Jump to content

pahbi

Members
  • Posts

    327
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by pahbi

  1. I really haven't been playing, but i noticed a new patch dropped so loaded the latest experimental and tried out the mods. From just a quick browse, everything seemed to work (no warnings) except for the startPickaxe.zip mod. I really didn't see a reason why it shouldn't work, but was able to tweak it slightly and verify it works. If its not working for you, download the latest version from the github link and try it out, it should work.
  2. Just a quick note, I haven't been playing much, so I just now noticed the alpha 21.2 update I loaded the update and didn't see any modlet warning messages. As far as I can tell, the modlets still work just fine.
  3. If you don't mind using mods, there are some modlets that let you boil snow into water, or will allow you to fill buckets with water and then boil that for water. https://community.7daystodie.com/topic/26048-a21-modlets-craft-water-from-snow-or-buckets-fast-plant-growth-no-heat-dew-collector-and-more/
  4. Here is the link to the modlet if you want to try it out https://community.7daystodie.com/topic/26048-a21-modlets-craft-water-from-snow-or-buckets-fast-plant-growth-no-heat-dew-collector-and-more/
  5. Don't quote me on this, but I think the epicgames thing is part of EAC. The EAC can be turned off, but I don't know if that will stop the game from trying to contact epicgames.
  6. Its an oldie but a goodie, I use this base with some added turrets and its never failed me. https://www.youtube.com/watch?v=Ehg6YgO76mA
  7. Added modlet recipe for water filter, and modlet to make super insane auger.
  8. If you don't mind mods, I have some mods to let you craft magazines, canned foods, water from snow etc... https://community.7daystodie.com/topic/26048-a21-modlets-craft-water-from-snow-or-buckets-fast-plant-growth-no-heat-dew-collector-and-more/
  9. Hiya, Its not to bad to change, in the modlet you downloaded there should be a file called recipes.xml that has the following code: <configs> <!-- Make snow into water --> <append xpath="/recipes"> <recipe name="drinkJarBoiledWater" count="1" craft_time="5" craft_area="campfire" craft_tool="toolCookingPot"> <ingredient name="resourceSnowBall" count="1"/> </recipe> </append> </configs> Below is a brief description of each element: recipe name="drinkJarBoiledWater" --> This refers to the item to be produced, these are defined in the items.xml file in the official 7DTD directory count="1" --> the number of items to produce, if you changed this to 10, you'd make 10 bottles of water out of 1 snowball craft_time="5" --> how long it takes to craft, I believe this is in seconds craft_area="campfire" --> the crafting station craft_tool="toolCookingPot" --> and what tool the crafting station needs to have installed ingredient name="resourceSnowBall" --> the ingredient required for crafting, again defined in items.xml count="1" --> how much of that ingredient is required. For example, if you changed this to 10, it would take 10 snowballs to produce 1 bottle of water. Modifying any of these values will change how the recipe performs. Hope this helps. It varies per biome. In the snow biome the default weather (ie sunshine) chance is 40%, then in non-default the weather chances are: snow 40%, fog 8% and storm 8% In the forest biome default weather is 83%, then non-default chances are rain 7%, fog 7% and storm 2%. What prompted me to make the modlet was even though I was in the desert, I got rain every single day, which is hard to understand since supposedly default weather is 87%, then during non default weather rain is 8% and storm is 7%. I don't know if there is a bug somewhere but I just couldn't take the rain anymore. lol
  10. Totally agree on the skimpy documentation. I'm not 100% certain how to explain the reduction though. Its like a double dice roll, first the dice are rolled to see if there is weather other than sunshine, then there is a second roll to see what that alternative is. The alternative could be rain, storm, fog, wind etc... So my mod sets all biomes to have a 90% chance of sunshine and 10% chance of alternate weather. During the 10% chance of alternate weather, there is a 2% chance of precipitation and a 1% chance of heavy precipitation and a higher (I forget what number) chance of fog. In practice, it seems like I'm getting rain now about once every week or so.
  11. Added craftable buff candy. Also added honey and canned chili to addFoodandSigns.zip
  12. Added model for craftable canned foods and animal fat at the chemistry station, and craftable signs and posters at the workbench. Will add more recipes for crafting vending machine drinks and snacks sometime.
  13. My understanding of the xml files is tenuous at best, but I believe the way to read the biome code is: Default weather is the absence of any weather condition, ie sunny and clear Anything other than default is a weather condition. Weather conditions are rain, storm, snow, fog etc... The modlet sets the chance of default weather at 90%. 10% of the time, when the weather isn't default, there is a 2% chance of rain, and 1% chance of storms. I may have gone a bit overboard with getting rid of the rain, feel free to edit the file to your own liking. Its kind of hard to quantify, for the sake of simplicity I will say A LOT. My understanding is the game has what is called, 'default' weather. Default weather is the absence of any other weather condition ie sunny and clear. I set the chance of default weather to 90% 10% of the time when the weather is not default, a weather condition can occur like snow, rain fog etc... I set the chance of rain to 2%, and the chance of storms to 1%. I may have gone a bit overboard on tamping down rain, so feel free to edit the file to suit your tastes.
  14. My philosophy is everyone should play the game the way they want to play it. So.... Edit away
  15. Created a quicky modlet to remove dew collector heat, if that helps. https://community.7daystodie.com/topic/26048-a21-modlets-craft-water-from-snow-or-buckets-fast-plant-growth-and-more/
  16. Added solar cells and solar bank crafting to workbench, I don't think they show up normally, so you have to search for them. Also added dew collector doesn't make heat.
  17. I think the thing that got me confused the most was when I thought something was right but in reality there was a typo somewhere that made it not work.
  18. Before I say anything, I just throw out a huge thanks for helping me with this. I'm barely a armchair quarterback hack at this, so I'm super greatful for the help. I will start working up the file, it sounds like at a minimum I need xpaths for level, value and unlock_level. At this point, I think it would be easier and better for me to start from scratch, there are a lot of edits and so many numbers that I just end up making typos.
  19. Crafting tier 6 is *KINDA* fixed. It works, the skill progressions don't glitch out, but the items are limited to tier 5 until you finish all the skill magazines, at which time, you can then craft tier 6 everything. I was able to get everything to progress and craft tier 6, but then when I finished the skill magazines, everything clicked over to crafting tier 7. Which is kind hysterical on its own, and I might put it back that way. I mean, the intent for these modlets is to make life easier for ultra mega casual noobs like myself. Anyways, this is either a xml issue I don't understand (highly likely) or something thats hard coded into the game. I'll poke around more as I get time and see if I can figure out it.
×
×
  • Create New...