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Guppy Mods - A21

Hm, I test on a 2080 and didn't see those drops... That being said, once I made the changes I tested on a laptop with I think a 980m and it was fine.  Pretty sure it was a combination of the particles I lowered and the particle blocks I removed.  I had forgotten My first iteration had cactuses turn into sandstorms to simulate them, I had forgotten about that when I made the sandstorm entities, so you were dealing with both. 🙂 


It seems better now in terms of performance for the sandstorms.

I see lots of those stills spawning and what seems to be like large air intake filters in the desert giving off trails of smoke, that snake hissing sound is still there as well.

 
The "hissing" sound is sand movement, but those *should* be super rare.

Large air intake filters?  Can you snap a pic?

Also, the stills are spawning?  Def something I'll look at post coffee.  They shouldn't spawn at all. 

 
The "hissing" sound is sand movement, but those *should* be super rare.

Large air intake filters?  Can you snap a pic?

Also, the stills are spawning?  Def something I'll look at post coffee.  They shouldn't spawn at all. 


I just tested a new RWG 2k desert only, no stills or intakes to be seen.

My Theory, I had previously tested a RWG, the same save both with your previous and new mod versions.  Since you changed the sandstorm generator from block to entity type the log was full of replacement warnings, I think it was replacing those sandstorm blocks with the intake producing smoke block that I mentioned.  That and the stills that were originally there from the previous mod version were introduced back again (same save).  I could be wrong, just doing some quick logical deducting there.

In the new RWG none appear, stills nor intakes.

The hissing noise is apparent in the new rwg save as well, when you run forwards you hear it every 2-3 seconds, regardles of direction you run, with or without a storm happening.

 
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...really shouldn't.  The sounds don't go past 7 blocks from the source and they spawn only at a very small percentage.

          <resource blockname="gupSandfallDesert01" prob=".00001" rwgGenerationType="all" /> 

...in biomes.xml, I suppose you could add a few more zero's.

...oh and yes, when you have a mod that has blocks, and you remove the mod but keep the save, the block id's shift.

 
Hello, I would like to use your mod for an event on my server, and I'm just looking for how to deactivate the initial spawn of zombies in the POIs. I want only myself as an admin to be able to spawn them. I haven't found what to change in the command lines

 
The easiest way would be to rename entitygroups.xml to entitygroups.bak or something, that way it doesn't load, and then they could only be spawned from within F6.

 
...probably going to update the grenade mod next.  Also apparently need to do something with the water bucket since TFP removed an important property.

 
...probably going to update the grenade mod next.  Also apparently need to do something with the water bucket since TFP removed an important property.
Fire brigade buckets! Or a sprinkler system... lol TFP may have removed some benefit but your fire mod adds more where it could possibly shine!

 
Been tossing ideas to sphereii, one of which is a spray that would make blocks more resistant to fire.  Would people even use it?  Go. 

 
Been tossing ideas to sphereii, one of which is a spray that would make blocks more resistant to fire.  Would people even use it?  Go. 
Sounds good, could even use that irrigation system code of Sphere's to make sprinklers... i can even see a reverse option of your spray for resistance on blocks to one for pvp where you apply tar or some other flammable/accelerant that you wouldn't notice until ignited... or just use it on random buildings you want to burn down faster? Would be interesting to see what you come up with nonetheless.

 
I actually do have oil slick traps that you can light on fire in the mod. I don't think I've ever seen anybody use them or even notice they exist. :)

 
I actually do have oil slick traps that you can light on fire in the mod. I don't think I've ever seen anybody use them or even notice they exist. :)
I saw them, but didn't think you could apply them to building blocks (other than floors/pathways). To be fair, there is quite a lot out there that probably doesn't get used depending on playstyles. It's nice to change things up though.

 
I actually do have oil slick traps that you can light on fire in the mod. I don't think I've ever seen anybody use them or even notice they exist. :)
I used to use them a lot, but it is easier to use wood plates on concrete blocks and set them on fire. Lasts longer and is easier to fix/replace afterward.

 
New zombie coming soon(tm).  It's actually finished, I'm just being lazy uploading it.

...this is a SINGLE zombie, that randomizes some meshes.

image.png


 
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