Well, the ~4100 seconds would pretty much fix it for the erroneous 60 minute day, though that would be based off the 7am "spawn time” or I'm assuming, last death time. Personal preference, would be have it hit at like 3-3:30am, that way I can make selections before running out for the dayOkay, I have it fixed now to match up with the actual length of the "60 minute" daylength. There may be a drift of a second or two but hopefully not noticeable. If so I can easily adjust it a second more or less.
If you don't want to re-download the mod all you need to do is go into the skillpoint generator modlet and edit the buffs xpath to change the 3600 value to 4041 (for all three timers).
Could be possible to trigger the day start counter when the morning sound is called by the game and plays the sound file, that way every day will be same length.Well, the ~4100 seconds would pretty much fix it for the erroneous 60 minute day, though that would be based off the 7am "spawn time” or I'm assuming, last death time. Personal preference, would be have it hit at like 3-3:30am, that way I can make selections before running out for the day ��
Really though, wonder if there's a value you can query to determine day length when setting the time to account for differing day lengths.
I'm guessing that was an internal discussion. A quick Google search of the forum for "OnDayStart" only returns this thread, not any of the dev's big posts of the coming hooks or anything. Granted, I've always found trying to find something in the forum a bit painful.I believe that OnDayStart is one of those buff trigger events that is not hooked up yet. I looked into it in the beginning and somebody showed me. Possible for the future.
Updated. Feel free to reach out to me to help you get this integrated.1) Invisible Hud
This 100% depends upon Sphereii and he's a busy guy. But he did have this mod once upon a time as part of his Ex-Sphereii-Mental group of mods and it was super enjoyable. If it happens I will for sure make sure it is easy to remove for those who can't handle the full Rolmod.
Done. Won't place a block if you are not on the ground. You can still place blocks when you are on a ladder.2) No Nerdpoling
I've always wanted the game to prevent nerdpoling and it is clear to me that the devs have no real interest in doing this because the devs told me they have no real interest in doing this. So this will be an ongoing project of mine to figure out the best way to do this. I've gotten some suggestions and plan to test them out and if I find something I like I will make it a part of this mod
You do go up in level. Gamestage was indeed a problem and I solved it temporarily by giving the exact amount of experience needed to level up by doing quests. So if you do quests you will earn a skillpoint and level up. If you avoid quests you won't level up. So for now, you control how quickly your gamestage rises.One question concerning the gameplay in this modlet.
As you are not progressing in levels (as far as i understand), does this mean that the gamestage doesn't rise? I mean it is limited by the character level you have and you could have day 1500, but with CL = 1 you would have GS equal to your difficulty.
I made a tutorial video for that boss....Thanks Khaine. I'll look at that after I figure out what sphereii added. I'm having a tough time figuring out how to compile the sdx mods through the launcher. Just when I start feeling confident something comes along to remind me of what a noob I am....
I watched it and it was super helpful...except the modlauncher doesn't currently notice my mods on github and I also couldn't find sphereii's two new ones though I'm sure that will change soon and I'll be able to do it that way.I made a tutorial video for that boss....
https://7daystodie.com/forums/showthread.php?115516-How-to-load-SDX-modlets-using-the-mod-launcher