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Topics - MightyMonte88

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1
Modding info / Need some help setting up interior cells
« on: May 26, 2021, 02:09:45 pm »
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.

2
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?

3
Modding info / Question about WeaponFireTracePreset variable
« on: January 18, 2021, 10:03:09 am »
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.Firear m,
                traceSpeed: 40,
                traceSpriteWidthPixels: 363,
                traceStartOffsetPixels: -10);

4
Modding info / Quick question about damageDistribution
« on: 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......

5
Modding info / Not sure whats wrong here...
« on: 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.CreateDecoderF romStream_(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.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zppcqQFjhUkIgWG07lIwPC0o=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zZLgTPUMgs1ha.#=z6MZc__E=()
   at #=zs7QCeyatCSpTk_yyxw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(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...

6
Bug reports / Problem with my server, log files hard to understand
« on: December 24, 2020, 07:35:21 am »
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.Item s.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:ServerOnStaticObjectZeroStruc turePoints()]
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
   __

7
Modding info / New weapon Beam Rifle, have an interesting idea
« on: December 22, 2020, 10:07:03 am »
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 PrepareProtoWeaponRangedEnerg y() 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 PrepareProtoWeaponRangedEnerg y(
            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) ?

8
Modding info / zone that disables structure decay
« on: 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.

9
Modding info / Adding movement speed effect to a weapon
« on: 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)
        {
        }

10
Modding info / NPCs reloading weapons
« on: 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.Item s.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Item s.Ammo;
    using AtomicTorch.CBND.CoreMod.Syst ems.Weapons;
    using AtomicTorch.CBND.GameApi.Data .Weapons;
    using AtomicTorch.CBND.GameApi.Data .World;
    using AtomicTorch.CBND.CoreMod.Soun dPresets;
    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 CharacterAnimationAimingRecoi lDuration => 0.6;
        public override double CharacterAnimationAimingRecoi lPower => 0.75;
        public override double FireAnimationDuration => 0.6;
        public override double FireInterval => 4;
        public override string CharacterAnimationAimingName => "WeaponPistolAiming";
        public override string CharacterAnimationAimingRecoi lName => "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 SharedUpdateAndGetFirePattern CurrentSpreadAngleDeg(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.WeaponRan gedBow;
        }
        protected override void ServerOnSpecialEffect(ICharacter damagedCharacter, double damage)
        {
            ServerWeaponSpecialEffectsHel per.OnFirearmHit(damagedCharacter, damage);
        }
        protected override WeaponFireTracePreset PrepareFireTracePreset()
        {
            return WeaponFireTracePresets.Arrow;
        }
    }
}

11
Modding info / How to make an NPC use a fire scattern pattern
« on: December 14, 2020, 01:03:35 pm »
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.Item s.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Item s.Ammo;
    using AtomicTorch.CBND.CoreMod.Syst ems.Weapons;
    using AtomicTorch.CBND.GameApi.Data .Weapons;
    using AtomicTorch.CBND.GameApi.Data .World;
    using AtomicTorch.CBND.CoreMod.Soun dPresets;

    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 CharacterAnimationAimingRecoi lDuration => 0.4;
        public override double CharacterAnimationAimingRecoi lPower => 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.ModernShot gun)
                       .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.Pellet s;
        }
        protected override ReadOnlySoundPreset<WeaponSound> PrepareSoundPresetWeapon()
        {
            return WeaponsSoundPresets.WeaponRan gedShotgunMilitary;
        }

    }
}

12
Mods / [Client+Server]Tech Expansion 5.0 mod
« on: December 08, 2020, 10:16:21 pm »
Here's a link to the files you'll need for your client.

I updated the mod install process to be a little easier, now just download the one zip file below, open it, if you installed cryofall through steam, copy the Mods folder, and ModsConfig.xml to your C:\Users\*****\Documents\AtomicTorchStudio\CryoFall folder. This has tech expansion, and the required stack mod.
If you didn't install Cryofall through steam, it's the same process but the Modsconfig.xml, and Mods folder should go in your Cryofall directory then.
Download link for mod
https://drive.google.com/file/d/1SGzVeSu7vrvGnYLoyYn-LHmfSU48zg_6/view?usp=sharing
Discord for our mod and server running the modpack
https://discord.gg/EzrvvC85nK
I have to note, the files supplied are for client only, if you want to host a server with tech_expanded, join our discord and PM me for the server side files.
Contents of mod
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.




