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Reytag

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  1. Reytag

    Guppy Mods - A21

    I just tested a new RWG 2k desert only, no stills or intakes to be seen. My Theory, I had previously tested a RWG, the same save both with your previous and new mod versions. Since you changed the sandstorm generator from block to entity type the log was full of replacement warnings, I think it was replacing those sandstorm blocks with the intake producing smoke block that I mentioned. That and the stills that were originally there from the previous mod version were introduced back again (same save). I could be wrong, just doing some quick logical deducting there. In the new RWG none appear, stills nor intakes. The hissing noise is apparent in the new rwg save as well, when you run forwards you hear it every 2-3 seconds, regardles of direction you run, with or without a storm happening.
  2. Reytag

    Guppy Mods - A21

    It seems better now in terms of performance for the sandstorms. I see lots of those stills spawning and what seems to be like large air intake filters in the desert giving off trails of smoke, that snake hissing sound is still there as well.
  3. Reytag

    Guppy Mods - A21

    I will ask them if they can do that, they aren't the most computer literate. Just FYI it also affected my PC with a 12700k and 3080, in the desert I usually get around 90 - 100fps at 3440x1440p with ultra settings. In some storms that only dropped down to 80 fps but there was almost a persistent sandstorm around a certain trader that dropped me down to 15 fps. I will try it again soon and let you know.
  4. Reytag

    Guppy Mods - A21

    I tried both removing the entities and setting their value to 0, the storms still persisted even over some time. The loud noise might be from the sandstorm. There is a snake hissing sound heard every ~20 feet or so when you walk in the desert with the mod installed. I had to remove the mod, I told all players to drop / destroy all mod-related items and move out of the desert, did desert biome chunk resets. Seems to have worked. Made backups of course.
  5. Reytag

    Guppy Mods - A21

    For MAGA, do you foresee any issues removing it from a server with play in progress, as in, issues with the save. I am asking as players are mentioning large performance drops with the sandstorms and the dust devils suddenly becoming very loud. These aren't things we can turn off on our end are they, I didn't see any config options in the mod.
  6. Reytag

    SphereII's Mods

    For a Better life is that supposed to dynamically spawn the fish in bodies of water in existing areas we have been before, only new unexplored areas or does it require a new world gen? Update: I see various aquatic creatures now spawning in rivers and lakes.
  7. Thanks very much for both of your help stallionsden & zztong, I woud have been "poking about" and experimenting a lot longer trying to weed out what properties actually still do something, much appreciated!
  8. Really, wow, and most of those properties apart from the allowedbiomes I got from the a21 base game poi xml's. Thanks for the quick reply, I will start with the tag property and do some experimenting.
  9. Where can one find a list of possible values for each property? I have found interesting properties in the poi xml of both base game and third part poi's I am willing to explore but it's very inconsistent. For example there is: <property name="Zoning" value="" /> <property name="AllowedTownships" value="" /> <property name="EditorGroups" value="" /> <property name="Tags" value="" /> <property name="AllowedBiomes" value="" /> My issue is for example if one wants a wilderness poi, so far I have examples where some people have wilderness in the "tags" section, others under "zoning", some in "allowedtownships". It just seems very inconsistent and I also cannot find a source of all possible values for each header. Makes learning how to do things properly difficult. Is there an official source of material I am just not finding?
  10. Thanks for the tip, I will look into how that is done, would get me at least one step further, 2 out of 3 isn't too bad.
  11. That's a shame, sure would be a great feature, thanks for the response.
  12. I am trying to better place custom and third party mod prefabs in their appropriate biomes and zones. I was able to find out how to control the number of spawns of certain biomes but I have not found examples of how to control location or biome placent. For example in my rwgmixer.xml I have the following: <append xpath="/rwgmixer"> <prefab_spawn_adjust partial_name="Svalbard_Seed_Vault" min_count="1" max_count="1" bias="10"/> </append> Does anyone know how I would for example force that as a wilderness only spawn and also only in the snow biome?
  13. No need to assume, top of xml has notes as to values, states: "motorTorque, velocityMax, turboScale are forward, backward, turboScale effects motorTorque and velocityMax". Using your values given: <property name="velocityMax" value="6, 4"/> Vehicle forward speed is 6, vehicle reverse speed is 4 <property name="turboScale" value="1.5, 1"/> Vehicle forward speed with turbo is 6x1.5=9, vehicle reverse speed with turbo is 4x1=4.
  14. Map size and quantity of players and their play style ie base building etc all influence ram usage. I ran a Darkness Falls and Rebirth servers with a bunch of extra mods on top, 8k map size, we were at 10GB ram usage, sometimes it crept towards 12gb. Try the 12GB and go from there, never heard of a hosting company that doesn't let you adjust and they often do so quickly, especially when it's increasing the service which means they get more money.
  15. See if the following helps in any way: <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> Worse case roll back to 20.3 for now so you can play, we are on 20.3 and enjoying it, 20.4 is a mess.
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