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Thalius

Very Important Vintarian
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Posts posted by Thalius

  1. I put up a suggestion post on this topic, but thought it might be helpful to post it here as well just in case.

    I'd like a simple mod that did not allow players to sleep past sunrise, or at the least woke them up at a time that could be custom set in a config file.

  2. I've found black coal, but not much. A decent amount.
    Saltpeter is plentiful if you go deep looking for it, adding an element of challenge I like.
    Sulfur though... I've found only trace amounts personally in all my playthroughs I've done.  Others on the multiplayer servers I've been on seem to come across some, but it is very rare in my experience.

  3. A small but significant suggestion, in my mind:


    Beds, regardless of type, should only let you sleep till the wee hours of the morning right before dawn.

    In the description for each bed you can make, it says that the bed will allow you to sleep "up to" x number of hours.  I'd like to see them work in such a way that they might let you sleep up to their allotted number of hours and you wake up when that time has passed, or you wake when the sun is about to come up- whichever comes first.

    Humbly but enthusiastically submitted...
    ~TH~

    • Like 3
  4. An ability to set a player's corpse to despawn after a certain number of minutes or even days would be nice to have.

    Also, if the max number of corpses a player can save on death is reached, does the oldest unclaimed corpse despawn?
    Sorry if this has been answered somewhere already. I scanned the forum conversation but did not spot this question being asked.

  5. 8 hours ago, Pestilence said:

    I can't imagine being anything other than extremely frustrated by food rot on servers.  Having to deal with that sounds like the opposite of fun.

    A lot of comments right off about the food spoilage issue on multiplayer servers. 

    If you want to try multiplayer but are dissuaded because of food spoilage while you are offline and the community and time move on without you, I'd suggest finding a server that has drastically reduced the calendarSpeedMul setting (slowing the passage of time).

    My server, for example, passes time when empty but still takes about three real life months to pass one full game year (sleeping every night speeds things up quite a bit).  It takes some getting used to, given that some things that take a while in the default game (like pit kilns and higher tier metal work) take a much longer real life time on such servers, but food rot is not a problem if you are reasonably active and you store food properly in containers and cellars.

    • Like 5
  6. I enjoy mining,and have large projects I work on as I delve into rocky mountains and down into the depths.  I do a lot of that in winter months. And, winter on my server lasts for nearly one full real life month, if no nights are slept through, so I have lots of time to do that.

    Rest of the year is exploring, terraforming, building, hunting, working on server community projects, and stocking up food, firewood, and  other resources for the winter.

  7. The Wilderlands server has been updated to version 1.15.5, and a few new mods added.

    In the process we encountered a few technical issues with our hosting service that put us in the position of either starting fresh or spending a decent amount of time trying to salvage our original world and hope it was not corrupted.  A discussion with the server community settled on starting fresh, especially given the new content.

    New measures are in place to backup our server world apart from any hosting service, should such an event occur in the future.

    SO.. the Wilderlands is offering a fresh new world to explore, and one that is more challenging than ever, in many ways.

    There have also been a few new mod alterations and additions that bring some new features and challenges to the adventure!

    Be sure to see the OP for a brief overview of the server conditions, and join our Discord channel if you would like to know more:  https://discord.gg/DgwfgsSbr5
     

    We hope to see you in The Wilderlands soon...
    ~TH~

  8. If that is the case, that will be unfortunate. I've had no significant problems before running low quality shadows.

    I looked at vram on my machine. It was pretty low. I have a lot of unused memory on my drive and allocated part of my C drive to boost vram, and it has worked to a degree. I have bloom on, godrays, light source settings, view distance- all turned up pretty high to test it out (I normally keep these things low or off so I can run shadows).  With all those settings turned up, my game is humming along with excellent fps. The moment I turn on shadows though, even with all those other settings turned down, the game crashes.

    Hope this can be tweaked a bit. The game looks fantastic with shadows on, even if they are low quality.

