Heavenfall Posted March 5, 2013 Share Posted March 5, 2013 (edited) Frozen ponds are in the un-modded game now since 12/3-13Frozen Ponds v3 is now available to download!What it doesWhen 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")Changelogv3:Updated mod to improve compatibility with other mods such as Chaotic (Buildable) Wormholesv2:Moved to better event handler (minimize cpu load)Fixed issue where mosquitos/frogs would spawn during dusk and night regardless of temperatureFixed issue where mosquitos/frogs would not freeze unless the pond was also within eyesightMosquitos/frogs now freeze for 30 seconds instead of 10 before dyingIf the pond unfreezes within that 30 seconds, the mosquito/frog will also thaw (happens sometimes during early winter) - Frozen Ponds v3 Edited March 12, 2013 by Heavenfall Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/ Share on other sites More sharing options...
noisestudio Posted March 5, 2013 Share Posted March 5, 2013 cool,this will give more challenge on winter season. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-101935 Share on other sites More sharing options...
Focusx Posted March 5, 2013 Share Posted March 5, 2013 Awesome!!Will use the mod during livestream, want link to the thread?Notes, this will be so great, Kevin and dev. Should really add this.Time to gather a storage near winter. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-102067 Share on other sites More sharing options...
LtShinySides Posted March 5, 2013 Share Posted March 5, 2013 The devs had a frozen pond image? Weird. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-102080 Share on other sites More sharing options...
Developer Kevin Posted March 5, 2013 Developer Share Posted March 5, 2013 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! Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-102110 Share on other sites More sharing options...
Torasko Posted March 5, 2013 Share Posted March 5, 2013 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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-102177 Share on other sites More sharing options...
Heavenfall Posted March 5, 2013 Author Share Posted March 5, 2013 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 . Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-102303 Share on other sites More sharing options...
Stroomschok Posted March 8, 2013 Share Posted March 8, 2013 [MENTION=12700]Heavenfall[/MENTION]: how did you find out about the frozen state being available? Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105178 Share on other sites More sharing options...
Heavenfall Posted March 8, 2013 Author Share Posted March 8, 2013 (edited) 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 March 8, 2013 by Heavenfall Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105190 Share on other sites More sharing options...
Stroomschok Posted March 8, 2013 Share Posted March 8, 2013 Ok, I'm missing something, I think. Because as far I can I see, an anim file contains two bin files which is a load of binary garble and the tex file which we can't do much with yet? Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105332 Share on other sites More sharing options...
Heavenfall Posted March 8, 2013 Author Share Posted March 8, 2013 The states are in the anim.bin Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105339 Share on other sites More sharing options...
Salsa Posted March 8, 2013 Share Posted March 8, 2013 Just a thought: frozen ponds break by using the hammer, maybe? Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105352 Share on other sites More sharing options...
Heavenfall Posted March 8, 2013 Author Share Posted March 8, 2013 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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105353 Share on other sites More sharing options...
WrathOf Posted March 8, 2013 Share Posted March 8, 2013 [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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105357 Share on other sites More sharing options...
Heavenfall Posted March 8, 2013 Author Share Posted March 8, 2013 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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-105365 Share on other sites More sharing options...
Salsa Posted March 10, 2013 Share Posted March 10, 2013 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?" Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-106923 Share on other sites More sharing options...
WrathOf Posted March 11, 2013 Share Posted March 11, 2013 [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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-107850 Share on other sites More sharing options...
Heavenfall Posted March 11, 2013 Author Share Posted March 11, 2013 (edited) 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 March 11, 2013 by Heavenfall Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-107979 Share on other sites More sharing options...
WrathOf Posted March 11, 2013 Share Posted March 11, 2013 [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. Link to comment https://forums.kleientertainment.com/forums/topic/11185-abandoned-frozen-ponds-v3/#findComment-108184 Share on other sites More sharing options...
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