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New CryoFall update is finally live now!

We are looking forward to your YouTube videos and specifically let's plays as well as Twitch streams!

Don't forget to join and follow our social channels and websites:
   - Discord server:
   - Forums: (this forum)
   - Reddit:
   - Twitter list:
   - Official website:
   - Development blog:

Now, without further ado, let's see what's new in this version.

=== CryoFall v0.16.1 ===

New features:
   - "Unstuck!" button added to inventory. It can help in the case when you're trapped in a house or simply want to respawn without dying and losing your items (takes 5 minutes countdown and you should stay still otherwise the request will be cancelled).
   - Structures decay is finally implemented! It has 24 hours delay after which decay starts and in 24 hours the structure will decay completely (taking damage every 5 minutes). Buildings inside the land claim area are protected from the decay. The land claim building itself will start decaying if the land owner doesn't visit the land claim area for 24 hours. The timer is reset whenever you enter your claimed area. After this land claim decay timer starts (with duration depending on the land claim tier). If it's not repaired it will decay completely and all the buildings in the destroyed land claim area will start decaying in 24 hours as usual. This should help with abandoned bases and structures significantly!
   - Now it's possible to deconstruct blueprints and get all the spent resources back. Hold the interact button (right mouse button by default). No crowbar or any tool is required. Only possible on blueprints in your land claim or in the non-claimed area. Very useful if you accidentally place the blueprint in incorrect position.
   - Destroyed walls now display as such. So you can see that they have been actually destroyed. Destroyed wall can be quickly deconstructed with the crowbar tool (even if they're located in another player's land claim area). It's possible to build over the destroyed walls without the deconstruction.

New content:
   - New tropical biome with all new content! New plants (e.g. pineapple), trees (e.g. banana tree),  new animals (tropical boar), etc.
   - Wall system has been completely rewritten from scratch!
   - New wall tier - reinforced bricks.
   - New oil-berry bush. You can extract petroleum from its fruits!
   - New plants in the desert biome (cactus).
   - You can get cactus flesh and craft cactus drink or eat it as-is.
   - Several new quests and updated existing quests.
   - New neural implant that gives 50 LP upon usage. It's quite expensive though.
   - Added world map icons for important resources (petroleum and lithium).
   - Added tobacco farming, drying and production of several cigar types.
   - Many other additions, recipes, items, objects, etc.

   - Significantly expanded the world map. Main change is the introduction of tropical areas, but other areas have been expanded as well.
   - Crowbar tool moved to Tier 1 technologies (Industry group) as players requested to get access to it as early as possible in the game.
   - Rebalanced radtowns to make their loot be a bit more reasonable.
   - Rebalanced several recipes resource requirements (especially cloth items).
   - Updated certain visuals (e.g. walls, several trees, grass, etc.).
   - All walls now have proper physical colliders (depending on the actual shape of the wall).
   - Saplings cannot be planted right next to other trees/saplings anymore, one tile padding is required now (to prevent "impenetrable forests" and "tree walls" :) ).
   - Now it's impossible to remove yourself from the owners list of the land claim building, door, etc. Ask another owner to remove you.
   - Plantings a plant (from seed) will repair the farm plot automatically (if it's damaged; for free).
   - Tooltip for the technology node is improved to display the reason why it cannot be unlocked (such as not enough LP or requires another technology as a prerequisite).
   - Respawn window redesigned to make it more straightforward.
   - Increased LP award for the first dozen of quests from 2 to 3 LP.
   - Completed quests (awaiting the LP claim) will be much more noticeable in the quest tracking UI.
   - Added heavy weapon experience for bomb planting.
   - Heavy weapon skill now offers "bomb installation speed increase".
   - Removed damage bonus from heavy weapon skill (it was never actually used).
   - Better error notification when you attempt to edit the sign text in another player's land claim area.
   - Added recipe to produce fibers from plastic so late game players have access to more fibers at the cost of resources.
   - Removed intermediary levels for land claims.
   - Big strength boosters now have more benefits (e.g. time, price) compared to small boosters, as small boosters are currently more convenient due to their short duration.
   - Rebalanced toxin drop rate and recipe prices.
   - Rebalanced all 10mm bullets to make sure that different bullet types actually have different effects.
   - Changed coin recipe to make penny coin more valuable.
   - Lithium sources are now relatively far away from oil sources to prevent players from claiming both.

