Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

Harsh World
64 Comments
Porcupine 11 Aug, 2024 @ 5:33pm 
Ah, well as long as you're inspired! I don't care when it comes out, I'm just hoping you're still inspired to make stuff, because your mods were great (and I think we all want to see WTF in general succeed).
blacktea  [author] 11 Aug, 2024 @ 1:32pm 
I am not lacking ideas, time is the problem. I am still working on a big mod from time to time, with a lot of new ship and stations, custom factions and custom ship interior graphics. Unfortunatly the interior mapping and making new interior module graphics takes a lot of time.
Porcupine 11 Aug, 2024 @ 12:40pm 
@blacktea - Please tell me the major game update is giving you ideas! :)
Bobking 28 Aug, 2023 @ 4:53pm 
No update 2023 ? No worries just curious this mod is beast
Bobking 10 Jul, 2022 @ 9:19am 
Awesome thanks :D
blacktea  [author] 10 Jul, 2022 @ 8:26am 
Should be working with current game version.
Bobking 10 Jul, 2022 @ 5:41am 
Is this mod updated?
blacktea  [author] 13 Feb, 2022 @ 1:32pm 
Ok updated my CBF mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2510670150 with the QoL feature to sent ally ships home with travel drive.
blacktea  [author] 2 Feb, 2022 @ 3:00am 
Well I will make no promises, but I can try to add a dialogue option that will send your escort ship home with travel drive speed. Once I am finished with bug fixing and get to my "QoL" list. But I won't be making a separate mod for a fleet of ships following you around with travel drive.
Metradon 1 Feb, 2022 @ 6:11pm 
I see it as a QoL function. Didn't plan on running a fleet. Its a pain to bring ships back to scrap for resources. I end up just sitting in the station and watch a video or something else while my wingman flies back at slug speed.
blacktea  [author] 1 Feb, 2022 @ 2:28pm 
I am not a friend of mods which make the game unreasonably easy. The only reason I included the feature into this mod, to balance the lategame encounters, which can be very overwhelming if you don't have escort ships around. In vanilla having a five ships fleet is just too powerful without any disadvantages which are provided by this mod. That said you can just subscribe to this mod and disable most of the disadvantages in the ini file.
Metradon 31 Jan, 2022 @ 8:16pm 
Any chance you can make a seperate mod for the Ally fleet functions? Really need that in this game. They fly so slow otherwise.
blacktea  [author] 12 Jan, 2022 @ 9:33pm 
Updated the mod for 0.9.1.00, the crash should no longer happen.
Porcupine 10 Jan, 2022 @ 6:18pm 
C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HWInterruptions.cs:line 3216
at HarshWorld.HarshWorld_Patches.BattleSessionSP_localUpdate.Prefix(BattleSessionSP __instance, Single elapsed) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HarshWorld_Patches.cs:line 411
at CoOpSpRpG.BattleSessionSP.localUpdate_Patch1(BattleSessionSP this, Single elapsed)
at CoOpSpRpG.BattleSessionSP.update(Single elapsed)
at CoOpSpRpG.ShipNavigationRev3.Update(Single elapsed)
at CoOpSpRpG.SCREEN_MANAGER.Update(GameTime gameTime)
at CoOpSpRpG.Game1.Update(GameTime gameTime)
Void homeBaseInteriorLogic(Single, CoOpSpRpG.BattleSession, HarshWorld.Interruption, Boolean)
(2/2)
Porcupine 10 Jan, 2022 @ 6:18pm 
Crash caused by: core game update unhandled exception
Method not found: 'System.Collections.Generic.Dictionary`2<CoOpSpRpG.InventoryItemType,Int32> CoOpSpRpG.CHARACTER_DATA.getAllResources()'.
HarshWorld
at HarshWorld.HWBaseSiegeEvent.homeBaseInteriorLogic(Single elapsed, BattleSession session, Interruption InterruptionInstance, Boolean intrudersonboard)
at HarshWorld.HWBaseSiegeEvent.interruptionUpdate(Single elapsed, BattleSession session, Interruption InterruptionInstance) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HWBaseSiegeEvent.cs:line 193
at HarshWorld.Interruption.Update(Single elapsed, BattleSession session) in
(1/2)
Porcupine 10 Jan, 2022 @ 6:17pm 
Heres another for you blacktea: Was flying my ship, fighting, and spamming the shield booster, CTD'd with no error log. Went back into game, found myself in a space station, surrounded by aliens, died moments later. Apparently only crew member left (definitely wasn't, but oh well?). It respawns me in the base, screen bugged with the blue icon like as though you glitched a passenger into your crew, then eventually one appears ~5-10 seconds later, indicating the party/RAID event, then another crash to menu. Error log dumped in as follows:
Porcupine 8 Jan, 2022 @ 2:14pm 
Thanks! Love the work :)
blacktea  [author] 8 Jan, 2022 @ 11:41am 
thx fixed that
Porcupine 7 Jan, 2022 @ 5:58pm 
Hey Blacktea, got a crash to menu from harsh world, crashlog said you might wanna see it :).

