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Messages - Salvick

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Mods / Re: Pragmium Spire
« on: August 25, 2021, 10:35:46 am »
I can not find any Pragmium Spires - only Nodes. It may be caused by the MutantCrawlers Mod.

-> Finally I found one.

Actually, Paralith map and Mutant Crawlers mod are not related. You might be playing in PvPvE Eu server wher both the mod and the custom map are running.

The thing with the pragmium spires has something to do with the distance, as there's a very little barren terrain on this map. But if you found one, I think J422 already tool a look at it to fix it. Good luck.

Mods / Re: [Client+Server] PvPvE Server Bundle Mod
« on: August 14, 2021, 06:41:41 pm »
I was wondering if you were thinking about releasing the mod for the map for people to use?

Do you mean to use the mod in the map editor or use the mod with a different map in your own server/local game?

You can use this mod as it is in your local game or custom server afaik, but tested it in the editor and there are some errors that I think J422 will fix eventually. We'll have to wait till then to use it on a different map ourselves. :)

Mods / [Client+Server] Mutant Crawlers Infestation
« on: August 01, 2021, 09:52:21 pm »
Hi there, sharing here a simple, yet interesting mod for anyone to use.

Mutant Crawlers Infestation


How to install:

Copy the file "MutantCrawlers.mpk" in your mods folder. Usually located at "...\Documents\AtomicTorchStudio\CryoFall\Mods"

Search the file "ModsConfig.xml" and add the mod to the list, if it is your first time installing a mod the file should look like this:

Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>


Update 0.1.03

- Fix: Mutant Crawlers no longer spawn inside claimed territory on meteorite drop events.

Update 0.1.02
- Roll back on keinite drop: some raw keinite now is also dropped without collector to match the description
of the event mentioning rare resources.
- Slight increase on armor piercing of the mutant crawler spit as it was not causing
any damage to top tier armors.

Update 0.1.01

Small rebalance:

- Mutant Crawlers loot always gives 1 toxin along with other resources depending
 on skills while it now requires Keinite collector in order to obtain raw keinite.

- Mutant Crawlers poison now is more dangerous, specially if they attack in groups.

- Added delay on first event trigger at server wipe.


  This mod brings a mutated version of the existing crawlers which are larger, nastier and spits toxic acid.

 - They are particulary stronger against some weapons so you have to find the right way to attack them.

- There's also a new event consisting of a massive infestation of mutated crawlers emerging across the roads in the whole map, this event lasts only 10 minutes but it is set to start disregarding if there are other events going on so be aware.

- The mutated crawlers will spawn in large amounts on this event so their drop attempts to be as balanced as possible to be complementary of the existing sources of these materials but not a replacement, so please don't hesitate on providing any feedback in these regards.

- The goal is to bring some additional challenge when returning from other events or from any PvE or PvP encounters that might happen. By default the event will happen relatively often, though you can change this in the server rates file.

- Additionaly, a group of mutated crawlers now will spawn in the surrounding area of the meteorites aiming to add a more dynamic gameplay for PvE players and maybe some trouble if used in PvP.

- Some critical changes were made to the Meteorite event to adapt it to the presence of the mutant crawlers.

- The event radius and distance between meteorites was enlarged to allow a better spread of the mutant crawlers around the meteorites.

- The duration was also adapted in order to allow a more tactical approach to clear the area from creatures and also to provide PvE and solo players some extra time to recover their loot if they die in the event.

- One more meteorite was added for PvE to add value to the event due to its additional difficulty.

Meteorite drop changes summary:

Event radius:
PvE from 52 tiles to 72
PvP from 80 tiles to 100

Distance between meteorites:
From 22 tiles to 30 tiles

Event duration:
From 30 mins to 40 mins

Meteorites per area:
PvE from 4 to 5
PvP no changes

To do: Spit attack animation needed for the mutant crawlers.


Event notification:

Mutant Crawler:

Mutant Crawlers Infestation example:

Meteorite spawn example:

Looking forward to hear your feedback or suggestions!

Modding info / Re: First time modding
« on: July 22, 2021, 08:43:20 am »
Hey hi, drop by at the #modding section on Discord and see if you get some help easier there. I suggest you to download some mods and take a look at how these are made too. Good luck!

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: July 03, 2021, 07:59:24 pm »
Hey hi, haven't seen your message earlier, so sorry for the delay. Didn't know the site where I uploaded was deleting some uploads. Hopefuly it will work now.

I just updated the links in all my posts.

Here it is though: RepairWorkbenchR30


Mods / [Client+Server] Surgical Mask aka: Covid mask
« on: May 26, 2021, 10:48:40 pm »
Hello guys. Today I'm releasing my first mod ever.

Not big deal, is just a Surgical/Covid Mask to wear in CryoFall.

My intention is to present something that although remind us the difficult times we are leaving due to the pandemic, could give us some fun when playing CryoFall at the same time that I added a description to rise awareness of the use of a mask.

