Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - MightyMonte88

#1
Hey AI, i'm simply trying to increase the durability of a few armor sets in game, what's the best method to go about doing this?

When i simply make a copy of the armor files in my mods directory, and modify the durability values, everything compiles fine with no errors.
But the game / editor crash on startup, with the following errors...

* Scripts/Items/Equipment/AssaultHelmet/ItemAssaultHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Items.Equipment' already contains a definition for 'ItemAssaultHelmet'

* Scripts/Items/Equipment/MetalHelmet/ItemMetalHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Items.Equipment' already contains a definition for 'ItemMetalHelmet'

* Scripts/Items/Equipment/MilitaryHelmet/ItemMilitaryHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Items.Equipment' already contains a definition for 'ItemMilitaryHelmet'

* Scripts/Items/Equipment/AssaultHelmet/ItemAssaultHelmet.cs (line 12)
   Error: Type 'ItemAssaultHelmet' already defines a member called 'PrepareDefense' with the same parameter types

* Scripts/Items/Equipment/MetalHelmet/ItemMetalHelmet.cs (line 12)
   Error: Type 'ItemMetalHelmet' already defines a member called 'PrepareDefense' with the same parameter types

* Scripts/Items/Equipment/MilitaryHelmet/ItemMilitaryHelmet.cs (line 12)
   Error: Type 'ItemMilitaryHelmet' already defines a member called 'PrepareDefense' with the same parameter types

#2
Servers gone due to toxicity in this community.
#3
Modding info / Error while trying to load mod
November 15, 2022, 06:23:14 PM
Hey AI, i finally got my old mod to compile with no errors after carefully going through and updating it using VS22. However when loading the mod up in mpk format, i get an error.... any idea where i could have went wrong here?

15.11.22 20:17:05.406 [WRN] Error loading mod from D:\SteamLibrary\steamapps\common\CryoFall\Mods\Tech_Expansion.mpk: Sequence contains no matching element
15.11.22 20:17:05.439 [IMP] Warning: Mod with identifier Tech_Expansion_5.0.1 is unavailable
15.11.22 20:17:05.439 [IMP] Mods Config contains errors. Trying to recreate Mods Config...
15.11.22 20:17:05.442 [WRN] Mod was not found and will be removed from Mods Config: Tech_Expansion_5.0.1
#4
Modding info / NETSDK1045 error
November 14, 2022, 07:02:32 AM
Hey y'all, I've finally found some time to update tech expansion and release the final version of it but I've hit a few snags...

After setting up a working directory just as i did last time, i get a single error with just the core game..

""Severity    Code    Description    Project    File    Line    Suppression State
Error    NETSDK1045    The current .NET SDK does not support targeting .NET 6.0.  Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.    AtomicTorch.CBND.CoreMod    C:\Program Files\dotnet\sdk\5.0.414\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets    141
" is the exact error"

Here's a link to the guide i follow for setting up a working dir.
https://steamcommunity.com/sharedfiles/filedetails/?id=1707742469


I'm totally stumped, when creating a "working directory" according to the guide on steam i followed last time with success, and then creating a new cryofall mod project, i end up with 11 errors and 3 warnings... NU1104 multiple times, and the NETSDK1045 twice, once for each project

Its worth noting the old working directory i have still works with no errors, as does the old version of my mod

#5
Before i took a break from modding, the goal i had set when i came back was to start working on a way to add interior cells. What I've come up with, is that i need a way to define a static object, that when either bumped or entered by the player, it teleports them to another corresponding static object, or pre defined map coordinates. That's more or less all that's holding me back at this point, any help would be greatly appreciated as I'm at a bit of a loss, I'm looking over the teleporter system files, as well as the admin command to teleport and seeing what i can come up with.
#6
No matter what weapons they used, modded or not, different ammo types, melee, they can cause status effects to one another ( bleeding) but can't deal damage.

