Jump to content

RyanFaeScotland

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by RyanFaeScotland

  1. Excellent, thank you BFT2020. Copying here to save people a click (and by people I mean future me): from Mod Structure - Official 7 Days to Die Wiki (fandom.com) ModInfo.xml The ModInfo.xml is required for the game to recognize the folder as a Mods folder. Example of ModInfo.xml v2 (beginning with Alpha 21): <?xml version="1.0" encoding="UTF-8" ?> <xml> <Name value="SomeInternalName" /> <!-- (Required) Internal name, like an ID, of the mod. Should be globally unique, like an author prefix + name. Only allowed chars: Numbers, latin letters, underscores, dash --> <DisplayName value="Official Mod Name" /> <!-- (Required) Name used for display purposes, like shown in the mods UI at some point. Could be the same as you would later on use on workshop or wherever mods get distributed --> <Version value="1.0.3.243" /> <!-- (Required) SemVer version of the mod. Has to be in the format major.minor[.build[.revision]] (i.e. build and revision can be left out, recommend using them though as typically done with Semantic Versioning --> <Description value="Mod to show format of ModInfo v2" /> <!-- (Optional) More text to show on UIs --> <Author value="TFP" /> <!-- (Optional) Name(s) of the author(s) --> <Website value="" /> <!-- (Optional) URL of a website of the mod --> </xml>
  2. Hey folks, Gave this a bit of a Google but couldn't find the details. Rather than reverse engineer it myself I figured I'd check in to see if anyone already knows the new format A21 expects the ModInfo.xml file to be in? I'm in the process of updating my mods to the new Alpha and am getting this warning on load: Can't find this topic on the forum either so if I do end up working it out before getting an answer I'll come back to post it up to hopefully help others.
  3. Really like the look of this, gonna check out the source code and see if I can get it running too. I've dropped a question on the repo since it looks like you aren't too active here any more. Will chat here instead if you are though!
  4. In addition to Darkness Falls mentioned above, you might be interested in The Tracker Perk by jayfusion at 7 Days to Die Nexus - Mods and community (nexusmods.com) which looks like it does a similar thing to what you are looking for. From your experience making this mod, how much work do you think it would be to add a new tier that allows the tracking of arrows / bolts? I've always thought that would be a nice addition to have but not got round to trying it out yet.
  5. I've always thought of it as being your character becoming more proficient in the underlying art / science / theory of pummelling things, so they are able to use this knowledge to craft a tool that is ideally suited to the job; a tool that in this case just so happens to be the everyday baseball bat! Anyway, I just wanted to pop in and mention my slightly related mod that might be of some interest to you, and indeed to BFT2020. I've went with a similar mindset, in that it seems strange our protagonist knows how to craft so many things from the get go, things that I'd certainly struggle with in real life! So, although I've not removed the perk-ability of learning these things I have made it that you have to learn crafting for everything somehow before you can craft them (be that through perk or schematic). The mod is here on my own site, or here on Nexus. Please feel free to check it out if you think it would be of interest.
  6. Hey folks, I'm trying to find out if this is possible yet, or if a dynamic workaround has been found? I appreciate I can "hardcode" the new list but would prefer not to. A lot to dig through in here, I'll keep reading but anyone able to tell me?
  7. Ironically, I assume so are you, yet the game still comes off as the more mature of the two.
  8. Sounds like a good idea. I'm not versed enough in modding to do it but would certainly be interested in seeing it come to fruition. I wonder, if instead of red/green and green/red combinations you could go with a different colour, perhaps grey, to keep consistency? I'd also like to see an early level perk in that tree be "arrow tracking" that has a little marker for arrows that can be recovered like you see for spears.
  9. I imagine crediting them would certainly help towards your good karma to help prevent them suing! You got any interest / plans on adding in the rest of the functionality the original mod provided (the colour adjustments and so on)?
