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Haidrgna

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Everything posted by Haidrgna

  1. Haidrgna

    Gnamod

    Some more errors encountered during development and by players that need to be fixed. The StackOverflow being the worse on the list since it could potentially crash and or corrupt save-games. This was mostly caused by the density of grass in the Snow biome, it generally seemed to only occur there near towns. A save-game in which you already visited the snow biome will stay prone to this issue, need to either reset the region or start a new savegame to fully get rid of the issue. Deployed another Hotfix: 0.7.3 C (Both to stable and latest on launcher only). - Potential Fix for StackOverflo
  2. So for the recording, load game as MadMole archtype, put on just a Duster. Switch to 3rd person, go to a park prefab and then talk about candy there?
  3. Haidrgna

    Gnamod

    Alright I did some investigating and it turned out the vanilla Ore blocks and rock deposits were having their drops replaced by the generic replacer code, while they should drop the Gnamod ores instead. This is mainly because when I created the mining system I did not use the vanilla ore blocks underground and there were no ore boulders in vanilla either. Since then I put the vanilla ore back in the top surface layer to prevent some POI replacing the Deposit Blocks I placed there and causing random errors because of it. I forgot to also update the ore blocks along. So I released another hot
  4. Haidrgna

    Gnamod

    As you figured out that bit of the mod slightly more complex and thus also harder to balance. Hardcrete and Stainless Steel blocks are the best blocks possible to build with, they are very hard to destroy and thus should be expensive. They might be to expensive at the moment simply because the Economics of the mod is not fully balanced yet, most of the construction bits like this have mostly just a chosen value to make it possible to get them, I am working on that for 0.8 right now, from the ground to the floor (the ground being the raw materials and the floor being their final products in thi
  5. After the lengthy explanation you are still kind of missing the actual point. He is not asking for scrapping down items into more than one type. He is asking for an overhaul on how recipes are defines so they allow multiple item outputs. This in turn unlocks the example he mentioned of being able to make a recipe to take something apart. But it also unlocks stuff like getting back the jar when you cook a meal. Or allowing a certain item to be needed in a recipe but not consumed, say a can opener to turn a can to an opened can and then return the can opener too. A system were recipes have m
  6. I do not think it is that easy. The reset actually remakes the entire POI block by block, including air (which is why all world spawned and player placed blocks are erased when it happens). This also causes all placeholder blocks to reset and reroll, which controls a lot of the varied content in a POI, including if some block actually is a loot container or not (open and closed cupboards etc). So they would need to change their system to make something like that work, since this reset also actually causes the quest container to spawn (the satchel), which otherwise does not spawn. I am sure
  7. Haidrgna

    Gnamod

    I was under the impression I fixed this, but seems you are right that it was not. The issue being that in vanilla Forged Steel is never locked and there is no schematic for it either, its just gated behind having a crucible, so there was no natural unlock for it at all. In the future there probably should be a schematic for it as well. I have pushed a hotfix to the launcher Stable branch to correct it: Hotfix 0.7.3 A - Fixed resourceSteelForged is now unlocked by level 4 of the Advanced Engineering perk.
  8. Haidrgna

    Gnamod

    There was a bug, a typo that made it not work. Be sure to update to the latest (0.7.3) version of the mod. The issue should be resolved there for steel too, if not let me know. All biomes have Iron in them, but every biome has a different secondary ore that can be found there. Look on the map for colored spots, you will need to zoom in to spot them, if you go deep enough around there you may find the deposit blocks there, if you find a couple you will find a good amount of ore. Zinc and Copper ore are not yet mine-able in the current version, probably will be added in 0.9 in the current
  9. The Plains biome was probably one of the weakest biomes, but as far as I am concerned it is not about any specific biomes, it is about the fact that we had: 13 biomes we could use and add to any given world, modified to our liking, now we have 5 and any others just look like a purple alien landscape no matter what you do. We had a lot of different terrain textures to choose from to build the biomes from. In A17 we even got the ability to add completely new biomes, build from scratch up and would work flawlessly in the RWG mixer. Now any such biome hopelessly crashes the mixer because it on
  10. Haidrgna

    Gnamod UI

    An update here on Gnamod CoreUI: I just updated all of Gnamod Stable to 0.7.3 which includes some features that were planned for Gnamod 0.8. But since A18.4 has gone stable earlier than I thought and the features were essentially ready and included some minor fixes needed to make the UI work properly for 18.4 I moved them over to this version, the last 0.7 release for any Gnamod. The release includes: - Player Window: The player window is now bigger and streamlined with the rest of the UI. - Map Window: The map window has been enlarged and more space for waypoints around it and the inf
  11. Haidrgna

