The Riftbreaker

The Riftbreaker

Viper's Campaign Overhaul (2.0 Update)
80 kommentarer
RΣΛΡ 28. okt. kl. 15:15 
@Dęąth Viper  [author]

Hey. Any news on an update date yet?
Zed 18. okt. kl. 12:37 
FYI - the mod says it's incompatible with the latest version, but you can just ignore that and load anyways - works totally fine. Thanks Viper, the mod is sick!
Killex_one 4. okt. kl. 9:35 
Really looking foward for an update.
President Camacho 1. okt. kl. 14:37 
Is there a possibility to increase HCM range? It has such short range that it drives me nuts
Nightshade 30. sep. kl. 19:42 
At 5x Research cost you cannot make enough storage to unlock Solid Materials Storage lvl 2 without multiple outposts. Soft locks runs. Would you consider increasing the storage amount or placement limit?
geolas 14. sep. kl. 7:08 
will you update the mod here or upload a replacement? your last comment isnt clear
Silenius 12. sep. kl. 10:27 
Is this good, what about monster attacks. They attack all from same directions all time. Even on Brutal Campaign is terribly boring, problem is not resources or cost is too cheap, problem is monsters don't scale and they are easy to hold and attack from same place game is too predictable!

Problem with mods there are like random storms and things or you can lose all power and die randomly to that as game doesn't show you how much production you need during day to balance it , or when you add new turrets...

This is big issue i don't think game can be solved by changing buildings monsters don't scale and attack all from same sides is boring AF
Lost 29. aug. kl. 13:09 
Really looking forward to update. One minor request - two missions (one involving exploring the desert biome for uranium quests and one involving building radar stations on the volcanic mapset) are really annoying with the huge maps, as it's tied to %map coverage afaik.

Could you reset these two to normal values?
Marshall 29. aug. kl. 5:55 
I am looking forward to the update! Your mod greatly enhanced gameplay in the coop beta.
Anubis 28. aug. kl. 16:00 
Been playing this on survival and am loving it, my only gripe has to be the destructible environment as I love the space it opens up but a lot of it looks terrible, namely the rocks surrounding pits and mesas with the liquid pools at the top .
Dęąth Viper  [ophavsmand] 28. aug. kl. 11:58 
Heard. Ill have to update this for the new 2.0 full release. It was more for the 2.0 beta to test to see how it worked. Itll take some time but I will just upload a new version to the workshop in the near future with better stuffs.
LordWillmore 28. aug. kl. 1:56 
Sadly, but is unplayable with 2.0 update for Riftbreaker (conflicts with new weapon functions, storages, game crash after attempting to warp into a new planet location, etc)

Also, Destructible rocks are bugged (and their amount on map is barely playable)
Enemy particles ignore destructible rocks and shoot through them, exposing your base and forcing you to clean base area of vast amount of rocks.

Concept of mod is super fun, hope it will be updated (and there will be option to turn some mod components off)
geolas 27. aug. kl. 3:56 
could you please put at least the dynamic changes into their own mod?
DJ Woodrow 26. aug. kl. 10:44 
Anyone else unable to craft the alien camouflage? Is it a bug with 2.0 or just with this mod?
Merlin's Fan 16. aug. kl. 10:28 
Any chance we can get this mod sliced into pieces? I love the changes besides the Dynamic (Rock and Trees) and the Mech (Slots). There are other mods that can fill in these rolls on a different level, but the rest looks amazing.
Dęąth Viper  [ophavsmand] 16. aug. kl. 10:09 
Got it. Ill fix that when I have time!
Democratles Libertarius 16. aug. kl. 6:11 
The problem with the cultivators not working when the player is not on the map seems to come from the entity having no energy upkeep. Or atleast not having the GameplayResource missing.