I hope you like it!

This mask presents an alternative to the Respirator Mask in order to provide same kind of protection but has half durability (200) than the respirator (400), though this mask is available earlier.

Te recipe unlocks after the Glue node in Defense Tier 1 and the required components to craft it are just Thread, Paper and Glue and is produced on stacks of 3 units.

This mod must be installed in both sides, server and client.

Download: SurgicalMask.mpk


Remember to edit the ModsConfig.xml file to include this mod in the list and make sure it is installed in your server Data\Mods folder and/or  ...\Documentos\AtomicTorchStudio\CryoFall\Mods if necessary.

ModsConfig example:

<?xml version="1.0" encoding="utf-8" standalone="yes"?>

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: May 25, 2021, 12:36:31 pm »
Thanks for making amazing MOD . I need your help

how to be installed on the server ? like this?


Download the latest update here: Download RepariWorkbenchR30

Next, I'm not sure but I'll assume you're hosting a Local Server, if so then you need to first launch the server, then close it and go to the /CryoFall/Data/Mods folder.

1: Place the RepairWorkbenchR30.mpk inside the /Mods folder.

2: Open the file ModsConfig.xml and add the mod like this:

<?xml version="1.0" encoding="utf-8" standalone="yes"?>

3: Repeat the steps 1 and 2 but browse the folder: ...\Documents\AtomicTorchStudio\CryoFall\Mods

Please let me know if worked or send me a PM on Discord. Good luck!

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: May 22, 2021, 04:22:14 pm »
Pushed a small update to add some shadowing to the table art which just noticed it was missing.

Also moved the StunBaton repair recipe from T4>Industry>Power Bank Large to: T3>Chemistry>Power Cell to make the repair available earlier.

No need to update the patch notes. Link and picture also updated in my original post.

I can not find the table anywhere or am I missing something.
I def need help here.

Having the same issues as well. Did steps as outlined, however once I started the game in my local server, my edit and save to ModsConfig.xml disappeared.

Guys, I just fixed this error and updated the download link.

You can either download the mod again from this new link provided or go to your ModsConfig.xml file and rename the mod to: RepairWorkbench (without A30) to make it work since that was the error causing the mod to not work. 

Sorry for the inconvenience and thank you for reporting this!
Let me know if you have any further issues.

Mods / Re: [Client] Recipe notification
« on: May 22, 2021, 04:06:04 pm »
Sir, you made some wonderful mods. Thank you!

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: May 20, 2021, 12:32:05 pm »
Hi, Salvick I tried to install your mod, but with the R30 patch it doesn't work, it is also deleted from the modconfig

Hi Cowa. This is a server mod so you'll be able to use it only if the server host also installed it or in your own server either public or local.

If you still encounter any problems please send me a PM or tag me on Discord and I'll be glad to assist you.

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: May 19, 2021, 06:31:09 pm »
Hello guys!

I've been trying this mod in a local game and I really liked it. So, since two of you were already working on it I made a small contribution in order to add more recipes and fix or tweak some details if you don't mind.

Added Tier 5 weapons and armor, Drones and Controllers, Pragmium Sensor, Biomaterial Collector, Vehicle Weapons, and a bunch more of stuff including the Stun Baton which can be repaired once you unlock the Power Cell recipe at Chemistry T3.

I didn't want to add the Keinite weapons and also skipped the vehicle repairing kit.

If I find the time I'm willing to try a whole new scheme of recipes to make it fit better with each item. So instead of using half resources meant for the original item creation I think it might be cool to have to use weapon parts for guns, mechanical components for some armor and items, and such.

I also updated the current art made by Kallvin which was already nice but just wanted to try something out and this is what I've got:


**Remember to modify your ModsConfig.xml file to match the mod name and remove the old one if you were already using this mod.**


<?xml version="1.0" encoding="utf-8" standalone="yes"?>

Full sumary of changes:

Patch notes 0.1.2   

Added the following repair recipes for R30:
            StunBaton (Repair recipe unlocked with the Power Cell node)
            Changed all recipes to use glue on armors and duct tape on weapons.
            Updated current art made by Kallvin.
            Fixed SteppenHawkGold missing tech nod.


Update 5/20/2021: Please note that there was an error with the Rifle300 tech node showing the rifle under the T4 branch, this has been already fixed in the provided download. If you downloaded this mod earlier and found this error just redownload it now and replace the old one.

Update 5/22/2021: At the time of this post update the mod had an error in the header making the mod disappear when launching the game. If you downloaded this mod before the date of this update then download it again.  Sorry for the inconvenience.

Mods / Re: [Client+Server] Tool and Weapon Repair Station
« on: May 17, 2021, 09:57:57 pm »

Bug reports / Re: Editor: WallWooden props collision/animation
« on: March 09, 2021, 07:50:04 am »
Oh, I see! It looks nice, as everything else too.

