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HDHQ - Textures/Lighting/Environment

Hi Dust2death,

Your overhaul looks amazing, I am very keen to try it with darkness falls, is the sap self fixable while we wait for you to provide an update?

Thanks

 
Hi Dust2death,
Your overhaul looks amazing, I am very keen to try it with darkness falls, is the sap self fixable while we wait for you to provide an update?

Thanks
Right now Im trying to determine the best way to approach the biomes with the patch.

What you will need to do is find is drinkJarEmpty and add the new trees to the list of Focused_blocknames that the action applies to.

Code:
<item name="drinkJarEmpty">
<property name="HoldType" value="3"/>
<property name="Meshfile" value="Items/Food/emptyJarPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mglass"/>
<property name="Stacknumber" value="500"/> <!-- STK resource -->
<property name="Weight" value="10"/>
<property name="EconomicValue" value="6"/>
<property name="CraftingIngredientTime" value="9"/>
<property class="Action0"> <!-- UseAction -->
	<property name="Class" value="ExchangeItem"/>
	<property name="Delay" value="1.0"/>
	<property name="Change_item_to" value="DFbottleSap"/>
	<property name="Do_block_action" value="deplete1"/>
	<property name="Focused_blockname_1" value="treeJuniper4m"/>
	<property name="Focused_blockname_2" value="treeOakSml01"/>
	<property name="Focused_blockname_3" value="treeOakMed01"/>
	<property name="Focused_blockname_4" value="treeOakMed02"/>
	<property name="Focused_blockname_5" value="treeOakLrg01"/>
	<property name="Focused_blockname_6" value="treePlantedOak1m"/>
	<property name="Focused_blockname_7" value="treePlantedOak08m"/>
	<property name="Focused_blockname_8" value="treePlantedOak16m"/>
	<property name="Focused_blockname_9" value="treePlantedOak27m"/>
	<property name="Focused_blockname_10" value="treePlantedOak41m"/>
	<property name="Focused_blockname_11" value="treeMountainPine12m"/>
	<property name="Focused_blockname_12" value="treeMountainPine19m"/>
	<property name="Focused_blockname_13" value="treeMountainPine27m"/>
	<property name="Focused_blockname_14" value="treeMountainPine31m"/>
	<property name="Focused_blockname_15" value="treeMountainPine41m"/>
	<property name="Focused_blockname_16" value="treeMountainPine48m"/>
	<property name="Focused_blockname_17" value="treeFirLrg01"/>
	<property name="Focused_blockname_18" value="treePlantedMountainPine1m"/>
	<property name="Focused_blockname_19" value="treePlantedMountainPine12m"/>
	<property name="Focused_blockname_20" value="treePlantedMountainPine19m"/>
	<property name="Focused_blockname_21" value="treePlantedMountainPine27m"/>
	<property name="Focused_blockname_22" value="treePlantedMountainPine41m"/>
	<property name="Focused_blockname_23" value="treeWinterEverGreen"/>
	<property name="Focused_blockname_24" value="treeWinterPine13m"/>
	<property name="Focused_blockname_25" value="treeWinterPine19m"/>
	<property name="Focused_blockname_26" value="treeWinterPine28m"/>
	<property name="Focused_blockname_27" value="treePlantedWinterPine1m"/>
	<property name="Focused_blockname_28" value="treePlantedWinterPine6m"/>
	<property name="Focused_blockname_29" value="treePlantedWinterPine13m"/>
	<property name="Focused_blockname_30" value="treePlantedWinterPine19m"/>
	<property name="Focused_blockname_31" value="treePlantedWinterPine28m"/>
	<property name="Focused_blockname_32" value="treePlantedWinterPine1m"/>
</property>
and also the same thing for DFemptyBowl

