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Stallionsden Mods & Modlets

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LOOTABLE OBJECTS

Adds blocks that arent lootable in the vanilla game but should be -

Stage 1 -

Body Bags 7 types

Some have been cleared before the bodies were placed inside the bags others have been looted by people before your arrival. And others are still lootable.

Still to do -

Add more objects to the loot

 
Holy mother of God. I started a new game with the latest Invisible Animal Fix modlet, and spawning in the Pine forest biome. Surrounded by at least 6 bears, 10 wolves, a dozen deer, and more. I'm sure there was more than that but I couldn't stop to count. I had to immediately start running for my life.

 
Holy mother of God. I started a new game with the latest Invisible Animal Fix modlet, and spawning in the Pine forest biome. Surrounded by at least 6 bears, 10 wolves, a dozen deer, and more. I'm sure there was more than that but I couldn't stop to count. I had to immediately start running for my life.
Yes hence why you should adjust the modlet values and serverconfig.xml. we all are getting different amounts I played 8 test games and each game the spawns were different.

I have a adjustment coming to reduce the enemy animals more with returning the invisibleenemyanimals but for a temp fix remove the group enemy animals all in entitygroups and remove the whole line with enemyanimalsall in spawning.

Can only work with what we have. Hopefully soon I will hit that mark of balance with this damn modlet lol.

Maybe I should remove til I can succeed with it given the low chances of success.

I not so worried about the friendly animal spawns. It's the enemy animal spawns causing me grief as we have better things to do then defend ourselves from a escaped zoo.

 
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INVISIBLE ANIMAL FIX EXPERIMENTAL PHASE

Am gonna add some changes here in regards to the invisible animal fix. Treat this like an experimental phase lol. Input and advice happily accepted.

REMOVED- enemyanimalall group from entitygroups.xml and spawning.xml

Added - invisibleenemyanimals group back to both the above as well.

invisible friendly animal one remains out.

2 play thrus a heap of friendly animals a wolf here n there, a vulture here n there and a snake.

Let me know how you go with this one please. if we all get a consistent balance or still to many enemy animals

 
Changing respawn from 7 to 1 seemed to work for me yesterday with your modlet removed, but I need to play a bit longer to confirm that works as intended.

If it works, then we should be able to just add your animals.

 
Changing respawn from 7 to 1 seemed to work for me yesterday with your modlet removed, but I need to play a bit longer to confirm that works as intended.
If it works, then we should be able to just add your animals.
lol already did all that lol. so far it does seem better more friendly animals and only a enemyanimal here and there. look forward to your results hopefully same as mine

 
Gareee

Can ya empty your inbox lolz its full

Anyone able to -

so was wondering if you could test the modlet now please and let me know what results you get. Link is in the O.P. i played for an hr i came across 1 bear, a wolf and a vulture. Not worried bout the friendly animals at this stage

 
FRIENDLY ANIMAL HELPERS

ADDED -

The ability for pets to wander.

Increased attack range

removed pethostiletemplate and made all pets follow petstemplate

Consolidated ai tasks and updated to current ai task methods.

Scooby does not get along well with Wiley Coyote & The Big Bad Wolf and vice versa. This is because Scooby is a zombiedogentity and a aitask is entityzombiedog.

Corrected a error with Bugs Bunny he was throwing nres due to a mistake in the code on my part.

 
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I'll be playing with your invisible animal fix very soon aswell, just doing some tweaks to the server first:)
Awesome the more brains the better lol. But I think in my latest iteration I have the enemy animals at a minimum. Friendly animals are breeding lots lol

 
Yeah, I was thinking this could need more testers since it seemed to be so much randomness. Easier to get a usable average. I will probably increase the enemy animals after a few hours or days, depending on how much testing is needed. Running low on glue and ducttape, so need rotten flesh and bones soon:)

 
The inbox here is pretty worthless. I never get a email notification, and if I'm lucky I might get 1/3rd of the email notifications for posts.

I REALLY wish the forums would move from alpha to beta.

PM me on discord. ;)

 
I've been playing with the latest update and it seems much better in regards to the crazy amount of wolves and bears we had before.

Worried about the balance of the extra friendly wildlife in regards to an oversupply of meat, still. For now I am just ignoring the majority of deer and boars to keep things from getting too easy.

 
I've been playing with the latest update and it seems much better in regards to the crazy amount of wolves and bears we had before.
Worried about the balance of the extra friendly wildlife in regards to an oversupply of meat, still. For now I am just ignoring the majority of deer and boars to keep things from getting too easy.
Yeh I know the friendlies are to much. Just wanted to work on the enemy animals first get them down and will work on the friendlies once everyone happy with the enemy spawns.

Ty for feedback much appreciated and will work on the friendlies for sure

 
INVISIBLE ANIMAL FIX UPDATE

Personalise your own animal control

Added code user can simply drag into place and change the values to their own liking and play style.

Code added is enemy animal and friendly animal respawn delay and maxcount

RESPAWN DELAY - how many in game days the animal will respawn

MAX COUNT - How many animals alive at one time

Removes vanilla friendly animal lines as was a double up and producing to many friendlies

lowered probability of friendly animal spawns as well as enemy animal spawns.

increased wasteland enemy animal respawn delay from 1 to 7

lowered friendly animal count from 6 to 4 in each biome

You can also lower or increase the probabilities inside of the entitygroups.

Pretty much tailored to your own game play according to how you set it up.

Instructions included inside xml.

 
Nice :) I was about to report back on the spawns with the previous version :p (Saw between 4 and 5 enemy animals per hour)

Will try a few different settings in this latest one and see if I find a nice balance. Thx alot :)

 
Nice :) I was about to report back on the spawns with the previous version :p (Saw between 4 and 5 enemy animals per hour)Will try a few different settings in this latest one and see if I find a nice balance. Thx alot :)
Sounds better then previous versions lol but is that good or. 4 to 5 enemy animals an hr

 
WANDERING TRADERS

Added traders that are out in the world.

You can buy from them sell from them just like a vanilla trader.

They are unkillable and carry weapons. ( you can destroy everything around them tho)

Xyths is way better (SDX not required for this one but no where near as good)

There is localisation.txt to be added to data/configs/localisation.xml to (inside of config folder)

 
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