From today (2024/03/31), the gameplay features and the core framework will be separate mods.
Almost nothing will change for non-developers. This was done in order to let SDPF be modular and independent as other additions mods may pop up. It will allow people to make their own separate additions work much easier, previously merging 2 mods would be a massive hassle for regular players.
The framework is pretty stable and most likely will not require much updating, feature mods (e.g. Cat's Items) on the other hand will be the same as it was. If you are a non-developer encountering issues with some kind of items, please report those issues on the mod pages which they belong to as it is more likely to be their issue. Developers are free and encouraged to forward me any kind of complaints if they believe the issue is truly this framework.
If you are a developer, source code for the framework can be found here. The updated guide on how to add new stuff is here. If you're having trouble, you can always join the Stranded Wide discord server and ask for direct help from me there.
1) provides the means for us to copy ingame "Building" objects like a square brick foundation for example, cut it in-half diagonally, and save it as a new "Brick Triangle Foundation"?? (not to be confused with the "Wedge", it does not fit the same way this "Triangle" would.) 2) lets us also change/assign "Snap-To" rules & locations? (ex: can we make the newly cut diagonal edge a Snap-To for a wall? even if we'd then also have to make a new version of the wall that is diagonal and fits the longer diagonal edge...)
I'm unclear if the "Building Structures" category of objects is within the realm of SDPF or not, I searched the how-to document for the words "snap", "foundation", "wall", "floor" and got 0 results... I have no idea what other keywords i should be looking for...
If it does do all the above, I'll be trying desperately to find time to learn how to use this to make my own modded object pack!!! I have soo many ideas... But no clue how to get started... =)
1) You can copy existing vanilla objects and tweak them. If you want to do a triangle brick foundation from a full foundation, it's not as easy as simply cutting it in half, you will have to remodel and retexture the cut parts yourself and go through the whole Unity asset bundle part. 2) Theoretically you can already use the framework to do completely custom structures, but it's not specifically made for that yet and unless you're copying existing stuff and slightly tweaking them, you will have a hard time. Framework is currently centered around items. The next major update will allow you to add new structures much easier (same support as for items) and some other things.
As for where to start, I'd recommend modelling and texturing (Blender is free). Programming isn't as hard as some people make it out to be, especially when it's simple stuff like this and source code of cat's items is publicly available. When it's time, that mod will also receive a little update with at least 1 new structure so people can use it as a reference.
Hello! I can't understand how new air cylinders work, the hero breathes it, but the air scale does not change. I also noticed that some items disappear from containers. When skinning a white shark, he caught freeze, which he could not bring down. I play on the licensed version from EPIC.
Hello, - I accidentally gave a little bit too much access to some items than i intended to and as a result you have more items that spawn naturally but don't actually have a use (the new air tank in this uploaded version does nothing). - Items should not disappear from containers, some of them may have the same type (e.g. a crude axe and old axe) and will stack in that same slot. Think of it like catching a few different fish - you can hold different types of fish in 1 stack but they may not be the exact same. You can scroll through the stack with scroll wheel. - Skinning sharks breaking the game has been fixed and will be released in an upcoming update.
Currently the new version is being tested and will probably be released relatively soon.
You mean the prefab menu you enable with dev.console? If yes, they won't show up there, you can spawn them manually in the SDPF debugger if you know the item's name (which are in assets/0PrefabInfo.txt in mod's folder). I will keep this idea in mind for ease of access
Although the to-be-released version does not have everything I wanted to include, it's stable. I will release it anyway in the next few days so that people can play something. Sorry for the long wait, there are still things that I want to add.
You can find all prefab names in the 0PrefabInfo.txt file. In this instance the item name is modded_gogglelight.
Also, I've done more thorough testing and I still cannot replicate the issue. Make sure you actually have them equipped and clicking the right buttons.
Judging by your player.log file you have a pirated version, this mod is only tested on legal copies which could explain your issue. I will do some more testing with all your currently enabled mods, if it works fine for me I will deem it as an issue completely on your side, not the mod's.
