D
doughphunghus
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Are you downloading and using this mod from Here?I'd like to use MeanCloud's Inreased Animals mod in 19.3
Are you downloading and using this mod from Here?I'd like to use MeanCloud's Inreased Animals mod in 19.3
I just loaded the "MeanCloud__IncreasedAnimals" mod into a new a19.3 b6 game and it loaded without errors and there were quite a few more animals running around.Yes, I am.
Sorry for the late response. I had one other person mention to me (via personal message) about removing the weather mod and the weather being "stuck" in a fog only world. Your mention is the 2nd time I've head about it having issues like thisHi again
Im running a server with only your wind, temp, cloud, fog, temperature and precipitation settings from your core weather mod. It work great in singleplayer, so much varitations, But on my server it is sunny all the time and only temperature is changing, I never see rain or fog or much cloud changes. I removed your mod from server and weather is till "stuck".
So I have 2 questions:
1. Is your weather mods working on servers?
2. Is there a way to restart/reset weather on server to get back to normal weather behavior?
Idea 1:
The "Punishing Weather Core" and my other "Punishing weather" mods only change the biomes.xml file (temporarily, not the core game files). The game, when XML mods are loaded, will make note of which settings are being used and what mods made changes in your local save game files in a copy of the final settings taht are used for your game. This copy should be "rebuilt" every time the game is started (so if my mod were removed, it regenerates the copy with the changes my mod made removed). If you can locate where the game saves your files (I am on Ubuntu, not Windows, so I'm not 100% sure where it saves them.) you can see the biomes.xml settings, and what (if any) the game thinks have made modifications. The file will be in C:\<something, probably your profile>\7DaysToDie\Saves\<your map name>\<your save game name>\ConfigsDump\biomes.xml. Open this file with a text editor (like Notepad/Notepad++, etc. not "MS Word"). The hard part will be determining if any settings are being affected by mods. Simply search this file for the words "Element appended by" (remove the double quotes). If you find any matches, this it will show what mod made the changes ( e.g. Element appended by: "Doughs Punishing Weather Core" ). If you find no matches, then the biomes.xml file *should* be the vanilla/default settings/configs. If you have removed my Punishing weather mods, and are finding my mod still being referenced in the file, then the game isn't rebuilding the configurations when it is restarted.
Idea 2:
After completely removing (deleting the folder) my mod from the "Mods" directory of the game, have you completely shutdown the game (and, just to be completely sure: shutdown steam, and maybe even rebooted your computer). I say all of this just to make sure any processes the game or steam runs are completely shut down. When its all turned back on/started the game should rebuild the config files mentioned above. I have had instances where if I didn't shut down the game completely, some modded things hang around (and I cannot explain why).
Idea 3:
My weather mods only make changes to the "weather" settings in the XML, which are the weather settings for the biomes. These do not completely dictate the weather in the game. The game has a "global weather" that cannot be controlled by XML mods. The XML mods only tweak the global weather settings. So, if the "global weather" is currently set to be "foggy", then it will be foggy regardless of my mods. My mods only "turn up the severity" of the fog (or, more accurately, make sure if there is global weather fog, that the intensity of the fog is enhanced most of the time). It works the same with wind, rain, etc. My mod only "adds to" the global weather settings to try to make them worse. But it cannot control the global weather. So: It may literally just be foggy, as a global weather setting. There are a few options to try to fix this: wait it out (no idea how long it would take), or try to administratively override/reset it.
NOTE: Global weather seems to change *very slowly*. I don't have any info how slow it changes/updates. You may make a change like removing a mod and it take 5 or more minutes (real time) to actually change. I've also noticed that it seems it takes a lot longer to start changing when the game first starts up. And the change is slow.
Anyway: To administratively override/change the global weather (for fog), which is an *immediate* change
- While in game, bring up the command terminal:
Hit "F1"
- Then set it to debug mode. Type in the command window:
dm
- Then hit "enter" and it will say "debugmenu on"
- Just to know what the FOg setting is before changing it, Type in the command window:
weather
- and note what the value is after "Fog = density". it should be some decimal like 0.012345
- Then type into the command window:
weather Fog 0
- Then hit "enter" and the "Fog = density" setting should go to 0 (fog should disappear/clear up)
FYI: if you type "help" in the command terminal, you can see all the other commands you can run. For "weather" just type "weather" and it shows you the current weather settings/options.
