, should players want both.
     
    For single player, delete the original sustainMod folder from your mod directory and simply download and
    install the latest version to your mods folder as usual.
     
    It should work fine with previous saves.
     
    I have some ideas for future updates... they would be big... it might be a while before anything is posted,
    so unless anyone posts any glaring errors, this is about as finished as this mod gets for a while.
     
    Enjoy.
     
    Final Note: I still haven't tried out the Silenced Pistol in my game. It absolutely shouldn't attract zombies as
    the code appears to work. But I'm unsure about the volume settings for how it will sound to players. So this
    might cause an update at some point... still, enjoy...
     
     
    AND ONE MORE NOTE (for mod compatibility):
     
    My mod makes changes to the following default game files:
     
    media/scripts/items.txt
    media/scripts/newitems.txt
    media/scripts/fixing.txt
    media/lua/shared/ISReloadManager.lua
    media/lua/shared/ISReloadUtil.lua
     
    If you use a mod that changes any of these files, there might be compatibility issues. I know this is probably
    considered bad form but I couldn't see a way around it. To have default build items kick back my custom items
    I had to make changes to the default build items.
  8. Like
    apelikejay reacted to gaunti12 in Operation Fix Late Game By Killing You Before You Get There   
    I think random moving hordes, like the hordes in TWD, would be a constant up in difficulty. But please make them not come to me no matter what I do... if I choose the (very boring) playstyle far-out-in-the-woods, I should be relativly safe. A horde wandering out far in the forest should be very uncommon (maybe they followed a helicopter flying over them, and had no other stimulus since then so they still wander in the direction the heli flew-stumbling over your unlucky toons camp).
    But if I stay in urban areas, wandering groups of zombies should be a constant danger, as should making noise be.
     
    Lategame new accomplishments and dangers could go hand in hand, making the game having more to achieve but also new drawbacks and dangers.
     
    Like, if I build my base, start farming and start to sustain myself that way, I should also have new goals like getting a generator running to use the fridge again. Or getting a car running and pimping it mad max style.
    For the generator for example I would have to go out and scavange again, need a car (if introduced) to get the generator from the hospital/shack in the woods/mall/ etc etc to my safebase, need fuel and spare parts. The search for parts and stuff would be dangerous if the hordes are back, so a new way to die even if late in the game. Also the generator makes noise and whatever code determines how hordes move could take the generators noise into account, upping the chance a horde moves to the safehouse.
     
    I think lategame, the safebase playstyle should still be viable, with punji stick traps, walls (like brick walls) no zombi can destroy and other ways to have it really safe. To get the player killed, I think it's much more rewarding to have the player choose if he wants to risk something for something and die in the process, and not to make death absolutly inevitable in cheap ways like a constant increase in zombie population or needed items just vanishing from the map or breaking without replacement.
     
    Also, later in game, the wildlife creeping back into town could create new enemys added to the zombies. Bears or wildcats could be a rare but dangerous encounter for the lategame.
     
    Another way (if hordemovement is back) could be a real big horde moving from one edge of the map to the other. This could simulate giant hordes wandering across the continent. This could happen ramdomly after some time has passed. Like, after 3 Months (the time needed for these megahordes to form) the new danger "megahorde" is introduced like now the watershutdown. A megahorde would be like a natural desaster, to be avoided at all costs or fought to the death.
     
    But, what I disliked about the hordes that tore down my base everytime, was that I had no way to make a zombi barrier at all, and that should be possible. I don't like that zombis can break through everything I've build. To build a base that no zombi can tear down and starve inside it besieged by 400+ Z has its own horror. I would have to fight my way out, loose the horde and travel to a new town... and someday I might come back to my old safehouse with the horde gone.
     
    Nearly every Zombimovie has the survivors building their base besieged by Z. I want to have this, too. Of course it's not my game and you guys can do what you want with it, but I think the "Would I survive, and how would I do it?" is a strong part of the fun playing a zombie game, and if I knew the game would kill me later, no matter what I do, it would kill the fun (for me at least).
  9. Like
    apelikejay got a reaction from Petra in Sustain resources mod - build 29.4   
    This is a resource sustainability mod that my cousin and I play together nightly...
    it 'borrows' from the following mods:
     
    CraftHelper 1.2 (by Omegapl)                                                                    
    http://theindiestone.com/forums/index.php/topic/9267-craft-helper-12/
    This sustainMod adds 200+ recipes to the game... CraftHelper is essential in keeping it    
    organized both for me... and for gameplay! Amazing Mod... all credit Omegapl, and apparently
    Peanuts, the original creator of the mod.
     
    Reloading Mod v.0.2 (by Rausheim)                                                                
    http://theindiestone.com/forums/index.php/topic/10105-reloading-mod-make-your-own-ammo/    
    'Borrowed' greatly from this mod... textures and ammo-to-the-ground scripts are identical
    with only minor changes to recipes and drop rates. This provides a great foundation for
    providing ammo sustainability. Great work, Rausheim!

    Dry Towels (by Saranis)                                                                            
    http://theindiestone.com/forums/index.php/topic/7126-dry-towels/
    A great little mod that allows for cleanup of wet towels in games and extends itself well
    to the sustainability idea I am aiming for in this compilation pack. Allows for collection
    of water by wringing out otherwise spent items such as the wet bath towel and wet dish towel!

