Kzisor Posted February 2, 2015 Share Posted February 2, 2015 (edited) I worked so hard on this mod and I've finally got it into a release candidate. Note: This is a server only mod. Clients do not need to subscribe to this mod in order to gain benefit from a server running it. Mod Notes:Pond ice is now breakable during winter.Ice will crystallize as the temperature gets colder and will melt as the temperature warms up.Ice will endlessly crystallize during winter.Fires will prevent ice from crystallizing as it keeps the temperature of the water above the crystallization point. Ice can be destroyed or melted by the following methods:Pickaxes will slowly break ice when worked.Fires will slowly melt ice while lit.Gunpowder will cause massive chunks of ice to break when used near ponds. Estimation: A single pond frozen for 7 days requires roughly 1 full day of a stage 4 fire in order to melt. Recommendations:I recommend using a combination of methods above to reduce the amount of effort it requires to break the ice. Link:http://steamcommunity.com/sharedfiles/filedetails/?id=385979230&searchtext= Please provide any and all feedback about the mod either on Steam, Klei download page or in this topic. Thank you for reading and checking out the mod hope you enjoy it! Edited February 3, 2015 by Kzisor Link to comment Share on other sites More sharing options...
Jjmarco Posted February 2, 2015 Share Posted February 2, 2015 @Kzisor, Great mod, finally I'll be able to fish during winter! I'll go check it out. Link to comment Share on other sites More sharing options...
DrSmugleaf Posted February 2, 2015 Share Posted February 2, 2015 Sounds like my mod should check for this mod and nerf sollyz's leveling ( levels by eating fish ) if it detects it!Great mod though, I hate not being able to fish when it's winter. Link to comment Share on other sites More sharing options...
Kzisor Posted February 2, 2015 Author Share Posted February 2, 2015 @Jjmarco, I'd recommend testing it out in a few instances. Once don't harvest ice for several days into winter. The second constantly harvest ice from a few ponds. Third test it out using a fire pit. Let me know how each one fairs. @DrSmugleaf, I'd test my mod first before nerfing sollyz's leveling. If players do not constantly break the ice the ice will continue to grow endlessly. Link to comment Share on other sites More sharing options...
Jjmarco Posted February 2, 2015 Share Posted February 2, 2015 @Kzisor, only 5 days into winter without breaking a pond, I had to use 10 pickaxes to break the ice!If I constantly harvest ice from few ponds, the ice breaks within 1-3 hits.If I put a roaring fire pit next to one, the ice eventually melts, and doesn't reform whatsoever until the fire dies out. I also noticed that if you break the ice while standing on the pond, you'll just hover over it, and will get shoved aside once you move a little.Just a bit of a cosmetic quirk. It also seems that c_spawned ponds don't follow the ice growing equation, and break in one hit no matter what.I don't think that's a major problem though, but just letting you know in case you didn't. Link to comment Share on other sites More sharing options...
Kzisor Posted February 2, 2015 Author Share Posted February 2, 2015 @Jjmarco, thank you for the amazing tests! Yes ice grows endlessly meaning the longer you leave it to grow the more pickaxes/longer it takes fire to melt it. Gunpowder also works to help destroy layers of ice, that easter egg was found by star. I'm not sure how exactly to handle that bug, but as it's cosmetic only I think it should be okay for now. The bug about c_spawn seems strange as that is how I tested the mod for 3 weeks and they would always grow a lot of ice when left alone. I don't think it's that much of a deal breaker as only a few cases would use c_spawn to make ponds appear. Link to comment Share on other sites More sharing options...
rezecib Posted February 2, 2015 Share Posted February 2, 2015 I'm not sure how exactly to handle that bug, but as it's cosmetic only I think it should be okay for now. Hmm... The simplest way to handle it would be to give the frozen ponds collision, too. But it's probably fine as it is. Link to comment Share on other sites More sharing options...
Jjmarco Posted February 2, 2015 Share Posted February 2, 2015 @rezecib, @Kzisor, or maybe you could disable the Mine action when walking on the pond?Have the character say something like "That's too risky!".I don't know how to check for that though. But yeah, not really an issue. Great mod eitherway! Link to comment Share on other sites More sharing options...
Kzisor Posted February 3, 2015 Author Share Posted February 3, 2015 I've updated the mod to only be required by the server. Link to comment Share on other sites More sharing options...
Developer PeterA Posted February 3, 2015 Developer Share Posted February 3, 2015 @Kzisor, it might be useful for some of the other modders if you roughly describe what it took to make your mod only required by the server. Link to comment Share on other sites More sharing options...