Turrets won't shoot at enemy players either, no matter the settings

PVP is enabled, friendly fire is not ( we even went to war in the factions menu to be sure )

What about this value
#DamagePvpMultiplier: 0.4

We removed the #, nothing changed

It's worth noting, that we launched the server in PVE mode accidentally at first, and then switched it to pvp without wiping. Is that the source of the issue?
#7
When defining a new WeaponFireTracePreset, would "tracespeed" dictate the speed of the projectile??


example
        public static readonly WeaponFireTracePreset HonedPragmiumShard
            = new WeaponFireTracePreset(
                traceTexturePath: "FX/WeaponTraces/HonedPragmiumShard",
                hitSparksPreset: WeaponHitSparksPresets.Firearm,
                traceSpeed: 40,
                traceSpriteWidthPixels: 363,
                traceStartOffsetPixels: -10);
#8
Modding info / Quick question about damageDistribution
January 15, 2021, 12:40:33 PM
Hey AI, i was wondering what would happen if the sum of damageDistribution ended up being a value greater than 1...

example


            damageDistribution.Set(DamageType.Kinetic, 0.7);
            damageDistribution.Set(DamageType.Impact,  0.3);
            damageDistribution.Set(DamageType.Heat, 0.2);
            damageDistribution.Set(DamageType.Explosion, 0.3);

I've added a heavy ammunition type 30mm SAPHEI rounds, and i can easily adjust the distribution values to equal 1, but i'm just wondering what happens when like above, the sum totals to 1.5......
#9
Modding info / Not sure whats wrong here...
December 30, 2020, 06:16:48 PM
hey AI_enabled, i was trying to help another forum member edit the clients ability to zoom, so i copied a file, made some changes, then deleted the file afterwards as it wasn't a change i wanted to make.


Now, no matter what i do, even replacing all the script files with ones from my last known working version, i still get this runtime error, no compile errors.


30.12.20 20:07:49.913 [ERR] SharpDX exception during continuation of the async task
SharpDX.SharpDXException: HRESULT: [0x80131515], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: Unknown
   _____________________________________stack trace_____________________________________

   at Result.CheckError()
   at ImagingFactory.CreateDecoderFromStream_(streamRef, guidVendorRef, metadataOptions, decoderOut)
   at BitmapDecoder..ctor(factory, streamRef, metadataOptions)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zZFVfIqIFfPpB(#=zOPHcoz4=, #=zIp$LFKg=, #=zn90r$MbuJHd2gMKzC1Buhhk=)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zrpuNPM7tFQD_g3LL5A==(#=zOPHcoz4=, #=zm$p$x$4=, #=z4Y0ogCA=)
   at #=ztx8hItG3ffXL$daVwMPYwT8=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessAndDebuggerNotification(task)
   at #=zppcqQFjhUkIgWG07lIwPC0o=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessAndDebuggerNotification(task)
   at #=zZLgTPUMgs1ha.#=z6MZc__E=()
   at #=zs7QCeyatCSpTk_yyxw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessAndDebuggerNotification(task)
   at #=zOsoKXZ80DCnH4gLdEw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at #=zE3Z0hGGsrbU1csJoHg==.#=q8z1UHv1UmQbUGMzhnCkf5rOz3mpGs4aIyOHPt1mxWqA=()

I've ever tried making a new mod project, and copying my content and scripts folders over, still this same hateful runtime error...
#10
Hey guys as of 4 AM last night my cryofall unlimited server crashed and is unable to restart, i can't figure out why.

16.12.20 15:57:25.018 [IMP] Object destroyed: [DESTROYED] Item "LootBoxResourcex5" (Id=65003) (count=1, LootBoxResourcex5, TempClientId=0)
16.12.20 15:57:25.018 [ERR] [Core] Error during processing the remote call ID=0 method AtomicTorch.CBND.CoreMod.Items.LootBoxs.ProtoItemLootBoxs`3.ServerRemote_Use()
System.Exception: Character "Treamine" (Id=22749) cannot access [DESTROYED] Item "LootBoxResourcex5" (Id=65004) (count=0, LootBoxResourcex5, TempClientId=0) because it's container is not in the private scope

17.12.20 01:18:20.305 [ERR] [Items] Error stacking items : itemFrom "Item "CanisterGasoline" (Id=67260) (count=38, CanisterGasoline, TempClientId=0)", itemTo "", count="38", isDestroyItemFrom="True.
System.Exception: Item-to not found or destroyed: Permanent Item ID=67271

Those are the only errors the log contains, below is how the log ends, it seems as if it just ended without even being able to finish...

