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0XP RolMod A18


Roland

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Okay, I have it fixed now to match up with the actual length of the "60 minute" daylength. There may be a drift of a second or two but hopefully not noticeable. If so I can easily adjust it a second more or less.

 

If you don't want to re-download the mod all you need to do is go into the skillpoint generator modlet and edit the buffs xpath to change the 3600 value to 4041 (for all three timers).

 

Well, the ~4100 seconds would pretty much fix it for the erroneous 60 minute day, though that would be based off the 7am "spawn time” or I'm assuming, last death time. Personal preference, would be have it hit at like 3-3:30am, that way I can make selections before running out for the day 😁

 

Really though, wonder if there's a value you can query to determine day length when setting the time to account for differing day lengths.

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Well, the ~4100 seconds would pretty much fix it for the erroneous 60 minute day, though that would be based off the 7am "spawn time” or I'm assuming, last death time. Personal preference, would be have it hit at like 3-3:30am, that way I can make selections before running out for the day ��

 

Really though, wonder if there's a value you can query to determine day length when setting the time to account for differing day lengths.

 

Could be possible to trigger the day start counter when the morning sound is called by the game and plays the sound file, that way every day will be same length.

 

Not sure wether that was talked about before or not ... or maybe im way off mark lol

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I believe that OnDayStart is one of those buff trigger events that is not hooked up yet. I looked into it in the beginning and somebody showed me. Possible for the future.

 

I'm guessing that was an internal discussion. A quick Google search of the forum for "OnDayStart" only returns this thread, not any of the dev's big posts of the coming hooks or anything. Granted, I've always found trying to find something in the forum a bit painful.

 

When it's hooked up, it should work well though, especially if you could find some way to set the timer to whatever day length is being used making different day lengths possible. It would really suck to die early in the morning and have to wait almost two days for more skillpoints, but does fit the skillpoint death penalty theme.

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Not internal. I’ve asked Gazz a couple of questions unrelated to the timer but that’s it. They are busy trying to get A18 out and I don’t want to annoy them asking for help for my mod.

 

The conversation was likely on Guppy’s discord.

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1) Invisible Hud

 

This 100% depends upon Sphereii and he's a busy guy. But he did have this mod once upon a time as part of his Ex-Sphereii-Mental group of mods and it was super enjoyable. If it happens I will for sure make sure it is easy to remove for those who can't handle the full Rolmod.

 

Updated. Feel free to reach out to me to help you get this integrated.

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One question concerning the gameplay in this modlet.

 

As you are not progressing in levels (as far as i understand), does this mean that the gamestage doesn't rise? I mean it is limited by the character level you have and you could have day 1500, but with CL = 1 you would have GS equal to your difficulty.

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2) No Nerdpoling

 

I've always wanted the game to prevent nerdpoling and it is clear to me that the devs have no real interest in doing this because the devs told me they have no real interest in doing this. So this will be an ongoing project of mine to figure out the best way to do this. I've gotten some suggestions and plan to test them out and if I find something I like I will make it a part of this mod

 

Done. Won't place a block if you are not on the ground. You can still place blocks when you are on a ladder.

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One question concerning the gameplay in this modlet.

 

As you are not progressing in levels (as far as i understand), does this mean that the gamestage doesn't rise? I mean it is limited by the character level you have and you could have day 1500, but with CL = 1 you would have GS equal to your difficulty.

 

You do go up in level. Gamestage was indeed a problem and I solved it temporarily by giving the exact amount of experience needed to level up by doing quests. So if you do quests you will earn a skillpoint and level up. If you avoid quests you won't level up. So for now, you control how quickly your gamestage rises.

 

In the future I hope to be able to make this mod truly 0xp but that will have to wait until I can somehow add levels to the player without gaining xp. Right now the ONLY way to level up is to gain the required number of xp.

 

But for now, you will level up if you do quests. In fact you will level up to level 7 simply by completing the starter quest.

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Thanks Khaine. I'll look at that after I figure out what sphereii added. I'm having a tough time figuring out how to compile the sdx mods through the launcher. Just when I start feeling confident something comes along to remind me of what a noob I am....

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Thanks Khaine. I'll look at that after I figure out what sphereii added. I'm having a tough time figuring out how to compile the sdx mods through the launcher. Just when I start feeling confident something comes along to remind me of what a noob I am....

 

I made a tutorial video for that boss....

 

https://7daystodie.com/forums/showthread.php?115516-How-to-load-SDX-modlets-using-the-mod-launcher

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I watched it and it was super helpful...except the modlauncher doesn't currently notice my mods on github and I also couldn't find sphereii's two new ones though I'm sure that will change soon and I'll be able to do it that way.

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Update

 

Added: Sphereii's AntiNerdPole mod. No longer can you place a block if you are in the air. Actually, you CAN place it but it disappears immediately and you just wasted a block...

 

This is a completely independent modlet that is included in my pack and as such it can easily be removed without causing any problems if nerdpoling is a key part of your building gameplay. Thanks to Sphereii for putting this together. I have wanted to remove nerdpoling from the game for years so this is very exciting for me personally.

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Sphereii uploaded the modlets to his modlauncher. So I was able to just use the modlauncher. I still can't figure out how to get the SDX program to work. I keep getting the same error that assembly c-sharp dlls are missing. So I suggest to others to just use sphereii's modlauncher for my mod as soon as it is added especially if they don't know how to use the SDX launcher like me.

 

Or they can just forego using those modlets. I'm already not including the ClearUI and simply pointing people to it as a suggestion to try if they want to play the game differently.

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Roland the daily skill points are not applying. I see I have 3 XP notifications on my equipment screen, but no skill points were rewarded.

 

It means the sdx part isn't compiling. Use sphereii's mod launcher to load the mod and it will automatically help the sdx parts of the mod to work. I went back and edited the post detailing the instructions for how to load the mod to STRONGLY suggest that people use Sphereii's mod launcher. It is the best way to get it done correctly.

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