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Guppycur

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Everything posted by Guppycur

  1. Oh sweet, yeh no worries. It turned into a complicated little mod with a lot of scope creep coming from the three of us and Sphereii just doing what we asked. 😃 I had one thing in mind, Josh another, Piper another. Lol. Once it's "settled" (I think it may be to that point but I'm not sure if all of Piper's stuff is working correctly) it'll deserve another instruction video.
  2. So there's four of us working on this. Sphereii, who just does the coding for SCore, then me, MageJosh and PipeMac are doing the actual testing. It's working for us, can you post the log again? Also, the xml's for the portals that aren't working for you? (Not sure if you've edited them to fit your needs or if you're trying them straight out of the box). IF you're using them "straight out of the box", you'll definitely want to see how each one is configured and how to configure them. Check the blocks.xml in SCore/Config (near the bottom) for samples. Some require buffs, some require electricity, some are destination only, some are placed in a poi, some require some combo of the above. It may just be that my blocks.xml isn't configured in a way you'd expect them to be. I hesitate on adding "samples" because SCore already does, so I've got them set up how *I* would use them, if that makes sense, because I can't guess how others would use them. Hell it's also possible I haven't updated my git with the new properties, I dunno. Unfortunately I'm stuck working a bit and can't really muck around with it, but ultimately I won't know what configuration people would want anyway. I suppose for the purpose of *this mod*, I can make variants and name them appropriately, like requiresPowerPortal01, requireBuffPortal01, destinationOnlyPortal01, etc... Thoughts?
  3. Please update to the latest SCore, it has the fixes as well as some new features to implement. These can now be placed in POI's and the code will search your generated world to find the POI, and then teleport you to that location. Currently (and probably forever) it will tele you to the first one it finds on the list, wherever that may be. You have to do some xml work to set this up but the examples will be in the blocks.xml in the Score/configs folder.
  4. Yeh so apparently there's a bad score version out there, some other dudes found it out as well (I'm personally a version or two behind so I didn't catch it), we're working with Sphereii to get it right. There's still more features coming as well, like teleporting from buffs, dialogues and such.
  5. Thanks, because the log looks fine.
  6. Could I get your game log, and possibly a video?
  7. Check the blocks.xml file in the /configs/ folder, it will have samples of different setups for different methods of using the portals. My guess is that you're using GuppyPortalMagic1 and it has this one: <property name="Location" value="test1" /> ...that means that one is set up to place two of them and automatically has the name "hard coded" (by xml) in. You'd want to make it: <property name="Location" value="" /> ...or remove that line entirely for it to work where you can hit E. Try one of the other portals, if you are still having the issue then there is a likely a problem with the setup and I would like to get your game logs to see what's wrong. Always make sure you have the latest SCore; if you've got it loaded from another mod (like NPC Mod) it would benefit both mods to update SCore. If this is a new fresh install then we can go from there after you've tried my above suggestions.
  8. Damn skippy. 😃 ...you see the vid? I even did a travel image.
  9. Right now there are no recipes for it so yeh you'll have to make recipes or pull them from CM; there are some new features testing today that should give us greater flexibility so might be released later tonight if they pass the tests, then I'll do recipes and whatnot. You hit E when close to the portal, and edit it like you would a sign. Client and server, yes absolutely.
  10. So as you know, Valheim is a fantastic game, and has many many features I'd love to see in 7days. I've been slowly modding features in, but I was wondering about fast travel/portals? Have y'all considered introducing them? On one hand, it doesn't really fit thematically with the current stage of the game, but on the other, if earned or as a quest reward or as a jump start to a quest itself, it could be an amazing add. Something I hope you guys consider. https://www.youtube.com/watch?v=BgCDX7NioZE Another thing I'm wholly interested in is upgrading workbenches by placing bench addon's nearby; I know we used to be able to upgrade workbenches by adding things like a crucible and whatnot, have y'all put any consideration into workbench upgrades by proximity?
  11. If you're finding them in POI's then that means they're in a placeholder group and that placeholder is positioned in the POI. What you (and the VM guys) can do is edit that list to only include "normal" sized vehicles.
  12. In HIS case, doubtful it would work because he has modified soooo many other things; and he makes it a point to say his mod shouldn't be modified. BUT. If he's modifying score features via XPath then his may be compatible with other score mods, because he's not changing score directly. There may be other issues, like if he edits out vultures but some other mod changes vultures, but that's the nature of the beast. if he's editing the score files directly then it wouldn't be compatible at all though, because he likely doesn't update to the new score that has the portal features. ideally, mods that use score should be modifying score via separate XPath like I'm doing, or that npc mod does, or not medieval, probably wasteland, the list goes on. Then the mods would be compatible regardless of their score settings. That's the goal, anyway. Modding standards. In Khaines case though, he has too many moving parts so to speak. So no. You wouldn't need to install score separately. The whole idea is to install it only once.
  13. Okay so the GuppyFuturePortal01 and 02 aren't actually in MY mod, they're in SCore as samples; I sent Sphereii the icons I guess he hasn't included them yet. The reason for that name is because I set up the models, but mine are named GuppyFuturePortal1 and 2, not 01 and 02. I don't have any benches or recipes planned yet, since we're still adding cool new features (like key cards, powered options, dialogue options, etc), so for right now you'll have to hand place them or make your own recipe. @pApA^LeGBa The reason is because several mods already use SCore as a dependency, which is the decided-upon-method a lot of us are going with; if I packaged SCore with my mod, then someone tried to use it in say, the NPC mod or Not Medieval Mod, they'd have problems because that mod ALSO requires it as a dependency. So we all kinda got together and decided to keep dependencies as separate downloads, and that we'd just link to them when making what's basically an accessory mod. SCore does SO much more than just this... from entity AI/bandits/npc to cave systems to food spoilage to ... the list goes on. So, a lot of modders are simply referring to it rather than re-inventing the wheel. One Download to Rule them All kind of approach. 😃
  14. Yeh I wanted a lot more options than than non code mods allow for; especially since it's powered by SCore, a lot of (including overhauls) will already have the backbone for this pack.
  15. ...any port scanner will find your open ports. There are a bazillion ways to get your IP, I'd rather not make it even MORE difficult for players to join than it already is, thank you.
  16. This mod requires Sphereii Core (SCore) in order to work. A20 compatible. Non EAC. Client install required. Download HERE ...are you ready for fast travel? This mod uses a new feature in Sphereii Core that allows for teleport blocks. Either place one, label it and then place another and give it the same label to travel between the two portal blocks, OR, edit the XML to give it a label name there, so that when you place it in a custom POI (or two), you can have a fast travel point from one place to another. Imagine a trader who has a fast travel spot to a specific area. You can now do this!
  17. So... Now it really CAN shoot. 1st post edited.
  18. Dude. Calm down, geesh. Stuff takes time.
  19. About time, slacker.
  20. Guppycur

    NPCMod and Addons

    I've got a harpy D. You should as well, thinking about it.
  21. What's it look like on what settings? ...asking for science. I can say it's a hella lot easier to produce a vehicle with opaque glass, because then you aren't spending an extra hour on hand positions. For realsies though, which vehicle and what setting looks bad, and more importantly, which opaque window looks good; might be easy for them to give them all the same good material.
  22. Well, I'd like the one that used to be included in the game.
  23. ...then you lack imagination. A pvp game with a truly destructible environment and the ability to create custom defenses is fun as hell. It just needs a mode that bypasses all of the grindy stuff to take advantage of it.
  24. Guppycur

    NPCMod and Addons

    Edit entitygroups and rename those entries to a valid one that you like.
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