  9. Just updated to 1.15.3, and the client keeps crashing.

    I tried remapping an existing world and the game crashed before remapping completed. I thought it was a mod issue and tried over with a new world but with mods still enabled. The game loaded fine, but I wanted to see how performance was with the new release. Turning on shadows always taxes my system, so I usually start with that after a game update.  Turning on shadows crashed the client.

    I tried again with several new worlds but with all mods disabled and had the same results. Client crashes while shadows are trying to load.
    Log files attached.

    ShadowCrash_EventLogs.zip

  10. @Vintagebob
    I've been looking over the way you wrote that code up, and I've concluded that it is not going to have the result the mod needs to work right.  I think it will work as you wrote it, but the results are not quite what I'm looking for.

    It did give me something to think on though, and I thought it might be helpful to share here in case you or anyone else is still thinking on this.

    Based on your code and the way you used the "y" axis in a formula to modify spawn chances, I've come up with a formula that should explain more clearly what I have in mind. No idea how hard this might be to code in, but here it goes. ;)

    ms= x/(y/m)

    Where:
    "ms" equals the modified spawn chance we are looking for,
    "x" equals the spawn chance assigned to an entity,
    "y" equals the y axis coordinate,
    "m" equals the modifier.

    An example:
     

    Spoiler

    A  nightmare drifter has a default spawn chance (x) of .1.
    World height (y) is 200.
    Modifier (m) is set at 10.

    ms = x/(y/m)
    ms = .1/(200/10)
    ms = .1/20
    ms = .005

    Nightmare drifters thus would have a .5% chance of spawning at a world height of 200.



    Another example:
     

    Spoiler

    A nightmare drifter has default spawn chance of .1,
    World height is 100,
    Modifier is 10.

    ms = x/(y/m)
    ms = .1/(100/10)
    ms = .1/10
    ms = .01

    Nightmare drifters would thus have a 1% chance of spawning at a world height of 100.


    If I want spawn rates of a specific drifter to be higher, I modify the spawn chance assigned to that specific drifter. If I wan the spawn rates of all drifters to be higher or lower at various depths, I adjust the modifier smaller or larger accordingly. If this code/modifier spawn behavior could be included in the entity's .json file under spawn conditions and adjusted there, that would be fantastic. If not, I'd imagine it should be easy to add a config file to set the modifier as desired.

    The only issue is that at very low world heights, the spawn chance is going to jump very high, very quickly.
    Example:

    Spoiler

    A nightmare drifter has a default spawn chance of .1.
    World height is 5.
    Modifier is 10.

    ms = x/(y/m)
    ms = .1/(5/10)
    ms = .1/.5
    ms = .2

    Nightmare drifters would thus have a 20% chance of spawning at a world height of 5.


    At the mantle, (y=1), the spawn chance is 1.0.  Pretty much overrun at a 100% spawn chance.

    To address this there would need to be a line that did the following:
    If: ms > x, Then: ms = x.

    The aim would be to prevent the modified spawn chance from ever exceeding the entity's unmodified spawn chance.

    I've heard from one other who is looking into this, but I have no clue who else out there might be giving this some thought.  I figured it might be helpful to add this to the thread for consideration and for clarity on what I've got in mind.

    Thank you to those taking an interest in this! It is much appreciated. ;)

    ~TH~

    • Like 1
  11. 8 hours ago, jakecool19 said:

    Hey Thalius, thanks for the bug report and feedback! And my apologizes for the radio silence, I am busy trying to update Farm Life and the code for Expanded Foods. When you were by the lava, did any of the locusts/items burn to nothing? I ask because when an entity burns to death, especially in lava, it causes gas to be produced, and a big problem with the current gas system is that under certain circumstances it can get caught in infinite loops that will make the game hang like. Once I get the time I am going to completely overhaul that system to use chunk data instead of meta blocks, because blocks just do not really work well.

    Yes, most of the locusts crawled into the lava immediately, and some of the items endued up in the lava as well.  The last time, when there were no problems, locusts crawled into the lava on the first two blocks I broke (no items dropped), and burned but there was no game freeze. The last block I broke dropped items and, I'm sure, several had to have fallen into the lava (though I suppose it is wildly possible all of them landed on the only four blocks touching the loot block I broke), and most of the locusts ended up in the lava from that block as well.

