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Darkness Falls: They mostly come out at night...

Started working on an NPC for players to buy quests from last night.

Totally broke it, because coding while you are tired is not wise, but I've got a good base started. :) Once the code is done, I'm going to push the patch and then work on the localization aspect later. The reason for doing it like that is because I would need to edit the trader prefab, which can require a world reset. So I'd rather get THAT part released first, and the "prettyfying" bit later. :)

 
Mod updated!

NPC Guard Captain added to all traders. They have a unique "for sale" list consisting of 3 quests. Those 3 quests can be bought for 200 coins each, and grant coins as a reward and skill notes so players have another way to get them in order to craft skill books.

Amount of coins rewarded will be tweaked, and the quests need localization right now. However I wanted to push this patch so any new traders you find will have the NPC's. Old ones you have already discovered likely will not have the NPC's. If you have any errors, you may need a new world.

Skill points per level decreased to 4 since it's now easier to craft the generic skill point books.

 
And localization added!

Also tweaked the new quests to give 300, 350 and 400 coins on completion depending on which one you complete.

 
Just thought I'd update this with my current plans.

So I'm working on adding titanium to the game. The idea is I'll lower the requirements to learn steel (probably to around level 125) and make titanium what you can learn at high level. I might go 50/100/150 for iron/steel/titanium.

It won't be used for armour, but it will be used for tools and weapons. The idea is it'll do about the same damage as steel (maybe slightly more), but use less stamina because it's lighter.

So yeah. That's the plan. :)

 
Just thought I'd update this with my current plans.
So I'm working on adding titanium to the game. The idea is I'll lower the requirements to learn steel (probably to around level 125) and make titanium what you can learn at high level. I might go 50/100/150 for iron/steel/titanium.

It won't be used for armour, but it will be used for tools and weapons. The idea is it'll do about the same damage as steel (maybe slightly more), but use less stamina because it's lighter.

So yeah. That's the plan. :)
Dont forget the lesser degradation! Its titanium after all :p

Cheers

 
Right now, I'd be happy if the forge worked properly. ;)

So far it seems to be an issue with the normal forge AND my modded forge. The first item in a stack is instantly melted, and the last item in a stack remains. Does it with iron, brass, lead, clay and the new titanium. However, that's with the bigger backpack mod installed, so I think I need to test it without that.

EDIT: Aaaaaaand does it with the normal one too. Huh. I wonder what I broke.

Another Edit: Works fine if you don't watch the forge. Alright then. Whatever game. :D

 
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BIG update time!

  • Titanium added! Spawns underground and on the surface in specific biomes.
  • Titanium bound club, barbed club, spiked club, sledgehammer, hunting knife, machete, fireaxe, pickaxe, shovel, arrows and bolts all added!
  • Steel lowered to level 100, Titanium requires level 150. This gives a smoother progression (Scrap tools at 5, Iron tools at 50, Steel tools at 100, Titanium tools at 150)
  • Loot lists updated to include recipes for some of the new titanium items (some unlocked via perk).
  • Trader lists updated to sell some titanium stuff, recipes and alsoe the new guns and ammo.
  • Craftable skill books now require paper, because it's bloody everywhere so it needed more uses. Don't forget you can scrap cash into paper.

You don't need a new world, but you will need to go to unexplored chunks to get titanium to generate. The idea is that it does more damage than steel, with double the durability and uses less stamina. I've tried to make the swings take less time as well, but if that is too jarring, let me know and I'll put them back to default and reduce stamina slightly more to compensate.

I did not add Titanium armour, because Steel is already pretty good, so it'd just be steel with really high durability. I figured steel armour with titanium weapons and tools makes for a good setup (since there are no steel weapons really).

 
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Hmm. Interested in the idea of this. Sounds like a lot of really cool ideas. But I must say my first impression of the world is that it feels... desolate. Have tried a couple starts, but at none of them has there been a single poi anywhere in view. The 2 I tried to play through for a while, after walking, doing some minor gathering and fighting but mainly just -walking- for an entire day(about a half hour each time) I did not reach the trader. And each walk, I only even saw a couple POIs, on the horizon. Apart from coming across a campsite. i have yet to see a town. it feels very empty. And both times I've come across a -huge- body of water, which sort of adds to the emptiness....

I don't know that I've experienced quite this huge an empty space in a mod before. Am I just getting bad seeds/spawns? Or are pois/towns turned way down, or cell sizes turned way up...?

 
I am liking the looks of these updates! I'll be streaming this later on today and hopefully I can get some of our community to come give this mod a try :D And, I am liking the sounds of the hub city, I'll try generating a seed which has one in to showcase it :D

 
Hmm. Interested in the idea of this. Sounds like a lot of really cool ideas. But I must say my first impression of the world is that it feels... desolate. Have tried a couple starts, but at none of them has there been a single poi anywhere in view. The 2 I tried to play through for a while, after walking, doing some minor gathering and fighting but mainly just -walking- for an entire day(about a half hour each time) I did not reach the trader. And each walk, I only even saw a couple POIs, on the horizon. Apart from coming across a campsite. i have yet to see a town. it feels very empty. And both times I've come across a -huge- body of water, which sort of adds to the emptiness....
I don't know that I've experienced quite this huge an empty space in a mod before. Am I just getting bad seeds/spawns? Or are pois/towns turned way down, or cell sizes turned way up...?
Cell sizes were turned up to make for bigger cities. Probably didn't have much luck with your seed either.