Kzisor Posted February 3, 2015 Author Share Posted February 3, 2015 @PeterA, sure. I'll explain it a little. How I created this mod to be server only required:I started by creating all the items to be only used by the server. This sounds like it's difficult, but in reality it wasn't. By using the following code I was able to determine whether the instance was the server or a client. if not TheWorld.ismastersim then return inst end If we were a client we would simply not proceed. I made sure that I altered nothing in the files that the client would need to know about. I did this by only modifying components and using proper API in order to address code relation to the games prefabs. This is simply making sure to use "AddPrefabPostInit" to modify existing prefabs. If we were to overwrite the prefabs then clients might need to know about the changes that we've made. The next phase of working with a server only mod is inside the modinfo.lua file. Simply using the following code it allows clients to connect without worrying about downloading the mod. all_clients_require_mod = falseclient_only_mod = false This is how I roughly made my mod a server only mod. If anyone has any questions feel free to contact me and I will answer as soon as I am able. Regards,~Kzisor/Ysovuka Link to comment Share on other sites More sharing options...
rezecib Posted February 3, 2015 Share Posted February 3, 2015 (edited) @Kzisor, I believe the key point of confusion about making it server-side only was that "break ice" seems like it would be a new action. But I'm guessing you just made ponds workable, which propagates the availability of actions through tags. Edited February 3, 2015 by rezecib Link to comment Share on other sites More sharing options...
Kzisor Posted February 3, 2015 Author Share Posted February 3, 2015 @rezecib, I did indeed make use the workable component on ponds. Link to comment Share on other sites More sharing options...
Kzisor Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) Update: Version 0.0.4 Change notes:Ice crystal thickness will be decreased by half upon the start of summer. Update: Version 0.0.3 Change notes:Frogs and Mosquito's will no longer spawn while the pond is frozen. Edited February 4, 2015 by Kzisor Link to comment Share on other sites More sharing options...
SenL Posted February 4, 2015 Share Posted February 4, 2015 Hi,It was fine but then crashed when I host a lan game. The crash didn't happen right away but when it approaches dusk. Log:[00:37:37]: [string "../mods/workshop-385979230/data/prefabs/pon..."]:276: attempt to call global 'ReturnChildren' (a nil value)LUA ERROR stack traceback:../mods/workshop-385979230/data/prefabs/pond.lua:276 in (field) ? (Lua) <273-280> inst = 100238 - pond (valid:true) isday = falsescripts/components/worldstate.lua:31 in (upvalue) SetVariable (Lua) <23-47> var = isday val = false togglename = day watchers = table: 0E2A9B60 k = 100238 - pond (valid:true) v = table: 54688180 i = 1 fn = table: 54688298scripts/components/worldstate.lua:64 in (local) fn (Lua) <62-67> src = 100021 - forest (valid:true) phase = duskscripts/entityscript.lua:877 in (method) PushEvent (Lua) <871-894> self (valid:true) = GUID = 100021 Transform = Transform (0D5A3C78) inlimbo = false event_listening = table: 0E2B0C58 Pathfinder = Pathfinder (0D5A3BD8) actioncomponents = table: 0E2B00C8 worldstatewatching = table: 0E2A8BE8 net = 100025 - world_network (valid:true) meta = table: 514D3558 Map = Map (0D5A3C18) entity = Entity (50F89C60) minimap = 100022 - minimap (valid:true) prefab = forest updatecomponents = table: 0E2A6460 GroundCreep = GroundCreep (0D5A3AB8) PostInit = function - scripts/prefabs/world.lua:118 name = MISSING NAME persists = false OnRemoveEntity = function - scripts/prefabs/world.lua:133 pendingtasks = table: 0E2B2B98 event_listeners = table: 0E2B0E88 hideminimap = false state = table: 0E2B0910 ismastersim = true spawntime = 0 WaveComponent = WaveComponent (0D5A4718) replica = table: 0E2B0460 topology = table: 514D88A0 components = table: 0E2B0280 SoundEmitter = SoundEmitter (0D5A3B78) event = phasechanged data = dusk listeners = table: 0E2B0AA0 entity = 100021 - forest (valid:true) fns = table: 0E2B0A28 i = 1 fn = function - scripts/components/worldstate.lua:62scripts/components/clock.lua:242 in (method) OnUpdate (Lua) <176-262> self = OnSave = function - scripts/components/clock.lua:270 inst = 100025 - world_network (valid:true) OnLoad = function - scripts/components/clock.lua:288 LongUpdate = function - scripts/components/clock.lua:176 OnUpdate = function - scripts/components/clock.lua:176 GetDebugString = function - scripts/components/clock.lua:321 dt = 0.033333335071802 remainingtimeinphase = 149.94435831532scripts/update.lua:151 in () ? (Lua) <118-180> dt = 0.033333335071802 tick = 5400 k = 100025 v = 100025 - world_network (valid:true) cmp = table: 0E0D5DD0 Not sure if it's because of lan game, or other mods installed that may conflict or what.Thanks. Link to comment Share on other sites More sharing options...
Kzisor Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) @SenL,Thanks for the report. I'll get that fixed asap, it's not a mod conflict it's an authors lack of sleep when fixing it. Update: Version 0.0.6 Change Notes:Fixed a crash that was caused by fixing a different crash. Edited February 4, 2015 by Kzisor Link to comment Share on other sites More sharing options...
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