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Deceptive Pastry

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  1. I see now that Ravenhearst uses Dust2Death's HD mods, presumably including the trees. So it seems that the HDHQ mod is the answer here. Hoping he updates it for the current version as not just the trees are great but the lighting is perfect. For now I guess I'm playing Ravenhearst in 17.4. Always been on my list, pretty nice so far.
  2. HDHQ was closer to what I wanted, unfortunately seems like it needs an update. Some of the trees don't receive proper shading and show up at full brightness during the night.
  3. It isn't just tree density. I installed Ravenhearst 5.5.2 which runs on 17.4 and with that I get the trees I'm looking for. So either that was a feature of that version of Ravenhearst, or trees have changed since 17.4. I'll try out the HQHD biome overhaul and see if that gives me the trees I'm looking for.
  4. I was watching a few different mod videos and I found a couple that have beautiful forests. Dense, lots of tall pine trees. But I can't figure out how to get them myself. See video: https://youtu.be/xs2i_pCM7ow I thought maybe it was just a feature of the Ravenhearst mod but that doesn't do it either, even loaded up the official map that this guy is playing. All my forests so far have been more sparse with smaller trees, more like this: The video is from 2019, so have forests just changed since then? Is this a specific biome that I just haven't had luck finding?
  5. Just started playing this. Some issues with it but overall pretty great. I'm wondering though, it seems like I'm constantly being swarmed by zombies. Even if I'm in a POI sitting completely still in my menu, making 0 noise, zombies will constantly be aggroing toward me from very far away. I thought maybe you added food smell back but it happens with no food on me. Was something changed with the zombie aggro range or is it just the much higher amount of zombies that I'm noticing this more? Also I love that food cooked with boiled water gives you the empty jar back. I remember a long time ago reading threads that single recipe output was a "Unity limitation" lmao. Was this something the game devs made possible recently or did you find a way around it yourself?
  6. Has anyone had any success getting this to sync between players? We both have the Assembly installed for client and I edited the dedicated server assembly as well, but not only do the lights not sync between us, they reset to default once leaving the chunk. Anyone know what needs to be done in order for this to happen?
  7. After playing A18 for a few hours (Nitrogen + combopack is great, at least), it has taken a few steps back in the right direction. But then I start reading the forums again and see some of the comments from madmole as far as thoughts on things like deformable terrain and what they want the game to be, and I just don't see it becoming the game I was expecting it to be. I'll probably check it out again if it ever makes it to beta/release, but so far I just can't get into it like I was before. As for the skill system, the friend who originally introduced me to this game and who I primarily played with has stated that he has no interest getting back into it unless they bring back learn-by-doing. So yea...lol Whatever you wanna do is fine.
  8. Ah. Sorry I disappeared so abruptly. I kind of got fed up with not being able to do some of the things I wanted to with this mod and the general direction the game was going. Just out of nowhere lost interest and dropped the game one day. Saw A18 came out and was curious about the current state of the game. After playing for a couple hours I still can't say I'm too happy with the direction... If the mod were more popular I may consider working on it more but glad to hear it only needs a couple tweaks to continue working in A18. If someone else wants to take over this mod, feel free. Frankly I've just lost most of my interest in this game. It only continues drifting further from the amazing game that was A16.4 and I realized I was spending almost all of my time modding it to make it better rather than actually playing it.
  9. Hmm, I may be able to make an "upgrade" version. The CVars should be stored on the server (or the player's local saves for that server) and should be fine. I set the base XP needed for each skill's lvl 1 on a fresh player by checking for all XP = 0. The issue comes in with adding new skills, since the players XP won't all = 0 it won't properly set the new skill's CVars to base values. But I can make second download to upgrade from this version. Edit: Actuallly, I don't know why I just thought of this now. I can just make it so each skill's base XP is set by individually checking for that skill's XP = 0. Lol. That should make things way easier.
  10. Got a little delayed, but should have an update very soon. Have been working on an Unarmed perk to go along with the Unarmed action skill a few people asked for, introduces a couple simple quick combos you can do and upon completing a combo gives you a brief speed boost to dodge. Quite fun to play with.
  11. Ah. Well the reason for multiple effect_groups is so that I don't need to nest requirements inside each triggered_effect, it's just cleaner and easier this way. The first effect_group of the perk is just for setting level bonuses, increased damage etc. These all have the same requirement, "HoldingItemHasTags" tags="perkMotherLode", so I just put them all into one effect_group with that one requirement. Same for effect_group 2, they all need the same 2 requirements so it's easier to just make a new effect_group and have the reqs apply to entire group. They are all active at all times essentially, the groups themselves aren't activated by anything. It's just for ease of setting requirements and also ease of configuring. Check out buffs.xml (base game not the mod) and the buff "reqtest". <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="LogMessage" message="Dysentery present"> <requirement name="HasBuff" buff="buffIllDysentery0"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="LogMessage" message="Dysentery NOT present"> <requirement name="NotHasBuff" buff="buffIllDysentery0"/> </triggered_effect> </effect_group> Here each triggered_effect has an individual requirement that only affects the triggered_effect it's nested in. <effect_group> <requirements compare_type="or"> <requirement name="HasBuff" buff="buffIllDysentery0"/> <requirement name="HasBuff" buff="buffIllFoodPoisoning0"/> </requirements> <triggered_effect trigger="onSelfBuffUpdate" action="LogMessage" message="ReqGroup: One or both of them present"/> </effect_group> And here the requirements are not nested within an _effect, so they will affect every triggered or passive _effect in the effect_group. You'll also notice here they are within their own <requirements> tag. You don't really need that unless you want to change the compare_type to "or" - only one req needs to be met. By default requirements are "and" - requires all to be met.
