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A20/21 Modlets - 30K/50K/65K Stacks, Arrow-Xbow ammo swap, Ammo Disassemble, +


elucidus

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On 12/18/2021 at 3:29 PM, Altered33 said:

Is anyone else able to get Terrain-Based Movement Speed Mod working on a dedicated server?

 

I tried using the default file which uses property name="MovementFactor"    as well as changing that to name="movement_factor" as described in materials.xml with no luck. 

 

I confirmed the mod is loading on my dedicated server log file.

 

2021-12-18T15:17:47 1.122 INF [MODS] Start loading
2021-12-18T15:17:47 1.128 INF [MODS] Trying to load from folder: Terrain Based Movement Speed
2021-12-18T15:17:47 1.141 INF [MODS] Loaded Mod: Terrain Based Movemeent Speed (1.0.0)
2021-12-18T15:17:47 1.141 INF [MODS] Initializing mod code
2021-12-18T15:17:47 1.141 INF [MODS] Loading done

 

 

I'm using F3 key to identify max speed in game, no difference then before mod use. 

 

Unfortunately, I have not tried it on a dedicated server.  I will see if I can test this, this weekend, though it is Christmas, so no promises.  :)

 

On 12/19/2021 at 11:34 AM, killerbunny264 said:

There's few item like the casino coins when the stack size is higher than 30k , it causes errors , because there's a limit for it 

 

Did you get an error?  Because in the B232 & B233 notes they said they changed the data type to accomodate 65535.  I tested several items and it appears to work.  I just now tested casino coins (using the 50K mod above) and they also appear to be working.  

 

 

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On 12/18/2021 at 3:29 PM, Altered33 said:

Is anyone else able to get Terrain-Based Movement Speed Mod working on a dedicated server?

 

I tried using the default file which uses property name="MovementFactor"    as well as changing that to name="movement_factor" as described in materials.xml with no luck. 

 

I confirmed the mod is loading on my dedicated server log file.

 

2021-12-18T15:17:47 1.122 INF [MODS] Start loading
2021-12-18T15:17:47 1.128 INF [MODS] Trying to load from folder: Terrain Based Movement Speed
2021-12-18T15:17:47 1.141 INF [MODS] Loaded Mod: Terrain Based Movemeent Speed (1.0.0)
2021-12-18T15:17:47 1.141 INF [MODS] Initializing mod code
2021-12-18T15:17:47 1.141 INF [MODS] Loading done

 

 

I'm using F3 key to identify max speed in game, no difference then before mod use. 

Unfortunately, I have confirmed that it is not working on dedicated servers.  Not sure how to fix this at the moment.  

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9 hours ago, Zilox said:

Please take down the 50k and 65k stack mods, the maximum limit for stacks is 30k in game, people are using this mod with my mods and telling me things are broken. 

 

What mods is it having problems with?  I am happy to make adjustments/help troubleshoot, but they added the 65535, item stack counts in 232-233, and in single player testing it seems to work fine.  So perhaps something else is going on?  Or perhaps it is a dedicated server problem?

7dayssyacks.png

5 hours ago, Daisuki said:
 
Hello today I installed the 65K Stacks Mod. He went wonderfully to play solo. 
Now we have dragged it to our server and it just doesn't work there. Does anyone know why that is?
 

Is this a dedicated server?  I found a different mod isn't working on those right now either on dedicated servers.  Perhaps they didn't update the datatype for the dedicated server yet?  I'll mess around with it and see what I can figure out.

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On 12/23/2021 at 8:00 PM, elucidus said:

 

What mods is it having problems with?  I am happy to make adjustments/help troubleshoot, but they added the 65535, item stack counts in 232-233, and in single player testing it seems to work fine.  So perhaps something else is going on?  Or perhaps it is a dedicated server problem?

7dayssyacks.png

Is this a dedicated server?  I found a different mod isn't working on those right now either on dedicated servers.  Perhaps they didn't update the datatype for the dedicated server yet?  I'll mess around with it and see what I can figure out.

Yeah it might be server related. But as far as I've been told the max stack is still 50k now.

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On 12/25/2021 at 7:34 PM, Zilox said:

Yeah it might be server related. But as far as I've been told the max stack is still 50k now.

I am not sure what to do with the server limits.  I have never messed with those, but it seems I may have to look into it.  

