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Showing content with the highest reputation on 10/18/2020 in all areas

  1. Hi guys! How can I send this to the game's official Twitter? How can I show this to Joel? 😄
    2 points
  2. They hold a knuckle rubs contest of course!
    2 points
  3. Water Bandits??? Oh god...no more Waterworld please!!!
    2 points
  4. Hello everyone, recently I was trying to help another modder who wanted to learn how to write his custom Localization.txt file for his mods. Although the original idea was to give him a quick answer, it turned out to be a little tutorial I thought someone else may find useful, so here it is for everyone: Think of the content of Localization.txt as if it was the content of a table. As long as you stick to the vanilla format and follow its rules, you should be fine. Always try to match the vanilla format whenever possible. Following these three simple rules will help you to write your own basic localizations from scratch: 1. First line of Localization.txt is always the table header with all kinds of labels or descriptions for entries below it. In other words, they should give you a hint as to which entry is expected where. This is the first line in vanilla: Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish 2. As you can see in this first line, all the entries must be separated by commas thanks to which the game knows where the new entry is and everything after a comma is treated as a new entry. However, what if we needed to write a long text such as item description that may contain several commas that we actually want to show in game? That's what the rule number 2 is all about: Writing long texts that have to include commas such as item descriptions would normally break the Localization.txt file format. To avoid that issue, the whole entry must be written inside double quotation marks like in the following example: "This is one entry in Localization.txt, and this is still the same entry despite being written after the comma! All thanks to being written inside double quotation marks!" 3. Each line in Localization.txt file is considered a new line of entries in the table, so what if we wanted to write a pretty item description with paragraphs instead of showing a wall of text with no paragraphs? To write a new line inside our text, we need to write a special mark that will tell the game to put the text that follows on a new line. The mark looks like this: \n Example: This will be shown on the first line.\nThis will be shown on the second line. In game this text will look like this: This will be shown on the first line. This will be shown on the second line. If you wanted to leave one or more lines empty, you would have to put two or more of these marks together. Example: This will be shown on the first line.\n\nThis will be shown on the third line. In game this text will look like this: This will be shown on the first line. This will be shown on the third line. A good rule of thumb is to keep the length of your texts up to 80 characters per line, otherwise your text may show up a little bit broken, not neatly formatted the way you expected. It's because the game seems to put hard-coded line breaks after 80 characters, at least in some cases. That's it for the basics. There are also some advanced things such as tags you can use inside Localization.txt that help you to show some special values that may be changing in game and it will always show the actual values, such as cvars, but honestly I'm not familiar with those yet, I never really had to use them and it's out of scope of this little tutorial point of which was to explain basics. I hope this helps at least some of you to get started writing your first basic localizations for your new awesome mods. I hope you enjoyed it and I wish you good luck with your mods!
    1 point
  5. Great, thank you. Still trying to get my baring's on searching around the forum. I appreciate the link.
    1 point
  6. No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.
    1 point
  7. It's best to ask a mod-specific question in the thread for that mod, which will be in the Mods section.
    1 point
  8. Faatal My Question first, then an explanation of my thought. Is it possible to add an xml that allows you to scale the POI sleeper Volume/Spawn in the Config directory? My example is based on the 7 days horde. This scales progressively as a player or group's gamestage progresses. POI prefabs have a base governing xml file for each. When logging on there are options for setting run speed, horde quantity, etc. Can TFP, at some point, add a file that uses the same sort of logic for the POI's when actuating the sleeper volume? When entering a POI, culling works great limiting render, making this is a controlled render environment. Example: Base Gamestage 1 POI volume would run using the default poi xml. As a player or group's gamestage progressed so would the POI spawn to compensate or vary. I dont mean create a bullet sponge, but instead if you enter the same poi in two insances, at two different GS levels you would face different adversaries "progressively harder than the prior". The reason for the suggested file addition is simplification of actuation. 1 file to rule them all. Formatting: In the poi xml give a designation to the spawn volumes, "1,1a,beta,etc." This could be based on POI size, or potential loot yield. It would allow the scaling of the volumes instantly on a case by case basis. Example: beta property value = 0, can be adjusted to beta property value = +204, the 204 being GS + 204 so at gamestage 20, this POI volume would be 224 from the Horde file less the amount. The second property would be beta quantity property value = 0, 0 equals default, adjusted to beta quantity property value = +5, So if the default quantity of rendered in an area is 2 it would change to 7. Both single player, and Server admin could adjust the POI scale to match the intial selections, from the settings screen. If a person is new and wants to try their hand at hard levels, but don't want a high volume of zombies in pois they could play warrior on the main selection but set the POI's to minus 1 or 2. For a replay after getting accustomed to the game mechanics, they could set the scale to +100,+5. So the same game has their own custom replay ability. On the other end Players that have been around for a while could set the POI's to a personal level of difficulty, and quantity, that can be adjusted from a single file, thus remapping gameplay. I thought of this because I observed how well the culling camera, is working in the controlled, areas. POIS are set in basic grouping types, For me I could set weapon shops to hold Zcops, and medical caches like popNpillz or hospitals to have rabid nurses, from the beginning without editing each file. To ask me to refrain from going in these places early on, is like saying Go to the beach and only look at the water and sky. Human Nature.
    1 point
  9. AFAIK, this is exactly the plan for A20. POIs get gamestage bonuses. Good luck trying to raid the shotgun factory in the first week in A20 when it gets a gamestage bonus of e.g. +100.
    1 point
  10. AFAIK you have to do 10 tier4 missions until you get offered the special mission. And probably those 10 must be the ones YOU accepted from the trader, not quests you just participated in.