    Gnamod

    Alright, considering that A18.4 went stable today and most of the changes done in the 0.8 Alpha 1 in the Latest branch, which already included the changes needed to the mod (mostly UI) to go to the new version I decided it would be best to release the 0.8 Alpha 1 as 0.7.3 to the Stable branch as the last version of Gnamod 0.7. This also applies to CoreUI which also had some new features ready and waiting in the Latest branch. The full list of features can be found in the readme.md file included with all downloads. This does not mean that 0.8.0 is postponed at all, I am still working on t
  12. No offense, but I hope that stays that way. Subbiomes are the domain of a biome's xml properties and should stay that way. What you want is just more biomes that work, then you can arrange and sprinkle them around the world to create the same effect.
  13. Fair enough, I hope it will be considered for the future though
  14. Well if you can manage to tie biomes/subbiomes to terrain and/or stamps during generation of a world, count me in, since that would also allowing to set snow covered peaks and other cool features like an oasis of green with water in the desert and what not. The plains or any other biome before were never really tied to a biome, even in A18 they are not, the terrain and biome are just arranged in such a way to appear together on the map (because biomes always use the same map and world always uses the same select set of stamps). I wonder if this has improved as well in A19 with the random b
  15. Your currently use of Microsplat says something different, no sub-biomes with a different soil is possible unless you change it (please do), hell no new biomes can be added without first disabling it.
  16. Excellent work. Any chance for xml controls for the values?
  17. Then they either should not be a weapon anymore or lose their ability to stack. A stack of burning torches is a campfire anyway..
  18. Threading water luckily is one of the exploits that can be fixed relatively easy by taking a look at reality. There are not that many people that can thread water all night in their soaked full gear with backpack in cold water. Hypothermia, stamina loss and then drowning are usually the results in such situations. I remember a streaming using it once to beat my mod and then I added some buffs that made swimming for longer times very dangerous, causing hypothermia among others. But I agree overal, exploits need to be addressed and turned into something that could work for say a limited time
  19. Haidrgna

    Gnamod

    Pushed another hotfix today to the Stable repo to fix some more recipes not working. I made some typo's in the workstation name of the Blast Furnace. Thanks for reporting these issues, since it is something that happens later game I myself had not yet encountered it (and probably not many before them either ). This should make all steel and steel items actually craftable. The hotfixes are only applied to the Mod Launcher repo currently. Since I am mid-way into creating the 0.8 version of Gnamod the manual downloads will not be updated. If you encounter the problem on a manual download version,
  20. As far as I know both should either be a melee weapon or not at all. The torch currently is a very OP as a starter weapon, only balanced by the fact it causes rage more often. It never breaks and deals a dot while also not costing to much stamina to swing. All items usable as melee weapons should have durability and break. The torch used to have a chance to break every hit in A16 and before, but since A17 it does not break anymore when used as a melee weapon. I would even go as far to say it should lose durability when equipped over time, since its being burned, but that would be spoilage
  21. As far as the code goes it is a deliberate change to the decoration manager. Certain objects that before were tagged to be able to decorate slopes are now ignored because the slopes are all tagged as no-decoration, rather than to allow small decorations at least. This means not even grasses, bushes and rocks can spawn there. As far as I know the way decoration worked prior to A18 already did a good job preventing steep slopes from getting decorated by large objects such as trees, but did place some if there was a plateau higher up. I hope they can take a look into the code and check if the
  22. Haidrgna

    Gnamod

    I took another look, the Perk Advanced Engineering unlocks crafting the Blast Furnace as level 4 and Crucible at level 5 (which is the same in the vanilla game for the Crucible), and that is working. But on the recipe I made a wee tiny spelling error (blastfurnace instead of blastFurnace) so it has no actual workstation set where it can be crafted. I will create a small hotfix on both branches on the mod launcher. For those using the downloaded version can either fix this in recipes.xml for now or just exchange all materials in the Creative Menu as a fix. Edit: Just deployed the hotfix t
  23. Haidrgna

    Gnamod

    Thanks for the feedback The Crucible does exist and should be craftable. The descriptions of Perks can still be misleading, I did some changes to stuff they unlock but not on their descriptions. I will take a look at it as well to see whats up. Like you encountered most items in Gnamod are different from vanilla, the vanilla ones exist but are replaced. If you find recipes that require the vanilla item let me know which so I can fix those in a future update or hotfix. Possibly the recipe of the Crucible is such a thing or you are trying to craft it on in the wrong place. I will have to
  24. I have no doubt their method is more complex, but I am afraid it is mostly because they need to jump through extra hoops to make it work in and with Unity. Especially the map previewer they use I think causes extra overhead during the generation proces. Repeated world generations can cause all sorts of errors in that section to appear. If the generation was just that and the preview was a separate tool it likely would already increase the speed of generation. But it seems they have their minds made up on this one so I will leave it at this.
  25. I never said to abandon C#, just not to have the bulk of Unity for generation and a simple front end app instead.
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