36 lines
4.3 KiB
Plaintext
36 lines
4.3 KiB
Plaintext
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function on_mcm_load()
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op = {id= "tb_HuntKit",gr={
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{id="tb_HuntKit_settings",sh=true,gr={
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{id="header", type="slide", link="tb_HuntKit_MCMHeader", text="tB's Hunter's Kit - A Butchery Engine", size={563,50}, spacing=20},
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{type="title", align="l", text="Mod Compatibility - (Hover setting names for details)"},
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{id="muteHarvestSounds", type="check", val=1, def=false},
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{id="useHarvestSoundFallback", type="check", val=1, def=false},
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{id="disableExtraSounds", type="check",val=1, def=false},
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{type="line"},
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{type="title", align="l", text="Customization - (Hover setting names for details)"},
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{type="desc", align="c", text="It is highly advised you leave these options at their defaults. No perminant damage can occur to your saves so feel free to experiment, but alterations may cause balancing issues at any difficulty. This system is complex and scales itself. I spent hours ensuring balance of the default settings were nearest to ideal as possible so you could just install and play, but of course I can't account for everything. In the end, whatever you think is most fun is always best setting -trashBattery"},
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{id="harvestHardcap", type = "track", val=2, min=1, max=100, step=1, def=92},
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{id="minItems", type="input", val=2, min=-9999, max=9999, def=1},
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{id="harvestDifficulty", type="input", val=2, min=-9999, max=9999, def=1},
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{id="scavengeDifficulty", type="input", val=2, min=-9999, max=9999, def=1}
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}
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},
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{id="tb_HuntKit_features",sh=true,gr={
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{id="header", type="slide", link="tb_HuntKit_MCMHeader", text="tB's Hunter's Kit - A Butchery Engine", size={563,50}, spacing=20},
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{type="title", align="l", text="Hunter's Kit"},
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{type="desc",text="%c[d_green]<5D>%c[d_white] It works when not worn, but is quite heavy. If you don't wear it it'll take up significant space. \\n%c[d_green]<5D>%c[d_white] While wearing it, the carry bonus offsets the weight and gives you similar storage to the Camping Backpack. \\n%c[d_green]<5D>%c[d_white] The Hunter's Kit is craftable using logical items you could realistically obtain. No more random endgame materials to make one. \\n%c[d_red]<5D> The gameplay setting to require the kit to be worn is now ignored."},
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{type="title", align="l", text="Mutant Loot"},
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{type="desc",text="%c[d_green]<5D>%c[d_white] Mutants now drop an amount of meat respective to their fleshy mass, not their difficulty. Fleshes are great sources of low-quality food now. Even birds have something to eat, however it won't be much.\\n%c[d_green]<5D>%c[d_white] Mutants that drop things other than meat are unaffected by the Hunter's Kit. No increased chances to find money or porno mags just because you had some proper knives on you.\\n%c[d_green]<5D>%c[d_white] Birds are now harvestable! They were always intended to be, but a bug in the crow_binder script was causing issues and has been fixed."},
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{type="title", align="l", text="Variable Harvest Animation Speeds"},
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{type="desc",text="%c[d_green]<5D>%c[d_white] There are 3 harvesting speeds. Fast, Normal, Slow \\n%c[d_green]<5D>%c[d_white] Harvesting without the backpack is Normal. \\n%c[d_green]<5D>%c[d_white] Harvesting with the backpack is Slow, implying you are using your tools and taking time to gather more. \\n%c[d_green]<5D>%c[d_white] Having the \"Well Dressed\" achievement increases harvesting speeds Without/With to Fast/Normal, respectively. \\n%c[d_red]<5D> If you are using FDDA make sure you have the correct option enabled in this mod."},
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{type="title", align="l", text="Reintroduced Harvesting Sounds"},
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{type="desc",text="%c[d_green]<5D>%c[d_white] The game has 9 different harvesting effects that were intended for each type of creature, but only 1 was ever implemented. \\n%c[d_green]<5D>%c[d_white] The sounds are all generic bone/meat cutting noises so now I have the game select them at random for variance. \\n%c[d_green]<5D>%c[d_white] This can be disabled in the options if you like."},
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{type="line"},
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{type="title", align="l", text="%c[d_orange]Version - 1.0"}
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}
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}
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}
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}
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return op
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end
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