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Messages - Daitallica

#32
I've been messing about with modding and servers, these are the edits made so far :

      Max Skill Level = 50,
      Faster XP,
      Bigger Stacks :
         Fiber                      - 1000
         Charcoal                    - 250
         Water Bottles               - 250
         Food                      - 100
         Powders(salt,black,nitro etc) - 1000
         Water bottles (empty & full)  - 250
         
   -Well now has a capacity of 10000 (around 100? bottles) and refills 4 times faster
   -Enemies no longer run away on low health and they provides slightly more xp,
        -Coal now spawns in all biomes, also spawns with less density as its now widely available
        -Pink Mushrooms now spawn in all biomes
        -Waterbulbs now spawn in Desert, (until cacti are implemented)
   -Rubber Trees now spawn as much as the other trees
   -Oven has 2 fuel slots
   -Furnace has 4 fuel slots
   -Oil & Lithium buildings have 4 fuel slots

   
I think that's it, if you notice anything else let me know and I will add it to the list.

Download here:
Hadleys Hope

Copy to your "/Cryofall/Data/Mods" Folder

edit your "/Cryofall/Data/ModsConfig.xml" so it look like this:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>
    <mod_id>core_1.0.0</mod_id>
    <mod_id>DaitallicaHadleysHope_1.0.0</mod_id>
  </mod>
</mods>


and you're good to go, any issues hit me up on the Cryofall discord Channel
#33
Modding info / Re: Quests/Skills
September 12, 2018, 12:18:15 AM
If I launch the game from the Launcher it shjows the old stats, but if I launch directly from the exe it shows the new stats
#34
Modding info / Re: Quests/Skills
September 12, 2018, 12:16:53 AM
I kinda know what the issue is
it's to do with the  " ~/Documents\AtomicTorchStudio" folder

I will investigate further
#35
Modding info / Re: Quests/Skills
September 12, 2018, 12:08:37 AM
OK, now I am really REALLY confused

I tried to load cryofall from the launcher this morning but got this error:
Critical error.
Please provide the game logs to developers.

System.ArgumentException: The path is not of a legal form.
   _____________________________________stack trace_____________________________________

   at Path.NewNormalizePath(path, maxPathLength, expandShortPaths)
   at Path.NormalizePath(path, fullCheck, maxPathLength, expandShortPaths)
   at Path.GetFullPathInternal(path)
   at PathHelper.GetFullPathCrossplatform(path)
   at PathHelper.GeneratePathToDynamicData()
   at GameMain.InitDataPaths()
   at GameMain.Init(gameApplication)
   at CBNDMonoGameApplication.Initialize()
   at Game.DoInitialize()
   at Game.Run(runBehavior)
   at CBNDClientLauncher.Launch(isEditor, getServerLoggerProviderFunc)
   at #=zaFtPRXzSNSrZ0JZ5dgXyHT8$bZKmSC6lRA==.Main()
   _____________________________________________________________________________________



So I loaded the cryfallclient.exe directly and it worked, but not only that my skills were showing correctly?????

I'm going to try repairing my installation and see what happens....
So many confused haha
#36
Modding info / Re: Quests/Skills
September 12, 2018, 12:02:21 AM
They are on both Client and server
I copied the server core.cpk folder to the client folder
I have also moved the core.cpk files to a backup folder so it would read from my edited files
#37
Modding info / Quests/Skills
September 11, 2018, 01:14:17 PM
When I change the requirements for quests, for example
Gather Resource quest 40 Fiber instead of 20, the quest will still show it requires 20, however I will still need to collect 40, the ui then shows 40/20

With Skills I have maxed the skills to 50 and changed the xp requirement however the UI still shows the old numbers.
I have implemented this on the server and client
#38
Modding info / Excited for modding
September 10, 2018, 12:43:46 AM
Can't wait for this to be supported.
I have sooooo many questions!!

I've been messing about with the code, managed to do some things, but struggling with others.

Keep up the good work guys!!!
#39
Modding info / Re: Modding
September 07, 2018, 11:54:15 AM
Quote from: Lurler on May 09, 2016, 09:49:45 PM
Yup, it means we have all the same things available to us as to modders :)

Anyway, here is some more stuff.


Any serious modder would definitely like to see a good documentation when creating a mod for the game, so we prepared this.
In fact this is THE documentation we use ourselves for development, so again, you will have exactly the same stuff available to you as to us :)
Since we have several people working on the game at the same time we try to keep this documentation up to date at all times.
In the image above you can see a list of interfaces available in a certain part of the project.
Oh, right. One more thing. Just to be clear, this documentation is automatically generated from the source code, so we don't need to manually edit it. We rebuild it with every new version of the engine and game.


And here is a single article about a particular class. It lists different elements that are available there with short descriptions.
We tried to keep the code such that you don't even need documentation (with all names being self explanatory), but a good documentation could make life much easier for sure :)

Where can we get this documentation ?
#40
I have to agree with Evil on this one.

Also the game is an alpha, when it's released I doubt there will be server wipes unless there's a major update that requires everything to be wiped
#41
Ideas and suggestions / Player stations
March 01, 2017, 02:12:33 PM
The ability to make your own stations would be cool

Perhaps have it like the ship screen, but instead of ship parts you can hire staff.
Staff could make the station more appealing to merchants
Engineers could increase profit for fixing ships
Just a thought that popped into my head just now