  10. You've saved me a write up! I managed to spend some time today on the Discord and sure enough, SphereII was there and handed out some sage advice and pointed me in the direction of his videos too. Between your guidance and his videos (such as this one which pretty much exactly what I had pictured in my head: https://www.youtube.com/watch?v=107sHMcESv0) I think I'm where I need to be in terms of getting started! Away to download dotPeek (an alternative to dnSpy) to try and have a poke about and see if I can make a mod of my own to do some simple things.
  11. One story ends. Another begins.... Not that your story has ended at all, but given that is what your mod says when you die in game and spawn afresh it seemed like a fitting way to highlight that, as suggested, I've managed to get your mod working from scratch (i.e. cloning the repo from git into Visual Studio, building and deploying) and that now, thanks to your help, my own journey can begin! Thanks a lot for pointing me on the path, you were right, this is a great way to get started. I'll likely write up something proper in the near future, but for now here is the only steps I'd like to highlight to people that might be starting on the same journey: To some it'll seem obvious, but for the avoidance of doubt, it is Visual Studio you open up and work with the Mostly Dead project in. If you have been following along some other tutorials you might think you need Unity for this, you don't. I'm using VS2019 as it is the version I have installed, 2022 and newer probably work. When you open the project you'll have a lot of "Unreferenced assembly" errors for things like AmplifyMotion, Assembly-CSharp, Assembly-CSharp-firstpass and so on. You'll find these in your 7D2D game folder. Right click the MostlyDead project file and go to Properties -> Reference Paths -> Browse and add the folder 7 Days To Die\7DaysToDie_Data\Managed\ I removed the 2 EasyCheat references without issue (couldn't find them to add them) I also added HarmonyX as a NuGet package, but I'm not certain if this is required (I'll double check before writing something proper up EDIT - I double checked, it isn't needed, just make sure the reference to the Harmony.dll is in there). Finally, once the project is built, the only required output files and folders are: Config/ Harmony/ Scripts/ UIAtlases/ ModInfo.xml and MostlyDead.dll, the rest are just build artifacts and can be ignored If you've any comments to add @khzmusik on what I've discovered so far they would of course be welcome. Otherwise thank you once more, and I hope to have something of my own to show very soon.
  12. Because the only bee's in game don't produce honey...
  13. Hey khzmusik, thanks for the detailed response. That's some well documented code, looks like a great resource to get started on, appreciate you sharing. I've joined the Discord, it's huge! I'm not hugely against them, just a bit stuck in my ways I guess! I much prefer things being split out into topics like they are in a forum with individual discussions on each topic. With Discord it feels like you need to wade through so much jumbled discussion to learn anything! However, I'll go check it out, I'm sure there is plenty to learn there.
  14. Haha! You know, one of the things I was curious about is if there is an upper bound to how many markers you can have in game. Either a hard limit that stops you making more, or a soft limit where performance starts to take a hit if you exceed it. Ever ran into any problems like that?
  15. Hey folks, Just wanted to share a concept I have... now stop that! Stop rolling your eyes, I'm not here asking for you to make it or even asking for guidance where you basically end up doing it all for me anyway! However, I am curious if any more experienced members have tried this before and what hurdles they ran into, or indeed if anyone has saw mods that do it already. TL;DR - Has anyone made a block that you can place in the world and it in turn creates an icon you can see on the map? Initially I started creating signs and placing them on buildings when I'd looted them, Then I progressed to taking a screenshot of the map and having it open on a second screen in Paint and crossing off buildings as I looted them, Then I stumbled upon the below image in a random reddit thread about map generating and it got me thinking that it sure would be handy if there was an automated way of marking POIs that you'd visited with something like the below. I know the game can detect when you are in a POI (evident by the adjusted lootstage) and I know waymarkers exist, so it should theoretically be possible. I decided to look into C# modding and in the process stumbled upon @xyth's Fun with Flags Tutorial which gave me my final, and current concept for my first mod: a placeable object that in turn makes a marker appear on the map. It's got to be possible right? I mean, the bedroll does it, the LCB does it, anyone foresee a reason my "Waymarker Flags" can't do it too?
