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Stallionsden Mods & Modlets

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Ahh, there's nothing wrong with it then. My apologies for not testing before posting about it. I just thought it wasn't working since it still says disabled.Sorry about that!
no dont be sorry all good. Glad we sorted it.

 
UPDATE TO INVISIBLE ANIMAL FIX

** completely re write modlet

** added in

- Moose (50% bigger then a stag)

- Deer (40$ bigger then a Doe)

- Hen (Slightly bigger then a chicken)

- Hare (slightly bigger then a rabbit)

- Pig (Difference between a pig and boar is the pig will run away from you)

- Python (Is non lethal and just slithers around doesnt attack)

** Kept the remove invisible code so no invisible animals spawn

** increased spawn chances of the stag, doe, rabbit and chicken (Matches the new animals spawns)

** made the enemy animal spawns to 0.9

AM I 100% HAPPY- NO

IS IT BETTER THEN PREVIOUS VERSION - YES

WILL CONTINUE TO WORK ON THIS TO MAKE IT WORK BETTER - YES

 
UPDATE TO INVISIBLE ANIMAL FIX
** completely re write modlet

** added in

- Moose (50% bigger then a stag)

- Deer (40$ bigger then a Doe)

- Hen (Slightly bigger then a chicken)

- Hare (slightly bigger then a rabbit)

- Pig (Difference between a pig and boar is the pig will run away from you)

- Python (Is non lethal and just slithers around doesnt attack)

** Kept the remove invisible code so no invisible animals spawn

** increased spawn chances of the stag, doe, rabbit and chicken (Matches the new animals spawns)

** made the enemy animal spawns to 0.9

AM I 100% HAPPY- NO

IS IT BETTER THEN PREVIOUS VERSION - YES

WILL CONTINUE TO WORK ON THIS TO MAKE IT WORK BETTER - YES
Thanks for the update! I just started playing a new game with the "invisible animal fix" mod added and noticed the insane number of wolves and bears about. Thought something was up, so I came to check the forum thread and sure enough... haha. Does this update tone down the wolves and bears as well? I am literally running into 4-5 wolves on my screen at any one time LOL.

 
Thanks for the update! I just started playing a new game with the "invisible animal fix" mod added and noticed the insane number of wolves and bears about. Thought something was up, so I came to check the forum thread and sure enough... haha. Does this update tone down the wolves and bears as well? I am literally running into 4-5 wolves on my screen at any one time LOL.
Yes it did. As with the vultures.

I do notice more of my new animals spawn more frequent then tfps all be it the same code diff name. But have come across some of tfps original ones to so they do spawn.

The python is friendly But will give ya a easy meat source but a headache from the animal activists lol :-P

OFC do let me know any issues or still to many. Your welcome to also play around in the entitygroups.xml with the prob values

 
Unless there is a need to unload the chunk by running out of range, in order to respawn the entities, it seems to still be way too many.

I logged out of the game, removed the old mod folder and pulled the new one in, and booted the game back up. Logged in and there are 3 wolves on screen. I move a bit away from those and see 2 more wolves and a bear on screen at once. Haha.

I think I will remove the mod, log in and run way out of range, then put the mod back in and check it. If there is a need to do so?

 
Unless there is a need to unload the chunk by running out of range, in order to respawn the entities, it seems to still be way too many.
I logged out of the game, removed the old mod folder and pulled the new one in, and booted the game back up. Logged in and there are 3 wolves on screen. I move a bit away from those and see 2 more wolves and a bear on screen at once. Haha.

I think I will remove the mod, log in and run way out of range, then put the mod back in and check it. If there is a need to do so?
I guess it may be different each run thru. IDK i will go try another game and see if i get this to

 
started a new game flew around for a bit came across a single wolf flew bout 4 blocks over another and then flew a bit more and a vulture.

no multiples. but like i said it may be diff for diff games. can try to play with the probs in entitygroups of the modlet if you like.