   - Multiple spelling errors and typos.
   - The "Official" server tag sometimes disappeared until server list refresh.
   - Fixed an issue when the game client is unable to connect to the server with the different mods configuration (thanks @Djekke).
   - The game will display a proper error message when it's launched on 32-bit Windows (which is not supported).
   - Game stuck on the loading screen for particular Windows Region settings due to unability to parse the shader by the MonoGame Effect compiler (thanks @alsvartr).
   - Fixed inaccessible mining area in the desert region (thanks @Daitalica).

   - The world has been wiped. Enjoy a fresh start!
   - If you host the game server - please update it (the savegame from <game root>/Data folder should be deleted manually as the game will be unable to load it due to incompatibilities between the versions).

Bug reports / Re: Stucked On Login Screen
« on: Yesterday at 09:46:50 am »
The bug is reported to MonoGame
And I've fixed it locally so the upcoming update will already include a fix. Thanks for reporting!


Mods / Re: Big Bad Wolves Mod
« on: Yesterday at 04:37:01 am »
Important note - this mod should be installed on both client and server as the server is responsible for their spawn :-).

Game discussion / Re: Recommended specs for server
« on: September 23, 2018, 03:21:37 am »
When you run the server it will print the mini-profiler stats every 10 seconds into the console. The most important stat is the total update duration.
The default server tickrate is 60 updates per second. It means the frame duration should be consistent below 1/60 of a second (16.7 ms). If in the log you see that the frame takes longer than 16 ms at max, then the hardware is definitely not enough to handle the load. You can reduce the tickrate in that case (to 40 or even 20 updates per second, below creates too high input lag to my opinion) - for example, with 30 updates per second the server has a budget of 1/30 of a second (33.3 ms) per frame.

The game performance scales pretty well with many players online. The reason is that the most game CPU load is player-independent such as game systems update (spawn, AI, vegetation growth, food spoilage, etc). So if you can run the server for the first time (with 0 players) and it reports in the log that it's not using more than 50% of the frame budget total on the update tick, it should be good to play with a few dozens of players online.

Game discussion / Re: Recommended specs for server
« on: September 22, 2018, 12:37:13 pm »
We have no more than about 60 players online on any of our servers yet... and it works fine on Intel 2-core CPU with about 2 GHz clock speed, using not more than 600 MB of RAM usually.
Please note that the game server writes a lot of info in the log so it might hog a few GB of free space even if there are no players online. I'm not sure if we've implemented a sliding log mechanism yet (creating a new log file every day and deleting older log files). If not, we will finish it soon as it was already done for VoidExpanse years ago.

Modding info / Re: Mob height/scale/size
« on: September 22, 2018, 12:33:05 pm »
Yes, the world scale is for both physics and visuals (skeleton). They should be scaled simultaneously anyway as otherwise physics will not match the visuals.

Modding info / Re: Mob height/scale/size
« on: September 21, 2018, 12:38:47 pm »
The first one is used to define the offset (in world units) of the character healthbar and (other UI stuff we displaying over the character, for example - player nickname in case of PlayerCharacter).

The world scale is the world scale and affects both visual (skeleton) scale and 2D physical world character's appearance.

Bug reports / Re: Players go through the wall and endure things
« on: September 21, 2018, 09:00:34 am »
thanks for reporting!

That's unexpected. Will see how it works with our next update as it almost ready for the release (early next week).
Current version is too outdated to investigate the issue as we've done some changes which might affect the issue.

> There also needs to be a log message of anyone who enters your house not titled to land claim or doors.
We plan to add the logging feature to the land claim building so it will be possible to read about all the events happening there (including attacks on your base, exits/enters of owners and non-owners, also stats about all the stored items in the land claim area, etc).