   Ammo
      Many new ammo types to accommodate the new weapon and weapon types
      Explosive ammo, as well as explosive crossbow bolts ( used only for mining )
      Please note there is only one type of explosive ammo that does greater than 1 damage to structures
      this is intended to keep explosive ammo from being used as a method of raiding
      explosive rounds are more intended for combat against heavy armor, or large groups
      All ammo types now have their own trace effects
      Taser rounds for rifle, smg, and pistols. cause dazed effect and stun target, deals minor damage
      Hydroshock rounds are hollowpoints with a little bit of armor pen.
      Hollow points are great against unarmored targets
      Depleted Uranium (DU) rounds deal minor rad damage, and heavy armor pen damage.
      HEAT rounds are incendiary rounds, minor armor pen, major heat damage
      API rounds are high pen shotgun slugs
      EX - Explosive
      Rifle rounds
         7X39 rounds are balanced to be less effective then 7x62 rounds, similar to comparing SMG to rifle rounds
         7X62 rounds are balanced to be much more effective and costly to produce than 7x39 rounds
         .30 FMJ (30-06) powerful rifle round, comparable to 5x45 with less range
                        4.7 rounds ammo for HK weapons, has higher stopping power than 5x45
         5X56 more stopping power than 5X45
         5X45 rounds less stopping power than 5x56 but more range and armor pen
         .300 rounds ( standard cryofall rifle rounds, very powerful )
         .577 T-rex rounds, designed to stop the charge of large animals, devastating fire power and recoil
         Honred pragmium shards, fired by a specialty weapon, the shards explode on impact causing minor explosive damage
         20MM Depleted uranium rounds, autocannon round boasting impressive range, good for taking down armored targets.
         30MM Semi-Armor piercing High explosive Incendiary (SAPHEI) Rounds, the name says it all. Even the pragmium queen fears this.
      Pistol / SMG
         8mm
         9mm balanced to fall between 8mm and 10mm ammo, has slightly higher armor pen than 10mm
         10mm
         .45 cal, less range than a 9mm but more stopping power
         .38 SP revolver/ high power pistol ammo
          5X7 - ammo for the FN Five Seven
         .357 revolver cartridge, ammo was designed specifically to take down armor targets, painfully.
         .44 Mag Relative to the .40 AE round but with slightly more range, less armor piercing capability but still more powerfull than any pistol cartridge below it
         .50 AE rounds, ultimate pistol cartridge
         .50EM Electro-mag rounds, using a specialized  weapon system that instead of gunpowder, uses a high energy discharge system within the cartridge to electro-magnetically accelerate the slug
      Shotgun
         20GA - tigher pattern but less damage than 12g
         8A - massive round, deals allot of damage
      Needler
         Low damage but armor pen comparable to a railgun
   
   
   
Weapons
   Added two tiers of spears
      stone spear - craftable by hand
      iron spear - craftable from workbench, unlocked from Tier I Industry
   Ak series weapons re-balance
   AK47
      Entry level weapon into the AK series
   Ak74
      newer, more accurate and reliable than the Ak47
   Ak103
      Newer, more accurate and reliable than the AK74, made of composite components
   Ak107
      Same design as the AK103 but higher accuracy
   Ak12
      Modern assault rifle
   Ak15
      Much higher rate of fire than Previous model AK12
   Ak203
      Modernized 103, higher rate of fire, overall better gun
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
Added Toxic, Broad-head, and explosive arrows
   Toxic arrows deal toxic damage similar to an 10mm toxic round. Broad-head arrows are great for unarmored targets
Added flak cannon for behemoth mech
   fires small artillery shells, medium rate of fire, low damage.







Alien weapons can only be found in space debris drops





Thermo-Pragmium Bomb
   It might seem OP, but it doesn't penetrate armor, and each nuke requires a prag heart.
   yields the same blast radius as a prag node.
   This bomb would be ideal for weakening the outer layer(s), then punching through with res bombs
Most of the new weapons can only be acquired by crafting them at the machining table. The parts for these guns can be found in multiple ways
Sometimes from boss drops ( raiders), weapons crates ( which spawn in the raider bases) supply crates will sometimes give parts
Rare but sometimes found in garbage piles





The new energy weapons are somewhat different, in that their parts can only be found in space debris drops,
and very rare but on bosses (raiders)


Added new mineral, uranium and uranium ore

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 slightly increase to freshness keep of large fridges
   Increased solar panel electricity production
New crafting stations
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


New storage




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

Working on new sprites for the scout mech but it's difficult

Misc
Added crafting recipe to mineral processing plant, converts ore+copper ore to stone
New drones and controller




13
Servers / Cryofall Unlimited server
« on: 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

14
Modding info / Few questions about the map editor
« on: 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?

15
Modding info / How do i expand furnace interface
« on: 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?

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