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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2025785173
but such mod wouldn't be a big trouble
it would just require searching for specific code
as of right now game constantly spawns tunnel nukers (that's how bombers are called in game) if there is less than X number of them (X aka idk how much exactly)
so if mod was constantly killing nukers and game was constantly spawning them then it would hit performance
person creating such mod would first have to remove the code which spams those tunnel nukers and then make code to kill them
You can use "mob controller" mod tho
it has mob despawner mode, you will just choose it to constantly despawn all nukers that spawn
Stinosko was just talking about situations where someone builds room over mynocked conveyors or about situation where someone breaks their own room, mynocks spawn, someone repairs room
mod wasn't removing the mynocks that spawned outside of room because in those situations the person responsible for this stuff could simply... kill mynocks or break conveyors and rebuild them
I have added the code which Stinosko proposed since it doesn't change the effect of mod.
if it removes those mynocks which spawned outside of room and were roomed later then it's just a bonus
This code shouldn't have any effect different than the original code
Even if there was code I didn't see for hp or dead state or cached check segment it would trigger my code anyway
but well... if it works... then it works, screw the logic :D
internal class NoMynockInRoom
{
private static void Prefix(ref HiveMob __instance)
{
while (__instance.CachedCheckSegment == null)
{
Segment segment = WorldScript.instance.GetSegment(__instance.mnX - (long)((int)__instance.mUp.x), __instance.mnY - (long)((int)__instance.mUp.y), __instance.mnZ - (long)((int)__instance.mUp.z));
__instance.CachedCheckSegment = segment;
if (__instance.CachedCheckSegment != null && __instance.mUp != Vector3.zero && __instance.CachedCheckSegment.SearchEntity(__instance.mnX - (long)((int)__instance.mUp.x), __instance.mnY - (long)((int)__instance.mUp.y), __instance.mnZ - (long)((int)__instance.mUp.z)).mnRoomID != -1)
{
__instance.mrSleep = 30f;
__instance.mnHealth = -1;
MobManager.instance.DestroyMob(__instance);
}
}
}
}
waiting for mynock to spawn is huge pain in the butt ;-;
and on top of that he is supposed to spawn in this one specific room
this mod doesn't remove mynocks spawned by mob controller saying just in case (compatibility between mods)
since I can't believe I would like to see it myself
there had to be other change too
or maybe you placed the -1 code in other place than the destroy code
anyway... could you check if your code kills normal mynocks? those outside or rooms?
I will add the -1 code next to destroy code, but I really don't believe it will make any change
since someone breaks their own room they can break the conveyor with mynocks too
if you feel like you need something for that break your own room thingie then feel free to make mod for that
also the
__istance.mbhealth = -1
wouldn't kill the mynock in such situation (not to mention I have used this one in the past but removed it due the fact that mynocks are able to eat resources before they die if this is used)
you have probably removed the
while (__instance.CachedCheckSegment == null)
or some other if
Also mod is supposed to kill on first mod update because of the
while (__instance.CachedCheckSegment == null)
once you remove that the mod will check all mynocks constantly to see if they are in room
theoretically if there were maany mynocks spamming that code it could hit a performance a little
if the "while" is there then in checks once, at the spawn
I changed the statement from
MobManager.instance.DestroyMob(__instance)
Into:
__istance.mbhealth = -1
And the mob get killed once the belt with mynock gets insode a room 😊
In the original code there is:
if (this.mnHealth <= 0)
{
MobManager.instance.DestroyMob(this);
this.SetNewState(HiveMob.State.Dead);
return;
}
Basically it will do the same as my
mobcontroller.istance.DestroyMob(__instance)
the only difference is that this.SetNewState(HiveMob.State.Dead); it is added to the code
Also you talk about fix... is there anything wrong in mod rn?
__istance.mbhealth = -1
Add that before the mobcontroller.istance.DestroyMob(__instance)
I'm gonna try to make a more advanced mynock room mod but think this fix is also relevant to you :-)
It seems I have forgot to set no bodies mod into "server-only"
And for super beacon I have found multiplayer code :D
Soon I will upload it.
in case of super beacon, the mod isn't server-only, but I haven't seen any code for despawning items on multi, I wonder if singleplayer code will do
Others i need to test later but i assume it will be the same
tomorrow once you start test, could you try those 2 mods too?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1736690787
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1726867359
no bodies mod -> check if player bodies dissapear after death (jet turbine doesn't drop bodies so it's better to die from fall dmg) and if worm bodies (and their dirt) stays after their death, "mob controller" should help with this one (spawn worms -> let turrets do the job)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1655118516
super beacon -> set it's delay to 30+ and when it starts waiting destroy random blocks/plants in as many segments as you can and once machine collects them check if blocks dissapeared from the ground or if they actually stayed but they are frozen and you can't pick up them (normal blocks move around when they lay on the ground)
digging deeper in the function I have used there is this:
if (NetworkManager.mbHostingServer)
{
NetworkManager.instance.mServerThread.mMobDeletions.Enqueue(mob);
}
but because mod is server-only... the client doesn't load the code, unless dedicated server for whatever reason doesn't mark itself as "hosting" o_O
Could you try to mark mod as non server-only (both on client and dedicated) and then see what happens?
probably there is separate class to despawn something on multi and separate to despawn on single, I have seen sometimes network queue in random locations, maybe that's it ;D?
or the fact that mod is server-only
I think this is not easy fixable and not worth the time. Just letting you know :-)
the spiderbot bug started in the P24, probably tunnel nukers too
I have messed with tunnel nukers on normal world... and on normal worlds there is over 2x less tunnel nukers o-O
and the tunnel nukers on normal worlds don't despawn because of null segments ;d
Now I wonder what causes nulling of segment for tunnel nukers... in case of robot it's the fact that he can't keep segments loaded and when player moves away (or anything that provides segments) then he flies up
and... for whatever reason while trying to find out why tunnel nukers don't work I have had feeling that I should listen to this
https://www.youtube.com/watch?v=xUlJ_6WHfh8
I'm testing on P24
it seems that tunnel nukers die of the same as spiderbot is flying away... they hit null segments
tunnel nukers just spawn and die instantly
I'm also going to watch one anime, after I end I will visit overminds on my world to see what happens to them
Well that was always the thing :D dev just refused to release any betas for it
I have posted the info about mynocks, we will see if he ignores it :V
https://gtm.steamproxy.vip/app/254200/discussions/0/1648791520838868812/#c1648791520854939208
"I think i got a issue with extend skyblock mod => overloard are not able to spawn ingame they release infinte amount of tnnulnukes that die on spawn...."
The sky islands rework could cause this (it spawns large rocks and glowtubes and those are able to block nukers)
No idea how expand mod could cause this o-O
Unless overminds spawned somewhere underground and they try to blow their way throught rocks
I think i got a issue with extend skyblock mod => overloard are not able to spawn ingame they release infinte amount of tnnulnukes that die on spawn....
The code for "-2147483648" is on all modes, not sky islands, sky islands has only 10k+
2. just downloaded p25... and the code says "if sky islands and Y coord is more than 10k or less than -2147483648, then don't spawn mynocks"
he fucked up something rly bad o-O How is -2147483648 even close to 32?
now it's time for mac too
I can join the game :-D
I wonder if it's even compatible :D
steamcmd.sh +login anonymous +force_install_dir INSTALLPATH +app_update 443600 -beta linux-staging validate +quit