17.12.20 13:54:17.641 [IMP] Object destroyed: [DESTROYED] Item "OreIron" (Id=0) (count=50, OreIron, TempClientId=0)
17.12.20 13:54:17.641 [IMP] Object destroyed: [DESTROYED] Item "OreIron" (Id=0) (count=5, OreIron, TempClientId=0)
17.12.20 13:54:17.641 [IMP] [SCRIPT] Static object destroyed: StaticObject "ObjectMineralIron" (Id=158644) at position 10454;10102 by Character "DarthHammer" (Id=21677)
[SOURCE: Scripts/StaticObjects/Base/ProtoStaticWorldObject.cs line:471 method:ServerOnStaticObjectZeroStructurePoints()]
17.12.20 13:54:17.641 [IMP] Object destroyed: StaticObject "ObjectMineralIron" (Id=158644) at position 10454;10102
17.12.20 13:54:17.691 [IMP] Object destroyed: [DESTROYED] Item "CanisterMineralOil" (Id=0) (count=1, CanisterMineralOil, TempClientId=0)
17.12.20 13:54:17.740 [IMP] Object destroyed: [DESTROYED] Item "Solvent" (Id=0) (count=25, Solvent, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.240 [IMP] Object destroyed: [DESTROYED] Item "Solve
   __
#11
Hey Ai_Enabled, i'm adding a new weapon i've dubbed the "Beam Rifle" It expands off a tech tier within my modpack that adds uranium (hence it will have a green LaserTrace effect haha) I'm setting it up to have such a high rate of fire that it appears to be a solid continuous beam. The damage it will deal will be half heat, half radiation.

The backstory of the weapon, is that it has an onboard micro reactor, and fires a super concentrated beam of ionizing radiation in gamma wave form, so intense that it can be seen on the visible spectrum (blue/green tint, im referencing the fuel mixing accident that happened in japan haha)

The question i have, is there a way i can apply a small amount of radiation to the USER of the weapon, while they are firing it? I'm also going to source out a sound file that has more of a hum too it, should be a good fit i think..


Also,i'm having trouble with the correct syntax to manipulate PrepareProtoWeaponRangedEnergy() to apply two types of damage instead of one, i'm unable to do it how i've done it with ammunition types.
        protected override void PrepareProtoWeaponRangedEnergy(
            ref DamageDescription damageDescription)
        {
            damageDescription = new DamageDescription(
                damageValue: 18,
                armorPiercingCoef: 0.4,
                finalDamageMultiplier: 1.1,
                rangeMax: 13,
                damageDistribution: new DamageDistribution(DamageType.Heat, 1));
        }
How can i set the damagedistribution.DamageType to be both Heat and Radiation (0.5/0.5) ?
#12
Modding info / zone that disables structure decay
December 16, 2020, 10:17:14 AM
Is it possible to define a zone that has the ability to disable structure decay for structures built within it? If not it's not a big deal. I want to use certain structures and so on as map props for raider bases and uranium mines, however if i can't do that then i'll just add map prop versions of the structures i wanted to use.
#13
Modding info / Adding movement speed effect to a weapon
December 16, 2020, 07:45:13 AM
Hey i've added a new heavy tier weapon to my modpack, and i'm trying to add the effect of reduced movement speed, and cannot run, the same effects that are applied when equipping heavy armor, i'm not getting any runtime or compile errors, however the effect is simply not working, would you be able to tell me what i am doing wrong? below is a snippet of how i am calling it, and how i have defined it.


This is called under the public class for the new weapon
        protected override void PrepareEffects(Effects effects)
        {
            base.PrepareEffects(effects);
            effects.AddPerk(this, StatName.PerkCannotRun);

            // -10% movement speed
            effects.AddPercent(this, StatName.MoveSpeed, -10);
        }


And this under protoitemweaponsranged

        protected virtual void PrepareEffects(Effects effects)
        {
        }
#14
Modding info / NPCs reloading weapons
December 15, 2020, 04:52:27 PM
Is there a way i can make NPCs reload a weapon but not need actual ammunition in their inventory? Right my NPCs are setup to just continuous fire and that is fine, but i would be nice to make them somewhat more balanced by having reload delays at least.  Below is a snippet of an crossbow i defined for use by an NPC


namespace AtomicTorch.CBND.CoreMod.Items.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Items.Ammo;
    using AtomicTorch.CBND.CoreMod.Systems.Weapons;
    using AtomicTorch.CBND.GameApi.Data.Weapons;
    using AtomicTorch.CBND.GameApi.Data.World;
    using AtomicTorch.CBND.CoreMod.SoundPresets;
    using AtomicTorch.CBND.GameApi.Data.Characters;
    using AtomicTorch.GameEngine.Common.Helpers;

