Guppycur Posted October 16, 2022 Author Share Posted October 16, 2022 Score handles the code, but if you're trying to turn it off, you'll have to edit entityclasses and remove the spawn on death property. Link to comment Share on other sites More sharing options...
Quillbeatssword Posted October 17, 2022 Share Posted October 17, 2022 Fantastic mod! I literally spent close to an hour burning so much @%$# down I almost crashed the game 😅.. Do have a question. When running this mod along with fire danger I get a series of red xml errors but as far as I can tell they aren't effecting the functionality. However I've noticed a couple things. Grass doesn't seem to burn, nor do burning zombies seem to spread it. Also. The fire danger mod doesn't have a root folder when exported. So I manually made "mjFireDanger" and exported it into that folder. Am I doing something incorrectly? 1 Link to comment Share on other sites More sharing options...
Guppycur Posted October 17, 2022 Author Share Posted October 17, 2022 Is that mage josh's mod? If so I haven't tried it yet but it should definitely have its own folder. Link to comment Share on other sites More sharing options...
Quillbeatssword Posted October 17, 2022 Share Posted October 17, 2022 Yes. That's the one. Uses 0-Score and your fire mod as dependencies. I'll have to try your mod without that one real quick to see if I'm still getting errors. Is it normal for your mod to throw a couple of errors on its own? As stated it does still load and seem to work despite the errors so I'm not entirely sure exactly what aspect of it is failing yet. 1 Link to comment Share on other sites More sharing options...
Guppycur Posted October 17, 2022 Author Share Posted October 17, 2022 Post your game log, it def should not be throwing red errors. Yellow maybe but not red. Link to comment Share on other sites More sharing options...
Quillbeatssword Posted October 17, 2022 Share Posted October 17, 2022 21 minutes ago, Guppycur said: Post your game log, it def should not be throwing red errors. Yellow maybe but not red. No red warnings after removing his mod. Yours works fine. I will reach out to him regarding the errors. Thank you for your responses Guppy. 🙏 1 Link to comment Share on other sites More sharing options...
Guppycur Posted October 18, 2022 Author Share Posted October 18, 2022 @magejosh 1 Link to comment Share on other sites More sharing options...
WhiteLion Posted October 18, 2022 Share Posted October 18, 2022 Hiho, nice mod! I ve questions: Will it work in multiplayer ? Will it work in combination with other overhauls lieg Darkness Falls / Sorcery ? Do I have to compile sCore or anything myself or are the files in the repos ? Thx Link to comment Share on other sites More sharing options...
Guppycur Posted October 19, 2022 Author Share Posted October 19, 2022 Yes to multiplayer, but someone would have to make those mods compatible with it. 1 Link to comment Share on other sites More sharing options...
magejosh Posted October 22, 2022 Share Posted October 22, 2022 On 10/17/2022 at 8:18 PM, Guppycur said: @magejosh Hmm, weird. I'll look at that and see what's up. I do not get those red errors on my end so I'd need an error log. Link to comment Share on other sites More sharing options...
Guppycur Posted October 22, 2022 Author Share Posted October 22, 2022 Sounds like he doesn't have it in a mod folder? Unsure. 1 Link to comment Share on other sites More sharing options...
Jaythomas Posted October 24, 2022 Share Posted October 24, 2022 Hi, and great Mod!! The spitters (cop and bubble guy) don't seem to be causing any fires. Is there a setting I can check? Link to comment Share on other sites More sharing options...
Guppycur Posted October 25, 2022 Author Share Posted October 25, 2022 That would be intentional. They do acid, not fire. You can edit their item hand to make them cause fires though, but ultimately I plan to have a better acid system for them using the fire manager. Link to comment Share on other sites More sharing options...
Jaythomas Posted October 25, 2022 Share Posted October 25, 2022 Ha, Bubbles set my garden on fire and a cop damn near burnt my horde base to the ground. Must of happened before I installed your mod. Thanks. Link to comment Share on other sites More sharing options...
magejosh Posted October 27, 2022 Share Posted October 27, 2022 I believe gupFireMod default did leave the vomit setting fire initially but was disabled pretty quickly in testing. The cop exploding however should still set fire to blocks in range that aren't destroyed by the explosion damage. On 10/22/2022 at 5:21 PM, Guppycur said: Sounds like he doesn't have it in a mod folder? Unsure. I haven't been able to create a condition locally to cause it to generate red errors on my end using only SCore, gupFireMod and my own Fire Proximity mod. Nor in Purgatory's 400 mod set did it cause me issues. 1 Link to comment Share on other sites More sharing options...
