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

Messages - SavingPrivatePyle

#1
Mods / Re: [Server][Map] Duality, A New Cryofall Map
January 10, 2023, 09:46:23 PM


Update: Version 1.2.1 (R33)

As the map was designed and intended for groups no larger than 2, I have been notified of a few problems that have emerged with large groups such as those seen on Global.

Change log:
Map boundaries increased 1000x1000 > 1200x1000.
Expanded Boss Island.  There are now 1 > 4 access points onto the island as well as 1 > 3 areas of approach to the boss pit.
Added terrain buffer around the inland boss pit to prevent adjacent player building and having a stranglehold claim on area control.
A tunnel has been built through the mesas south of the inland boss pit to allow for an additional area of approach.
#2
Mods / Re: [Server][Map] Duality, A New Cryofall Map
January 10, 2023, 09:45:29 PM
Quote from: Mars on November 02, 2022, 01:06:21 PM
I would add some zones in it for HardcoreDesert mod if you don't mind.
Of course!
#3
Mods / Re: [Server][Map] Duality, A New Cryofall Map
March 18, 2022, 01:33:36 PM


Update: Version 1.2.0 (R33)
Change log:

Map name changed to "Duality".  More fitting for the appearance of Yin-Yang, and to honor the duo nature of Cryosmall.
Map boundaries increased 1000x800 > 1000x1000.
Added arctic biome!
Added VERY LARGE rad city to arctic biome!  This manmade construct is the largest yet, spanning 6x the area of the preexisting rad exhibits.  Warm clothing is required here as well as radiation protection.  You will have to balance your equipment to be successful.  There is plenty of cover and loot, encouraging this point of interest as a PvP zone.
Decreased the spawn buffer for brood nests so that a viable amount is permitted to spawn (arctic zone is much smaller than on official map).
Moved blue herbs from boreal biome to arctic biome.  They are attracted to low altitude, high moisture, low disturbance.
Added mineable boulders and gatherable stone piles to arctic beach zone.
By popular demand, added Copper mines to arctic biome mountains.
Lowered the amount of crate loot by ~33% and redistributed it to the arctic rad city.  The total amount of crate loot on the map should be similar, but less of it is "easy access".
Updated appearances for NE+SW residential "neighborhood" style rad towns.
Minor styling updates.
#4
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
February 05, 2021, 01:20:12 PM
Update: Version 1.1.4
Change log:

Fixed Rich Lithium and Oil deposits not spawning due to small map size (thanks ai!).  A maximum of 8 deposits of each resource can spawn.
Added new zone - Sulphur Springs!  Bountiful S and KNO3 await, but be careful.. it gets hot here!
Expanded sides of the map a bit to compensate for the land loss caused by the addition of the new zone.
Added up to 2x Scorpions to the Salt Flats.
Added decals to rad towns and improved minor details for immersion.
Cleaned up some zones and textures.
Switched links over to Google Drive as Filedropper was having certificate issues (and captcha is annoying).
#5
Bug reports / Rich oil/lithium minimum area?
January 29, 2021, 09:28:59 PM


Is there a minimum amount of real estate required for rich lithium and subsequent oil to spawn?  Xeno has been available for 2.5 days and there is only a single oil node and 0 lithium nodes so far
#6
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
January 23, 2021, 11:22:57 PM
Update: Version 1.1.3 (A29)
Change log:

Fixed small zone oversight in Barrens expansion.
Removed static "unowned" props from scavenger camps that inhibited natural zone spawns.
Added various new props presented with the A29 update.

Added custom zones for balance and challenge.
New - Alien island - trees, psi groves, large source of sand, medium source of salt/oil, crawlers, burrowers, infrequent spitters/floaters.
New - Boss island - barrens flora with more dangerous fauna (black beetles, scorpions, spitters).
New - Quarry - higher stone density, marginally higher mineral density, frequent stone/mineral "loot", black beetles.
New - Oasis - non-fruit bearing tropical trees and fibers, medium source of waterbulbs and yucca, large source of coffee beans.
New - Iron mine - contains only iron and stone deposits as well as lizards.  This zone is only found around boss pits to allow for high contest of arguably the most valuable resources in the game.

Added palm trees to tropical beaches and plastic scrap/trash to all beaches.
Increased scrap/trash count for roads.
Added non-plastic scrap/trash, infrequent small pragmium, and rare chance for scorpions/spitters to barrens.
Replaced residential and scavenger ruins area mobs with chickens, wolves, crawlers, and rare chance for bear.
Added rubber back to the tropical forest.
To compensate, added blue herbs to boreal forest to balance the north with the south (swamp) as well as increased fiber/twig count.
#7
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
January 16, 2021, 05:38:31 PM
Update: Version 1.1.2 (A29)
Change log:

Expanded Barrens real estate.  This includes additional salt pits, oases, and minor QOL changes such as additional entrances, zone manipulation, and texture blending.
Fixed certain areas not spawning pragmium (thanks ai!).

