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Code_Ovrld

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Everything posted by Code_Ovrld

  1. Totally fine man, im thinking mods are not the way to go. Why give people something free when i can make something. See you all on the flip side.
  2. Dang bro and I was going to play your mods.
  3. Seriously 100% fine with this response. Again just a suggestion but thank you for understanding what I was saying. The correct quote is "when people see my work they dont think I am just like you"
  4. I know how this turns into a troll farm, but not to be misinterpreted. I am conforming my coding standards so if anyone looks at my Mod and they see the Xml they can compare it with the ConfigDumps from the game to see what I am doing. I am using your code as a standard. I could change all my stuff and make it difficult for people to read or I could just propose a simple change. I am fine with you all doing nothing. Its just a suggestion not a call to arms. Anyone thinking im making some political stand is just lying to themselves so they feel better. I have no cares in the world, i would just prefer to use neutral terms so when people see my work they dont think I am just like you.
  5. Not specifically to Roland, just found the first moderator and quoted the last thing they said. I don't want to start anything but Git is changing its stuff from Master to Main. Wondering if you guys could make an update that changes all of your base xml definitions to something neutral. not saying anything wrong with Master, just saying there are other words that imply inheritance
  6. I use mods on Steam too, its not too bad you just have to find the folder where your 7dtd is installed and copy the folder containing the mod in the Mods Folder. If you don't like launchers here is a video I direct people to when they ask me how to install the mod:
  7. P90 sounds fun, I implemented some tinted guns for Voonder Veapons that use the vanilla meshes and tinted icons. Check out the Items.xml XPath stuff and maybe try your hand at making one. Git Hub Repo for the code: https://github.com/CodeOvrLd/VoonderVeapons/blob/main/Config/items.xml Check out, gunVoonderVeaponT3Ztaps744, its a re-tinted SMG with different stats. I bet you could tweak that stuff and make some fun guns. It's also got some custom ammo in there too if you wanted to make 5.56. check out: ammoVoonderVeaponRounds_Air_Fire_Lightning, its implemented based on the 7.62mm.
  8. How about just adding up the sum of: 4 - 4/3 + 4/5 - 4/7 + 4/9 ... for those math geeks out there: https://en.wikipedia.org/wiki/Leibniz_formula_for_π
  9. I just updated my mods so they are all Server Side. https://7daystodiemods.com/tag/code_ovrld/ I would think xFiberCraft might be a good starting point for someone who doesn't know how to play the game. It simplifies the crafting system down to using just Plant Fibers. Check out the video and give it a try. I wouldn't suggest to put it on an existing world. If you spooled up a new server so everyone could get warmed up it would probably be a good temporary learning space before you guys start a real game. Check out the video if you get stuck on the starting quest:
