PC V2.0 Storms Brewing Dev Diary

It did not make sense and I hated it.
But I will say I do like the look of the new wasteland just miss the trash a bit but maybe it will grow on me
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Today, one of us died in the desert from storm+swarms+vultures due to swarms hitting while on bicycle, so I removed the Insect Swarm speedup while target on vehicle as it should not have been on there in the first place, but being a vulture they inherited it.
Would it be possible to make them fly through bars and anything smaller then 1x1 blocks? Would make them more of a pest and worry
 
I've aways though of it as debris being thrown from the blast.

But if you wanna do that "doesn't make sense" card for fun cuz I like to nit pick

Why are ember storms a thing and why does the burnt forest "even with life trying to regrow' keep setting on fire? What is this place silent hill?

And realistically the wasteland would basicly be a Charged black desert with rocks and rubble no trees or anything standing

It's funny you mention Silent Hill, because that's exactly how I've always thought of the Burnt Forest. An underground coal fire is pretty realistic, considering SH is based on the town of Centralia in Pennsylvania which has had a coal fire burning under it since the 1960's. So yeah!

For awhile now I've been toying with the idea of modding the Burnt Forest to be even more like Silent Hill. :D
 
"biome zombies move at blood moon speeds during damaging storms (not forest)", but have not yet had team feedback on that one.
If I'm reading this correctly. Is it biome only zombies IE frostclaws, plauge spitters etc.

Or Is it any zombie cuz zombies changing behaviors from weather would be cool like running in the fog. Or spawn around you during a damage storm
 
exactly how I've always thought of the Burnt Forest. An underground coal fire is pretty realistic, considering SH is based on the town of Centralia in Pennsylvania which has had a coal fire burning under it since the 1960's. So yeah!
I've heard of it. But it would be funny if you mined coal in the burnt forest it was burning coal and set you on fire
 
sheep will simplify it at your behest: 2.0, how make map good?
Ask Riamus for discord invite. From what I have read you will have to retile
possibly editing the roads on the tiles, at a smaller width. And i don't know if this
parameter is still in use but there once was a spacing differential that you could
manually set for buildings. But I have used it in a looong time. It atually allowed
me at one time to merge pois and cause partial destruction on render. But Riamus
would know more.
 
Storms do effect vehicles, but I have not seen anyone notice yet.

I spent out 3 seconds in a storm in the snow biome on a bicycle before getting across the line back into the desert. I didn't notice anything, but I would have had my eye on my stamina bar. What did I miss?

Prior to that, on later journey into the snow biome before having the badge, I had several arctic smoothies with me. When a storm hit I entered a remnant house and stayed there. The warning said to leave the biome since I didn't have the badge, but it was viable to stay indoors with smoothie coverage, which I think is expected/normal.

Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

Would it be possible to make them fly through bars and anything smaller then 1x1 blocks? Would make them more of a pest and worry

I noticed the insects getting stuck behind a chain link fence and thought that was funny. It's been a while since I looked at block XML. I seem to remember something about blocks indicating what projectiles could pass through them. Maybe that would be a good comparison?
 
Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

ExCyborg has already gotten that into his Temperature Effects Reinvented mod for v2.0, as well as his Medical Conditions mod. It's on the Nexus.
 
Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>

<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>

<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
 
Storms do effect vehicles, but I have not seen anyone notice yet.
Oh, I noticed - almost died because of it lol. Running REALLY short on my time in a biome, scootin' outta there on the mini bike, entered the previous biome and straight into a storm and that thing just wouldn't turn on a dime. Was like driving an 18-wheeler. Slid my way to a broken down building with enough coverage for shelter.
 
If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>

<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>

<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
Your telling me there's a chance :)
 
Friday I added "Increased snow terrain block health (50>160)", but it did not make b289. It takes 4 boulder hits to make a hole with that.
No more one shotting snow. Hehe!

Ask Riamus for discord invite. From what I have read you will have to retile
possibly editing the roads on the tiles, at a smaller width. And i don't know if this
parameter is still in use but there once was a spacing differential that you could
manually set for buildings. But I have used it in a looong time. It atually allowed
me at one time to merge pois and cause partial destruction on render. But Riamus
would know more.
Not sure that they were talking about Teragon. The link is in the Teragon thread in the archived mods forum. If someone needs it and can't find it, they can message me.
 
@faatal
This may be an odd question
The food and water in entities.xml was it based on a 30 60 or 90 min day, and is it
based on game time or real time? it doesn"t say in the notes

EDIT: also how do I set damaging storm in the forest?
I don't know as I have never touched those.

Change biomes.xml <weather name="storm" in forest, so it is setup like one of the other biomes by adding buff="buffXYZ_Storm" and making the buff in buffs.xml or reusing an existing buff.
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But I will say I do like the look of the new wasteland just miss the trash a bit but maybe it will grow on me
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Would it be possible to make them fly through bars and anything smaller then 1x1 blocks? Would make them more of a pest and worry
I am pretty sure they can as they have a small collider.
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If I'm reading this correctly. Is it biome only zombies IE frostclaws, plauge spitters etc.

Or Is it any zombie cuz zombies changing behaviors from weather would be cool like running in the fog. Or spawn around you during a damage storm
A biome zombie is any one spawned by the biome spawner. Arlene, Biker, Moe, Joe, etc. It would be very limited if it was just frosty and spit.
 
I spent out 3 seconds in a storm in the snow biome on a bicycle before getting across the line back into the desert. I didn't notice anything, but I would have had my eye on my stamina bar. What did I miss?

Prior to that, on later journey into the snow biome before having the badge, I had several arctic smoothies with me. When a storm hit I entered a remnant house and stayed there. The warning said to leave the biome since I didn't have the badge, but it was viable to stay indoors with smoothie coverage, which I think is expected/normal.

Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.



I noticed the insects getting stuck behind a chain link fence and thought that was funny. It's been a while since I looked at block XML. I seem to remember something about blocks indicating what projectiles could pass through them. Maybe that would be a good comparison?
Lack of traction and wind force.

Entity character controller collisions do not care about block collision settings.
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If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>

<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>

<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
A lot of that has done nothing in code for years and probably even less so now.
 
Today I added "biome zombies move at blood moon speeds during damaging storms (not forest)", but have not yet had team feedback on that one.
If you do decide to remove it please leave the block commented original there. It's giving me ideas.


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A lot of that has done nothing in code for years and probably even less so now.
I mainly use the altitude settings, for my maps, That is how I got the Polar Bear Club.
 
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Not sure that they were talking about Teragon. The link is in the Teragon thread in the archived mods forum. If someone needs it and can't find it, they can message me.
When they talked about condensing, I remembered conversations that you explained the tiling,
structure so I referred them to you. Because the way I did it I don't think exists anymore.
 
@faatal
In regard to the viewing or knowing that storms are active in other biomes.
Would it be possible to just have small icons, on the bottom of the screen,
one for each biome, but maybe half the size of the of basic icons or a bar
with 4 segments colorcoded to each biome? and blank if no storm.
bar.png
 
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