#8
Solved!

After action summary:

Pragmium nodes (the small ones) are prohibited from spawning in the presence of Restricted Construction zone.  This affected Pragmium Wasteland zone by overlap but was only an issue moving from A28 to A29 editor, as legacy code had a different policy for handling nodes.  A restart of the client fixed any further issues after removing the conflicting zone.
#9
I've been trying to replicate this bug but it doesn't seem to have a pattern.

Some areas of my map are capable of spawning pragmium nodes, where as other areas only spawn the mobs (beetles, lizards, scorpions). 

I can eliminate some factors based on tests:
It is not affected by the size of the zone.
It is not affected by the recency of the zone.
It is not affected by the texture the zone is placed on.

Screenshots (https://imgur.com/a/G10NLGE)

In this particular instance, I used volcano texture to show contrast.

I'm including my .map file for those wishing to investigate. (http://www.filedropper.com/cryofall)

Check either Volcano.  No pragmium is spawning.  Then check the central boss pit.  Pragmium is spawning.  Check the southeast boss pit.  No pragmium.  Then check either quarry.  Pragmium.  Northeast alien island.. Pragmium.
#10
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
January 03, 2021, 04:21:49 AM
Update: Version 1.1.1 (A29)
Change log:

Added new boss battle island.  Also contains the largest source of ores.  Only accessible via teleportation.
Increased tropical beach size, but tapered treeline out into the beach.  Sand default padding should keep sand balance roughly the same while allowing for an interesting and "realistic" look.
Adjusted radiation zones to not interfere with vehicles on the road.
Added road to southeast quarry to closer match convenience with counterpart.
Added radiation to and further developed prospecting camps.
Slight balance adjustments.
Cleaned up various zones.

#11
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
December 31, 2020, 03:18:43 AM
Update: Version 1.1.0 (A29)
Change log:

Added teleporters!
Added a new secret alien island only accessible by teleportation!
Added new mobs to some areas for balance.
Increased surface area of Temperate forest to compensate for removal of rubber from Tropical forest in A29.
Various terrain and zone adjustments to allow for new props.
Balance pass on volcanoes.

Another update contingent on a certain set of props awaits!

#12
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
December 16, 2020, 04:17:41 PM
Update: Version 1.0.3
Change log:

Added lootable trash spawns to the oceanic beaches (not the delta).
Increased trash presence at outposts.
Added more ramps to the volcanos.
Added mobs and reduced amount of crates (5 -> 3) at industrial stations near both quarries.
Small texturing and prop details.
Various zone fixes and adjustments.

With A29 coming very soon, expect an update to include all of the new content!
#13
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
December 16, 2020, 04:16:48 PM
Quote from: Khaos on December 12, 2020, 09:35:01 AM
Hello,
I am not sure if this is where I would write this but I have come across something interesting.  My base has a Prag. tower that spawns beside it. When I gather the tower the blast takes out half my base..... I have never had that happen before. i am playing on the limited server my base position is 848   506.
C:\Users\plesi\OneDrive

This is unrelated to the map and only possible by means of other server-side mods.  In this case on the Cryofall Unlimited server which has artificially-high resource density and gather rates.  I admire MightyMonte88's work, however the server mods do not represent the intended layout balance which was designed for gather rates no higher than 2.5x with standard density.
#14
While at it, is it possible to add an accuracy variable to them?  The rifle NPCs are crazy strong once they get into range because they hit every unobstructed shot.
#15
Mods / Re: [Server][Map] Paralith, A New Cryofall Map
December 11, 2020, 02:32:39 PM
Quote from: Yomi on December 11, 2020, 08:28:07 AM
to much box and Resource regeneration speed so fast ,,, one day?
i already to use map in my server , how can change that?

Resource regeneration is affected server-side.  The map does not change that :)

You can change the rates by altering the scripts on your end, thus making a separate mod.

As for the crates, I wanted there to be lots of them.  The idea is that since most zones are low hostility and accessible from the start, there is little reason to visit rad towns on a normal playthrough considering the tech prerequisites, LP, ammo, armor, and medical item investments as well as the risk of running into other players while being vulnerable due to inherent status effects and medical cooldown.  Having a higher crate count actually makes ruins raiding advantageous to normal farming, but of course the more reward, the greater the risk and investment with the more challenging ruins capable of spawning considerable amounts of mobs and having lengthy and severe radiation exposure. 

Let's not forget that the map is small and intended to host a healthy amount of players to drive competition (and therefore contest) with the larger resource zones.  Resources in some areas may seem exaggerated if you are playing solo/offline.