Code:
<item name="DFemptyBowl">
<property name="CustomIcon" value="bowl" />
<property name="DescriptionKey" value="emptyBowlDesc"/>
<property name="Meshfile" value="Items/Food/emptyJarPrefab"/>
<property name="Material" value="MresourceClayLump"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="500"/> <!-- STK resource -->
<property name="Weight" value="10"/>
<property name="EconomicValue" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<property class="Action0"> <!-- UseAction -->
	<property name="Class" value="ExchangeItem"/>
	<property name="Delay" value="1.0"/>
	<property name="Change_item_to" value="DFbowlSap"/>
	<property name="Do_block_action" value="deplete1"/>
	<property name="Focused_blockname_1" value="treeJuniper4m"/>
	<property name="Focused_blockname_2" value="treeOakSml01"/>
	<property name="Focused_blockname_3" value="treeOakMed01"/>
	<property name="Focused_blockname_4" value="treeOakMed02"/>
	<property name="Focused_blockname_5" value="treeOakLrg01"/>
	<property name="Focused_blockname_6" value="treePlantedOak1m"/>
	<property name="Focused_blockname_7" value="treePlantedOak08m"/>
	<property name="Focused_blockname_8" value="treePlantedOak16m"/>
	<property name="Focused_blockname_9" value="treePlantedOak27m"/>
	<property name="Focused_blockname_10" value="treePlantedOak41m"/>
	<property name="Focused_blockname_11" value="treeMountainPine12m"/>
	<property name="Focused_blockname_12" value="treeMountainPine19m"/>
	<property name="Focused_blockname_13" value="treeMountainPine27m"/>
	<property name="Focused_blockname_14" value="treeMountainPine31m"/>
	<property name="Focused_blockname_15" value="treeMountainPine41m"/>
	<property name="Focused_blockname_16" value="treeMountainPine48m"/>
	<property name="Focused_blockname_17" value="treeFirLrg01"/>
	<property name="Focused_blockname_18" value="treePlantedMountainPine1m"/>
	<property name="Focused_blockname_19" value="treePlantedMountainPine12m"/>
	<property name="Focused_blockname_20" value="treePlantedMountainPine19m"/>
	<property name="Focused_blockname_21" value="treePlantedMountainPine27m"/>
	<property name="Focused_blockname_22" value="treePlantedMountainPine41m"/>
	<property name="Focused_blockname_23" value="treeWinterEverGreen"/>
	<property name="Focused_blockname_24" value="treeWinterPine13m"/>
	<property name="Focused_blockname_25" value="treeWinterPine19m"/>
	<property name="Focused_blockname_26" value="treeWinterPine28m"/>
	<property name="Focused_blockname_27" value="treePlantedWinterPine1m"/>
	<property name="Focused_blockname_28" value="treePlantedWinterPine6m"/>
	<property name="Focused_blockname_29" value="treePlantedWinterPine13m"/>
	<property name="Focused_blockname_30" value="treePlantedWinterPine19m"/>
	<property name="Focused_blockname_31" value="treePlantedWinterPine28m"/>
	<property name="Focused_blockname_32" value="treePlantedWinterPine1m"/>
</property>
 
Hello, stupid question incoming. Can I install sdx alongside this without breaking anything? I really want NoExceptionHijack by TormentedEmu installed but I need sdx, just afraid of trying without asking first.

 
If you want to use the vehicles with Darkness Falls, you need the main HDHQVehicle modlet AND the HDHQVehicleDF patch.

DF patch will load after the main Vehicle Modlet.

 
Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher)

Now the catch.

The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist.

For that reason the patch modlets assume that you have all the biome modlets installed.

Specifically:

Alpine

Desert

Pine.

If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection).

Blocks that do not exist, will cause NRE spam.

I have commented the patch xml to make it easy to remove biomes you dont want.

 
Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher)
Now the catch.

The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist.

For that reason the patch modlets assume that you have all the biome modlets installed.

Specifically:

Alpine

Desert

Pine.

If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection).

Blocks that do not exist, will cause NRE spam.

I have commented the patch xml to make it easy to remove biomes you dont want.
If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct?

 
If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct?
Correct.

If you arent using any of the biome modlets, then you wont need the patch to enable sap collection from new trees in Darkness Falls.

 
I forgot to apply the smaller font size + I dont like the way urls look in lowercase ;)

You're welcome :)

 
All modlets are compatible wtih 17.2 b20. No changes.
I will have a update to the Guns soon. Fixed icons, individual maps etc. About 60% done.
WOOHOO !!!!

+1

Can't wait!!! Need more Gun-Textures!!! ;-)

(Q: do you plan to make the new textures f.e. on Scopes aswell?)

 
WOOHOO !!!!+1

Can't wait!!! Need more Gun-Textures!!! ;-)

(Q: do you plan to make the new textures f.e. on Scopes aswell?)
Maybe. Once I get all the remaining things fixed up, then I'll move to new things ;)

 
Uploaded a fixed version of Wind Enabled Plants that fixes collision issues on cotton and chrysanthemum.

 
Ah! Thank you. Tried earlier but had issues - chrysanthemum was wind enabled yet no hover name and no collect, cotton no wind and no name/collect, goldenrod had name and could collect but no wind. Was going to post earlier but busy here and figured Guppy would notify.

I'll give it another go!

 
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