To get out of "debug mode", type again in the terminal:
dm
- Then hit "enter" and it will say "debugmenu off"
- Hit the "Close" button on the right of the command terminal
I believe after setting the Fog to 0 from the command terminal, the global weather will be Fog = 0 for awhile (5,10, 30 minutes, a full day in the game? I don't know), then the global weather will start changing it again naturally. If you don't see any Fog, it might just natural RNG, but to check the actual fog is not "0" you can do the steps above to open the command terminal and instead of typing "weather Fog 0" just type "weather" and see if the Fog setting is not 0.
IF the fog is still at 0 (it should not be), try typing "weather Fog -0.5". When I do this, it doesn't get set to -0.5, it gets set to some level of fog. Maybe this "resets" the fog to a random number, I don't know, but it does set it to something NOT 0, and does it immediately. Maybe it causes the global weather to recalculate or something. I don't work for TFP and I really don't know the answer, just trying to provide possible fixes as I would try/do them.
I’m not sure actually if there is an issue or not. I do t know how long you would have to “normally” wait for rain or fog to show up, in a normal game. From my experience the rain/fog does not occur very often on its own (without mods).Thanks for your lengthy reply.
Global weather was unknown to me, so if we have no rain or no fog, it is a global weather issue and not your mod fault right?
Also I copied your mod into original files to avoid any problems, so there is no links to your mod in ConfigsDump.
Do you have any why global weather get stuck?
Hmmm. I’ll look into it. I only lightly tested to make sure MeanClouds mods worked with a19 after I tweaked them, and I don’t think I actually tested it could hold 1 million of an item (I think the xml seemed like it should work). I can also check if it’s compatible with the kHaines mod as well.Hi.
I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.
It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.
I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.
Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.
And thanks for you're Mods and for updating MeanCloud's mods.
"MeanCloud__ForgesHold1M" - Looking into it, so far:
I don't think the mod is colliding with Khaines forge mod. Khaines ads another forge slot, and MeanClouds increases the stack numbner of "unit_iron" to 1000000. So in theory they should not be colliding as they are modifying different things (in different files).
This is not easy to test due to having to max out the forge, as smelting is slow I'll have to look into modding some ridiculous fast forge smelting speed to see what happens, and then to see what changes have to be made to get it to get to 1 Million items.
Anyway, I'll keep looking into it, just not something I can fix quickly tonight.
Ha! I did not know about the fog issue! Honestly, I just messed around for awhile with some settings, made the “more intense” than the average vanilla settings , and then took it for granted they all worked “as advertised” in the settingsHey Dough! Love your mods.
I've been trying to tweak the More Punishing Weather's looks to my liking. While I absolutely loved the doomsday fog, after a while I found it curious that I had never seen a sunny day, despite SOME probabilities that seemed to suggest they could happen. What I've found is that tweaking the "fog" doesn't have too much of an effect, it's only the spectum that matters -> and since there's no probabilities associated with the spectrum, it always just looks like whichever spectrum is chosen
For example, given this ConfigDump of pine_forest:
<spectrum name="burnt_forest"><!--Element appended by: "Doughs Nastier Weather Core"--></spectrum>
<weather><!--Element appended by: "Doughs Nastier Weather Core"-->
<Temperature min="20" max="50" prob="1" />
<CloudThickness min="5" max="5" prob="1" />
<!--<Fog min="0" max="0" prob=".9"/>-->
<!--<Fog min="100" max="100" prob=".1"/>-->
<CloudThickness min="0" max="0" prob=".3" />
<Precipitation min="0" max="0" prob=".0" />
<Wind min="10" max="20" prob="0.9" />
<ParticleEffect prefab="ParticleEffects/p_sandstorm" ChunkMargin="7" />
</weather>
I end up with what really is still just a foggy forest. Despite vanilla settings with supposedly low fog %:
View attachment 18973
It really seems to just boil down to that spectrum change to burnt_forest. If burnt spectrum is on, it's foggy, if not.. it's not foggy. On the flip side, the Fog xml percentages seem to have very little effect.