    The Toolbox.png and MetalScrap.png images used in this mod are from:                                                    
    Building Mod v.0.2.2 (by badtrix)                                                                
    http://theindiestone.com/forums/index.php/topic/7773-building-mod-v022/    
    I couldn't get this working with the latest builds... I didn't want to mess with it.
    This mod inspired the recycling aspect of the following mod. I never really looked at the
    recipe code from this so any similarity to my own code below is coincidental. They both do
    the same thing, coincidences were bound to occur. Credit for the inspiration and the images!
     
     
     
    If you are using any of these mods, you can disable them or uninstall them when using my mod.
    They are already implemented in this mod as they fit exactly what I am trying to accomplish with it.
     
    FILE UPDATE (11/26/14):
    No longer uses the Start Safe Mod...
     
    ---------------------------------------------------------------------------------------

    Now that credits are aside, what is in this mod?

    Dispose of corpses with axes, knifes... even spoons... and collect Disturbing Trophies.
     
    Allows for creation of new weapons: Katana (bladed), Softball Bat (blunt equiv), and the
    Streetsweeper Shotgun. Also build easier recipes like a Screwed Baseball Bat, Razor
    (bladed) Baseball Bat and the Backyard Katana...
     
    Can your own soups and stews and all farmable foods. Works with scavenged Berries.
    Store your farmed goods and use them when you need them, not just before they spoil.
     
    Allows for recycling of nearly every in-game item.
     
    Craft many in-game items: tools like the sledgehammer and saw, weapons like the shotgun
    and hunting rifle, even their modifications like the x8scope... most if not all of it is in here.
     
    Recycle spent ammo and craft your own ammo, mostly thanks to Rausheim! Spent ammo
    even kicks to the ground... collect them shells!
     
    Greatly lowered fixing costs for in-game items. They now require 1 of each default item.
    Changed gun fixing to use Bleach instead of another gun. The equivalent of cleaning.
     
    Craft a Beehive.
     
    Extract Honey from the hive and make Go Go Juice.
     
    Extract Beeswax and make Candles.
     
    Craft a Hand Torch, an offhand item that greatly increases night vision.
     
    Utilize Saranis' DryTowels mod and collect water from wet towels, or just dry them.
     
    Collect the patterns (in the form of books) to do this mod's recipes from zombies. The
    better the craft-able reward, the rarer the book drop. Books are spent on use so save them up!
     
    Track it all with the power of CraftHelper 1.2, by Omegapl.
     
     
    FILE UPDATE (10/6/2014):
     
     
    Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly).
     
    Added ability to craft pills (via new recipe/book drops).
     
    Paint cans now give back an empty paint can when used up.
     
    Added ability to refill these empty paint cans -- only with the color they previously were. This means
    if you have one can of one color, effectually you can paint forever with that one color. Recipe drops
    are added for this as well.
     
    Craft Plaster Powder.
     
    Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books.
    The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet
    of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can!
     
    Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical
    to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close.
     
    (This Pistol is a work in progress... it might take some modifying to get the sound right... I'll removed this
    parenthetical when it's confirmed solid.)
     
    Added ability to make Jerky from all trapping and fishing game.
     
    Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on
    recyclable items. (Which shouldn't really happen considering you can recycle jewelry, pills and
    clothes and get the three main recycling mats, all from zombie drops--but it will be a nice little boost.)
     
     
    FILE UPDATE (10/13/14):
     
    Can now craft hinges and door knobs.
     
    Honey can now be put in Water Bottles, Whiskey Bottles and Pop Bottles... not just Wine Bottles.
     
    Plaster Powder now kicks back an empty bag when used. Just like the paint, this is needed to refill
    (craft) more Plaster Powder.
     
     
     
    FILE UPDATE (11/26/14):
     
    Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items.
     
    Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies.
     
    Casks are now refillable.
     
    Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask
    lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired.
    This also means... more killing!
     
    Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make
    whole stacks of ammo... this only affected the final step of ammo making.
     
    Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife
    and then use the fillet to make the jerky.
     
    Messed around with the Silenced Pistol -- it's still loud on the players end...
     
     
     
    I hate to say it but... more to come... eventually....
     
    --------------------------------------------------------------------------------------------
    To use this mod:

    Download and extract to your /users/USERNAME/zomboid/mods/ folder for single player.
    For multiplayer, extract and overwrite your /media/ folder inside your game directory
    with the media folder provided in the zip file. It is advisable to backup your game's default
    media folder before making changes to it.

    This works perfectly fine on our multiplayer server on build 29.3. For multiplayer:
    When new patches or hot fixes come through, simply apply the patch then re-save the media
    folder over the game's default media folder... it's worked so far *fingers crossed*. Remember,
    all players on the multiplayer server must have the same file structure so every player must do
    this.
     
    Most of this mods recipes can be done from the ground. The way the game's mechanics are
    working at the moment, means that one of the required items can be on the ground. But only one.

    With this mod you can sustain your resources (firepower, water and canned goods) indefinitely...
    long after a server has been looted.
     
    FYI: The Katana uses the poolcue sprites, the Softball Bat uses the baseball bat, and the
    Streetsweeper uses the shotgun.
     
    This is fully updated to the current live build on Steam --> Early Access 29.4.
     
    I will not be publicly updating this for the IWBUMS branch anymore... just through 29 as I developed
    it. It should continue to work for players on that branch and I will probably update it to build 30 when
    it goes live if any tweaking is needed.
     
    I do not know about backward compatibility to previous builds. Recipes in this mod utilize the Stone
    Axe and Berries of the build 29+ branch and might 'break' something if used on previous branches.
    sustainMod.zip
×
×
  • Create New...