    public class ItemWeaponMobCrossbow : ProtoItemMobWeaponArmed
    {
        public override string Name => "Crossbow";
        public override double DamageApplyDelay => 0.2;
        public override double AmmoReloadDuration => 2.75; // lower
        public override double CharacterAnimationAimingRecoilDuration => 0.6;
        public override double CharacterAnimationAimingRecoilPower => 0.75;
        public override double FireAnimationDuration => 0.6;
        public override double FireInterval => 4;
        public override string CharacterAnimationAimingName => "WeaponPistolAiming";
        public override string CharacterAnimationAimingRecoilName => "WeaponPistolShooting";
        public override void SharedOnHit(
            WeaponFinalCache weaponCache,
            IWorldObject damagedObject,
            double damage,
            WeaponHitData hitData,
            out bool isDamageStop)
        {
            base.SharedOnHit(weaponCache,
                             damagedObject,
                             damage,
                             hitData,
                             out isDamageStop);
        }
        public override double SharedUpdateAndGetFirePatternCurrentSpreadAngleDeg(WeaponState state)
        {
            // angle variation within 30 degrees
            return 25 * (RandomHelper.NextDouble() - 0.5);
        }
        protected override WeaponFirePatternPreset PrepareFirePatternPreset()
        {
            return new WeaponFirePatternPreset(
                initialSequence: new[] { 0.0, 0.4, -0.4 },
                cycledSequence: new[] { 0.5, -0.3, 0.3, -0.5, 0.0 });
        }

        protected override void PrepareMuzzleFlashDescription(MuzzleFlashDescription description)
        {
            description.Set(MuzzleFlashPresets.None);
        }

        protected override void PrepareProtoWeaponRanged(
            out IEnumerable<IProtoItemAmmo> compatibleAmmoProtos,
            ref DamageDescription overrideDamageDescription)
        {
            compatibleAmmoProtos = null;

            var damageDistribution = new DamageDistribution()
                                     .Set(DamageType.Impact, 1);

            overrideDamageDescription = new DamageDescription(
                damageValue: 17,
                armorPiercingCoef: 0.1,
                finalDamageMultiplier: 1.5,
                rangeMax: 7,
                damageDistribution: damageDistribution);
        }

        protected override ReadOnlySoundPreset<WeaponSound> PrepareSoundPresetWeapon()
        {
            return WeaponsSoundPresets.WeaponRangedBow;
        }
        protected override void ServerOnSpecialEffect(ICharacter damagedCharacter, double damage)
        {
            ServerWeaponSpecialEffectsHelper.OnFirearmHit(damagedCharacter, damage);
        }
        protected override WeaponFireTracePreset PrepareFireTracePreset()
        {
            return WeaponFireTracePresets.Arrow;
        }
    }
}
#15
Hey i setup my NPC system exactly as kallvin did with BasicNPC, however i have been unable to setup a mob to fire anything other than a single projectile...., below is a snippet of the weapon file the mob is using. This mod is supposed to fire pellet rounds from a military shotgun, but still fires a single projectile, any help would be greatly appreciated .




namespace AtomicTorch.CBND.CoreMod.Items.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Items.Ammo;
    using AtomicTorch.CBND.CoreMod.Systems.Weapons;
    using AtomicTorch.CBND.GameApi.Data.Weapons;
    using AtomicTorch.CBND.GameApi.Data.World;
    using AtomicTorch.CBND.CoreMod.SoundPresets;

    public class ItemWeaponMobShotgun_01 : ProtoItemMobWeaponArmed
    {
        public override string Name => "Military Shotgun";
        public override double FireInterval => 6;
        public override double DamageApplyDelay => 4;
        public override double AmmoReloadDuration => 3;
        public override double CharacterAnimationAimingRecoilDuration => 0.4;
        public override double CharacterAnimationAimingRecoilPower => 1.1;
        public override double FireAnimationDuration => 0.6;
        public override string CharacterAnimationAimingName => "WeaponRifleAiming";
        public override void SharedOnHit(
            WeaponFinalCache weaponCache,
            IWorldObject damagedObject,
            double damage,
            WeaponHitData hitData,
            out bool isDamageStop)
        {
            base.SharedOnHit(weaponCache,
                             damagedObject,
                             damage,
                             hitData,
                             out isDamageStop);
        }

        protected override WeaponFirePatternPreset PrepareFirePatternPreset()
        {
            return new WeaponFirePatternPreset(

                initialSequence: new[] { 0.0, 1.5 },
                cycledSequence: new[] { 3.0, 4.0, 5.0, 5.0 });
        }

