[Island] Into The Wild v1.1.6

Distribute and discuss mods that are functional.
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Re: [Island] Into The Wild v1.1.6

Postby Lemonymous » Tue Feb 11, 2020 6:20 pm

Yes. It was a very specific bug that only affected the Snubnose together with some Into the Wild code.

I just updated both ITW and RF1995 to fix it btw. Updating either mod should alleviate the issue.
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Re: [Island] Into The Wild v1.1.6

Postby gabok » Wed Feb 12, 2020 5:10 am

I just played with the updated versions and it works like a charm now, I assumed I would've needed to start another game for it to take effect but it fixed the problem right away (still started another timeline anyway because I fucked that game up earlier lol).

Anyway thanks for such a fast response! (and fix!)
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Re: [Island] Into The Wild v1.1.6

Postby AzureLazuline » Sat Feb 15, 2020 8:49 pm

I've made a small edit to randomize which islands are available every time you boot the game, without needing to manually rearrange them each time before you exit. Replace "uiArrange.lua" in "IntotheWild/scripts/replaceIsland" with my custom version:

There's no toggle for it in the mod options, but at the top of the file itself you can just turn "randomizeislands" to false. If anyone's better at this stuff and knows how to stick a toggle button next to "Arrange Islands" on the mod loader options, then feel free to do so! This way's a bit inconvenient and I obviously can't do a pull request or anything until that's implemented.

Like before, islands can only be randomized when you first open ItB, so multiple runs in a session will use the same layout. If you have in-progress save data, it won't re-randomize them when you open the game again since that'd break the save. Avoid the actual "Arrange Islands" button when using this, since I think it breaks your in-progress file if you save+quit in the same session that you access the menu.
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Re: [Island] Into The Wild v1.1.6

Postby bamalf » Sat Feb 15, 2020 10:14 pm

Thanks! This is exactly what has long been lacking for this mod.
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