Galacticraft: Dynamic Surroundings and Galacticraft

Created on 15 Apr 2016  路  23Comments  路  Source: micdoodle8/Galacticraft

With Dynamic Surroundings installed, the gravity returns to normal, clouds start appearing, the overworld doesn't show beneath the station, the player stops leaving footprints and the HUD disappears.

Without DS:
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galacticcraftnods
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With DS:
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Most helpful comment

It's working fine now, deleted configs, I must have forgotten to delete the old config files after updating and they were causing this issue, sorry for the trouble :\ .

Edit: Nope, still hearing them just much lower, is that how it's supposed to work? I thought that to hear anything the player had to have the module equipped (and in my opinion it also makes more sense).

All 23 comments

Disabling Fancy Cloud handling in the Dynamic Surroundings config file(dsurround.cfg) fixes it.

Good to know... it was driving me insane and found out the most awesome mod I've added to my pack caused this weird issue.

I'm not reporting a bug. I'm replying to inform I've released a _Dynamic Surroundings config file pack for Galacticraft_ 1.7.10 (probably will also work with 1.8.9, except on Venus... yet). It'll mute some sound effects in airless dims, and add wind sounds on Mars.

I'd like some people to try/test it: https://forum.micdoodle8.com/index.php?threads/dynamic-surroundings-config-files-for-galacticraft.6639/

Dynamic Surroundings removed fancy cloud handling in version 1.0.5.7 so there shouldn't be a problem from that version onward.

@Managarmr719: I know that. What I mean is that I released a cfg file that will mute some sound effects in airless dims (OSS, Moon, Asteroids) and add wind sounds on Mars.

@EzerArch I saw that but I though that I should leave that here as a note. About the config pack I'll test it out today or tomorrow.

@EzerArch I was trying out the config pack when I noticed some audio problems. It's specially bad when I move around, you can check the recordings here: https://drive.google.com/drive/folders/0ByBK1E1PKZ5QVHY2VFlxY0pHRnc?usp=sharing. I was using the latest versions of Dynamic surroundings. I tried earlier versions of DS and 1.0.5.7 fixes part of the problem, Overworld sounds work fine again but when I go back to Mars the wind is still broken although it's still better than with the newer versions. Everything else seems to be working although I just started testing, there are some things that annoy me but I don't know if it's possible to fix without completely disabling them, such as the jump sound (even tough there are no step sounds), mobs making sounds in environments without air, etc...

Edit: I also though about using DS dust storms no Mars but because it replaces rain and GC doesn't allow rain on Mars it doesn't work. :(

@EzerArch Adding "repeatDelay" or "repeatDelayRandom" fixes the sound problem that I was having on Mars.

"sounds":[
{
"sound":"dsurround:wind",
"volume":0.3,
"repeatDelayRandom": 40
}
]

I also though about using DS dust storms on Mars

Sounds nice, can anyone point me to a video showing what this looks like, maybe in a Desert or Mesa biome on the Overworld? We can maybe look at Galacticraft implementing its own version of this on Mars.

@radfast You can see how it looks here: https://youtu.be/1CDMAlmv1OQ?t=4m9s

oooh that's very nice. We can look at doing that.

@Managarmr719: I have disabled many sounds just after installing DS for the first time, for personal choice/taste (footsteps, jump, whales, sounds that go too out-of-place etc).

It seems it's possible to set footstep/jump sounds for Galacticraft blocks (I've never tried it). In your video, the footsteps sound like walking on concrete. Even without DS, walking on Mars superficial blocks emit "stained clay block" footsteps; probably DS is getting block hardness to set a "default" sound. I think gravel sounds would fit better.

I was using the latest versions of Dynamic surroundings. I tried earlier versions of DS and 1.0.5.7 fixes part of the problem (...) mobs making sounds in environments without air

Interesting I'm using 1.0.5.9, I don't get any problems on Mars. I'll use repeatDelayRandom as improvement.

As to the mobs: you'll be able to hear them if you're using a Frequency Module. Unless there's something else I'm missing.


@radfast:

We can maybe look at Galacticraft implementing its own version of this on Mars.

Nice. Would the dust storms be like rain on the Overworld but with different textures?

Just some references:
Forum discussion: post 1 , post 2.
Video: NatGeo
Article: Nasa 1, Nasa 2.

Nice images!

I have read: Red Mars trilogy and The Martian, and seen the movies The Martian, Red Planet and Mission to Mars, so I have some many ideas what Mars should be like ... !

Also last year saw an awesome exhibition of solar system photographs/art from Michael Benson - really recommend this if you ever have the chance, google him. Internet reproductions do not do these images justice - they are 10kx10k resolution beautiful images that he makes.

My "homework": watch The Last Days on Mars and John Carter :)

Oh:

Martian sunset by Michael Benson

Martian sunset: The blue colour around the setting sun is caused by atmospheric scattering

@EzerArch I also usually disable the jump sound and things like that, but I was wondering if it was possible to disable them only on certain biomes/dimensions, so that people didn't have to have choose between having them everywhere or not having them at all. I had a quick look around on the DS wiki but didn't find a way.

As to the mobs: you'll be able to hear them if you're using a Frequency Module. Unless there's something else I'm missing.

I wasn't having trouble hearing them, it was the opposite I could still hear them without the Frequency Module. I'm using GC 3.0.12.465, I'll try with a newer version to see if that fixes it.

@Managarmr719:

but I was wondering if it was possible to disable them only on certain biomes/dimensions, so that people didn't have to have choose between having them everywhere or not having them at all. https://github.com/micdoodle8/Galacticraft/issues/2177#issuecomment-284197423

It seems it's not possible to customize the continuous footsteps (I thought it was), unless those random sound events triggered by walking in certain biomes or on blocks (e.g. squeakywood).

At first assuming DS would read any json file in {root}/assets/dsurround/data/footsteps, I tried to create a Galacticraft_blockmap.json to change the step sound on Mars blocks from concrete-like to gravel or sand (and perhaps to mute others). _DS will ignore it_; I guess anything in data folder is protected against any external modification.

Tested with GC 3.0.12.475, still hearing mobs on dimensions without "air" (i.e. moon) while not having the Frequency Module equipped, I'm guessing that's not the intended behaviour, should I open a new issue?

I doubt that we can fix this on our side. Can you give me a link to Dynamic Surroundings source code?

thank you

I'm still hearing them even without the Dynamic Surroundings mod.

I'm still hearing them even without the Dynamic Surroundings mod.

I was very suspicious there was something wrong: both GC mob sounds and the frequency module work pretty fine on my end, with or without DS. I guess there must be another mod that is affecting GC.

Mod list?

Late reply:

Edit: I also thought about using DS dust storms no Mars but _because it replaces rain and GC doesn't allow rain on Mars it doesn't work. :(_

Can I take the blame? ;) Long, long, long time ago I complained that mobs weren't burning on the Moon and Mars during daytime because it was raining invisible rain (issue 394). Probably the solution was to kill the precipitation altogether.

EDIT: I "accidentally" words.

It's working fine now, deleted configs, I must have forgotten to delete the old config files after updating and they were causing this issue, sorry for the trouble :\ .

Edit: Nope, still hearing them just much lower, is that how it's supposed to work? I thought that to hear anything the player had to have the module equipped (and in my opinion it also makes more sense).

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