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1
Game discussion / what happened with coal
« Last post by gaara on Today at 12:49:35 am »
euro pve 1

why its decrased amount from nodes?
10-11 to now 6-7

??????
2
Mods / [Client] ⚙️ Manufacturer shortcuts ⚙️
« Last post by Space on August 04, 2020, 06:54:41 pm »
Manufacturer shortcuts (Working Hotkeys for all manufacturer structures)

Mod adds ability to use Container menu hotkeys for all manufacturer structures (stoves, furnaces, oil refinery, oil cracking plant and so on, even for mulchbox and wells!).
For Oil refinery, Oil cracking plant, all type of pumps and wells and for Gasoline generator it works a little bit differ: it adds empty canisters and canisters of needed type or other items into input slots even if input slots are empty.
For all other manufacturers mod adds items into input slot only if any of input slots already has item of this type inside.

At picture below just an example of hotkeys (default hotkeys). If you changed it - mod will use your changed hotkeys.



There is no hint for this keys inside manufacturer's window like we have for crates, but just press it and it will work.
And of course if you changed this hotkeys - use your changed hotkey.

Mod type: Client-side mod.

Latest version: 0.1.1

Supported game version: 0.27.7.24

Download latest version: here

Bug tracker: here

GitHub link: https://github.com/Spazzze/ManufacturerShortcuts

How to install mod:

Please read instructions in Automaton's topic

If you don't have any other mods result file should look like this:
Code:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>ManufacturerShortcuts</mod>
</mods>

or if you have another mods installed:

Code:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
   ... other mods lines
  <mod>ManufacturerShortcuts</mod>
</mods>



Changelog:

  • 0.1.1 added autoinsert into wells, pumps, gasoline generator

Кейбинды для производственных машин

Мод даёт возможность использовать кейбинды "Меню контейнера" для любых производственных машин, таких как: печи, плиты, нефтеперерабатывающие заводы, установка по крекингу нефти и даже колодцы.
Для Нефтеперерабатывающих заводов, Установок по крекингу нефти, всех типов колодцев или нефте/водочкачек, а также для генератора на бензине он работает по особому: позволяет поместить внутрь канистры нужного типа, или подходящие предметы, даже если слоты для них еще не содержат никаких предметов.
Для всех остальных машин он работает как и для контейнеров для хранения, а именно: добавляет предметы, только если во входящих слотах уже лежат предметы подобного типа.

На картинке только пример хоткеев. Eсли вы их поменяли, то мод будет использовать те, на которые Вы поменяли.


Подсказок для этих хоткеев в окнах машин вы не найдете (таких, какие есть для ящиков). Но они работают, просто нажмите ;)
И, конечно, если вы эти хоткеи поменяли в настройках, то используйте свои, на которые поменяли.

Тип мода: Клиентский.

Последняя версия: 0.1.1

Поддерживаемая версия игры: 0.27.7.24

Скачать мод: тут

О проблемах сообщаем: сюда

Ссылка на GitHub: https://github.com/Spazzze/ManufacturerShortcuts

Как устанавливать:

Читайте в топике по Автоматону, либо в стиме

Если у вас до этого не было никаких установленных модов, то результирующий файл ModsConfig.xml будет выглядеть вот так:
Code:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>ManufacturerShortcuts</mod>
</mods>

и если есть еще другие моды, то вот так:

Code:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
   ... другие моды
  <mod>ManufacturerShortcuts</mod>
</mods>


Changelog:

  • 0.1.1 добавлен автоинсерт для колодцев, водо/нефтекачек, бензинового генератора
3
Mods / Re: [Client] Hide quests panel mod
« Last post by ai_enabled on August 04, 2020, 03:24:47 pm »
By the way, the mod is still compatible with the game.
4
News and Updates / Re: CryoFall - Patch notes v0.27.x (Total Overhaul Update)
« Last post by ai_enabled on August 04, 2020, 02:56:42 pm »
=== CryoFall v0.27.7.24 (A27 Patch #4) ===

Event improvements and changes:
- Space debris, meteorite, and migration will be about 20-30% more frequent.
- Boss event (Pragmium Queen): +50% increased pragmium and gold reward.
- Floaters event will provide x2 amount of biomaterial (6 vials) that is necessary for implants crafting.
- PvE: doubled the number of locations for each event, but each location's circle area made smaller. This way the game will better distribute the events over the world map so more PvE players could participate in them regularly.
- PvP: meteorite event will provide +50% more gold when the server has reached Tier 4 (basic) time gate and an additional +50% more for Tier 5 (basic) time gate. This way we hope this event will be more interesting for endgame players.
- PvP: space debris event will exclude some low-tier items when a higher tier time gate reached. This way the game will provide more valuable loot when Tier 4/5 time gates are unlocked.