Bug reports / Re: Stucked On Login Screen
« on: September 17, 2018, 12:36:38 pm »

thank you very much for your response!
You've mentioned Turkey and that the game doesn't work on two different PCs. So I've got an idea that it might be related to the regional settings as we had this issue once with our previous game when floating point numbers were unable to parse because for the particular Windows region/language the decimal separator char was colon (like 1,234) but for the rest of the world it's dot char (1.234).

I've immediately switched to Turkish Region setting and restarted the game. And now I'm also stuck on the loading screen same as you and your friend :-) .

I will investigate and fix the issue tomorrow.
It seems the issue happens at MonoGame scripts compiler itself (it parses it before supplying the shader to DirectX shader compiler). So the fix will be useful for MonoGame community too as it's a very popular game engine.

If you want a quick workaround, you can switch the Region in the Windows Settings to English/US.


Bug reports / Re: Stucked On Login Screen
« on: September 16, 2018, 04:04:00 am »
Please try reinstalling/repairing .NET Framework 4.7.2
DirectX 11 shaders compiler is one of its prerequisites and might be repaired too in the process.

I don't have any other ideas at the moment. As I wrote above, we have thousands of installations and this is the first time we hear about the issue with the shader compilation.


Bug reports / Re: Stucked On Login Screen
« on: September 16, 2018, 02:46:44 am »

sorry for the late response. It seems the game cannot compile one of the required shaders (it cannot parse it and throws errors). This is very surprising as we have thousands of installations and nobody else reported a similar issue.

I see two possibilities:
1. The game data was damaged after/during installing. Please try reinstalling the game from the Launcher application.
2. The DirectX 11 shaders compiler is not properly installed. In particular, the library file "d3dcompiler_47.dll" which is used by the shaders compiler tool shipped with the game. This file is installed with .NET Framework 4.7 (as it depends on it) but before that, it was a separate download. Unfortunately, I cannot find a separate Microsoft KB* package to reinstall it. I've found a website which looks useful but please pay maximum attention as the provided DLL files might contain viruses.

Bug reports / Re: Stucked On Login Screen
« on: September 15, 2018, 01:18:45 pm »
alsvartr, hi!

Could you upload the game logs folder on Google Drive or Dropbox and share the link please?
The logs are located in <Documents>\AtomicTorchStudio\CryoFall\Logs

Lol, that's just the beginning, modding should be even more fun than playing!

Modding info / Re: Quests/Skills
« on: September 12, 2018, 04:40:37 am »
That's because the game client is running in a portable mode when you start it directly as "CryoFall Client.exe". The game data location is different in this case. See my response here

Modding info / Re: Stack Sizes
« on: September 12, 2018, 04:30:02 am »
You need to ensure that you're actually using the game mod on the client and server. Otherwise, the client will be unaware of the changes you have done and will still use the old stack size limits.

Unfortunately, modding right now is a bit complicated as there is no easy way to install and configure mods.

1. you have two separate ModsConfig.xml files (client and server!).
2. you have two separate core folders (client and server!!).
3. you have two separate mod folders (client and server!!!).

All are needs to be configured in exactly the same way... and you need to use exactly the same mod code for both the client and the server - there are two ways to achieve this - use a copy of the mod folder or make a symlink folder (so no need to copy it every time).

Exact locations:
1.1. ModsConfig.xml for Client is located at <client installation root>/Data (if you're NOT using the Launcher) or in the shared folder <your Documents>\AtomicTorchStudio\CryoFall (if you're USING the Launcher). So, depending on how you launch the game client, you need to edit a corresponding ModsConfig.xml file.
1.2. ModsConfig.xml for Server is always located at <server installation root>/Data.
2.1. Core: <client installation root>/Core (should be in the extracted form)
2.2. Core: <server installation root>/Core (should be in the extracted form)
3.1. Mods: <client installation root>/Data/Mods
3.2. Mods:<server installation root>/Data/Mods

I suggest making a symlink for both 3.1 and 3.2 to point on some folder so you don't have to copy it twice.

After these changes, both the client and the server should use exactly the same mods. To ensure that everything is configured properly, you can check the client and server log files - right at the beginning of the log file there are log info about all the data locations the client/server is using and also what the mods are configured/enabled.


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