File Details
primal survival [alpha]-windows 73.zip
- R
- Jan 29, 2024
- 613.52 MB
- 1.4K
- 1.0
File Name
primal survival [alpha]-windows 73.zip
Supported Versions
- 1.0
- New Experimental INI setting. This will be set by default to false, and will disable ALL current experimental features from being activated in the mod. This is meant to be a security feature to help prevent instability on established servers that do not wish to partake in testing new features that are not battle proven yet. By enabling the Experimental mode INI setting to True, you are risking possible inconveniences, bugs, and misc issues upon your player base. Use at your own risk!!!
- Blood Moon, Deadly Lightning, & Overworld spawns have been moved to experimental settings for the moment. They will not activate regardless of their corresponding ini settings being set to true, you must have Experimental=True in your ini as well as their corresponding settings set to true as well
- New Experimental built in Mod Helper chat bot that monitors chat for specific commands & gives specific replies based on those commands. Features a number of basic commands to help users have a better experience (will not be active without Experimental being set to true). Current commands are: !help
- Mod Helper bot features a global chat death announcer with total server wide death count, that optionally on PVP servers can show player name in the message. By default its on for PVE servers, but can be disabled just the same with GlobalDeathAnnounce=false (this also is not active without Experimental being set to true in your ini)
- Setup a basic welcome message that is sent to players chat boxes upon logging into a server with our mod on it. This message shows mod version number, along with guidance on how to open the mod UI. This message does not show up in single player, and it will not show up without Experimental being set to true as well (for the moment)
NOTE: All chat bot related logic will not work in singleplayer since there is no chat system.
- Added Global mod specific Server Stats for tracking stats such as total deaths on the server. Currently does not feature persistent saving, but will in the future
- Added a cross platform accessible mod UI that contains a welcome page, mod info page, mod configuration page, current mod version number watermark, and a discord tab. Access it through the radial menu or via default hotkey F9 on keyboard & mouse. In the next update this menu's hotkey will be server configurable to accommodate other mods with UI's having potentially shared keybinds in some cases
- Mod UI - Mod Config page is only accessible to server authenticated admins. It will show access denied to anyone not logged in as an admin, in addition to this, we have a backup authentication check before changing values as an extra layer of security. This page updates runtime values
- Set the mod UI to only automatically pop up if a player is under level 5 and under. Will make an ini setting for this at a later date so server owners can configure this as they see fit. This only applies to popping up on login automatically, and the mod UI will still be accessible through radial menu & via hotkey. Requires Experimental = True. UI is still accessible through radial wheel & hotkey
- Reworked logic for spawning in blood creatures. Spawns should spread out, spawn slower over time, and they should be quite optimized. Do note that because of how stasis works in the base game, blood creatures that are in stasis in singleplayer & non dedi, will not be culled until they come out of stasis. *So in other words, you might run into some remaining blood creatures, but they will despawn shortly after seeing them if the event is over*
- Added configurable variables for the following spawn limits for Blood Moon creatures: Troobleedons, Blood Wolves, Blood Bears, & Blood Bats. These have their ranges clamped to prevent issues. Exposed to Runtime Mod Cofiguration UI for admins
- Resource drops modifications will now persist after server restarts & mod resources should be much more consistently present as a result
- Blood Moon lighting now takes priority over Meteor Shower lighting if both events are active, and it will ignore meteor shower lighting changes if a Blood Moon is active
- Meteor Showers can now happen during a Blood Moon
- Increased the radius to which a meteor can spawn around a target to decrease the odds of getting hit by one a little bit (*these changes are much more drastic on a dedicated server vs singleplayer/non-dedi due to how stasis works in those vs dedicated servers*)
- Fixed Blood Moon's lighting not replicating properly to clients
- Fixed Blood Moon's ambient sounds not stopping once the event is over
- Fixed Blood King Fane's colorization not displaying properly
- Fixed a bug with a portion of the Meteor Showers lighting persisting after the event has ended
- Fixed a bug with the lighting changes getting stuck in a persistent loop with Meteor Shower
- Fixed a bug with Blood creatures not despawning once a Blood Moon event is over
- Fixed a bug with Meteor's sounds persisting on Client side after the meteor had already been destroyed
- Fixed an issue with core mod functionalities not executing properly when the owning actor(s) were in stasis
- Adjusted Oil Jars to not require gunpowder & instead charcoal
- Fixed Bone Sword's BP being incorrect
- Overworld Bat Spawns are temporarily disabled for the moment (this setting/change does not apply to Blood Bats), while I investigate some bugs with my current approach