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Darkness Falls: They mostly come out at night...


KhaineGB

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Overhauls were not meant to be made with modlets. Certainly not ones like mine that have a long list of SDX custom patches, like the plant water code, animation compatibility for new entities, etc. Those are examples of things I outright CANT do as a modlet.

 

Fair point. SDX mods do throw a wrench into the whole process, because you simply can't mix-and-match changes from different SDX mod authors. Changes are all compiled into one .dll which you can't modify at runtime.

 

One possible solution to that - and this is only a suggestion - is to get together with other SDX modders to create a single "master" SDX mod that only adds in the capabilities you want. It just modifies the code to add functionality, and activating/using it would be done through XML.

 

The "modlet" in that case would be just the modified .dll and nothing else.

 

Then, all overhauls would be based off of this "master" .dll and you would only activate the features you want. This coming from Jax's idea that it's easier to remove features than it is to add them, except in this case it's "activating" features.

 

Just a thought. I'm not an SDX modder so this may not even be possible/practical.

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Fair point. SDX mods do throw a wrench into the whole process, because you simply can't mix-and-match changes from different SDX mod authors. Changes are all compiled into one .dll which you can't modify at runtime.

 

One possible solution to that - and this is only a suggestion - is to get together with other SDX modders to create a single "master" SDX mod that only adds in the capabilities you want. It just modifies the code to add functionality, and activating/using it would be done through XML.

 

The "modlet" in that case would be just the modified .dll and nothing else.

 

Then, all overhauls would be based off of this "master" .dll and you would only activate the features you want. This coming from Jax's idea that it's easier to remove features than it is to add them, except in this case it's "activating" features.

 

Just a thought. I'm not an SDX modder so this may not even be possible/practical.

 

I think sphereii has the mod launcher compiling SDX scripts at runtime so they actually COULD be distributed as modlets.

 

Still wouldn't work in this instance, nor for at least 1 other overhaul that I know of because I have custom scripts I wouldn't want to just put out there for anyone to use... and the same for that other overhaul.

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I think sphereii has the mod launcher compiling SDX scripts at runtime so they actually COULD be distributed as modlets.

 

Still wouldn't work in this instance, nor for at least 1 other overhaul that I know of because I have custom scripts I wouldn't want to just put out there for anyone to use... and the same for that other overhaul.

 

So the mod launcher actually ships with a source code compiler? Seems excessive, but hey, if it works it works.

 

But, yeah, if you want to keep your source code private, then what I suggested won't work. It just didn't occur to me that modders would have that attitude, I am used to non-commercial code being open source.

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So the mod launcher actually ships with a source code compiler? Seems excessive, but hey, if it works it works.

 

But, yeah, if you want to keep your source code private, then what I suggested won't work. It just didn't occur to me that modders would have that attitude, I am used to non-commercial code being open source.

 

Think of it this way.

 

If every modder shared their custom C# code, then no overhaul would be complete. Good example, if the starvation patch scripts were just in the wild for anyone to use, then we'd see a lot of starvation clones.

 

My health is stuck at 71 and won't increase, even when well fed and hydrated. Is my character bugged, or is this an intended mechanic that I don't understand (apologies if it is).

 

That sounds like a bug. Absolutely not intentional. Have you tried the basic, crap bandages to see if that will increase your max HP?

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Overhauls were not meant to be made with modlets. Certainly not ones like mine that have a long list of SDX custom patches, like the plant water code, animation compatibility for new entities, etc. Those are examples of things I outright CANT do as a modlet.

 

I wouldn't even want to try and do my progression as a modlet because I re-wrote and reorganised the entire file from the attributes section down.

 

I'm always happy to help a modlet author if they want to create a patch. But to expect overhaul creators to ensure their stuff is compatible with modlets out of the box is a bit daft.

 

I agree with this and if people decide to play an overhaul version then if there are certain aspects they do not like then applying a modlet to try and change these type of mod overhauls they should be aware there may be conflicts arising and this is not the fault of the mod overhaul developers or indeed the modlet authors.

