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Your friend is correct in that the buff is indeed applying itself to every dino on the map, wild and tamed alike. Wild dinos definitely utilize the mod, their movement speed is visibly faster and their HP regen matches their levels into Oxygen. Non-rideable wild creatures take less damage at higher levels. It would be nice to have this open to configuration, it's not super glaring on vanilla-like servers but high level servers would notice it more.
The exact method of application is through Default Buffs so that console-spawned dinos aren't left out. A friend and I run this mod on our servers and didn't notice any sort of performance or loading issues. That said, I know that for both servers the mod was applied after server creation so dinos were already in the game world for the buff to interact with.
We run a relatively modest mod-list and use The Island and Lost Island as our maps, we might have missed a bizarre creature & buff interaction because the vast majority of our creatures on our servers are vanilla. I wouldn't be surprised if some bizarre interaction happened with a Genesis or Extinction creature in particular.
The exact error message you get might help indicate more about what's going on.
As far as when the buff is applying its logic, it is indeed applying it on Event Begin Play after a 5 second delay. The delay is specifically to make sure that the dino has applied its level-up points, otherwise the buff would just return 0 for all level-ups and do nothing. Maybe a randomized delay would help so that every dino doesn't try to process its level-ups at once.
I only discovered this after cooking the update and playing with the mod myself, and still don't fully understand what causes it.
If HP Regen is 0 you can give it the refresher berry to get it back to where it should be. Stamina unfortunately is much more broken, it seems like you'll have to soul-ball and re-summon the dino, if you have Dino Storage.
I've overhauled the way Oxygen applies its bonuses to solve that problem, I'm wanting to push that update tonight given that it's such a show-stopper.
[While in the ball, Doesn't visually show the stamina bar going up but when released it's refilled ]
However It seems that once out of the soul trap the stamina regen remains broken unless you restart the server/session. Hopefully stamina stuff can get resolved! Great mod overall really is fun to have around for general pve stuff!
That said, jumping does feel janky for me. It works but it's real crude, and if you have any delays or desyncs for any reason the new jump height wont show for you.
Once I have it in me I'm going to completely redo how the player-buff checks for levels, along with applying newfound knowledge about how to make sure the mod remembers your original properties.
Asides from just overhauling the way bonuses are applied to the player, I'm looking to carefully go over the design of the mod and really think about what each feature does.
Any feature that has to directly adjust a Character and can't be handled entirely through buffs is proving to cause more problems than solutions. Even if the feature seems to work, it's hard to shake the feeling that I'm being lulled into a false sense of security.
On the player side of things, Oxygen is due to be completely reworked into a new feature. Crafting Skill is also due to be reworked. For Dinos and Players alike, Knockback Resistance and Item Weight Multipliers are due to be replaced with something else.
Rotation bonuses may or may not stay, there is a feature of buffs that can adjust rotation rate but last time I tried to do anything with this it was resistant towards adjustment.
Some observations:
-has only started occurring this past week or so, and we've had NWP active since the end of March
-Mounting up prevents the erratic movement during a quake
-walls may/may not contain this involuntary movement, have either phased through or have been pushed up and over them them before, havent been able to replicate and unfortunately I was not recording when it happened
-occurs regardless of whether standing on ground, rocks/mushrooms, backs of dinos, or various player built structures.
-does not seem to effect players within the NWP buff AoE, only if you've eaten the thatch soup directly yourself
-Occurs during first earthquake after thatch soup use. unsure of recurrence through multiple quakes, as my base is on top of the portal zone's green ring, so first earthquake event usually kills me due to the sheer height and/or slamming face first into the cavern walls at mach 62 then falling, or being pushed into unfortunate situations with the local aggressive wildlife when elsewhere and unmounted.
-I've had a shoulder featherlight with its light on every time I've experienced this, though it is aberration, where the shoulder pet's light is always on anyways, so unsure if relevant, but worth mentioning.
-my character has 40 levels into HP, 10 into food, 10 into oxygen, 33 into weight, 21 into fortitude and 50 into crafting in case that helps. and yes i know I have nothing invested into speed or stamina. Im usually riding something 98% of the time.