    The lava cavern I was in was huge. There were a lot of gas mechanics going on, I'm sure.

    Parkour, anyone?
    Or maybe "the floor is lava" is your thing?:
     

    2021-07-21_13-29-58.png

    • Like 1
  12. Hello again...

    I found an issue that is hard to reproduce, but I'm certain it is was an issue with the mod.
    I was down at the mantle  in a lava chamber hopping from tile to tile raiding locust loot piles. The first one I broke resulted in the game sort of freezing. About five seconds after breaking it, the locusts that were chasing me froze on their tile but the walk/crawl animation kept running in place. I could still move around, falling in lava did not hurt me, I could open inventory but could not use anything, fire a bow and the animation would render but no arrows fired, etc. I hit esc to close the game out and the game went through the motions of exiting and saving the game but froze on the closing narration screen going though a very slow loop... "one last gaze..." and so on. I had to alt-delet pull up the task manager and force close the game. I tried that five times hitting the same pile and seeing the same thing happen.  On loading the game back up it always had saved at a spot that was about a minute before my hitting the loot pile.

    Odd thing is, after trying five times I loaded the game back up and this time hit a different loot pile block. Everything went fine except that no loot dropped, only locusts. I killed them and I broke another with the same result- no loot, just locusts. I broke the same one that I had hit the first five times and had problems after, and a lot of loot of different types dropped (I want to say three different materials, but I'm not sure), along with the appropriate number of locusts. I killed them and gathered the loot and all was fine- the game rolled on as normal with no freezing or save-exiting the game freeze issues after that.  All three of these locust loot pile blocks were within close proximity to one another- probably 5 to 7 blocks from one to the next in a crooked line.

    No clue how to reproduce this, but I'll be paying attention next time I go scavenging for those things and see if I can come up with any other details that might help.

  13. Greetings, @jakecool19...

    Not sure when you'll give further attention to this as I'm sure you, like other modders, are probably busy updating other mod projects for the 1.15 release, but I wanted to give a quick update.

    I think much of the lag I saw when re-spawning and saving/quitting a game was tied to some issue in previous 1.15pre-release versions and not to the mod.  After updating to the current game version, I'm running your mod with no issues, as long as I don't bump the default cave gen parameters too high.

    That being said, I've pretty much settled on running the mod with default caves on and all parameters set at the default level of 1.  I'm really enjoying the noisecave gen feature, and basically have default caves on to provide surface tunnel access to the lower caverns generated by your cave gen system.  If having noise caves on alone provided some sort of surface cave openings as well that allowed a player to descend to the depths of the world, I'd turn default caves off altogether.

    Leaving default caves on to serve that purpose works just fine though, and I like the way they work together.

    There is some charm to the idea of the noisecave generated caverns down in the underworld that a player needs to work to get access to. The noisecave generated caverns really do feel like an "underworld" that would be cut off from the surface if default caves were disabled.  Breaking into them and mining access from one cavern system to another and linking them to the surface could be a fun dynamic.

    • Like 3
    • Thanks 1
  14. 10 hours ago, Vintagebob said:

    Hello, im not a code wizard but something i can code too :D.

    Here is the codefile. It makes, that only the third part of the drifters, which spawn above the Y-Position 100, really spawn. You can open the file with the normal text-editor or a better programm and change the properties. Its written down there, where you must change.

    Dont forget to create a "src" folder next to the assets folder, change your modtype to "code" and change the drifterclass to th class "EntityDrifter".

    I've tested the mod out and even if you spawn a drifter with the spawnitem, there is a chance, that he does'nt spawn. In fact, the naturally spawning and the spawning with the item is the same.

    I hope i could help you, and sorry for my writing mistakes, im not english :D

    Class1.cs 1.83 kB · 3 downloads

    Thank you for the file!

    I'm looking it over and trying to understand what it does, exactly. I don't know .cs code at all. :P

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