Improvements:
- Hold Alt or Ctrl key to shot the grenade launcher like any other ranged weapon—the grenade will explode by hitting an obstacle or by reaching max range.
- PvP: added a map icon for S.H.I.E.L.D. status of the land claim. It's flickering when the shield is activating. You can also browse the shield status (how much time remains until activation or expiration) in its tooltip.

Changes:
- Drones will not slow down when they got close to you so they will be able to catch up with you if you're running away (especially the advanced drones).
- Steam generator will burn items with lower fuel value first (e.g. twigs before the logs, logs before the coal, coal before the firelogs).
- PvE: boss reward allocation changed—now only you will be able to pickup the loot allocated for you. (Previously the loot objects were collectible by the party members and we have received several reports from confused players telling us about players stealing their loot. We're still investigating an issue with not all the nodes displaying a lock mark but it could as well be fixed due to other changes)
- PvP: unstuck mechanic change: getting damaged and using weapons will not abort the unstuck timer. Now the mechanic matches what's mentioned in the timer notification. There are no other changes (e.g. moving will abort unstucking, and it's still not possible to use unstuck during the raidblock as it would allow base defenders to escape with precious loot, etc).
- Changed fish weight calculation method as the fish weight doesn't scale linearly to its size (the weight of the fish you've already caught was recalculated).
- The hotbar slot will be not selected on mouse button up to prevent accidental weapon switching. The game now require pressing the mouse button over it.
- The game will not disturb you if the master server connection was lost during the game. Also, it will close the master server connection automatically when it's no longer necessary (e.g. when you're connected to the game server and when you close the main menu overlay by pressing Esc key).

Fixed:
- Button tooltips didn't update their contents when the key binding is changed in the control options.

If you're hosting your own CryoFall PvP server it's recommended to install this update.
5
Ideas and suggestions / Re: CryoFall - Faction System (design specification)
« Last post by Vladimirik on August 04, 2020, 01:40:54 pm »
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 think put internal cd or debuff. only player can see them. i dont know, maybe 24hs. if kill other player before end time, them autokick
6
Mods / Re: [Client] CNEI
« Last post by Djekke on August 04, 2020, 06:10:34 am »
New release: 0.4.9 (04.08.2020)

Changelog:
Code: [Select]
Fix crash related with fishing recipes.
Add UpdateChecker via rss.
7
Help section / Re: How to see all the bases
« Last post by Lurler on August 04, 2020, 03:39:40 am »
People who share large images of their base typically just make several screenshots and then use graphical software to piece them all together.
8
Ideas and suggestions / Re: Droid Controller: Add a recall feature
« Last post by MGS on August 03, 2020, 11:38:45 am »
@betocorp, you cannot actually lose them (there is always a mark on the map where the drone has dropped) so it's less of an issue now, right?
If you have actually lost a drone and you're 100% certain it was not destroyed due to 0% durability or being destroyed by another player (possible only in PvP), please let us know.

We're considering improvements for A28 Update to introduce special slots for drones in the drone control device so they will not drop on the ground when flying back. However, if their resources could not fit into your inventory they will still drop on the ground. I'm not sure if it will be a major improvement compared to what we have right now...

Regards!

I think players would welcome this. As it is akin to a inventory size increase.
9
Help section / How to see all the bases
« Last post by Alp on August 03, 2020, 10:25:56 am »

What can I do to see all of my base in my own game
10
Ideas and suggestions / Re: CryoFall - Faction System (design specification)
« Last post by Salvick on August 01, 2020, 10:14:26 pm »
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.

Regards.
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