Ttruthz Posted November 23, 2022 Share Posted November 23, 2022 @Guppycur I have spent the better part of a day trying to find where the setting/config is located to make cop spit create fire like bubles spit.... I am not a good scripter and am struggling. I have found the item in hand in the original game files but see no reference to it in the mods. I tried to add the condition "<triggered_effect trigger="onSelfDamagedBlock" action="AddFireDamage, SCore" />" to the main game files under the item - ammo for cop but doesnt work. I know these mods made bubles create fire but I cant find where that is because I could emulate that for the cop. Any help would be great.... 1 Link to comment Share on other sites More sharing options...
Guppycur Posted November 23, 2022 Author Share Posted November 23, 2022 You're looking to make the cop set fire when it spits? Link to comment Share on other sites More sharing options...
Ttruthz Posted November 23, 2022 Share Posted November 23, 2022 Yup!! Link to comment Share on other sites More sharing options...
Jikdur Posted November 23, 2022 Share Posted November 23, 2022 Been trying this on multiplayer with a few friends. Something I’ve noticed is that when something would die on fire it spawns a burnt zombie per player playing. Example if 3 players are on and 1 zombie dies while on fire 3 burnts spawn out of one death. Same with the vultures. Gets crazy out of hand if a decent amount of players are on. Link to comment Share on other sites More sharing options...
Guppycur Posted November 23, 2022 Author Share Posted November 23, 2022 Thanks, I'll report that to spherii. Truth, what you want is the cop item hand in items.xml, that's where you'd add that line. Link to comment Share on other sites More sharing options...
Guppycur Posted November 24, 2022 Author Share Posted November 24, 2022 So seems like a bug. Unsure when it'll get fixed tho, with a21 right around the corner. Link to comment Share on other sites More sharing options...
Ttruthz Posted December 26, 2022 Share Posted December 26, 2022 On 11/23/2022 at 4:45 AM, Guppycur said: Thanks, I'll report that to spherii. Truth, what you want is the cop item hand in items.xml, that's where you'd add that line. Thankyou brother... Sorry for replying so late. Just now getting back to the mod pack Link to comment Share on other sites More sharing options...
swmeek Posted December 29, 2022 Share Posted December 29, 2022 Will this work with 20.4 ? Link to comment Share on other sites More sharing options...
Worrun Posted December 29, 2022 Share Posted December 29, 2022 I'd recommend fires eventually burning out, especially on containers - as the fire extinguisher isn't fully working yet losing all your wooden storage containers or pre-made base from a single vulture vomit that spreads infitely Link to comment Share on other sites More sharing options...
Guppycur Posted January 3, 2023 Author Share Posted January 3, 2023 Sphereii updated sCore, so please update and lemme know if this fixes the issues some of y'all are seeing, thanks. Version: 20.6.368.1433 [ Food Spoilage ] - Fixed an issue with -99 not stopping spoilage when using PreserveBonus -99 [ RandomDeathSpawn ] Bug Report #61: Wrong spawns on multiplayer of "Burn Victim" #61 (https://github.com/SphereII/SphereII.Mods/issues/61 ) - Added isEntityRemote check before determine to spawn or not. [ ObjectiveBlockDestroySDX ] Added a NetPackage to help distribute the block being destroyed count to the party for shared accumulation [ Fire Manager ] - Disabled the extinguished check to see if a block has been flagged as extinguished or not. - Added a check where extinguished removed a block from the fire map. - New functionality is that each time a block is extinguished, it'll set the expired time, regardless if it's already in the list, counting down. - If BlockA was extinguished, it can smoke for 20 seconds. - After 20 seconds, BlockA can catch fire again. - If BlockA is re-extinguished before the 20 seconds are past, expired time will be set back to 20. - Old functionality is that each time a block is extinguished, it'll expire after the expired time, allowing it to re-ignite. - If BlockA was extinguished, it can smoke for 20 seconds. - After 20 seconds, BlockA can catch fire again. - If BlockA is re-extinguished before the 20 seconds are past, it won't reset that time period. Link to comment Share on other sites More sharing options...
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