    1 point
  11. As not to leave your question unanswered, there is a section in the xml that controls bedrock height, water level, and the maximum height of the world. I just can't remember where it is. Sorry for the non-answer, hate to see a thread with no replies. When I can get to my pc, will give you a better answer.
    1 point
  12. You should always play the recommended version if possible. Mods are usually poorly optimized and the developers cram a lot of stuff into this mods. This leads to lags and framedrops.
    1 point
  13. Awesome Stuff.. Would like to see you guys making crafting a bit harder in the game. Like wood frames that uses nails and a crafting table , or hand craft can be like 200% slower. Concrete needs like water and bucket for each 100 or so. Smaller detail in crafting gear and weapons. And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again. Transport can use more that A repair kit to jump from 50% durability to 100% So much i can think of. But never the Least BIG SHOUT OUT TO THE DEV TEAM
    1 point
  14. Was worried I the spawn probabilities were too low. Installed this mod a whole 2 in game days before horde night. I'm gamestage 69. I was already worried I wasn't prepared enough for a normal horde. This was freaking awesome, especially that crawler that's invisible like the predator. Was definitely not prepared for the banshee to combo with the undertaker. Love this mod SO FREAKING MUCH! I lost count of how many times I died trying to take on a 60 max zombies horde night like this. Luckily i was streaming it to my twitch on youtube, gonna go back and count.
    1 point
  15. @arramusThat's really nice of you. I request I will make: since I'm linking a post on the first page of this thread, please post there any updates/new versions that you release. The spiraling to the sky was what sold it to me. It was too funny to fix.
    1 point
  16. Very nice job. The dual screen for comparison was a nice touch.
    1 point
  17. I figured it out. I got to thinking that perhaps that chunk was corrupted but since I'd been playing the world for a while I didn't want to go randomly deleting .7rg files in case I lose my base and the likes so I started searching and came upon this console command "chunkreset <xstart> <zstart> <xend> <zend>". I loaded up my save turned on debug mode and took the coordinates a little away from one corner of where the poi should be and then the opposite, flew far away to the snow biome since it only works for chunks not currently loaded and typed "chunkreset -1590 546 -1675 430". When I came back to the POI it was there and fixed. I had a look at the 2 closest buildings and both were still looted. Now I can finally loot the place, pity I already deleted the trader challenge. Also I confirmed that this is actually docks_02 if anyone's interested. As another side note it was a reply by SylenThunder in another thread where I found the information on the console command.
    1 point
  18. You cannot find the house because it is not on the Navezgane map. But you can find it on the maps PREGEN01, PREGEN02 and PREGEN03. The in-game name of this POI is house_old_gambrel_04. If you want to visit it then type tppoi in the console and search for house_old_gambrel_04. I checked the lists of the existing POIs and those that are available in Navezgane. Most of them are decoration blocks but some POIs are missing in Navezgane. bombshelter_lg_01 church_sm_01 fastfood_03 fire_station_02 house_modern_12 house_modern_13 house_modern_14 house_modern_15 house_modern_16 house_modern_17 house_old_gambrel_04 post_office_med_01 remnant_house_13 remnant_industrial_03 school_k6_01
    1 point
  19. You should be able to. In items, for the firearm in question, under action0 <property name="Create_item" value="resourceBulletCasing"/>
    1 point
  20. Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters. Some humans have less than ideal weapon rotations, and while I'm working on the WW project I don't have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml
    1 point
  21. Pushed 19.2 update to the animals. Birds have 2 sounds systems now. A constant single clip attached to the character in Unity that has a range of 150 blocks and a logarithmic distance rolloff. The old system with additional sounds will only be heard when near the character as before, such as when it attacks or flys close. Consolidated sounds into fewer bundles. Fix Alcatraz size issue. Also pushed a minor update for the Humans to mostly standardize some xml.
    1 point
  22. There are 2 errors but one makes no sense and has nothing to do with the weapon mod. Give it a try and swap this sound.xml in your custom weapon mod: https://www.dropbox.com/s/soxhkvn6jd8jc7s/sounds.rar?dl=0
    1 point
  23. I tried the steam console a month ago and I could download even older versions. I don't know how it works now.
    1 point
  24. Lots of people go through this phase, usually in the first couple of years of college. It's perfectly normal and a lot of money can be made uploading videos of your experience to <redacted>.com.
    1 point
  25. If you try to log in with the bad user account from a different computer, does it still fail? If so, that would be confirmation of your suspicion that it's a server side issue.
    1 point
  26. There is a note in my backpack at the bottom of the lake which has the answer to this question. 🙂
    1 point
  27. 1 point
  28. Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)
    0 points
  29. This gave me a thought In the workstation, if a multi-slot upper queue was added like in the forge. You could put the repair kit, and other repair materials there similar to the anvil bellows cruc. You could,then, place up to 6 items in the repair slots and hit the start button to begin. This way you would not be holding the weapon or device on person until complete. But, stone age axe, and shovel should stay on character.
    0 points
  30. That's true, it shouldn't be as easy as that. On repair kit fits all and each and everything returns to original strength is too much of an oversimplification. A bummer for long term motivation. Another solution would be to leave it as it is and to allow for more endgame content and make high level weapons and gear super rare so that it usually is NOT found within your first 50-100 in game days or hard zombies appearing really late in game (not one hit wonders like the demo, though). But that's just my 2 cents
    0 points
  31. The press release that was posted last October is still the current stance of The Fun Pimps. In a live stream on Monday, Richard Huenink, stated that the only way to continue to bring 7 Days to Die to console would have to be a new game based on the fully completed PC game and made to run on the next generation of consoles. Therefore, there will be no more updates for the XBOX 1 and PS4 versions of 7 Days to Die.
    0 points
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