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I’m having an issue where when I select long arms, my melee range becomes shorter. Any idea how to fix this?

So I’m really enjoying the mod but green box smile face appears what does that mean?

Hi, there is apparently an issue with the json_encode function in NTT on versions below 9944.  It prevented an array from being turned into a string properly for the ID, since it thought one of the array's items was null instead of the mutation my mod chose.  This only happened with patience for whatever reason.

I've applied a fix that should work until >= 9944 is public and replaces the latest itch.io NTT build.  Thanks for letting me know about this!

How can I increase the max number of pieces for the mutations? I try to go further than 4 but it doesn't change when I click on it.

You can use the directional buttons (left/right/a/d/whatever you have your keys set to).

This is because of a limitation where I wanted to keep right click as a way to exit the menu, so clicking would only have been one direction (positive) and that's not ideal.  Also can't be up and down directions because those change what item in the menu you have selected.

(+1)

10/10

best game-breaking mod out there

Note: take mutations that include patience at all cost for a better effect

Long Arms doesn't work on walls

Hi, sorry about the super late reply.

I wanted a break from working on this mod, and recently I decided to rewrite it completely.  Long arms, among other things, should be fixed in the most recent update.  Thanks for letting me know!

game crashes when i try to load, but only when im using the startup.txt for fullscreen/fps boost. if i remove the startup.txt the mod will load properly wondering if its something you could fix if you still have any interest in updating this mod.

I had some debug code for testing differences in performance, but it was written in a weird way and not commented out fully.  I've deleted it and the mod should now work with different FPS values.

Thanks for reporting this!

thank you for the quick reply and update, very much appreciated!

Crashes the game when doing /allowmod merge.gml.

Nevermind, just had to reinstall NTT.

Just for future reference, if you load the folder it'll /allowmod itself.  Typing it yourself is only needed if you use /loadmod on the specific merge.mod.gml file.

Yep, I figured that out. I noticed that the last line in chat was it using allowmod on itself, so I disabled that line and found that it didn't crash before allowing itself, and would crash if I then used allowmod on it. Speaking of which, what does it need mod loading permissions for? Is it creating the new mutations on the fly and then loading them in as separate mods?

(1 edit)

YellowAfterlife changed some of the mutations in NTT so that they can scale with values other than 0 or 1 (2 for rhino skin? +8 HP).  I decided to use that instead of writing the mutations myself (at least, for most of them), but that would mean once the scale isn't 0 the mutation would never show up again and you'd eventually be narrowed down to one choice (last wish, it appears if you level up but have all mutations).

The way to work around this was to make "dummy" mutations that look just like the vanilla ones but have no function, and they appear instead of regular mutations.  When a dummy mutation is chosen it adds 1 to the vanilla scaling and makes itself available again so you're never forced into only last wish.

You'll notice after loading the mod there's a bunch of .skill.gmls numbered 1-29, these are the generated dummy mutations.  It's not required that they get generated by the mod, and if you'd like I can upload a different build where they're included in the folder.  merge.mod.gml wouldn't require /allowmod permission in that case and the fake mutations would be included in the main.txt.

(Sorry for the long comment.)