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Or just every seasonal exclusive in general?
-The new mechanic's being a little bit unfriendly for those who prefer their oasis lake to be filled all year around, as the lake would never went through any dried state the fireflies become unacccessible for players and there'll be no succulent plants ever for them. You can probably note in the mod information page or configuration menu or you can still change this mechanic further into replenishing resources basing on season changes.
-in the vanilla game the dried-up lake only fills itself when no entities with a hitbox's on top of it. In a modded game when the lake fills itself the water just pour out regardless of having anything on top of it or not and any player/mob stepping on the lakebed got immediately forcefully squeezed out of the range of it by the lake's hitbox, which is kinda weird. Maybe considering bringing this vanilla mechanic back? :)
I would very much like to thank you for bringing us this amazing mod full of potential. It's great of you to think of working up the idea of a more stable version of oasis lake, which may actually help a lot for farming in the oasis desert in the upcoming Reap What You Sow update. :) Also It's great to know you're here all the time. It's glad to see this mod getting better so I'm happy to report anything worth reporting ;-)
ㄴ Oasis should now try regenerating their resources(succulents, fireflies) after being dried just like Vanillas. Sandstorms issue has also been cleared.
I'm sorry to bring you a mod that may not be seen well-tested or malfunctioning. I know It was too lazy for me to fix things recently but the maintenance is still working on. Thanks for your reports and feel free to continue it via mod comment section.
ㄴ Fixed.
Desert, where is immune to wildfire(oasis desert), is caused by sandstorms(you can also see this in wiki-page) not the desert itself is being protected.
So turning off sandstorms makes the desert raise wildfire again which means additional processes are needed to prevent this behavior. Please do note that I didn't even touch the code except for features I want to implement, just wanted to make an 'option' to turn on/off sandstorms.
I'm merely working on 'tweak' mods by people's demand or complains, not to please someone specifically. And I don't think this feature is needed to separate or revert.
If you need instant sandstorms back, try this code in summer :
TheWorld:PushEvent("ms_sandstormchanged", true)
Anyways back to the issue at hand, I tried to set your mod back to default when it caught on fire the first time. We manage to stop it, and just lost our carrot farm.,,the second fire with the option "default" on wiped out most of everything else and the antlion didnt respawn when selecting it. Im thinking either one i have to wait till summer is over to change it the options setting or option 2 do a roll back and build more iceomatic fligomatics to put out the fires out.
Is it still cause those issues when the option setting is the default?
Sandstorms are related to many other sequences as you've experienced. But I didn't expect those issues could raise. Sorry about that. I'll make another option soon.
However, I have made it patches the vanilla mechanism only when the setting is not default. Have you tested it with default?
I know you want to please the person who asked for sandstorms year round ... I tried it on my dedicated server being on its 1600 plus days. The option caused the antlion not to spawn in summer and destroyed our base due to fire caused by the no sandstorm option.. Our base was built near the oasis to fish year round, when this server was created .. Now we lost most of what we have built so we arent too happy about it...
Can you please revert to the older version instead of including it in this mod, and make it into a separate mod..? I also posted this comment so others may know what the new changes do if you enable them.
ㄴ Added a option which season to enable sandstorms.
ㄴ Trying to implement as you want. But it needs some time because it's complicated.
ㄴ 확인해볼게요