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CyrusBlaze

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Posts posted by CyrusBlaze

  1. 2 minutes ago, Roland said:

     

    As for the C drive filling up, aren't the mod files predominantly text files? How much space are they going to be taking up? I haven't looked at the total drain on my disk space that a full overhaul mod imposes so I guess I will do that before commenting further about how detrimental this is going to be on our disk space. If its 100s of MB or more than a GB then I will concerned with that as well

     

     

     

    DF mod folder is 5.41GB  on my system (fresh install last night).  While that may be an outlier as it adds alot of assets there are plenty of other larger mods that can be quite alot.

     

    That being said my last 'personal' mod set (combination of many modlets) the folder was only a handful of MB as it was text only.

     

    We've seen that they can load mods form multiple locations.. why not keep it that way if appdata is truly 'needed' for some specific purpose (gamepass?) and leave it in the game dir for those who prefer it there or the mod loaders / multiple versions of the game without scripting / launcher variables to further complicate it.

     

    appdata definitely isn't a requirement for steam workshop either (seen that mentioned) so not sure why that's a 'pro' for the appdata location. 

     

    At the end of the day it'll be wherever TFP say it is.. and we'll just have to live with it.  But that doesn't make it make sense, or mean we cant voice our complaints/concerns (in a civilized manner) 

  2. Had to dust off my account just to respond to this.

     

    I really hope this is a temporary decision that is reverted before this release goes public or at the very least continues to use the current method (and not temporary as indicated) and the %appdata% is only used by whatever is making them to make this change. (seen several theories in this post)

     

    %appdata% is already a cluster fudge of a folder in general and is already bloated beyond belief by many other games/apps that store tons of crap in it. 

     

    And while I am a technical person who can easily navigate through it, and follow previously provided instructions to maintain multiple mods setups for different versions by updating the configs, it is going to be significantly more of a hassle for the non-experienced folks trying to manage multiple mods/versions or even just install mods in the first place. 

     

    Please please please!! rethink this choice! 

  3. don't know how I missed this mod back when I last played A16, but saw you UI stuff and just had to give this a shot. SO reloaded my A16 copy and so far I am loving it!

     

    Can't wait to see what you do with this for A17!

  4. I modified it slightly, but am at work so cant test to make sure it functions right

     

    <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='0']/passive_effect[@value='.5']/@value">0.005</set>
    <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='1']/passive_effect[@value='.4']/@value">0.004</set>
    <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='2']/passive_effect[@value='.3']/@value">0.003</set>
    <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='3']/passive_effect[@value='.2']/@value">0.002</set>
    <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='4']/passive_effect[@value='.1']/@value">0.001</set>

  5. Here is a snippet that I used to add it to various food types. I originally did it for each recipe individually, but you can chain some 'or' commands in the name section to add them all at once.

     

     

    <append xpath="/items/item[@name=foodBoiledMeat] /property[@class=Action0]">

     

    <property name="Create_item" value="drinkJarEmpty"/>

     

    </append>

  6. That said I cant stress enough the importance of the Localization being something we have control over using xpath. Unfortunately I can not use xpath as I wished i could have due to this. So many of my mods include new items and blocks and require descriptions that by having to still do them by hand in the original file, as well as having to instruct people HOW to copy the Localization into their vanilla install negates the use of this for me and some others.

     

     

    While you may not be able to modify the locilization file. I have had decent success in modifying a description directly and bypassing the localization file (if it cant fidn it in the locilization fiel it prints it as is ingame)

     

     

    It may not be perfect for all cases, but my limited use of it works well enough until propr localization modding is implemented.

  7. As long as you set up the serverconfig file to match the world name of your current world the Dedicated server will pick it up and run it without a problem.

     

    I often switch between having my server run it (hosted using dedicated client on my PC) and client run depending on what I am doing / who is online.

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