 
Been playing for bout 30 40 min only 1 bear a snake and several vultures that are in a poi habe spawned. On a side note a rabbit several stag/deer/doe and boars/pigs a couple rabbits/hares have spawned.

Imma guess these probs are not consistent and may need attention from tfp or a better modder then I lol.

 
UPDATE TO INVISIBLE ANIMAL FIX
** completely re write modlet

** added in

- Moose (50% bigger then a stag)

- Deer (40$ bigger then a Doe)

- Hen (Slightly bigger then a chicken)

- Hare (slightly bigger then a rabbit)

- Pig (Difference between a pig and boar is the pig will run away from you)

- Python (Is non lethal and just slithers around doesnt attack)

** Kept the remove invisible code so no invisible animals spawn

** increased spawn chances of the stag, doe, rabbit and chicken (Matches the new animals spawns)

** made the enemy animal spawns to 0.9

AM I 100% HAPPY- NO

IS IT BETTER THEN PREVIOUS VERSION - YES

WILL CONTINUE TO WORK ON THIS TO MAKE IT WORK BETTER - YES

The new animals are just scaled variants of the vanilla ones, right? We've been using the scale adjusted mods for the vanilla animals for some time now. (Khell?) I'm wondering if we'll see a conflict?

The biggest issues we are seeing are:

Without the mod animals are just WAY too scarce. (Someone suggested looking at the respawn delay in the main feedback post)

With the last iteration of your mod we had way too many animals period. Meat was too plentiful, as were aggressive animals.

My only concern with the new version is that meat is even more plentiful than before.

Does this just completely get rid of all invisible animals? (I've yet to understand the thinking in TFP implementing them in the first place.. it makes more sense to correct spawn probability and respawn rate than to add some bandaid junk code in.

There has to be some way to fix animal abundance, unless they really broke the probability code. (And I've been wondering about that because of the broken loot percent probability Fataal mentioned a day or so ago.)

 
The new animals are just scaled variants of the vanilla ones, right? We've been using the scale adjusted mods for the vanilla animals for some time now. (Khell?) I'm wondering if we'll see a conflict?
The biggest issues we are seeing are:

Without the mod animals are just WAY too scarce. (Someone suggested looking at the respawn delay in the main feedback post)

With the last iteration of your mod we had way too many animals period. Meat was too plentiful, as were aggressive animals.

My only concern with the new version is that meat is even more plentiful than before.

Does this just completely get rid of all invisible animals? (I've yet to understand the thinking in TFP implementing them in the first place.. it makes more sense to correct spawn probability and respawn rate than to add some bandaid junk code in.

There has to be some way to fix animal abundance, unless they really broke the probability code. (And I've been wondering about that because of the broken loot percent probability Fataal mentioned a day or so ago.)
If your on discord guppy server haigna explains it fully how it was Meant to be and how tfp ended up doing it.

The current one for me has a fair nice amount of friendly animals with some enemy ones. I haven't gotten packs only in the pois that has sleeper spawns in them.

But atlas another had a diff outcome. Idk where the redrawn delay is but will look at that tomorrow. Welcome to try it. I haven't given up hope as yet to finding the fix. ..yes the new animals are just bigger variants. They shouldn't conflict tho as mine are named different

 
I'm going to try his recommended fix, setting friendly animal spawning to 1 day and see what that changes. I DO like the idea of several sizes of the rabbits and chickens though.. the vanilla smaller ones could actually be called quails. I'd also like to see a lot more of the smaller animals, but I'll see how this change affects things first.

 
I'm going to try his recommended fix, setting friendly animal spawning to 1 day and see what that changes. I DO like the idea of several sizes of the rabbits and chickens though.. the vanilla smaller ones could actually be called quails. I'd also like to see a lot more of the smaller animals, but I'll see how this change affects things first.
I didn't even think of looking in spawning lol will add it to the modlet soon to

 
OPEN DOOR SYNDROME

Got the Idea from this THREAD

You ever wonder how the previous raiders looted the cabinets and left them open but for you they stayed closed.

WELL not no more. This mod makes all objects that have a open version to them become open state once you have looted them.