        protected override void PrepareMuzzleFlashDescription(MuzzleFlashDescription description)
        {
            description.Set(MuzzleFlashPresets.ModernShotgun)
                       .Set(textureScreenOffset: (17, 10));
        }

        protected override void PrepareProtoWeaponRanged(
            out IEnumerable<IProtoItemAmmo> compatibleAmmoProtos,
            ref DamageDescription overrideDamageDescription)
        {
            compatibleAmmoProtos = null;

            var damageDistribution = new DamageDistribution()
                                     .Set(DamageType.Kinetic, 1);

            overrideDamageDescription = new DamageDescription(
                damageValue: 12,
                armorPiercingCoef: 0.2,
                finalDamageMultiplier: 5,
                rangeMax: 7,
                damageDistribution: damageDistribution);
        }
        protected override WeaponFireTracePreset PrepareFireTracePreset()
        {
            return WeaponFireTracePresets.Pellets;
        }
        protected override ReadOnlySoundPreset<WeaponSound> PrepareSoundPresetWeapon()
        {
            return WeaponsSoundPresets.WeaponRangedShotgunMilitary;
        }

    }
}
#16
Mod files pulled due to toxicity within the community. Do not msg me, do not use my files, blame the piles of shit who caused this to happen.
#17
Servers / Cryofall Unlimited server
December 08, 2020, 02:12:50 PM
My friends and i will be hosting a modded server soon with a collection of mods/changes to the game we thought would be fun.

Server is back up, wiped and updated. It's being hosted by a community member now, and because of that the server can support up to 100 people now  :)


Here's a link to the mod page for Tech Expansion 5.0
https://forums.atomictorch.com/index.php?topic=1828.new#new
Discord for our mod and server
https://discord.gg/EzrvvC85nK

I have repackaged the mod so that all you need to do is follow the simple install instructions, and drag and drop files from the new link supplied on the tech expansion 5.0 page

Server info
Server name : Cryofall Unlimited
PVP
Server rates will be X5, LP will be X2
Party size will be unlimited, and land claim per person is 6
Will be running the new Paralith map, with a massive complex in the north with a higher Raider NPC spawn rates, and additional loot crates and rewards.

Server info
PVP
Server rates will be X5, LP will be X2
Party size will be unlimited, and number of claims will be pretty flexible
Running paralith map with NPC raider bases, NPC boss mechs, tribesmen that spawn in the wild

Contents of mod

Added two tiers of spears
   stone spear - craftable by hand
   iron spear - craftable from workbench, unlocked from Tier I Industry

Structures
   New lockable steel crates, large and small, unlockable in tier II and III construction
   New large safe, unlockable in tier III construction
   new tier Super Heavy structures, unlockable in tier 5 Advanced industry
      Walls floors doors and gates
      Very strong, twice that of armored steel, but very expensive
   Increased production speed of all machines / crafting stations
   Increased storage of fridges and slighty increase to freshness keep of large fridges
   Increased solar panel electricity production

Weapons
   Tactical crossbow and steel tip arrows - craftable at weapons bench, unlocked in tier III offense
   ThermoPragmium bomb - craftable at weapons bench, unlocked in tier V advanced industry
      Very expensive, has the same blast radious as a pragmium node explosion, but unlike
      resonate bomb, it does not penetrate armor layers.
      4X power of a modern bomb
   Integrated weapons content from Crybox mod, weapons and ammo from Crybox mod can only be obtained from loot crates
      Includes many new types of weapons and ammo
   
   

Misc
   Added crafting recipe to mineral processing plant, converts ore+copper ore to stone
   Superior drone controller and drones - craftable at workbench, unlocked in tier V Advanced Industry
      Drones are simply next tier up from advanced industrial, controller can command up to 6 drones


Technology
   New tier 5 Advanced Industry technology node

Materials
   Refined pragmium - crafted at forge, unlocked in tier V Advanced industry
   Needed to craft many things from Advanced Industry

New medical item and stimulant
   A new type of medicinal stimulant can be found in loot containers, and very rarely seeds of the plant that this stimulant can be made from can be found in loot containers

Vehicles
   All mechs inventory size increased
   New mech, Scout. Has less damage resistance than the skipper, and higher fuel consumption, but moves twice as fast and boasts a huge cargo capacity, also has brighter lights for scouting.
   Added hoverboard Mk3, lighter, much faster version of the Mk3, much less armor and higher crafting cost, has medium cargo bay
   Added small cargo bay to Mk2 hoverboard

Player
   Increased inventory space, and 2 extra hotbar slots

Integrated farming plus into tech expansion to keep the mod installation process as simple as possible.