[happened after abandoning ship during the siege, and trying to spacewalk to the attacker, I had already re-spawned as Marv (I think) after dying in the bridge initially, if that helps/FWIW]

Crash caused by: core game update unhandled exception
Object reference not set to an instance of an object.
HarshWorld
at HarshWorld.HarshWorld_Patches.Crew__kill.Postfix(Crew __instance) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HarshWorld_Patches.cs:line 1697
at CoOpSpRpG.Crew._kill_Patch1(Crew this)
at CoOpSpRpG.Crew.updateExternal(Single elapsed)
at CoOpSpRpG.BattleSessionSP.localUpdate_Patch1(BattleSessionSP this, Single elapsed)
at CoOpSpRpG.BattleSessionSP.update(Single elapsed)
at CoOpSpRpG.EVANavigation.Update(Single elapsed)
at CoOpSpRpG.SCREEN_MANAGER.Update(GameTime gameTime)
at CoOpSpRpG.Game1.Update(GameTime gameTime)
Void Postfix(CoOpSpRpG.Crew)
blacktea  [author] 2 Jan, 2022 @ 1:40am 
I am not sure that it has anything to do with my mod, if you want we can discuss this issue on discord https://discord.com/channels/348100603173404673
thegrimcreeper9876 1 Jan, 2022 @ 5:34pm 
Just started using this mod, My crew no longer stay put in the gunnery cabin so I can't use some guns on most my ships. Even in battle they walk off and do random stuff is this intended?
StoneDeadViking 14 Dec, 2021 @ 9:10am 
Good to know, thanks
blacktea  [author] 13 Dec, 2021 @ 9:08am 
yeah it is some unexpected side effect of AI changes I made to allow escorts using travel drive. I didn't have time to look into it yet. But it is on my list for the next time I do some work on this mod.
StoneDeadViking 13 Dec, 2021 @ 4:32am 
What Alekiodude said, whenever I dock and my crew is in charge of another ship, he/she go in to travel drive and starts zooming around in circles around my docked ship making it impossible to issue orders. Has to be said though, I also use the community patch mod so it might be something there interfering with this mod?
alekiodude 29 Nov, 2021 @ 11:08am 
is there a way to tell a ship thats being flown by a crewman to dock at a station>?
blacktea  [author] 9 Oct, 2021 @ 2:31pm 
you can disable loosing inventory and tweak dificulty in settings file, see comments below. I updated the difficulty scailing btw. should be less crazy now on default settings.
Lone Siberian 7 Oct, 2021 @ 10:16am 
That's a lot of work, thank you for this!

Btw, is there any chance to split this mod in two - a harsher one, and a softer one? I love most of the features, but loosing inventory on dying and having too many random ambushes might be too much for me... :) Haven't played since 2018, but I remember even back then random encounters could be painful.
blacktea  [author] 4 Oct, 2021 @ 3:48pm 
Well maybe it will be an option the second time you get raided. I will take another look at the lategame balance later this week.
Flip360 4 Oct, 2021 @ 3:29pm 
Oh yes... I tried shooting the ships with the station's under-powered mining lasers the first time I was raided. It would be fine if there were 5 ships or something, but 30? lol It doesn't do much when they are all stacked on top of each other and they end up sending a terminator squad after a while anyway. Thats another thing I was going to request... maybe have One equip the station with the most powerful gun you currently have researched or allow us to fit the station turrets like we can with the ships?