  10. Hey a_jpa, This is server side mod so the client shouldn't need to install the mod.
  11. xFiberCraft 2.0 Mod Download - https://github.com/CodeOvrLd/xFiberCraft/archive/refs/heads/Mod.zip xFiberCraft Discord - https://discord.gg/BMXqye8bZ7 Check out the Development on Git hub - https://github.com/CodeOvrLd/xFiberCraft xFiberCraft's humble beginnings were the realization that XPath can bulk change items with a bit of Set Theory. The First edition, 0.1.0, Changed all of the recipes, and repair items to utilize Plant Fibers instead of the intended materials. This turned out to be very, very, easy to play the game for a few minutes and realize its too easy. xFiberCraft 1.0: The More Fibers Update, tried to raise the difficulty bar but keep to the idea that everything is Fiber. xFiberCraft 2.0: The Even More Fiber Update In the last update we introduced the idea that different things are made of different fibers. Food should scrap to sustenance fibers, medical supplies should scrap to medical fibers, tools should scrap to tool fibers. We also deduced that items are crafted out of different fibers. A Bicycle is made up of conveyance fibers, armor is made from wear fibers, junk turrets are made from robotic fibers. This idea, albeit simple, lead to grave consequences. The simplest guns, pipe guns, were impossible to make early on since gun fibers were so hard to come by. The initial quest was nearly impossible when you have to find a tool, a weapon, and clothes/armor to scrap down to complete the first quest. At a certain point we all wondered, what's the point really to build bases easy but not have the ability to defend one's self? Fixed Initial Quest: Now a Loom is used to make tool fiber and weapon fiber. The loom can be made easily and cheaply by breaking down some junk into Blade Fiber. The Blade Fiber is then used to craft the loom in your backpack. The Primitive Bow and Stone arrows are craft-able with plant fiber now. The fiber shirt and pants do not use Wear Fiber but use regular plant fiber instead. Now finish that quest and get to the trader like TFP intended. Youtube: xFiberCraft: Starting Quest Added xFiberCraft Fiber Crafting: A mouthful right, well lets talk about it and not say that again. Now we can use a Loom to craft all of the different fibers in xFiberCraft. The loom provides an entry into cooking/chemistry by providing a recipe for the beaker. Check out all the other recipes the loom provides. Besides being an excellent place to craft fibers using the loom is better than doing it by Hand. You will end up with more stuff than if you would have crafted it in your back pack. Added Gun and Vehicle Fiber Crafting: With the Gun and Conveyance Fiber crafting unlocked you can begin to make weapons and vehicles. Gun Fiber is had to acquire so go out and get all the fiber and junk you can. The vehicle recipes look unchanged but in fact the base components are now crafted using Conveyance fibers. So make the chassis, handlebars, and wheels all out of fiber. Pro Tip: You could probably find the fibers needed to make gun fiber rather than start from blade fiber and craft all the way to gun fiber. Scrapping gas might be easier than crafting conveyance fiber. Now we have steadied the ship and turned the page. Go Forth and Build, Craft, Defend, and Accumulate. PS: You know what? I think I hear the winds of change blowing as we speak. A new Idea is beckoning to be released from its shell of a prison. Forget what you thought about skill points and schematics being hard fought and earned prizes. Think about Ideas and Knowledge, about Complex Concepts and Concrete Procedures. What is an Idea if not a strand of electricity traveling from one axon to another. What is a Concept if not the twisting of the multiple ideas into an orderly fashion. A twisting of strands...I wonder what else do we know that is a set of strands twisted together in an orderly fashion?...
  12. I hope you didn't think I was tearing down your idea, that's why I added the TLDR. I think you got a good idea and you can expand on it further. It might be that someone else hasn't had your idea yet. You def should make the mod and publish it on a site so someone (like me) can enjoy it. I apologize if my critique appeared more critical than it really was. I was treating your idea like I treat my own, lots of questions and hurdles so that you come out with a full fleshed out idea.