 

Athough as Khaine says we are willing to work together to help compatibility, I personally play overhaul mods via the mod launcher but I also have my own take on the game with modlets i use on the base vanilla game.

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Hi KhaineGB,

 

First of all.. thanks for your hard work on the mod. I'm only a few days in.. but liking what most of what i've seen.

 

I did however, remove the hp bar and gore blocks.. and am thinking about trying to remove one of the POIs from the compo pack that is way too OP. The only other change i'm looking to make is removing the wasps. I like that they are in the game... but the GIANT arrow that shows up when i hit one is bugging me. I thought i had seen a post where you mentioned it was fixed.. but might be imagining things because i can't seem to find it now.

 

So my question is... is there an easy way to prevent them from spawning? I looked at a couple of xml files but nothing jumped out at me. I may be blind though... so any help would be appreciated.

 

Thanks

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Hi KhaineGB,

 

First of all.. thanks for your hard work on the mod. I'm only a few days in.. but liking what most of what i've seen.

 

I did however, remove the hp bar and gore blocks.. and am thinking about trying to remove one of the POIs from the compo pack that is way too OP. The only other change i'm looking to make is removing the wasps. I like that they are in the game... but the GIANT arrow that shows up when i hit one is bugging me. I thought i had seen a post where you mentioned it was fixed.. but might be imagining things because i can't seem to find it now.

 

So my question is... is there an easy way to prevent them from spawning? I looked at a couple of xml files but nothing jumped out at me. I may be blind though... so any help would be appreciated.

 

Thanks

 

I think it's called Hornet or DFHornet, but you need to remove it from the entitygroups file.

 

I have FINALLY fixed it in 2.03, at the expense of sticky arrows... but it's fixed on that and the behemoths now.

 

Gore blocks are also gone because of lag.

 

Which POI do you mean? because I'm looking at removing the huge casino (too much loot, too many NRE reports) and the theme park (WAY too much loot).

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I think it's called Hornet or DFHornet, but you need to remove it from the entitygroups file.

 

I have FINALLY fixed it in 2.03, at the expense of sticky arrows... but it's fixed on that and the behemoths now.

 

Gore blocks are also gone because of lag.

 

Which POI do you mean? because I'm looking at removing the huge casino (too much loot, too many NRE reports) and the theme park (WAY too much loot).

 

Ahhhh... hornet. Thank you. I was looking for wasp or bee.

 

I haven't found a huge casino yet and might have found the theme park (looked like a roller coaster so i'm guessing that's it) but haven't gone in. The one i was thinking of removing is a parking garage? with some rooms up top with like 8 of each type of crates, working forge, workbench, mixer.. maybe a chem station as well? and about 16 more shotgun crates (8 on main floor and 8 in underground level). I found it on day 2.. looked around.. and decided it was too OP so i didn't loot it.

Edited by Chronicguy (see edit history)
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It doesn't advance the quests. It just sets the character as if the quests had been completed, which means he can delete the one in his quest log and ignore it.

 

I gave him the red book from the creative menu and he put it his hotbar and clicked. After the first time it told him he already had the skill, but in his skills menu it tells him he doesn't have access to the 2nd skill point in farming, nor can he craft those recipes.

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Ahhhh... hornet. Thank you. I was looking for wasp or bee.

 

I haven't found a huge casino yet and might have found the theme park (looked like a roller coaster so i'm guessing that's it) but haven't gone in. The one i was thinking of removing is a parking garage? with some rooms up top with like 8 of each type of crates, working forge, workbench, mixer.. maybe a chem station as well? and about 16 more shotgun crates (8 on main floor and 8 in underground level). I found it on day 2.. looked around.. and decided it was too OP so i didn't loot it.

 

Ooooh, that one. I remember Game Edged finding that and thinking "Holy crap, that's a bit good."