I am all for late game challenge and it was definitely that, but if I didn't figure out how to cheese the raid, I might have wanted to rage quit.
blacktea  [author] 4 Oct, 2021 @ 2:44pm 
Thanks for the feedback anyway, it helps a lot
blacktea  [author] 4 Oct, 2021 @ 2:43pm 
Have you tried shooting the raiding fleet with yout station's lasers instead going out in a ship ? I am just curious. I thought I made enough hints for you to try it out
blacktea  [author] 4 Oct, 2021 @ 2:38pm 
lol, sure the ship ambushes need some balancing. The base raid however is intended to be very difficult. The quest should give you hints to focus on their ships and avoid the crew. Sure it is possible to end the event by killing the boarding crew but it would be an exception. This event is designed to make you feel overpowered. And the intended way to finish the event is not by killing all the invaders, just try some different approach next time and don't be discouraged by them killing you, they will not take to much of your resources anyway.
Flip360 4 Oct, 2021 @ 2:24pm 
I mainly picked up this mod for the ability for my crew to be able to use travel drive and I think that feature is major enough to warrant being a mod of its own. I hope you would consider separating it out. Also, I think you made the scoop magnet too weak now. I practically have to drive right over top of loot now and its made that part the game more tedious rather than challenging especially in super slow ships. Other than that, I have been enjoying this mod and I think it would be super amazing after some balancing. Keep up the good work!
Flip360 4 Oct, 2021 @ 2:24pm 
Maybe instead of having raid difficulty scale with ships unlocked, perhaps it should be based on how much the bounty is? It doesn't make sense for someone to go through all that trouble over 1,500 credits no matter how advanced the player is. And it would be fun dealing with increasingly harder raids rather than getting wiped by a single fleet because someone like me installed your mod more than half way through their play through. Thankfully I know how to use the debug mode. xD
Flip360 4 Oct, 2021 @ 2:23pm 
In between the waves of boarding teams I would go out in a new ship to deal with the armada circling around the station in travel drive mode like a hive of angry yellow jackets despite the interdiction bubble that was centered on the station. I assume they are not supposed to do that, but thankfully only a handful at a time would slow down enough to try to come shoot me and I could deal with them in those numbers while their other buddies kept flying in circles. After no more ships would slow down, I would dock back at the station and deal with another wave of terminators. Rinse and repeat until they were all dead.

Shew... all that over a 1,500 bounty.
Flip360 4 Oct, 2021 @ 2:23pm 
Just earlier today, I got raided by 27 ships that after easily destroying my advanced war ship sent near invincible terminator boarding teams that always one shot me no matter what advanced T2 gear I wore. I died over and over again as they raided my station supplies AND WOULDN'T LEAVE. The only way I managed to cheese beat them was by having my crew of 3 shoot the T-800s who wouldn't shoot them back for some reason while they were agro'd on me. Even then, the invaders were hard to kill and we all still died a lot. One time my crew couldn't kill a guy that kept regenerating health faster than they could damage him despite 3 SMGs to the face! That one had to be a T-1000. Shawn Connor would have been proud. lol
Flip360 4 Oct, 2021 @ 2:23pm 
Alright, I have played with this mod for the last few weeks and I think its time for some feedback.

