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ProlificPoultry

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  1. Oh my gosh I’m so sorry. I ended up making another page for the mod on nexus mods and I added versions with lower gamestage multipliers. I’m real sorry again. But if you’re still interested, here’s the page: https://www.nexusmods.com/7daystodie/mods/2997/?tab=posts and I did tweak the spawns a little bit, but only so far as to nerf vultures a little bit since early game I found they were completely ridiculous with their spawn rates I’m so sorry for the really late response. I am on the discord and I actually tried to get some people there to help me with the mod but no once could so I enlisted the help of khzmusik here on the forums. Btw here’s the nexus mods page with my updated versions if you care : https://www.nexusmods.com/7daystodie/mods/2997/?tab=posts
  2. Hello! I want to increase the zombie spawns for my friend and I in our world and we tried a modlet that makes the zombies spawn 4x and 3x as much with a respawn delay of 0. However both of these got incredibly overwhelming, even with walking zombies on default difficulty. (We also play with feral sense on) I think that increasing the respawn delay is the way to go but I would like to know what exactly changing the value means. A value of 0 means there is no delay but what does a value of say... "0.5" mean? In the spawning.xml there is the note at the top " respawndelay: game days - .000278 real seconds, .0167 mins" but I can't really make sense of this. I have seen people say that the number is in-game days, but I have also seen people say it's minutes. Which, if any, is it? Another question. What affect does multiplayer have on the spawns? I feel like when I test the modlets by myself then it doesn't feel so bad but when I'm with my friend then they are. I want the zombies to be a constant threat but not so many at a time where the game becomes unplayable like with x3 and x4. I'm going to try x2 but I feel like with a respawn delay of 0 then the same thing is going to happen. I might try a spawn max count of 1 and no respawn delay and see if that is any good. We have been meaning to start a new world that's slightly more difficult but I don't want to keep making them test this stuff out with me.
  3. Okay… so after some fooling around with this mod in creative and I very much appreciate all the work that went into this mod. My favorite thing is the sawed off barrels being visible, it’s fudging awesome. The models look good, perform well and I think I’ve grown to like the rebalance of the shotguns overall (RIP the 590 special 🥲) ***However playing with this mod in a survival world has left me with some concerns. The most important one being the ammo as quest rewards. Umm I have been getting so much of the special penetrating slugs and explosive ammo which would be really great except for the fact that they’ve been like the only ammo rewards and at this stage in the game I have no weapon that can make use of it and I won’t for a long while. So what did I do with it? I sold it! To buy ammo from the trader. So I guess what I’m saying is maybe change that type of ammo as a quest reward for lower tier quests so that we can get usable ammo? Or make the ammo able to be used by the lower tier shotguns like the Tier 1’s at least. ALSO I like how you gave the Double Barrel Long a massive power boost. This makes it feel more comparable to the other shotties in terms of viability, however I would take it a step further and buff the reload speed too. Think the soda popper or force a nature in tf2 where if you land both shots then the dps should be theoretically higher/ the same as using a shotgun with 6+ shells in the tube. But if you miss your shots then well you still have to deal with a decent reload time and your sustained dps won’t be as good. Beyond these things I am thoroughly enjoying the mod and I am very much looking forward to your future projects!
