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pahbi

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Posts 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. On 7/14/2023 at 12:28 PM, KennyLives said:

    As soon as Alpha 21 came out I played it with my two friends. We were surprised positively by most of the changes, but the few of them we didn't like are kinda big...

     

    Good stuff:

    • New textures and models - We were positively surprised by the number of new models and textures right from the start.
    • Improved lighting - I feel that the lighting is kinda underrated in this game. It looks really good in some areas.
    • Harder difficulty in some POIs - This game has become way more challenging, and I love it. We were no longer zooming through the Wasteland like it was nothing. We were genuinely on edge and constantly looking around for any danger. I really like it. Scary and dangerous - like it should be.
    • Gore system - It's not Dying Light, but cutting off a zombie's head in half is still very satisfying. I'm glad this system was improved and implemented to other zombies.

     

    Bad stuff:

    • The new magazine system - Boy, oh boy. I really hate it. I hate it with a passion. I don't know what is wrong with TFP. Why every next update has to prolong progression by another 100%? Why they can't just add more stuff to the endgame? We played for like 30 days and I can't even build a proper base, because I can't make a generator, because I can't find 25 magazines anywhere. And yes, I invested my points into the perk, but the amount of magazines required to craft a certain item is ridiculous. Most of the fun I had in this game came from designing bases with electric fences and that stuff. But I can't do that anymore, because the grind is so tedious, that it really stops me from wanting to play this game anymore.
    • Removing Sexual Tyrannosaurus - Totally unnecessary change. Now I have to invest points into two perks that affect one type of weapon to use it optimally? What if I get bored of one type of weapon? Now I have to pack my points into maces PLUS another perk to use less stamina on maces? Stupid.
    • Where are my jars? - You removed jars because you added a water collector? Another stupid idea. What if I don't want to make a base and I just want to travel all the time? My jars now dissolve from my hands after drinking the water from it so how on earth can I keep that blue bar full? Put a water collector (after of course unlocking it) into one place and wait for eternity for it to fill up? What a bad change.

     

     

    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/

     

     

     

  3. On 7/11/2023 at 7:09 PM, Jimzawy said:

    Hey pahbi, nice mods, I'd like to change the snow to water recipe as well, I want to increase the time and amount of snow required, however I am not sure how to do it, I dabbled with the recipes.xml in the config but I didnt see the a change ingame, mind you, its an old save

     

    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.  :)

     

     

    6 minutes ago, FramFramson said:

     

    Thanks. How do those compare to the default values? Obviously the current A21 seems like it rains/snows nearly every day.

     

    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

     

     

     

  4. 1 hour ago, FramFramson said:

    I like many of your mods but the documentation/specifics tends to be absent, so I just wanted to ask by how much is the precipitation reduced by the "less rain" mod?

     

     

     

    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.

     

  5. 7 hours ago, Sixx said:

    Heyhey :)

     

    Question for underständing "reduce precipitation in all biomes "

     

    <configs>
        <!-- Greatly reduce precipitation in all biomes -->
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='default']/@prob">90</set>
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='snow']/@prob">2</set>
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='storm']/@prob">1</set>


    90 is percent ?
    and set down to 2 percent and strom to 1 percent ?

    or is 90 a value for default lowerd to 2 and 1 ?

    if i do 150 it raise snow,rain etc ?

     

    Thanks :)

     

     

    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.  :)

     

     

     

    14 hours ago, Euzio said:


    May I know how much the reduction is? 

     

    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.  :)

     

  6. 6 hours ago, crazywildfire said:

    Nice, I'm using some of your mods. Great job. You do like 5 seconds though huh lol. Hope you don't mind I'm do a few edits to that and some other stuff. Like getting bucket back for water. I know it makes sense but I want it to cost to make so you still use the dew collector. I also raised the time it takes along with added more time to snow to water and how much snow to make 1 bottle....

     

    now this one is going to take a few but the craft magazines. Goin to make it 300 seconds to craft and more resources. I wanna add another resource or 2 as well but I'm having issues thinking of something. Any thoughts? Was thinking maybe duck tape and maybe paint for like the colors of the magazine or something. 

     

    Great job for real. Solo I wouldn't mind all of it just on a community discord server so don't want things to easy ya know lol. 

     

    My philosophy is everyone should play the game the way they want to play it.

     

    So....

     

    Edit away  :)

     

     

  7. 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.

  8. 3 hours ago, pahbi said:

    I was able to recreate the issue, so thats progress.  :)

     

     

    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.

     

     

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