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A16 - Tin'sMod: The Dying Lands.

Okay, thanks, I thought so. However, any idea if update would wreck a saved game I'm currently on? I don't run through the launcher, to protect the version I have now. But, I'd like to see the Ghouls... I'm only on day 12, so I guess would not be a complete waste to wipe and start over (though, I do have a minibike, so that would suck to give that up).
I always suggest starting new so no guarantees or anything. BUT! That being said, It didn't appear to interrupt a current game.

You might want to make a backup copy and put it in a new folder so you can go back to it if it does.

 
Hello Tin!

Playing the new update, very early gameplay, but nice, get a rifle. XD Also there seems to be a issue, when a Ghoul is chasing me, the game doesn't tell me I'm being 'Hunted', and they don't flail around/announce their position as per the usual zombies.

 
Hello Tin!Playing the new update, very early gameplay, but nice, get a rifle. XD Also there seems to be a issue, when a Ghoul is chasing me, the game doesn't tell me I'm being 'Hunted', and they don't flail around/announce their position as per the usual zombies.
Not really an issue but for whatever reason uma stuff (which are what the ghouls are) doesn't acknowledge sneak mode, so you don't rely on the sneak eyeball. Vanilla thing.

Yeah, I didn't want the ghouls to just swing at everything, to further differentiate them from the zeds and since they are mostly in the wilds, being more quite fit them. I kinda liked the feeling of always needing to pay extra attention when doing something. helps brings back that horror feels (imo).

..and now you know why I gave you a rifle in the beginning xD

 
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Welp, it certainly has made me more paranoid, got a few startles - one ran right past me... to chase after a wild boar, the night before, got jumped in a campsite during the night, much spook. XD Never quite relied upon the sneaky-eye, but it's nice to hear/know you're being targeted before you get spooked.

Haven't used a single shot yet - conserving it for bigger threats or the horde night, that and thinking one shot will bring others, old habits. -Holds the rifle and hides.-

 
Welp, it certainly has made me more paranoid, got a few startles - one ran right past me... to chase after a wild boar, the night before, got jumped in a campsite during the night, much spook. XD Never quite relied upon the sneaky-eye, but it's nice to hear/know you're being targeted before you get spooked.
Haven't used a single shot yet - conserving it for bigger threats or the horde night, that and thinking one shot will bring others, old habits. -Holds the rifle and hides.-
Oh! haha.. I forgot to add to the the additions list I reworked the blood moon hordes ;)

 
Is there any way to set planting time through XML, to be mature with 1 or 2 days?
Not a 100% sure because I haven't played around with it but I am going to say yes!

example:

Code:
<block id="20" name="fertileGrass">
<property name="Extends" value="grass"/>
<property name="CustomIcon" value="grass"/>
<property name="CreativeMode" value="None"/>
<property name="Class" value="PlantGrowing"/>
<property name="PlantGrowing.FertileLevel" value="0"/>
<property name="PlantGrowing.Next" value="grass"/>
[color="#FFFF00"]<property name="PlantGrowing.GrowthRate" value="1"/>[/color]
<property name="PlantGrowing.IsRandom" value="false"/>
<property name="PlantGrowing.LightLevelStay" value="0"/>
<property name="PlantGrowing.GrowOnTop" value="treeTallGrassDiagonal"/>
<property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
</block>
I may be wrong but that seems to suggest you can. Like I said not a 100% sure though..

 
CropsGrowingMaster in blocks.xml has this line.

<property name="PlantGrowing.GrowthRate" value="63.0"/> <!-- setting 1 is erratic. Recommend 2+ for testing or use -->

So that would be how you determine how long it takes for a plant to grow :) I think that's set to 63 real-life minutes as default, but haven't played around with it to confirm.

 
Is the launcher updated with the current version? I thought I downloaded correctly from dropbox and updated my files (though, I think I extracted only into the TempMod folder... don't remember now), loaded a new world, but the starter quest (normal one) was all I got. Did I do something wrong or do I have to wait for the new quest?