When I was testing last night, I literally spawned on a road between two cities.

Having said that, I do plan to look at rwgmixer again, because I got a really flat world with no POI's around yesterday.

 
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I am liking the looks of these updates! I'll be streaming this later on today and hopefully I can get some of our community to come give this mod a try :D And, I am liking the sounds of the hub city, I'll try generating a seed which has one in to showcase it :D
I shall try and pop in later then :) I see you're also in the UK, so I'm hoping it's going to be in the evening.

Mornings and afternoons I have to mod for my mate on twitch, so I don't get a chance to hop around streams.

EDIT: And I just realised who you are. Fox... keep an eye on Kickz. He'll try and drop you on zombies again. ;)

- - - Updated - - -

Right, I had a look at rwgmixer and tweaked it a little. I lowered the cell size by 200, which actually made for some interesting cities. There were 2 sprawling ones, and 1 smaller one that I found. Really liked that.

But it also helped with the POI's. Yes there was sometimes a huge expanse of land before you found one, but for the most part, there were a lot around and you could often see them from each other.

 
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Modifying cell size increases the sizes of biomes, and makes cities further apart, but I am unsure it impacts the sizes of cities themselves. I am pretty sure that is handled solely by the Hub Rules, though I am not positive. If one wants to increase the biome size and maintain the same density of POIs in the wild, it is important to change the wilderness_rule's spawn_min_max values. Increasing them proportional to the increase in cell size, so if you double the cell size, you double the values in the wilderness_rules spawn_min_max. This maintains the same POI density as vanilla.

 
It increases the size of the cities because cities are a biome within a biome (it's how I have different zombie spawning rules for within a city).

But thank you for the tip. I shall have a poke at that since I wanted to have a look at my hub city again. :)i

 
I am not sure that that is true, but again, I am not really certain. I am under the impression that the hub rules dictate the size of the cities. They can, after all, spread well outside of their root biome. Hubs are generally much smaller than biomes.

 
City/town size is dictated by:

Terrain

Cell size

Street layout

Terrain trumps all and if it cant place a city/town it won't, even if you tell it to do so.

Cell Size is next and will tell the street layout how big it CAN grow.

Street layout works within the Terrain and Cell size. If the terrain is overly rough it'll just build the street (if it can in the cell) were it has enough room and is smooth enough.

Or at least to my understanding.

There's also "bounds" you use for the modules and that can really help place hubs more so in the flatter areas but that's another deal..

 
I was under the impression that it wasn't the over-arching world gen cell size, but rather the hub rules. These:

<width value="735, 735" />

<height value="255, 255" />

that constrained the maximum size of a hub. That cell size determined biomes, and each biome could have up to one hub within it, but that the hub could grow well beyond the bounds of it's cell(otherwise you wouldn't see cities crossing biome boundaries)? One way to test would be to make very, very small cell size but increase the hub stats.

 
I was under the impression that it wasn't the over-arching world gen cell size, but rather the hub rules. These:<width value="735, 735" />

<height value="255, 255" />

that constrained the maximum size of a hub. That cell size determined biomes, and each biome could have up to one hub within it, but that the hub could grow well beyond the bounds of it's cell(otherwise you wouldn't see cities crossing biome boundaries)? One way to test would be to make very, very small cell size but increase the hub stats.
The width/height are extra control limits for the hub size.

You can actually control the over all size of the hub through the street axiom/rules and then use those extra width height values to constrain it even further if you want. You can also use the street axiom/rules to make your hub smaller than the width height settings as well.

The biome size is set from the biome generator. Depending how you want it you can make the biomes smaller than the cell size or many times bigger.

Each cell can have up to 1 hub in it. Biome can have many depending on it size.

Edit: also the height setting isnt really need all that much ;)

Edit2: Sorry for the mini discussion @KhaineGB I'll move it to a different thread but it's keeping your thread bumped ;) because it deserves it nice work :thumb:

 
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Hey, mini discussion is fine. There is still a LOT I don't understand about rwgmixer. :)

Now I need to work out how to add more wilderness POI's.

 
Hey, mini discussion is fine. There is still a LOT I don't understand about rwgmixer. :)
Now I need to work out how to add more wilderness POI's.
example:

Code:
<wilderness_rule name="Wilderness_Settlements" spawn_min_max="[color="#FFFF00"]12,36[/color]"> <!-- increase spawn_min_max="[num]" to add more wilderness pois for each cell area          -->
<path_material value="dirt" />	                                  <!-- paths material to be used *must be terrain block*                                 -->
<path_radius value="2" />	                                      <!-- Paths width leading to poi                                                        -->
<path_adjust_terrain value="true"/>                               <!-- not working atm?!                                                                 -->
<prefab_rule name="wildernessGroupRural" prob="1"/>               <!-- What Poi list to use                                                              -->
</wilderness_rule>
Note the highlighted value numbers. That's it. That controls how many individual poi's will be in a cell.

If you want d/l my mod and pull the rwgmixer file to look at. I have a lot of comments in it to help ppl along. ;)

 
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Yeah, I mentioned the wilderness spawn_min_max values. If you increase cell size, you have to proportionally increase those numbers to keep POI density at vanilla levels. So double hub size needs double spawn numbers. 50% increase in cell size needs 50% increase, etc. Not doing so results in very long distances between pois, increasing them more results in more frequent pois.

 
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