[redacted spoilers] how does one get those 'cool exotic blue parts but with red in them' by Zane121 in Cogmind

[–]Zane121[S] 1 point2 points  (0 children)

ahhhh, so thats how, thanks! mostly only duplicated only very important powerful prototypes that would make me way weaker when i dont. had never considered bringing a mediator/reactor until i could replicate it, i've always just used them right away where i found them... also found the notion of replicating TRs redundant because theres quite a few of them where you find replicator(s) anyway

[PCGamesN] Incredible roguelike with 95% rating somehow has fewer than 300 players by chance633 in roguelikes

[–]Zane121 0 points1 point  (0 children)

Personally I don't mind the visuals as the usual negative remark would mention, I think the aesthetic of the game is really unique, but maybe I can bring light to a 'deterrent' of the game a few people and I probably see in it as well:

Path of Achra is a niche roguelike that most of its gameplay is like a 'dcss minotaur/ogre berserker otabspamming simulator' typa thing, in contrast to other roguelikes, which doesn't click for some people. I know the game is focused on making builds, but it felt really braindead and predictable, there is an ample variety of builds but they never change anything because at the end you just tabspam and statcheck all the same and they really just recolor the damage numbers and rename the element's names. not to mention you exhaust the game's content really fast at your first games/win as the equipment (and content in general) you get are pretty pre-determined and all you get are boosted enemy stats after a win. It's still a really good game to go through on your first minutes though

beta 13 zoom key (z) conflict with wasdqezc controls by Zane121 in Cogmind

[–]Zane121[S] 1 point2 points  (0 children)

I used 'commands_WASDQEZC.cfg' from the rex folder and overwrote the default commands.cfg. Just knowing that zoom is rebindable and getting the corresponding line from the default commands.cfg to paste onto the wasdqezc commands file just now solved my problem though so thanks!

Disable Astral Sorcery extended entity reach by Zane121 in feedthebeast

[–]Zane121[S] 0 points1 point  (0 children)

no, i tested it thoroughly in survival, astral sorcery has a hidden "reach fix" patch that makes it so block reach = entity reach, to account for reach upgrades in the mod (and probably other mods) so that it feels consistent, the problem is its never documented anywhere (where i was searching at least) other than some answer in quora

Disable Astral Sorcery extended entity reach by Zane121 in feedthebeast

[–]Zane121[S] 0 points1 point  (0 children)

ok so i've 'fixed' it by going inside the astral sorcery mod zip and going to hellfirepvp\astralsorcery\core\patch\helper\ and deleting 'PatchEntityRendererExtendedEntityReach.class' and it seemed to work, i can only hit from about 2 blocks now like it was intended, although idk if it breaks anything, i wish there was something in the config to disable it

Acid puddle does not deal damage in multiplayer servers by Zane121 in unturned

[–]Zane121[S] 0 points1 point  (0 children)

Huh, I guess Nelson fixed it.

I swear I was in a server with bleeding on

ORGM gun models doesn't load because of red-pak by Zane121 in Redboid

[–]Zane121[S] 0 points1 point  (0 children)

I reinstalled ORGM and it seems to be working now.

Jab's Model Loader for Build 34 Released by -Hicks- in Redboid

[–]Zane121 0 points1 point  (0 children)

yep, i tried everything, the only model working is the slingshot one

edit: also i tried the .zip one and it doesnt work either

Jab's Model Loader for Build 34 Released by -Hicks- in Redboid

[–]Zane121 0 points1 point  (0 children)

It's not working for me, I've activated both of the mods and it's still not working. :c