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Messages - Lurler

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This looks quite cool actually, but I imagine it doesn't really add anything to the game, or does it? :)
But either way, awesome!

Help section / Re: Void Expanse Tutorials right in here!
« on: July 10, 2018, 04:19:34 am »
I only checked the Pariah's Bane expansion scripts when I was searching for special functions with Notepad++ but never read the scripts fully. I will probably do a supplement tutorial on how to use that and where to put the variables after I study the Pariah's Bane Expansion scripts!
I just checked and there are basically just 2 scripts in the expansion:
They are quire self expanatory I think. One of them generates all new content that the expansion provides, new systems, stations, npcs, etc.

Help section / Re: Void Expanse Tutorials right in here!
« on: July 09, 2018, 09:51:23 pm »
PS: Another question, is there any way to spawn NPCs after the world has been generated? Or do you really need to do it as the world is created?
Yes, there is a way, and that is precisely what Pariah's Bane expansion does :)

Help section / Re: Void Expanse Tutorials right in here!
« on: July 08, 2018, 11:11:10 pm »
Awesome video, thank you. I'm sure many people would find it useful!

Though there is much easier way to add NPCs :)
And that's the way it is done in Pariahs Bane expansion. You don't really need to override any scripts of the original game, you can just use a hook to a specific function and add your NPC generation code there.
Plus if you override any scripts it means you can't use other mods together with this one at the same time as there would be conflict between different overrides.
But oh, well :)

Modding info / Re: Building new quests
« on: July 01, 2018, 10:42:38 pm »
Another question: What is the meaning of $p0003 and similar, that is used as parameters in function calls? Is it variables created on the fly? How do I select the correct name on my "next" one?
These are localization placeholders.
You don't need to use that if you are making the mod only in english, you can just write simple text like "qwe qwe text text" rather than using localization variables.

What steps do I need to make to make a new character show up at a station, to have him give me a quest?
The easiest way is to look how characters are spawned in Pariahs Bane expansion (it is a separate function there). You need to create a character and then add that characters to a specific station.

Mods / Re: Looking for more quests
« on: June 28, 2018, 09:52:08 pm »
Well, there is anything much we can do now, but if you enjoy the game you could leave a review :)

Mods / Re: Looking for more quests
« on: June 28, 2018, 09:18:23 pm »
Thank you, already did  :). Loved the story, and I'm hungry for more :)
Glad to hear that :)
If we ever able to move the game back into blue rating (70+) I will personally see to it that we make another expansion :)

Modding info / Re: Building new quests
« on: June 28, 2018, 09:16:29 pm »
Thank you for wanting to help. Is there anyobdy out there who may help me explaining where I can find the code that is included by:

These are namespaces offered by the game API. You can find the specific functions in each API on the wiki. But it has not been updated in quite a while, so it is probably better to see in the game what functions are available and their correct signatures :)

Mods / Re: Looking for more quests
« on: June 28, 2018, 02:43:19 am »
But I am really still looking for new quests to add. Do you have any other mods to recommend along those lines?

Well, in that case I have to recommend you also grab "Pariahs Bane" expansion for VoidExpanse :)
It adds a completely new storyline (with a lot of other goodies too). The storyline there is several times longer than any in the vanilla game as this expansion focuses specifically on that.

You can grab it either in our store:
Or on steam:

Modding info / Re: Building new quests
« on: June 28, 2018, 02:40:35 am »
I wish I could help you, but unfortunately there doesn't seem to be any tutorials specifically for creating quests.

I think your realistic options is to either just use existing quests as a reference and see how certain things are implemented in each one or get in touch with some of the people who made mods previously.
For example:;u=141;u=666

Also, have you looked in this section of the forums? There could be something of use there.

I'm sorry that I'm not much help...

Modding info / Re: Building new quests
« on: June 27, 2018, 09:35:11 pm »
Actually making quests are extremely easy. Essentially it is just one script file with everything associated with the quest.
You make that script, pack it into a mod and boom. It appears in the game.
There are a few small nuaces of course, for example if you want to use quest variables that are saved in the game, but it is not much more difficult than just adding one more file with their specification.
The easiest way is to look at existing quests as you did and try to start with something small. For example add a new topic to an existing NPC and have them say some phrases.
Once that's working you can expand into proper quests.

You can find modding information here:

There are quite a few useful articles such as:

Mods / Re: Looking for more quests
« on: June 27, 2018, 09:29:48 pm »
I don't think there are modpacks but there are quite a few individual mods available for the game. You could probably just go through the most popular ones and choose which to add. Please make sure that mods are properly updated by their authors or developed specifically for the latest version of the game as otherwise they can brake the game if mod authors didn't do some things correctly :)

News and Updates / CryoFall - Patch notes v0.14.x
« on: June 22, 2018, 04:40:30 am »
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 v0.14.0 ===

Major new features:
   - Completely new quest line with more than 30 quests.
   - New items: miner helmet (with light! Tier 2 Defense tech) and yellow construction hat.
   - New industrial crate that can be found in industrial ruins.
   - New types of quests.