As of tech expansion 2.0 update (12/17/20)

reduced agro range of raider NPCs
set super heavy gate crafting cost to be more than super heavy wall
   reduced refined pragmium costs slightly of all super heavy structures

Increased electric furnace speed, and added X5 recipes to electric furnace
removed vanilla guns from new weapon loot crates

Added advanced sprinkler, available in tier5 advanced industry
   has 2.5X watering range of normal sprinkler, and larger internal water storage

Added advanced toolbox, unlocked in  tier 5 advanced industry
   has 2X crafting speed boost of steel toolbox and 2x the durability

Added Hybrid medical herbs, unlocked in tier 4 farming
   Harvests for green,red, and purple herbs all at once

New tiers of raiders, lighter tier raiders with metal/leather armor equipped with 10mm SMG, bolt action rifle, and double barrel shotguns
            heavier tier raiders with assault/military armor equipped with heavy MG, light rifle, and military shotguns

Added tribesmen , leather tier armor armed with crossbows, replaces raiders in the wild.

Added new mineral, uranium and uranium ore

New material uranium ingots
   **warning, all nuclear materials should be handled with care, everything from uranium ore, to fuel ingots

New ammo, Depleted uranium rounds, very high armor piercing cabality, and deals slight radiation damage to targets.
   Calibers, 10mm, .300

New weapons
   Beltgun, slow firing .300 caliber machine gun
   Player minigun, extremely fast firing 10mm revolving barrel machine gun, has poor accuracy and long reload time
   Automatic Laser Rifle, high crafting cost and higher energy usage for automatic rate of fire, less range than laser rifle
   Automatic grenade launcher
        Automatic crossbow
Mech weapons
   Automatic laser cannon
   .300 caliber minigun

Raised skill caps to 50, and 100 on select skills. added skill bonuses to match

Added new ammo bench, can craft all standard types of ammo, as well as advanced ammo for craftable weapons
   recipes in X5
   Can also craft nitro / black powder in X5

Added laser shotgun and laser scattergun
   laser shotgun has higher damage with a tighter pattern, faster rate of fire, high energy usage
   laser scatter gun is more primitive, very slow rate of fire, huge scatter, huge energy consumption but available early in tier 3

Added Auto plasma rifle
   Doesn't have spread shot but instead offers high rate of fire

Added new beam rifle
   Deals heavy radiation damage. Fires a constant beam, can also daze and cause the target to become sick

Increased ammo capacity and fire rate of automatic crossbow

Added Toxic, Broadhead, and explosive arrows
   Toxic arrows deal toxic damage similiar to an 10mm toxic round. Broadhead arrows are great for unarmoed targets

Added flak cannon for behemoth mech
   fires small artillery shells, medium rate of fire, low damage.

Added new boss tier raider NPCs to replace broken mech boss
   new boss NPCs are equipped with super heavy armor, laser and plasma rifles.
   boss mods have really good drops including gems
Added new implant NanoFiber Muscle Tissue
   Increases movement speed and a variety of stats by 15%, increases stamina consumption rate and hunger
#18
Modding info / Few questions about the map editor
December 07, 2020, 10:57:44 PM
When i load up any of the available maps in the editor, none of the zones , nodes, ground items or anything spawn. Is this normal? Since i plan to make changes to the maps to accommodate the mods i've come up with, will i have to go back, rezone the entire map, and place all the resource nodes( sand, clay, ore and so on) ?? also is there a way to copy and paste while in the editor?
#19
Modding info / How do i expand furnace interface
December 07, 2020, 04:18:27 PM
I increased the inventory input and output slots on furnaces and electric furnaces, however the lower row of output slots cannot be seen , they appear below the cutoff line for the interface window. What files would i need to access to change this to accommodate for more slots?
#20
Modding info / Odd problem with new class of mech
December 07, 2020, 02:44:19 PM
Hey i added a new mech called Scout, it's simply just a reskinned skipper ( made sure to keep the magenta dots) and no matter what i do, the light/heavy autocannon places incorrectly on the mech...what am i doing wrong to cause this? It also seems to use a different texture than the one i have supplied in the folder with the mech textures

I've uploaded a screenshot of what's happening

https://ibb.co/rFWhw8V