 

As far as the 50K goes.  Let me explain.  It appears they are using a SMALLINT data type to store the number of items and that they switched the type so instead of it being -32,768 to 32,767, now it will store up to 0 to 65,535.  

4 hours ago, Proteus12 said:

Please I want

 

Infinite Ammo and Durability

 

 

Roger that, I will look into that.

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On 1/1/2022 at 6:19 AM, Werradith_Toximble said:

Hey I added the missing ammo types to the ammo mod and fixed the arrow/bolt recipes(The 50 and 250 were stone not iron but giving iron rewards).

 

LINK

 

Was hoping you can update your file with this.

 

Cheers

-Werr

Awesome I will check it out probably and upload as a new download, hopefully next week, I have come under the weather a bit, so when I am more in my right mind.

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On 1/7/2022 at 2:20 AM, Werradith_Toximble said:

Great! There is an issue with one of the 44 ammo types that I haven't fixed yet but everything else seems to be working fine.

 

I will take a look, we had an illness go through the house, still recovering, but I will take a look as soon as I am able.

 

On 1/9/2022 at 10:15 AM, Malafor said:

Are the stack mods server side only or both server and client ?
Cheers

 

stack mods may work on the server, I haven't tested anything above 30k on the server.  They all appear to work fine on client side.

 

On 1/10/2022 at 10:01 PM, Slawa said:

Edit/Snip...

 

 

Has someone fixed the terrain movement mod, in a20?

 

 

Do you mean on the server side, or in single-player?  The A20 version is uploaded in the OP, but doesn't appear to work on the server side.

 

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On 12/6/2021 at 5:40 PM, elucidus said:

Arrow-Xbow ammo Conversation Mod - Allows you to swap bolts and arrows at will.

 

Hi,

 

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

 

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

 

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

 

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
	<append xpath="/recipes">
		<recipe name="ammoCrossbowBoltSteelAP" count="1">
			<ingredient name="ammoArrowSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoArrowStone" count="1">
			<ingredient name="ammoCrossbowBoltStone" count="1"/>
		</recipe>
		<recipe name="ammoArrowIron" count="1">
			<ingredient name="ammoCrossbowBoltIron" count="1"/>
		</recipe>
		<recipe name="ammoArrowSteelAP" count="1">
			<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltStone" count="1">
			<ingredient name="ammoArrowStone" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltIron" count="1">
			<ingredient name="ammoArrowIron" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="ammoArrowSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="2" />
			<ingredient name="resourceCloth" count="1" />
			<ingredient name="resourceTallow" count="1" />
		</recipe>
		<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="resourceArrowHeadSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="8" />
			<ingredient name="resourceDuctTape" count="1" />
			<ingredient name="resourceWood" count="1" />
			<ingredient name="resourceFeather" count="1" />
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
			<ingredient name="ammoArrowFlaming" count="1"/>
		</recipe>
		<recipe name="ammoArrowExploding" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltExploding" count="1"/>
		</recipe>
		<recipe name="ammoArrowFlaming" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
			<ingredient name="ammoArrowBoltExploding" count="1"/>
		</recipe>
	</append>
</configs>

 

Thanks!

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  • 4 weeks later...
On 1/19/2022 at 7:02 PM, Surf said:

Would anyone happen to know if the Terrain-Based Movement Speed mod is compatible with the Hardcore Respawn mod?

 

They both modify movement speed so I guess the potential is there. Anyway, if noone happens to know I'll report what I find with my testing.

It looks like they would work as it doesn't appear the Hardcore Respawn mod you linked modifies the blocks.xml

On 1/18/2022 at 11:42 AM, radreck said:

 

Hi,

 

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

 

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

 

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

 

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
	<append xpath="/recipes">
		<recipe name="ammoCrossbowBoltSteelAP" count="1">
			<ingredient name="ammoArrowSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoArrowStone" count="1">
			<ingredient name="ammoCrossbowBoltStone" count="1"/>
		</recipe>
		<recipe name="ammoArrowIron" count="1">
			<ingredient name="ammoCrossbowBoltIron" count="1"/>
		</recipe>
		<recipe name="ammoArrowSteelAP" count="1">
			<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltStone" count="1">
			<ingredient name="ammoArrowStone" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltIron" count="1">
			<ingredient name="ammoArrowIron" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="ammoArrowSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="2" />
			<ingredient name="resourceCloth" count="1" />
			<ingredient name="resourceTallow" count="1" />
		</recipe>
		<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="resourceArrowHeadSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="8" />
			<ingredient name="resourceDuctTape" count="1" />
			<ingredient name="resourceWood" count="1" />
			<ingredient name="resourceFeather" count="1" />
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
			<ingredient name="ammoArrowFlaming" count="1"/>
		</recipe>
		<recipe name="ammoArrowExploding" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltExploding" count="1"/>
		</recipe>
		<recipe name="ammoArrowFlaming" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
			<ingredient name="ammoArrowBoltExploding" count="1"/>
		</recipe>
	</append>
</configs>

