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Frozen ponds are in the un-modded game now since 12/3-13

Frozen Ponds v3 is now available to download!

post-12700-13764591654605_thumb.png

What it does

When temperature falls to 0 during winter (the bottom of the Winterometer) all ponds will freeze up. As a result, you can no longer fish in them until the ice melts. In addition, all frogs and mosquitos belonging to the pond will freeze and die within a short time period. As long as the pond remains frozen no mosquitos or frogs will spawn. The pond continues to re-stock on fish, mosquitos and frogs while frozen - all ready to hatch come winter's end.

This mod uses a frozen pond graphic made by the devs that is not currently in use.

How to install

Download the mod

Unzip it into steamapps/common/dont_starve/mods/

Open steamapps/common/dont_starve/mods/modsettings.lua and add

ModManager:AddMod("HF_winterfrozenponds")

Changelog

v3:

Updated mod to improve compatibility with other mods such as Chaotic (Buildable) Wormholes

v2:

Moved to better event handler (minimize cpu load)

Fixed issue where mosquitos/frogs would spawn during dusk and night regardless of temperature

Fixed issue where mosquitos/frogs would not freeze unless the pond was also within eyesight

Mosquitos/frogs now freeze for 30 seconds instead of 10 before dying

If the pond unfreezes within that 30 seconds, the mosquito/frog will also thaw (happens sometimes during early winter)

Posted Image - Frozen Ponds v3

Edited by Heavenfall
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https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/
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Ha! That's why the frozen pond art exists in the first place. We just didn't get it hooked up in time for the deadline. Thanks for the assist!

I assume you will still put it in the vanilla code anyway, right? Not everyone - like myself - wants to use mods.

Ha! That's why the frozen pond art exists in the first place. We just didn't get it hooked up in time for the deadline. Thanks for the assist!

I'd like to think of it like "stealing unreleased content" actually. Also uploaded v2. Because #noshame .

Looked in the anim file. No, I can't edit it and I don't know how it works. But the animation call was in pure text string so I searched for "idle" to verify that there was no translation into the anim file. And there wasn't, so I mapped the other anim states and "frozen" popped out.Other states were bubble and splash.

Edited by Heavenfall

I thought about it, but I don't particularly like the idea. The purpose of this mod was to prevent people from living off ponds during winter (similarly to how bees and farmlots slow down in production).Feel free to re-use anything I have done though.

[MENTION=569]Salsa[/MENTION],It should be possible to create a mod that adds this ability to the hammer if *this* mod is loaded. Hard to say off hand what thay would entail though. Or Heavenfall could add a commented out section to his mod that people can "enable" if they desire.Based on mod download statistics so far, players seem to be dividing up into camps....ones wanting things harder and ones wanting things easier. :D

I won't be doing such a thing, but again, feel free to copy this entire mod into something of your own. Keep in mind there's a patch coming in 4 days and the devs have stated in this very thread that frozen ponds are something they'll add themselves.

Keep in mind there's a patch coming in 4 days and the devs have stated in this very thread that frozen ponds are something they'll add themselves.

Yea, that's why I really don't mind. Either way, I was just throwing out an idea, I do like the thought of not being able to fish during the winter, makes sense. But cracking holes in the ice to do it also makes sense when you take into account the way eskimos fish.Sometimes it's not just about making the game harder, but making it interesting at the same time. It's an effort "Should I spend my hammer or not?"

[MENTION=12700]Heavenfall[/MENTION]You can make this mod compatible with your chaotic wormholes mod if you remove that loader code from Bigfoot and update your code per my explainations regarding overriding prefabs here....[Tutorial] Overriding existing prefabs and loading custom prefabsEDIT:Also, make sure your function names are unique. A couple of functions in this mod use the same name which happens to work but is not very readable. :D

Updated to v3 to do just that! Thank you for spearheading this stuff, taking the time to figure out the background stuff really helps everyone a lot. [MENTION=10271]WrathOf[/MENTION] which functions have the same name? I couldn't see any.

Edited by Heavenfall

[MENTION=12700]Heavenfall[/MENTION]In the v2 copy I have I am seeing 2 versions of HF_winterfrozenponds...AddComponentPostInit("fishingrod", HF_winterfrozenponds)AddGamePostInit(HF_winterfrozenponds)As it happens, you are defining it, using it and then redefining it and using it again. Luckely, I guess the interpreter kept a reference to both versions so this did not trip on itself. :D

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