JanH Posted June 6, 2015 Share Posted June 6, 2015 138844 - 6/5/2015 ChangesPlayers will have a better chance of finding Berry Bushes when spawning into long running Wilderness serversAdded new mod api function AddRecipeTab(string_title, sort_key, atlas, texture) that returns the tab that can be passed into AddRecipe. Bug FixesFixed crash sometimes when catching MosquitosFixed crash sometimes when Birchnutters lose their combat targetCook action no longer shows up for targets that you should not currently be able to cook Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/ Share on other sites More sharing options...
KarateF22 Posted June 6, 2015 Share Posted June 6, 2015 Interesting patch notes. Do Berry Bushes now spawn over time? Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644251 Share on other sites More sharing options...
DarkXero Posted June 6, 2015 Share Posted June 6, 2015 @KarateF22, yes, berry bushes were added to the forestresourcespawner renewable list. Both the normal one and the one you usually see in pig villages. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644252 Share on other sites More sharing options...
RalphKastro Posted June 6, 2015 Share Posted June 6, 2015 so, less crying over burnt bushes? Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644259 Share on other sites More sharing options...
TemporaryMan Posted June 6, 2015 Share Posted June 6, 2015 Awww, does that mean no more cooking birds and bunnies live? That was my favourite thing. I hope this only means they're uncookable in the wild, but still cookable in inventory. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644280 Share on other sites More sharing options...
Pyromailmann Posted June 6, 2015 Share Posted June 6, 2015 Oh boy, and update on my birthday. What a coincidence.Back to playing Splatoon. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644285 Share on other sites More sharing options...
KarateF22 Posted June 6, 2015 Share Posted June 6, 2015 @DarkXero Looking at that function it appears grass, saplings, and flint were all renewable, I had no idea. Is this Wilderness only or in any mode? Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644290 Share on other sites More sharing options...
DarkXero Posted June 6, 2015 Share Posted June 6, 2015 @KarateF22, all modes. The component picks a spawn point each time it regenerates.In wilderness you have many spawn points, in endless/survival you get only one. @Kzisor, @rezecib, can you explain to me how the regeneration process works?To me it seems that spawns next to nothing, allowing only 3 flint/saplings/grass/bushes in the nearby spawn location. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644313 Share on other sites More sharing options...
Kzisor Posted June 6, 2015 Share Posted June 6, 2015 @DarkXero, in the forestresourcespawner.lua file you have this code:local function GetRenewablePeriod() return TUNING.SEG_TIME + math.random() * TUNING.SEG_TIMEendlocal function DoPrefabRenew(x, z, ents, prefab, prefab_matches, max) --Check if this prefab was found already for i, v in ipairs(ents) do if prefab_matches[v.prefab] then return end end --Spawn random up to max count for i = math.random(max), 1, -1 do local theta = math.random() * 2 * PI local radius = math.random() * RENEW_RADIUS local x1 = x + radius * math.cos(theta) local z1 = z - radius * math.sin(theta) if inst.Map:CanPlantAtPoint(x1, 0, z1) then SpawnPrefab(prefab).Transform:SetPosition(x1, 0, z1) end endendlocal function DoRenew() local targeti = math.min(math.floor(easing.inQuint(math.random(), 1, #_spawnpts, 1)), #_spawnpts) local target = _spawnpts[targeti] table.remove(_spawnpts, targeti) table.insert(_spawnpts, target) local x, y, z = target.Transform:GetWorldPosition() if not IsAnyPlayerInRange(x, y, z, MIN_PLAYER_DISTANCE) then local ents = TheSim:FindEntities(x, y, z, RENEW_RADIUS, { "renewable" }) for k, v in pairs(RENEWABLES) do DoPrefabRenew(x, z, ents, k, v, 3) end end _task = inst:DoTaskInTime(GetRenewablePeriod(), DoRenew)end Basically it allows each entity in the RENEWABLES list to spawn up to 3 entities each. The equation for the time to be ran is basically the following:SEG_TIME = 30math.random = 0 through 1SEG_TIME * math.random * 30Minimum Time Frame: 0 secondsMedian Time Frame: 450 secondsMaximum Time Frame: 900 secondsTotal Time in Day: 480 secondsSo basically it has the chance to spawn up to 3 of each resource in the renewables list every day. Note: This is actually only ran on Endless and Wilderness game modes not on Survival game mode. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644316 Share on other sites More sharing options...
DarkXero Posted June 6, 2015 Share Posted June 6, 2015 @Kzisor, what I think I understand is this: 1) Every 30 - 60 seconds, DoRenew gets executed2) A spawn point is chosen at random3) If there are no players near the 240 distance, then proceed4) Get all entities with renewable tag in vicinity(60, three screens) (sapling, grass, flint) (bushes as of now don't have this tag)5) For each prefab in RENEWABLES do DoPrefabRenew 6) Check if in the ents found there are no renewable prefab entitiesExample, if there is one flint inside ents, then the function runs return and nothing happens 7) If there aren't any of the resource, then pick between 1 - 3 and pick one position around to spawn it The important point is 6. Lets suppose the area gets obliterated and everything gets removed.Does this mean that there will only be a max of 3 of each prefab near spawn? Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644319 Share on other sites More sharing options...