 

Wouldn't be so bad if there were less boxes and the workbenches weren't guaranteed to work.

 

I gave him the red book from the creative menu and he put it his hotbar and clicked. After the first time it told him he already had the skill, but in his skills menu it tells him he doesn't have access to the 2nd skill point in farming, nor can he craft those recipes.

 

Red book is the mastery book. It's the purple book that's the admin book. :)

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Ooooh, that one. I remember Game Edged finding that and thinking "Holy crap, that's a bit good."

 

Wouldn't be so bad if there were less boxes and the workbenches weren't guaranteed to work.

 

 

I would prefer something that allows the player to select which POIs they want in the game and which they don't. This would be for vanilla as well. Instead of removing them, just make it where a player can specify if they do or don't want specific POIs. For example, I want the Dishong Tower in my worlds but no matter how many I generate, it just isn't there. Same with that parking garage - I'd like to play your mod with that garage not just have it removed.

 

Wonder if there is a way TFP could add selectable POIs. I know one I would remove - cell towers! Too damn many of them!

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Not gonna lie, that would be a seriously cool feature to impliment.

 

I'm also looking at shipping some custom 8k and 12k worlds with DF in the future because it allows me to place prefabs wherever I want, so I can make a few custom cities and such for folks to explore.

 

Also means less being at the mercy of RWG. :D

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I want to return to the topic of titanium ore search. Did excavations in different biomes (snow,forest,desert,ashes). Found all ores (iron,coal,saltpeter,lead). Even gold, silver and diamonds found. But titanium ore was nowhere to be found. Several times an error(endless red lines) popped up in the mine and the game had to be restarted. Maybe just Titan ore will spawn an error? Maybe there is a way how to find not in a random way? At 16 alpha, it was generated on the surface of the desert.

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Not gonna lie, that would be a seriously cool feature to impliment.

 

I'm also looking at shipping some custom 8k and 12k worlds with DF in the future because it allows me to place prefabs wherever I want, so I can make a few custom cities and such for folks to explore.

 

Also means less being at the mercy of RWG. :D

 

That would be awesome! That way we would know we were seeing the content you intended!

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That would be awesome! That way we would know we were seeing the content you intended!

 

https://drive.google.com/open?id=14A8UWLlkZyJoZMn6iduj3mU7HPN0Oz7A

 

That's a test one I made. Seems to work. Has 2 player spawn points that put you on the road, in a forest biome, not far from a trader.

 

Not sure how you'd use it with the mod launcher, but some folks have tested it out and liked it :)

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Gas Barrel only contains 300 units of gas? That is 1 and a half fills for the auger. the little auger should be able to be refilled many many MANY more times than that from a barrel.

 

Not sure if that's a vanilla change or your change.

 

It's disproportionate to the way units of fuel work.

 

I thought default was 1000 units. which is still probably way less than it should be however, just checking if intended and I just mod that part myself.

 

Thanks, enjoying the mod. Need more welding torches though, still can't find one. :)

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If You don't mind Khaine could you point me to the folder and file that contains the ability for zombies to drop Gore blocks?

 

They're a neat idea and easily cleaned up but they deform the ground a bit and just figured I'd try getting rid of them till I update again.

 

Thanks in advance

 

That would be Data/Config/entityclasses.xml.

 

Find this line...

 

<property name="CorpseBlockChance" value="1"/>

 

And change the 1 to a 0. It needs to be done in 2 places.

 

And that's it. :)

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we spent 70 hours in game and was around level 100 before we found our first welding torch.

we found it in the retirement village.

in retrospect i think spending more time in wasteland and locating trader Caitlin might have been a better strategy or night looting.

we spent one night where one of us used the auger on ressorces and the other one shooting and the loot was absolutely amazing, i got that rare shotgun with 300 in damage and omg it is amazing.

with all of this being said the fact that our progress was reset to 0 in scavenging around level 35 might have delayed our possibility of finding the welding torch.

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