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Alright, i updated the mod, hope it helps you out.
You can try instead of using modoverrides.lua file to make changes. I'm not sure where the file is currently located for each server as i only used dedicated server for my own needs. Anyway I'll add an update which increases the day number count to 50 so you don't have to poke around in the mod.
You can put any number here in the mod config option to make things regenerate almost in 1 day or take however many days by replacing the X with a number value that you wish to have and test it out in the game world.
WorldResourceRegenerationSpeed=X
Also no, if you change the number and restart the server then nothing breaks.
You can do it by editing modoverrides.lua as it is described in the mods Information above:
You can use modoverrides.lua to specify each prefab separately which you wish to regenerate.
Prefab specification is "prefabname:number", where number is that prefab's regeneration speed and it has to be added in "CustomPrefabs" configuration option. Speed 0 means prefab does not get regenerated.
Example: CustomPrefabs = "berrybush:5,grass:4,beehive:7,spiderden:9,wasphive:0"
Example modoverrides.lua is found here http://data.ewul.net/dlc/game/dst/lua/modoverrides_world_resource_regeneration.lua.txt
Also you can read the full mods information so you can find out what other features it has.
This could be possible, i haven't been playing DST since i quit. I don't have much time right now as well so if any modders out there have any suggestions on how to fix the crash issues with code fixes are welcome.
I can't help you with this limited information. As far as i know, the mod should be working fine. Try waiting for a bit more time and see if that helps. It also could be some sort of incompatibility with any other mods you might have. Also make sure you have the correct prefab names set in mod config options.
Yes, as long as the mod is active on the server during fresh world generation and stays active in the server at all times later on, it still works. So basically as long as you have the "active mod" set to "true" (like it should be if you use mods you want to enable in the server) you can restart the server as much as you like.
If i stop the world for an Steam/Mod Update it wont interfear with the mod?
Like it'll still work right? (it's for an endless server btw)
Simply stand right next to the grass you want to remove and use the command you have below, but replace "mound" with correct grass prefab (or whatever other prefab) name.
The command you are looking for would be like this:
c_find('grass').components.RenewableResourceComponent.shouldAdd = false; c_find('grass'):Remove()
Use the command above, stand right next to the grass you want to remove and Remote Execute the command in server using the in-game console.
c_find('mound').components.RenewableResourceComponent.shouldAdd = false; c_find('mound'):Remove()
Like I hover my cursor over the grass and then use a command and it targets that piece of grass?
You can increase the "Spawn Free Zone" radius a bit if you want so that things don't spawn near buildings and/or build something right next to the grass tuft and wait until the grass should spawn, if a building is there and your spawn free zone is not 0, the grass should stop spawning and you can destroy the bulding later.
Console commands are found inside the mods "modmain.lua" file. In there you will find in the beginning of the mods file a lot of useful commands and the one you want as well.
Answer is in the mods description, please read it fully.
Got it, I personally also reject any hidden fees, so I won't help TGP if they have done so.
And I will also make sure they add two author's ID, rest assured.
Thx again.
Muche and I have talked it over and as long as the mod is provided free of charge without any hidden fees, TGB has the permission to copy the mod over into their gaming client. Please note that i am not the only owner of this mod so Muche should be added to the author list as well.
Hi pal,nice to meet u.
I'm the admin from the Baidu-Forum for DS/DST players in China, and our Forum is currently supporting the DST on TGP(Tencent Game Platform).
The Tencent Corp. has already made a contract with Klei and is now a legitimate agent for DST in China(just like steam).
Please note that there's NO in-game-purchases on DST(TGP) and all the mods are for FREE.
So I would like to ask u for ur permission to upload ur mod WITH author's ID to the TGP.
If there's any problem or question, I'm very willing to help.
THX for reading.
LC
I have not stopped support for this mod. I have stopped the mod development.
Currently, as far as i am aware, this mod works in overworld and in caves and works even with any custom prefabs. This is advanced mod so please do fully read the mods description again and you have all your answers you asked me here. You can FULLY configure each and every prefab in the game, when it respawns, if it respawns at all, how many of them respawn etc.
If it was not working for you in caves it most likely means the mod was misconfigured or was not active in cave server (It needs to be active and configured in both servers, Overworld and Caves)
Is Cave regeneration a part of this mod? I'd like to have Cave resource regeneration be active if/when I use this mod in my own dedicated server.
If this mod does not provide that function, does anyone have a suggestion of a DST resource regeneration mod that does? I have a sneaking suspicion that a Cave resource regeneration mod might not be available yet for DST. :/
all right.u mean is.
it is could be setting in the mod configured.
thank u.
your mod is good.
Yes, as it says in the mods description. You can fully configure what gets regenerated.
the resource will be Regeneration more than defual world,won't be?
I have stopped the development of this and future mods. More information can be found on the link below.
Goodbye [data.ewul.net].
Do you have some mods enabled, that remove rabbits in some way? That is, rabbits directly, not rabbitholes.
You could try searching the whole log for mentioned ids, if there are other messages related to them.
If you like the DEFAULT game and all the gamestyles like wilderness, endless etc that come with it, don't use mods, as the name says mod=modification and with every modification there will be balance issues. Go write the same problems to Klei forums that their game is broken beyond imagination since they should be the ones to fix these problems, not modders.
But since i already have talked to Klei developers about the resource issue (like hundreds of others issues in the game) they say that this is how the game mode is meant to be like so basically you have to deal with it.
Anyway i don't see a problem with the current mod setup and i won't change anything about it (if i would add some per-prefab config options it would cause some other problems and a lot of code needs to be added in it and i simply have a lot of other things to do irl, like a job, other projects etc). There are ton of ways to balance things out, but since you don't want to do it, i can't much help you.
Also dont you think its silly to install another mod to balance another mod? If i tweak hound hp, how about hound attacks, how do you balance those? If i lover their hp monster meat becomes easier to obtain. If i increase Clockworks hp how do you balance raiding Ruins? Higher hp Clockworks in overworld also will make less to no difference for gear farming, if there is rook he just farms for you anyway.
Marble is also used for marble flooring, keep that in mind. Suit is not that bad either, it can be used in certain situations, like drafonfly farming.
There are various tweaks that can be done, for example against Clockworks, by increasing their HP a lot so it's hard to kill them or at least takes a ton of time. About Marble, again i don't see a huge problem here. Marble armor is not that OP as it slows you down and if needed, again, armors can be tweaked, either increasing or lowering their damage absorption/durability. Hound mounds can, again be solved either by increasing or lowering hounds HP or make the mounds spawn less via original game world generation. (Besides isn't that what you want anyway, to make the game harder?)
All in all, when introducing mods to a server, it is bound to unbalance things in some way. This is why there are other modifications needed to be implemented in the server as well.
You can take a look at my DST Tweak Tool for that, which enables you to modify various different aspects of the game.
killer bees are just annoying to be respawning endlessly, Marble Pillars, again are not meant to be respawnable in sucha high volume, you cna get marble in caves anyway, it falls during earthquakes, it is meant to be a hard to get resource like gears.
Hound mounds are not as problematic, but I want to avoid situations where hound mound spawn in front of Desert and block entrance, so in essense getting in desert without killing hound mounds is problematic.