   - Rebalanced a lot of technologies, especially tier 1 & 2.
   - Significant rebalancing of almost all weapons and ammo in the game (both stats and crafting costs).
   - Some food rebalancing.
   - Updated quest menu, now shows number of quests available and completed.
   - Improved client movement and lag interpolation & prediction in connection with stamina (no more pullback when you're running and your energy depleted).
   - Lamps in auto mode will now only use fuel when there are players nearby (and they're online).
   - Rebalanced certain enemies, especially Scorpion. It now has substantial armor and it's better to use armor piercing rounds or heavy slugs against it.
   - Improvements to certain notifications, error messages and other popup windows with information.

   - Fixed lamp/flashlight recharging bug when the fuel/battery amount didn't changed on the client side.
   - Fixed random nausea when drinking pure water.
   - Fixed incorrect amounts in item notifications under certain circumstances.
   - Other small fixes & improvements.

   - The world has been wiped. Enjoy a fresh start!

Watering cans
This is a good point. I adjusted prices a bit, thank you for noticing this inconsistency.
Plus we decided to make refilling watering can with water only require one bottle regardless of the size of the watering can, so higher tier watering cans have an additional advantage.

Initially we did it exactly like that, but there are certain logical issues with it, so we decided to restrict canisters specifically to oil products.

Foraging, mining and maybe even looting - bug report
Huh, this is very weird. We confirmed the bug. Will investigate why that happens.
Thank you for reporting!

Yes, thanks. But... It will be great if single clicking "E" button will also take us out of menu, without jumping to inventory.
I've been thinking about this myself. It's implemented like that in a few other games.
I think we will try implementing it this way too if it can be done.

Saltwater boiling
Please, make it not so long.
This is a balancing act. We don't want to make salt to become dirt cheap.
But I agree, it is a bit too much. I changed it to 30 seconds from 90.

Battery’s bug
When changing battery on flashlight - stack of batteries don’t change (exmpl : was stack of 3 batteries – after reload there are same 3 batteries in stack). And it disappears only after starting to divide this stack 1 by 1.
This is already fixed in the next version.

Coal deficit.
Please, give us the way to mine/craft or whatever – coal. Hard to explain how hard to get this resource in any usable amounts, while it is extremely needed to use in late game (for crafting firewood, plastic and other). I can get enough coal now for 1 game session needs only after hours of mining only stone all around map, and I’m not sure how I will do it when there will be much more players with big guns and same needs. =)
We are currently working on new northern region (biome) and we will consider adding separate coal nodes there.

Hides, leather and neatsfoot oil (bone oil)
As a man, who works with leather, I feel strange when animals drop ready “leather”. As I think, it will be interesting and will bring more receipts and variability if animals will drop as loot not leather but their hides.
  Here is simplified receipt for crafting leather out of raw hides: water, salt, neatsfoot oil (or other natural oil) and herbs (or bark).
  Now about neatsfoot oil – this is oil, used in leatherworking and leather care. It is made out of neats or simple bones (in Russia it is simply called bone-oil). So in addition of leather receipt here is another new one and good real use for animal bones – crafting oil out of bones.
While this is great idea and I myself like this type of complex crafting and fiddling with little details, it is just too much for this tier or technology.
Not many people craft leather or fur armor even now, so making it even more complex would completely stop anyone from ever considering this armor.
I try to keep earlier tiers of technology a bit simpler, so while not realistic it is good from gameplay perspective.

Professions, crafted item’s quality.
Different professions and it’s influence on quality of crafted items - good way to bring some division of players into specialties and push them to trading with each other.
 As I mentioned to Ai_enabled, I liked playing Ultima Online in far far 90’s. And there was such thing as lot of different professions, growing VERY slowly. So it was literally impossible for player to be skilled good enough in more than one (or few chained) professions. Even mining and chopping trees had the biggest difference for low and high skilled players (amount, quality and possibility even to work/chop/mine with high grade materials).
 This situation pushed player to choose professions, cooperate, trade and be proud to be good professional in something. Some players was uniting in profession guilds.
 Other player choose to be traders. Was buying, selling and making money. So they was able to hire and pay other players for defense, who choose to be warriors. To be able to travel across the map, visiting crafters. Because of course there was other players, who preferred to raid and rob such traders.
Yes, this is something we'd like to eventually see in the game - clear separation between professions.
Currently there isn't that many technologies, so most people eventually learn everything if they play long enough, but we will adding more technologies to make people choose which higher tier professions to pursue.
Now, about quality and stuff like that specifically - I'm honestly not sure if we should go down this path. It would great TONS of clutter in inventory with 10 different quality grades of the same item. Some system like this could be fun and useful, but we need to find a different solution to make it better compatible with the game we have.

If there will be new special monsters – it will be insanely grate way to add new type of hides for special leather (like freeze, radiation, impact, fire protection…m.b. ability to become invisible for short time (!) or run faster, or walk untouched between some monsters (ability – fear).
Yup, we are adding a few new monster soon.
Not in this version, though.
And yes, there will be monsters that use special attack types such as acid projectiles, psi attacks and other.

Again, thank you for such extensive suggestions list!
Quite a few of these are added to either todo list or immediately in our workflow :)

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