  13. Code_Ovrld's 2¢'s: What are the goals of Binoculars? I see the obvious goal of wanting to see further. But beyond that point what makes you break out binoculars instead of sneak up and scope out the area all stealthy like? Possible Use Cases: 1. Use to scope out a new town/city: Binoculars could be used to get to a tall place and scope out all the buildings and features you can see from High Up. 2. Raiding Enemy Bases: In a PVP sense, Binoculars could be useful to scout out defenses from a far enough distance that you wouldn't be spotted. 3. The Gun Scope's FOV is just way too small: QoL Use case could be that there are some users who use gun-scope's as binoculars and the field of view is just too dang small, and the mouse movement is just way too slow if you have to use a gun scope to scout around. Possible Issues that might arise: 1. Does rendering distance affect binoculars as a use case? Do things farther away not render so the binoculars are useless at a certain range? 2. Does the need to carry an extra Item out weight the benefit? Is a user going to find binoculars and throw them in a storage chest instead of keeping them in/on the inventory/toolbelt? Before I would suggest Workstations/Ingredients, I would try and answer some of those questions. The ideas you get might propel you to think of binoculars in a different way. Personally, I am starting to think that Binoculars need to "do" more. Like if it were my idea i would start thinking about giving the user some benefit to having the binocs. I know this sounds risky and maybe too op, but consider what it would mean to have binoculars. I would think that you are way more: - Agile, cause your curious: So maybe a passive Staminia Effect from holding the binocs - Perceptive, use those dang peepers even better: Maybe have some perception bonus from holding them - Into Tracking, binoc's might be good at spotting animals, dont you think? maybe give some passive affect that triggers that animal tracking perk without having the perk, like give the player that animal tracking buff for a few seconds while they are holding the binocs. I think the binocs as an item have little room to grow in themselves. The limitation placed on them is superficial, i bet you can think of clever things for them to do as an item. Like maybe you set the magnification to a local variable in xpath and the action0, left click, changes zoom level. Tldr: This idea has legs, you should publish it as a rough draft and then expand on the idea later. Maybe gift the early adopters with binocs so you can put off crafting and ingredients
  14. Thank you for the reply, this answers half of a question I have. I think I answered the other part today, just need to finish the coding and see if it works. Thank you again, bdubyah and Cranberry Monster
  15. Could Extends with Params be explained in more depth? Code For Reference from blocks.xml: <block name="terrDestroyedStone"> <property name="Material" value="Mrubble"/> <property name="NoScrapping" value="true"/> <property name="Shape" value="Terrain"/> <property name="Mesh" value="terrain"/> <property name="Texture" value="438"/> <property name="ImposterExclude" value="true"/> <property name="Weight" value="90"/> <property name="Map.Color" value="152,149,63"/> <property class="RepairItems"> <property name="resourceCobblestones" value="6"/> </property> <drop event="Harvest" name="resourceCrushedSand" count="4" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceRockSmall" count="12" tag="oreWoodHarvest"/> <drop event="Destroy" count="0"/> <property name="CanMobsSpawnOn" value="true"/> <property name="EconomicValue" value="5"/> <property name="EconomicBundleSize" value="1"/> <property name="SellableToTrader" value="false"/> <property name="FilterTags" value="MC_outdoor,SC_terrain,MC_building,SC_destruction"/> <property name="SortOrder1" value="d0k0"/> <property name="SortOrder2" value="0050"/> <property name="DisplayType" value="blockTerrainFertile"/> </block> <block name="terrDestroyedWoodDebris"> <property name="Extends" value="terrDestroyedStone" param1="Harvest"/> <property name="Texture" value="438"/> <property name="CustomIcon" value="terrDestroyedStone"/> <property name="CustomIconTint" value="C68C53"/> <property name="Material" value="Mwood_regular"/> <property name="MaxDamage" value="30"/> <property name="FuelValue" value="150"/> <property name="ImposterExclude" value="true"/> <drop event="Harvest" name="resourceCrushedSand" count="0" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceRockSmall" count="0" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceWood" count="1,2" tag="oreWoodHarvest"/> <property name="Map.Color" value="110,95,49"/> <property name="CanMobsSpawnOn" value="true"/> <property name="FilterTags" value="MC_outdoor,SC_terrain,MC_building,SC_destruction"/> <property name="DisplayType" value="blockTerrain"/> <property name="DescriptionKey" value="terrainBlockGroupDesc"/> </block> Why does param1="Harvest" need to specified and how is it interpreted? <property name="Extends" value="terrDestroyedStone" param1="Harvest"/> I.E. does the values from the Harvest values in terraDestroyedStone over-write the values in terrDestroyedWoodDebris, or is it vice-versa? <!-- Values from terrDestroyedStone --> <drop event="Harvest" name="resourceCrushedSand" count="4" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceRockSmall" count="12" tag="oreWoodHarvest"/> <!-- Values from terrDestroyedWoodDebris --> <drop event="Harvest" name="resourceCrushedSand" count="0" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceRockSmall" count="0" tag="oreWoodHarvest"/> <drop event="Harvest" name="resourceWood" count="1,2" tag="oreWoodHarvest"/>
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