  16. I wonder if the game holds stats on how many "types" of each zombie you've killed? I know HUD Plus show total zombies kills so that's in there... Just thinking it would be fun to have the chance of eggs spawning decrease with the more vultures you kill!
  17. Hey man, sounds like an awesome idea that you are pretty passionate about! I've not heard of or played Killing Floor before so can you explain to me more about the elements from that game you'd like to see in 7D2D? I mean you describe a few things, like stronger zeds appear in later waves, but 7D2D has this, what would you like to see done differently? And when you talk about having the KF zeds in 7D2D, is there any parts in particular you'd like to have? Is it the style you particularly like (I gave them a quick google and can see they have a bit of a more "steam punk" thing going on with metallic arms and frames and the like!) or is it the behaviours / special abilities (I'm guessing they have individual abilities!)? And, perhaps most importantly, what do you reckon is holding you back from getting started on the mod yourself!? Passion goes a hell of a long way towards a project like this, and it's probably why you're not seeing such a mod already in place, maybe there just hasn't been someone with your passion for it out there yet who has saw it through. What's stopping you from being the one to make it happen?
  18. TL;DR - I'm Ryan, Can you folks recommend a good guide (video or written) on getting going with Harmony based mods in 7D2D? Hey folks, Super quick intro from me, I'm Ryan, a software developer from Scotland, fellow 7D2D fan and modding enthusiast. I've not got a lot of mods under my belt, just a silly Stones are Buses one (that as the name suggests, turns all the stones in the game into buses), a little Quality of Life piece I maintain for myself, and my 1 "proper" mod that is yet to be released (so is a little secret for the moment). I share this info in the hopes that it gives a least a little bit of credibility to the request I'm about to make! I'm a (semi) active member of a rom hacking community so appreciate how often doe eyed new people join communities / forums with creative brains gushing with ideas and then make innocent but ambitious requests without realising the monolithic task they are really looking at. Please take my word that I won't be doing that! At least not entirely naïvely! I'm looking to step my modding game up, and progress into the "real" stuff, the bits that are beyond what XML modding alone can do. I've cherry picked through all the topics in the Tutorials & Guides - 7 Days to Die section, I've been through xyth's excellent post on A20 - Consolidated Guide to Modding with Unity - Tutorials & Guides - 7 Days to Die and indeed popped all his video's on and watched throughout the day, and I've also watched Max Fox's YouTube series on the topic I'm about to ask about, but I still find myself missing a little bit of info... Can you folks recommend a good guide (video or written) on getting going with Harmony based mods in 7D2D? From what I've found so far, I gather it is making use of Unity, Visual Studio, the Harmony library and dnSpy (for looking at the original files) but it would be GREAT if there was a "Getting started tutorial" somewhere so I can hit the ground running with it and not have to muddle through what I imagine is already well trodden ground. What I have pictured in my head is a: "Install Unity, install VS, install dnSpy, this is how you add Harmony, this is how you use dnSpy to find some code, this is how you edit that code with Harmony, this is how you recompile it and apply it to the game, here's the finished product" styled guide! I know it's going to be a suggestion but I'll point out ahead of time that I really don't want to hit up someone's Discord and just ask questions there. It's awesome that people are out their willing to help noobs like myself, and I don't want to sound like a choosing beggar, but I really want something I can peruse in my own time and my own leisure so I can at least get that fundamental ground knowledge in place before I go bugging all the more experienced folks and pulling them away from their own projects! Discord feels much more like a real time chat system to myself, and I'll of course do it if there are already sources there that fulfil my needs, but I really don't want to be asking all my simple questions to people! I'll save that for the complicated ones! Cheers for reading, please accept this as my introduction thread (so be gentle!) and I'll hopefully see you all round the forums.
×
×
  • Create New...