Oh, by the way Tin, your wonderful mod spawned me on top of one of those new dirt/rock mounds that have the wolf/zed lair. So, yeah, WELCOME to the world Goat... enjoy 5 zeds before even moving a muscle!!!!!

 
Okay, thanks sphereii... I'll re-launch and try again (though, had a GREAT day 1 already---aside from spawning on a Zed lair). Will try to replicate in the same world after wipe and re-launch.

 
Oh, by the way, thanks for all you guys do. I'm really loving this game and its community. All the talented people working and producing so much great stuff to enjoy. Obviously goes for Sphereii and Tin here, but also all the Developers, and other modders too (I've played most, I think). This has been the most enjoyable 900+ hours of gaming that I can remember (and I've been gaming since my Sear's Intelivision from the 1970s). Maybe when I retire this summer, I'll dust off my Apple IIe and start doing my own programming and develop a mod of my own! :)

My tech skills are trash... but I'm a decent author/screenwriter. I wonder how hard it would be to add a "story" into the game... if somebody (ahem) would create/write something.

 
CropsGrowingMaster in blocks.xml has this line.
<property name="PlantGrowing.GrowthRate" value="63.0"/> <!-- setting 1 is erratic. Recommend 2+ for testing or use -->

So that would be how you determine how long it takes for a plant to grow :) I think that's set to 63 real-life minutes as default, but haven't played around with it to confirm.


like this? where I set the harvest time, as I'm playing 120min, it takes 240min to get ripe.

<block id="259" name="plantedPotato1">

<property name="Extends" value="cropsGrowingMaster"/>

<property name="CustomIcon" value="PotatoSeed"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_sproutPrefab"/>

<property name="Collide" value="melee"/>

<property name="Stacknumber" value="250"/>

<property name="PlantGrowing.Next" value="plantedPotato2"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="plantedPotato2"/>

<property name="Item" value="Fertilizer"/>

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

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

</property>

<property name="Group" value="Food/Cooking"/>

<drop event="Destroy" name="plantedPotato1" count="1" tool_category="Harvest"/>

</block>

<block id="260" name="plantedPotato2">

<property name="Extends" value="cropsGrowingMaster"/>

<property name="CreativeMode" value="Dev"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_growthPrefab"/>

<property name="PlantGrowing.Next" value="plantedPotato3Harvest"/>

<property name="Collide" value="melee"/>

<drop event="Destroy" name="plantedPotato1" count="1" tool_category="Harvest"/>

</block>

<block id="261" name="plantedPotato3Harvest">

<property name="Extends" value="cropsHarvestableMaster"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_harvestPrefab"/>

<property name="Collide" value="melee"/>

<property name="DowngradeBlock" value="plantedPotato1"/>

<drop event="Harvest" name="potato" count="1" tool_category="Crops"/>

<drop event="Harvest" name="potato" count="1" prob="0.25" tool_category="Crops"/>

</block>

Will this work? every 60 min = upgrade in the potato, 2 upgrade a total of 120min = 1 day in the game

<block id="259" name="plantedPotato1">

<property name="Extends" value="cropsGrowingMaster"/>

<property name="CustomIcon" value="PotatoSeed"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_sproutPrefab"/>

<property name="Collide" value="melee"/>

<property name="Stacknumber" value="250"/>

<property name="PlantGrowing.Next" value="plantedPotato2"/>

<property name="PlantGrowing.GrowthRate" value="60"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="plantedPotato2"/>

<property name="Item" value="Fertilizer"/>

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

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

</property>

<property name="Group" value="Food/Cooking"/>

<drop event="Destroy" name="plantedPotato1" count="1" tool_category="Harvest"/>

</block>

<block id="260" name="plantedPotato2">

<property name="Extends" value="cropsGrowingMaster"/>

<property name="CreativeMode" value="Dev"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_growthPrefab"/>