Kzisor Posted June 6, 2015 Share Posted June 6, 2015 @DarkXero, that is correct only a max of 3 will ever spawn. I think the reason for the small amount is to keep the server from overloading with resources being spawned randomly. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644322 Share on other sites More sharing options...
DarkXero Posted June 6, 2015 Share Posted June 6, 2015 @Kzisor, 60 is a huge radius, two screens.Even more, people can't linger around the area (240) of it will deprive newcomers of the newly resources. And if they get the chance to get them, they get only 3? 3. Absurd.Why not do it like this, for example: http://steamcommunity.com/sharedfiles/filedetails/?id=369588618 Generate the world, get a number count of all reeds, grass, saplings, flints, and generate new prefabs towards that goal. 3 is nothing. Also, again, berry bushes don't have the renewable tag. There are tons of berry bushes in my server near spawn now. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644323 Share on other sites More sharing options...
Isosurface Posted June 6, 2015 Share Posted June 6, 2015 Basically, for every 30-60 seconds, check ...If there is no new player in range (240), spawn sapling, grass, flint and berrybush, 3 each.Do not spawn if it's not plantable at point.If there is any grass or depleted grass nearby (60), do not spawn new grass.If there is any sapling nearby (60), do not spawn new sapling. IMO, they should replace berrybush with planted carrots because the function does not check whether there is already berrybush nearby. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644366 Share on other sites More sharing options...
Maris Posted June 6, 2015 Share Posted June 6, 2015 Changes bonusspeed variable was deleted (so some mods are broken). Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644398 Share on other sites More sharing options...
XirmiX Posted June 6, 2015 Share Posted June 6, 2015 <p>138844 - 6/5/2015Changes[*]Players will have a better chance of finding Berry Bushes when spawning into long running Wilderness servers[*]Great, now can we have the same for grass tufts and saplings? All though, actually; no. Why do you not implement a system where seeds dropped on the ground and not stacked would eventually grow into something? That would:1) Deal with the rot-everywhere-when-the-world-is-old problem2) Deal with game logic of carrots and things that don't respawn in the places they were picked from and be more convenient3) Deal with the non-renewability of things such as berry bushes, grass tufts, saplings, flint, rocks, boulders, mushrooms, spiky trees and spiky bushes, cactuses etc. And if you think that this might eventually make the world full of this stuff because it's not picked, well think again; griefers might be little more helpful in that manner and also the fact that we have summer season which will burn the crops around the world which are not protected by flingomatics. And if you're thjnking that you're gonna have certain things in biomes they are generally not supposed to be in; just make them biome growth based, so that a seed has a chance of growing into something that is generally found in that particular biome.So I'm still questioning as to why this isn't a thing and why it wasn't a thing since the beginning, because logically, you'd let seeds dropped on the ground grow into something, would you not? Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644439 Share on other sites More sharing options...
Johnny5isAlive Posted June 6, 2015 Share Posted June 6, 2015 Idea This.. this is actually pretty damn good. I'm surprised there isn't a mod that does this. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644448 Share on other sites More sharing options...
Maris Posted June 6, 2015 Share Posted June 6, 2015 Probably a bug... Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644452 Share on other sites More sharing options...
XirmiX Posted June 6, 2015 Share Posted June 6, 2015 Okay, emm my world is now being dominated by berry hushes ;_; goddamit, Klei, just put in the seed-regrowth so we're not dealing with the overkill spawning or stuff becoming less and less in the world! That way I wouldn't much care for the stuff that gets burnt outside muh base during Summer, or wouldn't need to light stuff on fire myself, as it would be a reaccuring natural cycle in the game! Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644664 Share on other sites More sharing options...
feildmaster Posted June 6, 2015 Share Posted June 6, 2015 Meanwhile, I want to be able to turn it off in the options. My server was running for 150 days because I didn't realize the game didn't PAUSE while no one was playing. Log in, and holy cow the berry forest that greeted everyone. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644678 Share on other sites More sharing options...
DarkXero Posted June 7, 2015 Share Posted June 7, 2015 Srs. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644726 Share on other sites More sharing options...
feildmaster Posted June 7, 2015 Share Posted June 7, 2015 Srs.I feel ya. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644736 Share on other sites More sharing options...
Asparagus Posted June 7, 2015 Share Posted June 7, 2015 Cook action no longer shows up for targets that you should not currently be able to cook But... but I wanted to cook moleworms out in the open air. TT^TT Why do all my exploits get taken away!! *cries in the corner trying to cook a live moleworm* LOL Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644777 Share on other sites More sharing options...
Maris Posted June 7, 2015 Share Posted June 7, 2015 Omg. How to stop that respawn?? All was fine with old good mods... Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-644842 Share on other sites More sharing options...
feildmaster Posted June 8, 2015 Share Posted June 8, 2015 Omg. How to stop that respawn?? All was fine with old good mods...There are currently no options to remove the respawn, you'll have to delete the code that was added for it Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-645037 Share on other sites More sharing options...
Johnny5isAlive Posted June 8, 2015 Share Posted June 8, 2015 I for one welcome our new Berry Bush overlords. Link to comment https://forums.kleientertainment.com/forums/topic/54862-game-update-138844-652015/#findComment-645053 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.