  4. I actually like how loud they are since certain vanilla guns don’t feel like they are loud enough, like the m60. The worst offender is the vanilla pump shotgun, whose firing sound gets drowned out by the reload on top of the terrible sfx the pimps switched to in alpha 20 which just makes it feel hollow and like it has no punch. So I’m glad these shotties are so loud
  5. HECK YEAH THIS IS LITERALLY THE ONLY THING THAT WOULD GET ME TO TO START A NEW ALPHA 21 PLAYTHROUGH!!! THIS IS LIKE AN EARLY CHRISTMAS PRESENT!!! Thank you❤️
  6. My goshhh you’re including the sawed off barrel on the actual in game model…. That’s so sickkkkk. The visible mods on the guns and just your work in general is so amazing I wish the Fun Pimps would hire you to model their weapons ❤️
  7. I apologize that this might require some time travelling for y’all. So I went back and started playing alpha 17 again and I generated a 16k world and I noticed that the towns were massive. So then I decided I wanted a world like that when I re-revisit alpha 18 and so I generated a large world to use for a future playthrough and I noticed that the alpha 18 towns are tiny in comparison. (Image 1 is alpha 17, image 2 is alpha 18). I can’t imagine that the world size is really making that much of difference I mean I know the largest world size in alpha 18 is 8k but still. Those towns are so small. Can anyone tell me how I can edit the rwgmixer.xml to make the towns in alpha 18 bigger so I don’t have to use nitrogen? Or is there something in the Alpha 17 xml’s that I can use to accomplish this? I can’t really make heads or tails of the rwgmixer in these alphas
  8. Hello! I just downloaded your mod and messed around with it briefly and I must say I loved what I saw so far!! (That six round shotgun is so much fun!) Especially the visible barrel mods… HOWEVER, do you plan on making the sawed off mod visible at some point? So when you apply it to the shotguns it makes the barrel shorter? That’s like really the only the thing I’d want added! 💙 Also possibly the remington 870 like the old pump shotgun! But like the sawed off barrel is what I care about more.
  9. Remember in Alpha 18 when the hordes actually used to be a threat? Or when difficulty actually did something other than make the zombies bullet sponges? Well this mod aims to do exactly those things. The bloodmoon spawns at gamestage 40 and higher have been tweaked such that ferals, radiateds, cops, etc. spawn sooner and in higher quantities. (demos do not spawn sooner, but they may spawn more frequently). This is to match at roughly each gamestage they would spawn at in Alpha 18. The hordes are also double the size when it comes to max alive at all gamestages until they are capped at 64 so no more tiny hordes even on day 7. Then at higher gamestages the horde becomes all radiated so that's real fun, pretty much like Alpha 18 (think a sea of green). I do not know if this mod works with the endless hordes mod that makes them last all night, though I will possibly add that functionality to this mod at some point. There is also two surprise guests that have been added to the blood moon spawns and one of them is a real blast Lastly there is an automatic 2.5x gamestage multiplier so the game will get way harder right off the bat, as if you were playing on insane difficulty in Alpha 18. In the future I may release either of the horde or gamestage features as separate mods in case you don't want one or the other. This mod might tank your performance a bit, so you have been warned. This is version one of the mod so I may also tweak the spawns a bit as I have noticed that there is an unusual high number of radiated spiders at some points. Special thanks to khzmusik ("Karl Giesing") here on the forums. He was a massive help to the completion of this mod so please show him some love. Note* this mod will not work with Alpha 20 as far as I know due to the way the entitygroups.xml have been tweaked for alpha 21. Test at your own risk. This mod should be server-side since it is an xml mod and not adding any new assets. Here’s the mod page where you can also download it easier there: https://www.nexusmods.com/7daystodie/mods/2997 Download link: https://drive.google.com/drive/folders/1inv_0DXi_SFCUXRZFIFvmr4DTuoIAnc2?usp=drive_link (download the whole Return of the Hordes Folder) I created a page for my mod on https://7daystodiemods.com but it just disappeared so I'm going to have to see about that
  10. Pretty sure it is. I mean that part works as intended as far as I know it’s just the other spawns that don’t work for some reason