<property name="PlantGrowing.Next" value="plantedPotato3Harvest"/>

<property name="PlantGrowing.GrowthRate" value="60"/>

<property name="Collide" value="melee"/>

<drop event="Destroy" name="plantedPotato1" count="1" tool_category="Harvest"/>

</block>

<block id="261" name="plantedPotato3Harvest">

<property name="Extends" value="cropsHarvestableMaster"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/potato_plant_harvestPrefab"/>

<property name="Collide" value="melee"/>

<property name="DowngradeBlock" value="plantedPotato1"/>

<drop event="Harvest" name="potato" count="1" tool_category="Crops"/>

<drop event="Harvest" name="potato" count="1" prob="0.25" tool_category="Crops"/>t="1" prob="0.25" tool_category="Crops"/>

</block>

 
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Checking out the update and it seems i'm encountering some problems...

1. Went into the city and suddenly got performance problems... Died because i had a drop to less than 1 FPS. My assumption is concerning the Ghouls...

2. ...because i decided to change the quality of UMA Textures in the settings after i came back to the city (which helped a lot for FPS), but the Ghouls disappeared... or rather went invisible...

3. Luckily i placed a bedroll this time, but that didn't stop me from dying a couple times to invisible ghouls... Lowered difficulty and ghouls back to normal after going to menu and back.

 
View attachment 23943Good day Tin

Must be an issue with this New UPDATE .. at the Trader .. got near it and the NEW Z's were chasing me .. opened the gate and Got the " Null Refer " freeze .. got the gate close after a bunch of ESC and walk forwards .. and Now I'm stuck inside the traders.

This is THE First issue of any kind with mod .. I'm on day 28 and hoping I don't have to start a new game.

Thought maybe this might help if needed: https://pastebin.com/yG8ZCkqM

 
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View attachment 23943Good day Tin
Must be an issue with this New UPDATE .. at the Trader .. got near it and the NEW Z's were chasing me .. opened the gate and Got the " Null Refer " freeze .. got the gate close after a bunch of ESC and walk forwards .. and Now I'm stuck inside the traders.

This is THE First issue of any kind with mod .. I'm on day 28 and hoping I don't have to start a new game.

Thought maybe this might help if needed: https://pastebin.com/yG8ZCkqM
First time I ran into this I am working on it... srry for the inconvenience :(

 
That can happen if any entity is tagged with something other than EntityPlayer or EntityZombie.

So EntityNPC, EntityBandit and EntitySurvivor ALL trigger it at traders. >_<

 
***Update*** Feb 7th 2018 v0.0.9b

Fixed trader issue.

That can happen if any entity is tagged with something other than EntityPlayer or EntityZombie.
So EntityNPC, EntityBandit and EntitySurvivor ALL trigger it at traders. >_<
Go to your prefab folder. Find the settlement_trader01-05.xml

Comment out the highlighted lines and turn the "TraderArea" value="" from True to False and rock n roll. the building is still protected ;)

Code:
<property name="TraderArea" value="[color="#FFFF00"]False[/color]" />
[color="#FFFF00"]<!--<property name="TraderAreaProtect" value="20,0,20" />
<property name="TraderAreaTeleportSize" value="36, 20, 36" />
<property name="TraderAreaTeleportCenter" value="1, 1, 1" />-->[/color]
 
View attachment 23943Good day Tin
Must be an issue with this New UPDATE .. at the Trader .. got near it and the NEW Z's were chasing me .. opened the gate and Got the " Null Refer " freeze .. got the gate close after a bunch of ESC and walk forwards .. and Now I'm stuck inside the traders.

This is THE First issue of any kind with mod .. I'm on day 28 and hoping I don't have to start a new game.

Thought maybe this might help if needed: https://pastebin.com/yG8ZCkqM
Got a fix in and updated the d/l with it. You can do it manually refer to post #279 and it won't affect your existing game :)

 
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