 

Thanks!

There was acompatibility problem from an earlier Alpha.  i'll take a look.

On 1/13/2022 at 5:14 AM, Slawa said:

I built a version based on buffs and "walkOn", which works in SP and MP.

You can take/edit it and add it to your main post, if you want :)

 

https://workupload.com/file/PNP94K3MhgD

 

Wow, that's fantastic.  I will look, and hope to learn from your work.  Thank you.

 

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On 1/18/2022 at 11:42 AM, radreck said:

 

Hi,

 

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

 

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

 

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

 

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
	<append xpath="/recipes">
		<recipe name="ammoCrossbowBoltSteelAP" count="1">
			<ingredient name="ammoArrowSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoArrowStone" count="1">
			<ingredient name="ammoCrossbowBoltStone" count="1"/>
		</recipe>
		<recipe name="ammoArrowIron" count="1">
			<ingredient name="ammoCrossbowBoltIron" count="1"/>
		</recipe>
		<recipe name="ammoArrowSteelAP" count="1">
			<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltStone" count="1">
			<ingredient name="ammoArrowStone" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltIron" count="1">
			<ingredient name="ammoArrowIron" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="ammoArrowSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="2" />
			<ingredient name="resourceCloth" count="1" />
			<ingredient name="resourceTallow" count="1" />
		</recipe>
		<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
			<ingredient name="resourceArrowHeadSteelAP" count="1" />
			<ingredient name="resourceGunPowder" count="8" />
			<ingredient name="resourceDuctTape" count="1" />
			<ingredient name="resourceWood" count="1" />
			<ingredient name="resourceFeather" count="1" />
		</recipe>
		<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
			<ingredient name="ammoArrowFlaming" count="1"/>
		</recipe>
		<recipe name="ammoArrowExploding" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltExploding" count="1"/>
		</recipe>
		<recipe name="ammoArrowFlaming" count="1" tags="learnable">
			<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
		</recipe>
		<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
			<ingredient name="ammoArrowBoltExploding" count="1"/>
		</recipe>
	</append>
</configs>

 

Thanks!

Thanks for bringing this to my attention, I didn't realize I never finished it.  For your code I would suggest removing the original two recipes for the arrow and bolt (the two that have actual resources).  Also there is a typo in my original code:  Replace 

<ingredient name="ammoArrowBoltExploding" count="1"/>

 

with

 

<ingredient name="ammoArrowExploding" count="1"/>

 

In the last line.  Or just download the updated file form the original post.  Sorry it took so long, it has been a rough start to the year.

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On 2/11/2022 at 9:22 AM, pipermac said:

Just an FYI.... Unless they  changed things in A20  Having Stack sizes larger then 30k is known to cause problems.  Will lead to  a much higher chance of your player save becoming corrupted where you go into the game and you are back to level 1.

 

Yes, 50k and 65k were added due to B233 upping the limit.  The new limit is 65,535.  I don't know if it works on the server version though.

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  • 3 weeks later...

So I have a question that doesn't have to do with coding, errors, permissions etc...

It's the 10K-65K vs. God Mode question.
These stacks apply ACROSS THE BOARD - for EVERYTHING. So lets use bullets for an example. There you are - about to go full Rambo during Bloodmoon. You pick a nice spot, load your modded M60 with 25345K bullets to spare and start firing, stopping every few to reload. Everything dies, while you're watching a movie. Down the street.

My point is - aren't these stacks basically God Mode? 30K stacks of EVERYTHING. One guy on my server wants me to install it and I keep saying no because it's basically God Mode. He calls it "quality of life". Quality of Life to ME - is being able to sit and lay down like Valheim or getting a resting buff while in your home...

Can I get an opinion on this?

 

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