Loot a microwave bam it is now open.

Loot a fridge BAM its now open.

You get the drift.

More to follow and if you notice i have missed some feel free to let me know about.

****WARNING*****

Disregard yellow text that can be seen in the console - Those warnings are nothing important. Just means there is a repeating cycle of down / upgrades. x goes to y goes to z goes to x.

CREDITS

OldManBrian - for his modlet CLOSE THOSE DARN DOORS and his code i edited to suit.

Khaine

Khelldon

Dust2Death

Telric

Quasimiyao (Dont worry mate - tomorrow you will learn how you helped me lol when you catch up to Australian time lol mr living in the past :-P )

Sphereii

Anyone else I have missed

**WARNING - May not work with close those darn doors altho I don't see why not ones upgrade ones downgrade. Haven't tested **

 
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FINAL INVISIBLE ANIMAL FIX UPDATE

This be the last update I do on this modlet for now (unless nres occur lol ofc)

I am finally satisfied with the animal spawns now. Thanks to Gareee for mentioning this to me and to whom mentioned to Gareee lol.

Added -

2 new entity groups -

Friendlyanimalsall & enemyanimalsall to entitygroups.

Added spawning.xml and added the 2 new groups to each biome.

PINE_FOREST -

<spawn maxcount="6" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />

<spawn maxcount="2" respawndelay="5" time="Any" entitygroup="EnemyAnimalsAll" />

DESERT -

<spawn maxcount="4" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />

<spawn maxcount="2" respawndelay="3" time="Any" entitygroup="EnemyAnimalsAll" />

BURNT_FOREST

<spawn maxcount="3" respawndelay="1" time="Day" entitygroup="FriendlyAnimalsAll" />

<spawn maxcount="3" respawndelay="2" time="Night" entitygroup="EnemyAnimalsAll" />

SNOW

<spawn maxcount="6" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />

<spawn maxcount="1" respawndelay="3" time="Any" entitygroup="EnemyAnimalsAll" />

WASTELAND

<spawn maxcount="2" respawndelay="1" time="Day" entitygroup="FriendlyAnimalsAll" />

<spawn maxcount="6" respawndelay="1" time="Night" entitygroup="EnemyAnimalsAll" />

**NOTE**

go to serverconfig.xml in the game directory folder where the mods folder is located and the game exe and look down the bottom for this line -

<property name="MaxSpawnedAnimals" value="50"/>

<property name="EACEnabled" value="true"/> <!-- Enables/Disables EasyAntiCheat -->

<property name="HideCommandExecutionLog" value="0"/> <!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything -->

<property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <!-- Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m²). Default 131072 means max 32 km² can be uncovered at any time -->

<property name="BedrollDeadZoneSize" value="150"/> <!-- Size of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. -->

adjust to how many you like add my modlet to the mods folder and test. then play around with the values inside of the modlet to your liking.

 
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MINING MACHINE AND RAIN CATCHER/SPECIAL FORCES CASES AND OPEN DOOR SYNDROME FIXES

Adjusted Loot ids for the mining machine and rain catcher id 223 & id 224 to 217 and 224 and Special Forces Cases - id 228 to 223 for consistency

Adjusted a small error in loot.xml for Open Door Syndrome where lootcontainer id 23 was placed in wrong section and causing a nre.

 
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Now you have got into sizes with the animal modlet will this be ok to use with Khelldon's Modlets...?

I use his bigger bunny and chicken, get piggy, baby bears and the bigger buck and doe.

Thanks for carrying on with this modlet.

 
Now you have got into sizes with the animal modlet will this be ok to use with Khelldon's Modlets...?
I use his bigger bunny and chicken, get piggy, baby bears and the bigger buck and doe.

Thanks for carrying on with this modlet.
It should be as long as khelldons modlet isn't named the same as mine or the entities are not named the same.

How It is set up now and of you follow the serverconfig.xml as mentioned in an above post. You can tinker with the values to your liking customise it so you have the animal's how you want them

 
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