Thanks for reply, regards!

Bug reports / Editor: WallWooden props collision/animation
« on: March 08, 2021, 03:01:02 pm »
Hi guys!

Its been a while, didn't have time to play the game yet but been following the great progress you're doing and loved it, however, I'm still messing around with the map editor whenever Ican so I wanted to bring this in case it wasn't reported or found yet:

Have a great day!

Hi again.

Normally there would be no mistakes in terms of understanding, as they will always see that the other person has a green name. So, it's unlikely to happen from that perspective.
But I can certainly see a situation where they would be aiming at a monster and accidentally shoot an ally, or the other person himself might intentionally run into the line of fire and have player kicked. So yes, we really need to think this carefully to prevent exploits or accidental kicks.
Do you have any ideas?

I see, then I think the green name is fair enough but if anything else could be added to warn a player that he is attacking someone who could lead him to get kicked from the faction he belongs to, then it could be a special warning such as an exclamation icon in red or the yellow triangle with an exclamation flashing above the head of the target and a text message along with it.

We will most likely start without player positions on the map, as it would require a lot of data syncing for large factions. But it is a good point and maybe we should at least show SOME of the things, like for example the position of the allied base and their outposts (e.g. lithium and oil sources and such). We will think about that :)

Right, too much data on the map and even if sync wasn't an issue it could still be a bit confusing to have too many icons. Whenever thinking about this the first thing I thought shouldn't be shown, unless the players wants to, are the base positions, because anyone could trick other players to start an alliance just to check where their bases are located. For resources, as I've mentioned, it would be okay, since these could use the same system they use to show the Li/Oil icons on map and turn it into the flag of the faction controlling it.

Maybe we could have only the faction leader and probably the officers sharing their position on map? Could be useful when you need to call out for backup from your allies in example. It could even have the option to mark yourself as visible on map for alliances when you are an officer or faction leader.

Can you expand on this idea? What would this specifically achieve and how would you like to see it implemented?

Regarding friendly fire what I was thinking is if, for community servers, we could have the parameter in the server rates config to enable or disable friendly fire between allied factions the same way we currently do with party members. That's what I mean when I said having a fixed value on a server.

Then I was also wondering how could it work if we just toggle Friendly-Fire on or off "live", meaning that just as we are playing we could have the choice to disable FF in case we want to completely avoid our faction members doing any damage to our allies.

Basically all of your suggestions in this section stem from us not explain in enough details how the officer roles will work and you misunderstood it. Sorry about that.
So, let me clarify it. The officers WON'T have these roles by default. The admin will be able to manually configure the roles for officers and then assign those roles to some of the people (making them officers).
So, maybe there will be an officer responsible for managing new recruits an nothing else.
Then there could be an officer responsible for foreign relations with other factions and just that.
And maybe another officer that specifically manages faction roles or something. etc.
Admin will be able to configure it and set each person one of several roles as they wish. This way access to different features will be tightly controlled.

I get it now, then it sounds just perfect. I think it was my fault for probably reading a bit in a rush or missing something. I'd add that it could be really nice to have the ability to label the roles, probably a set of presets to avoid bad language or just whatever we want like in some games where we create the names for each rank.

Well, please understand that if there is for example 100 people playing at any moment it doesn't mean that this server has exactly 100 active players. Based on the statistics we have if the server has 100 active players daily the actual number of active players is at least 5 and sometimes even 10 times that. So, even for a medium server with 100 players online concurrently there could easily be 5 large factions of around 100 players who play semi-regularly.
But yes, faction sizes is one of the most important things, so we need to think carefully.
So, if you have any more ideas about this - please do share! :)

Well definitely I wasn't seeing the whole picture. I wasn't taking into consideration offline players, my bad. I'd let that suggestion to other players who actually arrange larger groups as I don't have experience with more than 10 to 15 players together but from this perspective I don't see a problem with having the max possible size for factions then. I think 100 is the current max possible size for parties so that could actually work.

It will definitely NOT work across different servers as factions will be created per server, the same as current party system is. And they will persist only for one wipe. This allows people to unite each wipe cycle and try to compete for the top spot.
But you WILL definitely be able to monitor the activity of all faction members and see their complete list on the members page in the faction tab.

Again, my bad for not considering all the aspects, I totally forgot about server wipes when typing that one. Anyways, I'm still not sure how could it be but having a lobby chat is something I'd like to see. Probably with an option to join the chat of a given server, limited to servers in our recent list or so. I say this because I know that a lot of us use to join a couple of servers to see who is playing there some times, either because we take part in teams from different servers, or because we want to find a rival or just to consider starting a base in a different server with more players or with different dynamics and rules.

Yes, that's the basic idea for now. But we will see how exactly it will be implemented later, as we haven't started working on that yet.

Great to hear, I really want to see how it will be then.

Thanks for taking your time to reply. Everything was clarified, hope I could make it clear with my answers here too.


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