  11. Well as far as I can tell they do match up unless I am missing something which is entirely possible (from gamestage.xml) <set xpath="/gamestages/spawner[@name='BloodMoonHorde']"> <gamestage stage="1"> <spawn group="feralHordeStageGS1" num="2" maxAlive="6" duration="1"/> </gamestage> <gamestage stage="2"> <spawn group="feralHordeStageGS2" num="3" maxAlive="6" duration="1"/> </gamestage> <gamestage stage="4"> <spawn group="feralHordeStageGS4" num="6" maxAlive="8" duration="1"/> </gamestage> <gamestage stage="7"> <spawn group="feralHordeStageGS7" num="10" maxAlive="10" duration="1"/> (from entitygroups.xml) <remove xpath="//entitygroup[starts-with(@name, 'feralHordeStage')]" /> <append xpath="/entitygroups"> <entitygroup name="feralHordeStageGS1"><entity name="zombieJoe"/><entity name="zombieNurse"/><entity name="zombieUtilityWorker"/><entity name="zombieBoe"/><entity name="zombieMoe"/><entity name="zombieMarlene"/><entity name="zombieYo"/><entity name="zombieJanitor"/><entity name="zombieTomClark"/><entity name="zombieSteve"/><entity name="zombieDarlene"/><entity name="zombiePartyGirl"/></entitygroup> <entitygroup name="feralHordeStageGS2"><entity name="zombieTomClark"/><entity name="zombieBoe"/><entity name="zombieJanitor"/><entity name="zombieArlene"/><entity name="zombieNurse"/><entity name="zombieBusinessMan"/><entity name="zombieUtilityWorker"/><entity name="zombieYo"/><entity name="zombieSteve"/><entity name="zombieMoe"/><entity name="zombiePartyGirl"/><entity name="zombieJoe"/></entitygroup> <entitygroup name="feralHordeStageGS4"><entity name="zombieJanitor"/><entity name="zombieBusinessMan"/><entity name="zombieMoe"/><entity name="zombieDarlene"/><entity name="zombieBoe"/><entity name="zombieNurse"/><entity name="zombieMarlene"/><entity name="zombieTomClark"/><entity name="zombieYo"/><entity name="zombieUtilityWorker"/><entity name="zombieJoe"/><entity name="zombieSteve"/></entitygroup>
  12. Well I couldn’t think of anything either. And now I’m out of time, though I highly doubt the blood moon hordes are going to change at all for A21 considering the trend they have been on with regards to nerfing the hordes. I just really wanted to have this functioning before A21 just in case. :’( I wonder how darkness falls and overhaul mods do it where they have completely different blood moon spawns?
  13. So there’s no errors in the console when the blood moon starts. I think it just says blood moon starting and then nothing spawns. Also if the spawns need to match then I don’t think there’s any way my mod is going to work.
  14. Try boiled eggs, water plus an egg (if eggs were in alpha 5) venison stew , water plus corn plus potatoes plus venison, bacon and eggs, should be one raw pork and two eggs and might require a grill. I could be talking out of turn here though because the first alpha I played was Alpha 10 and I’ve only ever really gone back to alpha 8 and 9
  15. Oh gosh I know it's been like 2 months now, I apologize that I am now just replying to this, I got busy with my finals among other things... But anyways so it kind of worked! Kind of. I know that it removed the original zombie spawns from the entitygroups.xml, however it's just not spawning any more zombies on horde nights. I tested this a while ago now and just recently remembered that I wanted to make this mod so I went back in and yeah, still no zombie spawns. I can't figure out why but this is what I have in the xml: <config> <!-- Changes the zombie spawns on horde night--> <remove xpath="//entitygroup[starts-with(@name, 'feralHordeStage')]" /> <append xpath="/entitygroups"> (i'll just put this little bit as an example) <entitygroup name="feralHordeStageGS1"><entity name="zombieJoe"/><entity name="zombieNurse"/><entity name="zombieUtilityWorker"/><entity name="zombieBoe"/><entity name="zombieMoe"/><entity name="zombieMarlene"/><entity name="zombieYo"/><entity name="zombieJanitor"/><entity name="zombieTomClark"/><entity name="zombieSteve"/><entity name="zombieDarlene"/><entity name="zombiePartyGirl"/></entitygroup> <entitygroup name="feralHordeStageGS2"><entity name="zombieTomClark"/><entity name="zombieBoe"/><entity name="zombieJanitor"/><entity name="zombieArlene"/><entity name="zombieNurse"/><entity name="zombieBusinessMan"/><entity name="zombieUtilityWorker"/><entity name="zombieYo"/><entity name="zombieSteve"/><entity name="zombieMoe"/><entity name="zombiePartyGirl"/><entity name="zombieJoe"/></entitygroup> </append> </config> Also thanks for your help! I really appreciate it! : D
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