First off, I want to say you have done an amazing job with the extra content and bug fixes. They add some cool new game play elements that have the potential to be really fun, but at the moment can be more frustrating due to the unbalanced difficulty curve and what I assume are unintended behaviors, specifically when it comes to the ambushes and base raid events.
blacktea  [author] 4 Oct, 2021 @ 2:00pm 
I will think of something, maybe altrnative currency for research. But first I need to balace mid/lategame of this mod, I am getting a lot of reports on discord from people having trouble with overhelming enemy spawns
Narn 4 Oct, 2021 @ 1:51pm 
It would be cool if you had no research and no ships except the tiny trash can looking ship and a basic one person fighter to start with. Also make research take more than 3 seconds.
blacktea  [author] 4 Oct, 2021 @ 1:41pm 
@Narn I made my other mod "Alternative Hacking" exactly with that Idea, it should slow down your ship progress and give you instead more modules to play with on your earlygame hulls. Sadly I didn't account for the world economy being broken and you just being able to buy all the research progress. I am thinking about making research progress cost in that mod percentual from your ownings and not a fixed price
Narn 4 Oct, 2021 @ 12:40pm 
Blacktea, What I mean regarding harder starting ships is making the ships you get at the beginning of the game the more basic ship models. Make the player start with smaller ships and have to unlock more. It would make the early game last longer.
blacktea  [author] 2 Oct, 2021 @ 9:40pm 
@Flip thx, fixed that
Flip360 2 Oct, 2021 @ 8:02pm 
Crash caused by: core game update unhandled exception
Object reference not set to an instance of an object.
HarshWorld
at HarshWorld.Globals.getFactionRepDeeds(UInt64 faction) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HWGlobals.cs:line 134
at HarshWorld.Globals.getAccumulatedReputation(UInt64 faction) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HWGlobals.cs:line 205
at HarshWorld.HarshWorld_Patches.WorldRev3_update.Prefix(WorldRev3 __instance, List`1 ___flotillas) in C:\Users\Alexander\source\repos\HarshWorld\HarshWorld\HarshWorld_Patches.cs:line 235
at CoOpSpRpG.WorldRev3.update_Patch1(WorldRev3 this, Single elapsed)
at CoOpSpRpG.LoadingWorldScreen.Update_Patch2(LoadingWorldScreen this, Single elapsed)
at CoOpSpRpG.SCREEN_MANAGER.Update(GameTime gameTime)
at CoOpSpRpG.Game1.Update(GameTime gameTime)
System.Collections.Generic.Dictionary`2[System.String,System.Int32] getFactionRepDeeds(UInt64)
Flip360 2 Oct, 2021 @ 8:02pm 
Speaking of bugs. Crash to desktop and game wont load with mod installed. lol
Porcupine 2 Oct, 2021 @ 4:26pm 
@blacktea Much obliged, you're doing good work. If I run across anymore stuff that generates concrete logs/etc., I'll let you know!
blacktea  [author] 2 Oct, 2021 @ 2:35pm 
great idea, will put it on my list too. But first I want to focus on bugs, would like to make the game enjoyable for myself and others
Porcupine 2 Oct, 2021 @ 12:48pm 
@blacktea: Ah, thanks, I had forgotten the "tractor to dock" option even existed, not often I have a ship just floating out there! If you're taking requests, having some way to "beam" personal inventory to ships cargo, would be pretty cool (IE: like how the shop inventories can access ship cargo say), or to simply have inventory expansion VIA suit/etc. would be cool (I can't be the only one tired of making 3-4 trips into a given empty station to get all the iron ore, etc.)
blacktea  [author] 2 Oct, 2021 @ 10:38am 
I would suggest to dock with his ship near the homebase and dock his ship to the homebase yourself, then go to the logistics room and use "tractor to dock" on the ship that you have left. I will add it to my "list" for the next feature update of this mod to try and add a dialogue option for this.
Porcupine 2 Oct, 2021 @ 10:13am 
@blacktea: Any way to get the crewmates you send to other ships to ever dock? I started a new game, in the spirit of doing more testing, tossed Marv onto the first capturable ship I came across once I got him (one of the initial/tutorial ships you drop behind, the smallest one), and Marv is having a blast... That said, I can't figure out how to get him to dock at home base (or how I'd use him to capture other ships), as soon as I dock at home base, and leave my ship, he just starts ripping around, and none of the hail orders seem applicable, doesn't even look like I can get him to stand still (IE: if I wanted to be nuts and try an EVA visit say).
Flip360 1 Oct, 2021 @ 5:19pm 
Nevermind I figured it out... of course all I needed to do was hail the ship