Here's another picture with fog jacked up to 100%, but with no spectrum change to burnt_forest. It results in virtually no fog, despite fog being set to 100%:
View attachment 18974
Anyone else having the same results? Makes me sad because it seems to suggest I have to choose a spectrum an have a totally sunny world or a totally foggy world the whole game.
I feel like the only way to get a mix is to swap pine forest back to its normal spectrum, and then just have it be cloudy 24/7 so that it can rain as much as possible.. as that seems to bring some fog with it
View attachment 18975
@Gnasher3i6: I ramped up the bellows with a manual change and the forge smelted > 30k iron. (see 2 images below) It might be hard to see, but the first one is like 60k and the second one > 150k.Hi.
I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.
It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.
I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.
Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.
And thanks for you're Mods and for updating MeanCloud's mods.
@Briston574: All of my mods now have a note if they are server side safe or not ( or maybe its unknown/untested/or a weird enough setting I'm not comfortable saying it is unless I get positive feedback it works serer side.)Briston574 said:Probably a lot to ask, but I am curious if you can tell me of any of these mods are server side only?
Maybe? I gave it a quick look and its not super clear how to do this (the infection debuff is handled differently than other injury buffs, multiple variables and some math). So it likely would *not* be a simple 1 line modlet to "set infection to 1" (a more knowledgeable modder may be able to come up with a way?).For the buff infection mod, is there a way you could make it so you have 100% change getting effect on hit?
@Gnasher3i6: I ramped up the bellows with a manual change and the forge smelted > 30k iron. (see 2 images below) It might be hard to see, but the first one is like 60k and the second one > 150k.
I have both mods installed "MeanCloud__ForgesHold1M" and "khaines-modlets-a19-master-KHA19-3SlotForge" installed and no other mods.
My guess is maybe the "MeanCloud__ForgesHold1M" is not taking effect somehow. Are you playing the game via a server with friends or just on your personal PC (single player game)?
One way to validate the mod loads is to hit "F1" when starting the game/map and there will be information going by that indicates its loading the mod ( and the others you have). Sometimes it will throw warnings/errors and indicate a mod could not be loaded, or there is a conflict.
Another way is to go into the save game area if your game, and validate the "MeanCloud__ForgesHold1M" mod is changing the unit_iron value to 1000000,
Go into your save game folder [some path on Windows]/7DaysToDie/Saves/[your_saves_game_map_name]/[your_save_game_name]/ConfigsDump/items.xml
and search for:
<item name="unit_iron">
In that little XML part there should be a commented line that indicates it was modified by "MeanCloud's Forges Hold 1M", and a value of 1000000. If the line is not ther, and the value is 30000, then the mod isn't' loading
<item name="unit_iron">
<property name="HoldType" value="45" />
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab" />
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab" />
<property name="CustomIcon" value="resourceScrapIron" />
<property name="Material" value="Mmetal" />
<property name="Stacknumber" value="1000000"><!--Attribute "value" replaced by: "MeanCloud's Forges Hold 1M"--></property>
<property name="Weight" value="1" />
<property name="Group" value="Resources" />
<property name="ResourceUnit" value="true" />
<property name="MeltTimePerUnit" value=".25" /> <!-- forge smelting time -->
<property name="UserHidden" value="true" />
<property name="CraftingIngredientTime" value=".5" />
<property name="CreativeMode" value="None" />
</item>
Alternatively, maybe there is some other mod commented in there?
Let me know if you still have issues.
View attachment 18994View attachment 18995
@Briston574: All of my mods now have a note if they are server side safe or not ( or maybe its unknown/untested/or a weird enough setting I'm not comfortable saying it is unless I get positive feedback it works serer side.)
No problemThanks for the response.
I've tried single player and on a server.
The save file method shows I have "value" replaced by: "PhD Better 30K Stacks" So looks like that is conflicting.
I will edit that mod's values and test to see if it increases the amount the forge can hold which it looks like it will.
Sorry for messing you around, I should have checked for mod conflicts first.