I have not and will never account for illegal versions of the game.
I am aware there is no way to properly play on the latest mod version with the latest game version. There is an update in the works but it won't be out any time soon, sorry. If you still want to play you should downgrade to 1.0.17 game version and use 0.02.09 mod version or ignore this mod for a bit.
39 comments
Almost nothing will change for non-developers. This was done in order to let SDPF be modular and independent as other additions mods may pop up. It will allow people to make their own separate additions work much easier, previously merging 2 mods would be a massive hassle for regular players.
The framework is pretty stable and most likely will not require much updating, feature mods (e.g. Cat's Items) on the other hand will be the same as it was. If you are a non-developer encountering issues with some kind of items, please report those issues on the mod pages which they belong to as it is more likely to be their issue. Developers are free and encouraged to forward me any kind of complaints if they believe the issue is truly this framework.
If you are a developer, source code for the framework can be found here. The updated guide on how to add new stuff is here. If you're having trouble, you can always join the Stranded Wide discord server and ask for direct help from me there.
1) provides the means for us to copy ingame "Building" objects like a square brick foundation for example, cut it in-half diagonally, and save it as a new "Brick Triangle Foundation"?? (not to be confused with the "Wedge", it does not fit the same way this "Triangle" would.)
2) lets us also change/assign "Snap-To" rules & locations? (ex: can we make the newly cut diagonal edge a Snap-To for a wall? even if we'd then also have to make a new version of the wall that is diagonal and fits the longer diagonal edge...)
I'm unclear if the "Building Structures" category of objects is within the realm of SDPF or not, I searched the how-to document for the words "snap", "foundation", "wall", "floor" and got 0 results... I have no idea what other keywords i should be looking for...
If it does do all the above, I'll be trying desperately to find time to learn how to use this to make my own modded object pack!!! I have soo many ideas... But no clue how to get started... =)
1) You can copy existing vanilla objects and tweak them. If you want to do a triangle brick foundation from a full foundation, it's not as easy as simply cutting it in half, you will have to remodel and retexture the cut parts yourself and go through the whole Unity asset bundle part.
2) Theoretically you can already use the framework to do completely custom structures, but it's not specifically made for that yet and unless you're copying existing stuff and slightly tweaking them, you will have a hard time. Framework is currently centered around items. The next major update will allow you to add new structures much easier (same support as for items) and some other things.
As for where to start, I'd recommend modelling and texturing (Blender is free).
Programming isn't as hard as some people make it out to be, especially when it's simple stuff like this and source code of cat's items is publicly available. When it's time, that mod will also receive a little update with at least 1 new structure so people can use it as a reference.
I can't understand how new air cylinders work, the hero breathes it, but the air scale does not change.
I also noticed that some items disappear from containers.
When skinning a white shark, he caught freeze, which he could not bring down.
I play on the licensed version from EPIC.
- I accidentally gave a little bit too much access to some items than i intended to and as a result you have more items that spawn naturally but don't actually have a use (the new air tank in this uploaded version does nothing).
- Items should not disappear from containers, some of them may have the same type (e.g. a crude axe and old axe) and will stack in that same slot. Think of it like catching a few different fish - you can hold different types of fish in 1 stack but they may not be the exact same. You can scroll through the stack with scroll wheel.
- Skinning sharks breaking the game has been fixed and will be released in an upcoming update.
Currently the new version is being tested and will probably be released relatively soon.
Probably gonna have to leave cheating stuff in to test it and just actually find the items in the wild.
Still easily one of the best mods I've seen for this game though.
Also, I've done more thorough testing and I still cannot replicate the issue. Make sure you actually have them equipped and clicking the right buttons.
Also, here is my mod list https://drive.google.com/file/d/1PWzWCro4JWq2nJ9P6jL8EiHyefc9l0yT/view?usp=sharing
You can find the file under C:\Users\YourName\AppData\LocalLow\Beam Team Games\Stranded Deep
I have not and will never account for illegal versions of the game.