  12. Not fully sure of the question. Basically the effect_groups are all triggered not as a group but individually on the triggered_effect's "trigger=", it's just that they all have the same trigger. In the case of Mining Tools, all are triggered on "onSelfHarvestBlock" - every single time you hit a block that you gain materials from, it runs the trigger, but ONLY if it meets the requirements. The main requirement being, AS_MiningTools_XP being Greater than or Equal to the current AS_MiningTools_LvlNextTotal value. Technically this wasn't implemented properly because non-mining tools eg. bare hands were increasing the value too, I ended up adding <requirement name="HoldingItemHasTags" tags="perkMotherLode"/>. Basically you have it right. They don't all trigger at once, but sequentially, so first AS_MiningTools_LvlNextAdd is multiplied by AS_XP_Mult (1.015), THEN the new value is added to AS_MiningTools_LvlNextTotal to give the new XP value needed for next level, etc. But instead of nesting the requirements in each triggered_effect, I have them placed outside at the top of the effect_group so all triggers in the effect_group have the same requirements. But the triggers are being called and the requirements checked every onSelfHarvestBlock. Also yea re: 3rd effect_group. I realized that the AS_MiningTools_Lvl LT 100 requirement wasn't right as if you added a point manually it would have thrown the total off and you would still be getting level-up messages post-100. It wasn't a big deal, it can't go above 100 anyway, but it may be confusing for the player. I came up with a work-around but if I end up having no manually placed skill points anyway it's a non-issue. Also I said I'd release an update once we hit stable, didn't realize that was going to happen this fast heh. I'll prob get it out in the next few days. Very interested in feedback regarding leveling speeds of the various skills. I ended up speeding up weapon leveling a little, mining leveling seems pretty reasonable as is.
  13. Just wanted to post a progress update. I have only had one issue where the XP CVars got reset after the most recent update. I had figured the CVars were stored within the player data of the individual world save so I don't know why an update would wipe those, unless the update changed how/where CVars are saved. There isn't too much more to do with this to be honest beyond a bit of balancing which I have slowly been tweaking as I play. Due to the CVar reset and their frequent back and forth with progression atm, I may wait until stable to release what I'd consider a "full release" of this. - Perk requirements for weapon perks such as Gunslinger, DeadEye, also mining like Miner69r will be tied to your action skill level. Haven't decided yet between Lvl 1-5 requiring either Lvls 0,10,20,40,60 or 10,20,40,60,80. - Will add Construction Tools, possibly re-add explosive weapons, scavenging, and maybe make bartering into an action skill. Wanted to tie Living Off The Land to a farming action skill but until they hook up the triggers for gaining items and allow me to specify plants I haven't figured out how to make it work properly without being abusable. Edit: I just got the idea to try target_tags="cropHarvest". Will see... - I've also been playing around with the rest of the standard skills. Going back to 6 skill points per player level with increasing points per level on both attributes and perks. Given that I think I'm going to stick with not allowing skill points to be spent leveling action skills, only level-by-doing or reading books, it's not quite as big of a deal but I may still release two versions - action skills only and the entire progression overhaul.
  14. I wish there were an easy way to get multiple items out of scrapping an item. Apparently that used to be a thing. The only issues that remain so far are: - Don't think it's possible through XML to make mods degrade. Not a big deal, may be better having the simplicity of just repairing the base weapon. I miss the 1-600 quality system and how you lost quality on each repair, made continuing to find new parts after a while necessary. - I can get guns to spawn with 1-4 part mods pre-installed, but no matter what I do I can't get the loot quality templates to apply to the mods it spawns with. Lots of lvl 1 pistols spawning with quality 3-5 parts.
  15. Ah I see you're working on re-adding weapon parts too? Haha. I originally had them as recipe ingredients but wanted a way to get them back out of the gun, so I re-purposed them as mods for mod slots and increased mod slots on the gun. Base pistol has 0 magazine count, a magazine part adds the ammo back. Base pistol has 1,1 degradation, pistol_parts adds the durability back 249,499. Etc. It was the best way I could think of being able to move parts on/off a gun and making them necessary for the gun to function properly. So many works-in-progress atm...
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