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Doesnt feel, that the mod works anymore :/
the mod really make a big difference for us, but a few of my players have reported that sometime it wont show a beacon above buried reapers or say stegos that are a good distance away from the OSD. not sure if there is anything else that you can do but thought I'd mention it to you
So this is great!
I have a request, can we get an option to extend the time before the first wave, or between waves too? Solo players like me that are using rexes need a few minutes to run around and position everything for the channels the horde will be coming through. I need to feed the velos too during the event, they stop attacking if they run out of food.
The timer indicates the time that has passed since the corrupted dino actually spawned. Sometimes, this is delayed by a bit, as there are countermeasurements for false negatives in place, because the dinos sometimes are not immediately registered as being part of the event.
I love the idea behind the mod. does the beacons show up XX seconds after that specific dino has spawned or i it just since the start of the event
or do it only show for example wave 4 dinos XX seconds after the start of wave 4?
thakns
The Mod is 90% only running on the server. Only thing the client does is to show the beacon (A Particle System Component of an hidden Buff) when the server says so.
The new Destruction Range logic also only runs serverside.
Mod Devs CAN reset this ID, yeah. But as i stated above, this wouldn't really make sense.
I couldn't really find any issues regarding updates etc. anyway.
So, no, it wasn't intentional. But as i'm aware of, there shouldn't be any issues.
For me, everything updated fine (automatically).
Changing the GUID is used by mod devs to FORCE them to be in sync. If you're not in sync you'll get the mod mismatch error.
Ferodra can confirm whether it was intentional or not though.
[01:20]
WARNING: Mod 2112042937 needs updating.([QoL] Better Horde Mode). Updated version published 2020-07-13 22:44:00 Australia/Sydney time.
New GUID 6319003A41F0B509197C31BDA79B1818
Old GUID 6319003A41F0B509197C31BDA79B1818
WARNING: Mod 2112042937 needs updating.([QoL] Better Horde Mode). Updated version published 2020-07-14 0:02:00 Australia/Sydney time.
New GUID 6319003A41F0B509197C31BDA79B1818
Old GUID 6319003A41F0B509197C31BDA79B1818
I managed to practically disable the auto destruction of events when you're too far away from them. There will be a configurable destruction range, that defaults to triple the range of what it was originally.
That's weird... Clearly is a bug, but not sure about that, tbh.
@b4nanabread
It theoretically should work with every mod that spawn those Events.
There's one problem with that. Usually, the system checks if the Dino was attacking an element of the event in the last X seconds and then judges based on that. Without that, you possibly could abuse this very easily. Will have to look into it, but it for sure would be a great addition :D
That's an issue that plagued my other OSD and EVs mods, until i've come up with an fix for that. (Still have to implement said solution to them).
But i don't see any solution for changing Extinctions system, unfortunately.
Could you imagine to even fix that issue?
Like a server setting that the next wave will be triggered if only x creatures are remaining and y seconds have been passed? Like:
TriggerMaxRemainingEnemies=10
StartNextWaveDelay=120
I haven't tested it, but it should work
It just puts an Marker Effect on them.