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- Fixed crash (sorry, it's been a while)
Thanks to Silver. the Absol for reporting <3
Much love.
[00:09:23]: [string "../mods/workshop-530901403/modmain.lua"]:199: attempt to perform arithmetic on global 'ZERO_DISTSQ' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-530901403/modmain.lua:199 in (method) OnUpdate (Lua) <62-298>
scripts/update.lua:262 in () ? (Lua) <224-298>
- Updated code to reflect changes to the game code.
Thanks to @nolkan.kdfr for prompting me <3
@Pandoranoss: Thanks for the report! I don't know how to fix this. It's some weird networking code that governs all of this overheating UI on the clients using calls to and from the server. I have tried several times to figure it out, but to no avail. It's also incredibly annoying to test, because, as you say, it mostly works for the host, so I have to start the server on one PC and join on the other to test. I might figure it out one day, but I don't currently have the time to look into it.
Have a fantastic day everybody :)
- Updated to accommodate changes in the game's code.
Best regards, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
Thank you so much for the reply. Wife and I are having a hard time in winter so I just want to disable the cold until we're better at the game. lol.
Yes. Those lines change the insulation values on the temperature-component of the Thermal Stone. Those still need to make logical sense in the game, and negative inherent-insulation values do not make sense for the way the code works. There are a lot more things to consider than you might think :) I don't want to inadvertedly break the game for 2600 people :P
It's not that simple. You CAN have an inherentInsulation with a negative value, but that just means that we negate all other things which could affect the insulation, e.g., sheltered-state and the time of day in the summer, since they're added to the (now negative) inherentInsulation, and the result is clamped to 0.
I think the best approach is to add settings to adjust the winter and summer insulation of Thermal Stones separately, and not let them go below 0 in order to preserve the original game functionality. I'll have to put in some warning, though. I'll see when I can find time for this. Probably some time in the weekend.
Sincerely, Ultroman the Tacoman
Either way I'm stuck just editing my file every year in the game since Im not a moder lmao.
Thanks for the detailed analysis. I'm sad to say that the mod was merely meant to tweak the way players were impacted by temperatures, so people could make it a little easier or harder. It is not a world temperature overhaul and extremes were not adjusted for.
The reason why Thermal Stones seem to work weirdly, is because the world temperature isn't actually being changed, and they function relative to that; I only change how each character experiences temperature, given their unique settings.
That said, I do see that Thermal Stones should probably be considered in some way, but while your solution looks viable, the problem is that the insulation calculations are clamped to never go below 0, so you can't give it negative insulation. The solution here, would be to actually raise and lower the world temperature, which this mod doesn't and won't, because it'll be a full new mod to control the world temperature. Sorry :/
Sincerely, Ultroman the Tacoman
inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED
inst.components.temperature.inherentsummerinsulation = TUNING.INSULATION_MED
if we change it to = -TUNING.INSULATION_LARGE <- 240, notice minus before the tuning
it will have negative insulation by the amount of beefalo hat. Which make the stone goes neutral in winter in a few seconds. It's kinda similiar how they worked in Shipwrecked during summer and were useless there. If you can implement these settings into your mod it would be very great. I can only hope you're still active in dst modding because I am just an amateur.
I'm very sorry to hear that you're struggling with the mod. It has been some time since I updated it, so maybe it has become a bit broken. That said, which settings did you use? It can very well do what you say you experienced, but only if you set it up to be that way. If you are unsure how something works and the description on the workshop here doesn't help, please do ask. I am more than happy to help.
Sincerely, Ultroman the Tacoman
- Updated for new version of the game.
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
- Updated for new version of the game.
Sincerely, Ultroman the Tacoman
- Properly utilize the new separate overheat temperature variable for Willow.
Sincerely, Ultroman the Tacoman
Thanks for the nice words of encouragement!
UPDATE:
- Changed the name of the setting "Moisture Penalty Percentage" to the more accurate name, "Wetness Cooling Effect". Your settings for this setting will have been reset. Sorry.
- Added more possible settings for the "Wetness Cooling Effect", so you can make it work in reverse. The new negative settings make you get hotter the wetter you are.
- Reworded setting tooltips so they fit within the new mod settings UI.
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
- Fixed a crash upon starting a server.
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
HAPPY NEW YEAR!
Sincerely, Ultroman
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=376333686
I tried working with some of the settings to make it so characters would cool off but freeze easier yet make it a little more fair IMO. Basically I wanted to set it up as 'Longer you stay out, longer it takes to warm up' or at least that's what I thought.
Yet while I was playing, the temp on the combine status mod said I was at 17 yet I kept freezing. Sadly I already reverted the mod and erased my settings, but I haven't gotten around to using it since.
I was curious if these mods were already checked for compatibility before making another attempt.
Settings should now be applied correctly when starting a server, instead of reverting to default settings.
As always, please do report any bugs!
Sincerely, Ultroman
The extremely altered mod is LIVE! Check out the new settings in the description!
Enjoy!
The hurt-overlay and damage-indicator is now only showing, if you're actually taking damge from heat/cold. I'm trying hard to find the least intrusive ways of overriding the heat- and ice-overlays, so they work with the new settings.
Stay tuned!!
An update is coming...
I want to change the temperature calculations only for players, but the problem is, if I change the tuning-variables for maximum and minimum temperatures for entities (which is all you can do directly for temperatures with the tuning-variables available, except insulation), it will have an effect on ALL entities, like heat-stones and stuff. If I want to change one specific thing, like a player, then I have to change it when he is instantiated i.e. spawned.
The indicator-issues are very weird, as I am not touching any code that does those things. And I am not experiencing them myself, so I'm having a hard time figuring out what it can be. It must be something about clashing mods.
I do see the appeal of changing the functionality to work off of insulation instead, but the approach is completely different, and would result in an entirely different mod. Its effect would basically only affect things that insulation, i.e. clothes, has an effect on, while mine has an effect on the complete temperature-calculations, including heat-stones, shade, belly-temperature etc..
I am thinking of changing the mod around a little, so you can change the effect of all the different things (heat-stone, shade etc.) separately.