GameplayResource
{
resource "energy"
value "10"
}

The issue is fixed by giving the harvesters some value and rebuilding the old buildings.
Dęąth Viper  [ophavsmand] 3. aug. kl. 11:18 
Those are vanilla bugs my friend. Nothing I can do abt them
Soviet4Hell 3. aug. kl. 8:47 
lastly, there is some issue with the decompressor file, that doesn't let you see compressed sludge.
Soviet4Hell 3. aug. kl. 8:40 
i also found the energy connectors large radius had a high probability of causing a bug that CTD, so I got rid of that as well. (I haven't heard anyone else complain about it, so its probs just me)
Soviet4Hell 3. aug. kl. 8:39 
oh its an issue with the harvester building file. idk what was specifically wrong, but i fixed it by taking the original file and just adding in the main balance edits (more drones, energy cost)
Niju 2. aug. kl. 11:00 
Seconding the previous comment, Cultivators only appear to work when you are on the same map. unless the base game changed that, it was not working that way before afaik
Soviet4Hell 31. juli kl. 16:03 
Is the Cultivator broken? In the campaign right now, cultivator only produces resources when I am at the outpost producing it; no resources from the cultivator farm are produced if I am at a different outpost. (First time playing, so this might be a silly question)
Marshall 31. juli kl. 5:44 
Got it worked out. Great mod, thanks!
Marshall 29. juli kl. 14:59 
Thanks for the reply, but it still says "No mod has been selected" after applying the mod and restarting. disable_mods is set to 0.
I tried other mods - it's just the same.
Andellmere 29. juli kl. 12:35 
@Marshall did you set the Disable Mods as it states in the FAQ? Because that sounds like the game auto-disabling mods rather than an missing prereq
Marshall 29. juli kl. 10:31 
Well, I tried to run the mod on the coop beta, activating it ingame (with the restart), but the mod doesn't get activated. I only have Metal Terror.
Dęąth Viper  [ophavsmand] 28. juli kl. 9:22 
Im not 100% sure. I think it'll be fine without them.
Marshall 28. juli kl. 9:00 
Do you need all 3 DLC for your mod to work?
AnsgarleVieux 27. juli kl. 13:14 
thx for the instruction on the FAQ :D it's really help ^^
AnsgarleVieux 27. juli kl. 13:01 
ok sorry for the mistake, thx ^^'
Dęąth Viper  [ophavsmand] 27. juli kl. 9:15 
Any suggested balance changes let me know. I havent fully tested everything yet. Still working on the autoexec for the alien scaling and some other features... Need to get into contact with the developers.
Dęąth Viper  [ophavsmand] 27. juli kl. 9:11 
I will include this in the descriptions, thanks!
Red 27. juli kl. 9:01 
thanks viper it works jeah and sorry for bothering you breathtaking mod nice
Dęąth Viper  [ophavsmand] 27. juli kl. 8:35 
>> Disable All Mods option is enabled from the start - if you want to PERMANENTLY set this to OFF then you need to go to Steam\steamapps\common\Riftbreaker\conf and open file named initial_config_win and find there find line disable_mods "1" and change it to "0" and you can launch Riftbreaker normally. <<
Red 27. juli kl. 8:15 
i dont get it ... iam in coop beta blabla ^^ and when i activate your mod ...restart yes ,the mod is still off ...:(
[M]Phantom 27. juli kl. 8:08 
"Give aliens scaling HP / dmg based on number of days survived" cant wait for this. If you can make a separated mod that is even better. Endgame so boring rn
Dęąth Viper  [ophavsmand] 27. juli kl. 7:21 
Update to 2.0 O_O
AnsgarleVieux 27. juli kl. 4:47 
same i had only the viper campagne mod but i crash from the start (all dlc too)

i past the error message if that can help u

https://ibb.co/TD0vHY5S
Red 27. juli kl. 3:22 
sry did not work crash from the start, only that mod is activ, have all dlc ..sry for my bad english
Dazs 20. juli kl. 8:59 
I have a question regarding the change made to planters. With the extended range I am unsure what balance to put with the harvesters. In vanilla I place three harvesters for every planter with no overlapping circles. Now the circles are so large I am unsure because if I place three harvesters I see bare land that seems over picked but if I put less then it does not seem correct.
Dęąth Viper  [ophavsmand] 18. juli kl. 20:47 
Update - Replaced the 4 broken soundtracks with ones that sound better and better match riftbreakers theme.
evanripper 18. juli kl. 20:35 
no problem, it helps that you answered.
Dęąth Viper  [ophavsmand] 18. juli kl. 17:27 
Yeah... working on it sorry man. I messed up the gain for 3 soundtracks
evanripper 18. juli kl. 16:07 
the music needs to be changed or removed. It blares into the ears and plays on repeat, often replacing the normal music. It also has a scratch to it that makes it seem like it wasn't formatted correctly.
Mythily 18. juli kl. 10:23 
I'd have to agree with what @Dazs said about the armories. Being limited to only 1 is a balance choice, some weapons have low ammo but there are ammo reduction mods for that. If you can build more armories then those mods are pointless.

If you think the ammo mods are too weak, by all means buff them. I think they are mostly fine. only the sniper rifle has still low ammo with one mod, it needs two.
Dęąth Viper  [ophavsmand] 18. juli kl. 9:02 
Okay, you had me going for a second there haha. Enjoy! Any suggestions are welcome! And thanks for the kind words.
CaptPolarBear 18. juli kl. 9:00 
Didn't realize the 2.0 was the open-beta. With that updated it is now working. Love the mod. I can't wait to see what you come up with next.
Dęąth Viper  [ophavsmand] 18. juli kl. 8:45 
Update - Better music! Fits the riftbreaker theme more.
Dęąth Viper  [ophavsmand] 17. juli kl. 17:46 
I just loaded in fine my friend. That traceback has nothing to do with my mod, as it points to creature generation. If you are using Tower Arsenal or expanded arsenal those would likely be the culprits.