GammaPaladin Posted September 16, 2017 Share Posted September 16, 2017 I asked this on the Steam forums quite a while back but never got an answer. Does anyone know how to go about removing (Or better yet, just massively reducing) the smoke particle effect from the burnt forest biome? May just be a quirk of my computer setup, but I'm basically entirely blind any time I go into the burnt forest, to the point that it's unplayable. I don't mind that I can't see the zombies, but I can't even see buildings until I'm on top of them, so it's basically impossible to explore the burnt forest areas. I tried commenting out this line in biomes.xml, but it had no effect: <ParticleEffect prefab="ParticleEffects/p_smokestorm" ChunkMargin="7"/> Anyone have any idea? Link to comment Share on other sites More sharing options...
Kaiser502 Posted September 17, 2017 Share Posted September 17, 2017 If you use tin biom xml it will take it out, look for rgmixer redonw in mods and you will find it. It also removes the green puke from the wasteland, Here is the link, I also use his mixer. https://7daystodie.com/forums/showthread.php?67996-A16-(stable)-rwgmixer-re-done-top-to-bottom!-(refined) Link to comment Share on other sites More sharing options...
skullpoker Posted September 17, 2017 Share Posted September 17, 2017 in biomes.xml find the section for burnt_forest and lower the value for CloudThickness to whatever you want to test. Changing the wind values might also work but it will effect the temperature as well. Thanks. Link to comment Share on other sites More sharing options...
GammaPaladin Posted September 17, 2017 Author Share Posted September 17, 2017 It doesn't seem to be a cloud thickness issue. I've already set the clout thickness to be the same as I've set it in most other biomes: <CloudThickness min="0" max="0" prob=".7"/> <CloudThickness min="10" max="70" prob=".2"/> <CloudThickness min="100" max="100" prob=".1"/> So it should be at zero 70% of the time. But I'm still as blind as ever in the burnt forest. Even removing the latter two lines and having only one CloudThickness line like so: <CloudThickness min="0" max="0" prob="1"/> ...doesn't eliminate the problem. Link to comment Share on other sites More sharing options...
skullpoker Posted September 17, 2017 Share Posted September 17, 2017 Pretty sure you weren't looking at the burnt_forest section, as there should only be one line there. I already changed mine but iirc it originally read <CloudThickness min="80" max="100" prob="1"/> As was recently posted as a reply in bug reports, open the console (F1 for me) and enter "weather clouds 0" to test if clouds are the right setting. If so, go into your biomes.xml and press Ctrl+F, then type in burnt_ and search for the right section to edit. The second code you posted should fix it. You may also want to find out which section you changed and change it back to what it was. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted September 17, 2017 Share Posted September 17, 2017 There are a couple settings to change and I am not 100% sure which ones have the most impact: In <biome name="burnt_forest" biomemapcolor="#ba00ff" > thy using this Top <weather> <Temperature min="0" max="20" prob="1"/> <Fog min="0" max="0" prob="1"/> <CloudThickness min="81" max="100" prob="1"/> <Wind min="10" max="20" prob="0.9"/> <Wind min="20" max="100" prob="0.1"/> <Precipitation min="0" max="0" prob="0.0"/> <Precipitation min="50" max="100" prob="0.25"/> <ParticleEffect prefab="ParticleEffects/p_sandstorm" ChunkMargin="14"/> <ParticleEffect prefab="ParticleEffects/p_snowstorm1" ChunkMargin="9"/> <ParticleEffect prefab="ParticleEffects/p_smokestorm" ChunkMargin="3"/> <ParticleEffect prefab="ParticleEffects/p_hotembers" ChunkMargin="1"/> </weather> Bottom </decorations> <spectrum name="pine_forest" /> <terrain class="Water" /> </biome> Link to comment Share on other sites More sharing options...
GammaPaladin Posted September 17, 2017 Author Share Posted September 17, 2017 The spectrum property seems to be what does away with the horrible smoke, finally. Thanks Link to comment Share on other sites More sharing options...
lee_terry_jr Posted October 18, 2018 Share Posted October 18, 2018 I was able to fix it by simply editing the biomes.xml file and removing <ParticleEffect prefab="ParticleEffects/p_smokestorm" ChunkMargin="7"/> Link to comment Share on other sites More sharing options...
4sheetzngeegles Posted October 18, 2018 Share Posted October 18, 2018 Ambient Lighting <weather> <Temperature min="20" max="40" prob="1"/> <!--This is my personal setting--> <Fog min="0" max="0" prob="1"/> <CloudThickness min="0" max="39" prob="1"/> <Precipitation min="0" max="0" prob="1"/> <Wind min="0" max="100" prob="1"/> <!--Suggestion Change the 100 t0 40 or less --> <ParticleEffect prefab="ParticleEffects/p_smokestorm" ChunkMargin="7"/> </weather> Always first step is make a copy of your original file for just in case. Copy and paste this weather section in place of yours. copy and paste all particle storm emitters you don't want to Radiated biome then comment or delete them from the other biomes. Keep one line for each of the environmental settings Key point is in each one set prob to 1 that means 100%. Clouds 0 to 39 does not mess with ambient lighting so much 39 is cutoff; 40 and it gets noticably darker and thicker. Fog set as above precipitation set as above, 70 and it fogs up and rains all the time. wind need some it move the particles around like a curtain, no wind they stay condensed 100 and it plays entire lp sound, sample ends wtih "wave crashing on rocks" max at 50 After edits this will help clear up area visually. If not enough refer to my tut on ambiet lighting, Should help take control of it to next level. Notes: Gamma affects this ara, mine is set at 51, *******You can copy <spectrum name="wasteland" /> or any of the other spectrums to the burnt_forest to adjust light color scheme. Pine is brighter sun, desert is softer orange, forest is similar to pine but darker greens, wasteland and radiated have the fog shield incorporated, with reddish sunlight and green ambient.******** Link to comment Share on other sites More sharing options...
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