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Kubikus

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Kubikus last won the day on November 11 2018

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  1. I believe to know the reason: They design the game for a first and single "playthrough". If it's your very first game, and possibly your last one, the steering of the player by the game mechanics should be quite alright. You won't be overpowered within days (thanks to the loot), you won't miss out on items and recipes you need (thanks to the perk system). The homogeneous world design forbids any surpises. Etc. etc. Digging zombies for example: Say you play for the first time and build a base underground. Without digging zombies, horde night would be boring. People who play the game over and over and over again for years and have hundreds and thousands of hours are not their target. Myself, I used to play this game every single day up until A17. Since then, I can play maybe 5 ingame weeks, check out the new stuff, then I'm bored out of my mind and don't touch the game for months, aka until the next alpha is released. I don't even think about it. I wait for gold, then look what can be done with modding.
  2. While I kinda swore myself not to mod again before the game's going gold (too much work gone down the toilet), I actually did some modding yet again. Here's a neat concept I'm currently using in my arcade mod: One group of radiated zombies that have a long respawn delay, so you can clear them out and then they're gone (for a while). One group of feral zombies that have a short delay, so you can clear them out for a day. One group of easy zombies that have none and will spawn constantly (delay set to zero). Might be neat to make it so that you can clear out particularly dangerous zombies for good (delay set to 300) but keep easy zombies around (never-runners for example).
  3. There was an issue with zombie sounds, not sure wether it still is: If you kill a zombie "here" and it makes it dying sound, but flies away because you punched it so damn hard, the sound will stay "here", while it should actually fly away with the zombie. Or when it rolls down a hill, sound should roll down with it, but doesn't/didn't.
  4. I did now, but it returns an error. Here is another problem: <buff name="buffReloadMovementPenalty" name_key="Reloading" icon="ui_game_symbol_pack_mule" icon_color="255,128,0" hidden="true">> <stack_type value="ignore"/> <damage_type value="stun"/> <duration value="7"/> <effect_group> <triggered_effect trigger="onReloadStop" action="RemoveBuff" buff="buffReloadMovementPenalty"/> </effect_group> <effect_group> <requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="0"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value=".5"/> <passive_effect name="RunSpeed" operation="perc_subtract" value=".5"/> <passive_effect name="JumpStrength" operation="perc_subtract" value=".5"/> </effect_group> <effect_group> <requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="1"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value=".4"/> <passive_effect name="RunSpeed" operation="perc_subtract" value=".4"/> <passive_effect name="JumpStrength" operation="perc_subtract" value=".4"/> </effect_group> <effect_group> <requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="2"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value=".3"/> <passive_effect name="RunSpeed" operation="perc_subtract" value=".3"/> <passive_effect name="JumpStrength" operation="perc_subtract" value=".3"/> </effect_group> <effect_group> <requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="3"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value=".2"/> <passive_effect name="RunSpeed" operation="perc_subtract" value=".2"/> <passive_effect name="JumpStrength" operation="perc_subtract" value=".2"/> </effect_group> <effect_group> <requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="4"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/> <passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/> <passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/> </effect_group> </buff>I want to reduce the values for WalkSpeed and RunSpeed and JumpStrength. But it seems that I can't adress them because there are multiple effect_groups, these two don't work: <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@value='0']/passive_effect[@value='.5']/@value">0.005</set> <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@value='1']/passive_effect/@value">0.004</set>(The values are that low to test if it certainly works.) Is there a solution besides removing the complete buff and appending buffs with the modded one?
  5. Here's a question: <recipe name="foodGrilledMeat" count="1" craft_area="campfire" craft_tool="toolCookingGrill" tags="learnable"> <ingredient name="foodRawMeat" count="5"/> </recipe>I only want to remove tags="learnable"Is it possible? If I set it to "0" it still unlocks the recipe, but... Maybe there are cases where I can't do that. And it's kinda ugly. Of course I looked for a solution already, but didn't find anything.
  6. Ah, yes, my mistake, you had explained that already. Thanks.
  7. If you know how exactly the command would have to look for that, might you provide an example..? I (briefly) looked into other tutorials and could not find what I'm looking for. If the game won't support such stuff, it should be a good idea to find something that does, I find an option like this fairly essential. How does it work anyway, what turns the commands into actual xml-code? I'm not much of a programmer, so I don't know what's it called, a compiler? Interpreter? If the game can't do, are there stand alone programs available or easy to make? Edit: I have, btw, understood that whatever the game uses will not even put out any actualy xml-files anymore. But I assume there are such programs, so... No confusion plz.
  8. I don't want it to skip if the property is already there. If it's already there, the value should be changed. If the property is not already there, it should be added with the value. For example: <block id="150" name="woodFrameWedge"> <property name="Extends" value="woodFrameMaster"/> <property name="CreativeMode" value="Player"/> <property name="Shape" value="New"/> <property name="Model" value="wedge60"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="CanPickup" value="true"/> <property class="UpgradeBlock"> <property name="ToBlock" value="woodWedge"/> </property> </block>This one has no "MaxDamage" property. It should be added with the value I want like so: <block id="150" name="woodFrameWedge"> <property name="MaxDamage" value="75"/> <property name="Extends" value="woodFrameMaster"/> <property name="CreativeMode" value="Player"/> <property name="Shape" value="New"/> <property name="Model" value="wedge60"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="CanPickup" value="true"/> <property class="UpgradeBlock"> <property name="ToBlock" value="woodWedge"/> </property> </block>This one already has the property (it does not actually, but let's say): <block id="830" name="woodHalf"> <property name="MaxDamage" value="100"/> <property name="Extends" value="woodMaster" /> <property name="Shape" value="New" /> <property name="Model" value="cube_half" /> <property class="UpgradeBlock"> <property name="ToBlock" value="rWoodHalf" /> </property> <property name="DowngradeBlock" value="solidWoodFrameHalf" /> </block>And in this case, I want the command to change the value, like so: <block id="830" name="woodHalf"> <property name="MaxDamage" value="50"/> <property name="Extends" value="woodMaster" /> <property name="Shape" value="New" /> <property name="Model" value="cube_half" /> <property class="UpgradeBlock"> <property name="ToBlock" value="rWoodHalf" /> </property> <property name="DowngradeBlock" value="solidWoodFrameHalf" /> </block>And what I don't want is something like this: <block id="830" name="woodHalf"> <property name="MaxDamage" value="50"/> <property name="MaxDamage" value="100"/> <property name="Extends" value="woodMaster" /> <property name="Shape" value="New" /> <property name="Model" value="cube_half" /> <property class="UpgradeBlock"> <property name="ToBlock" value="rWoodHalf" /> </property> <property name="DowngradeBlock" value="solidWoodFrameHalf" /> </block>Same property twice. So I don't want to have to check wether the property exists or not.
  9. Good tut. I have a question. Here is a set of commands I've converted to xpath. Now, if the property "MaxDamage" is not in the xml for the block with the name @name='so-and-so', will it automatically be added or nah? If nah, is there a function that will only add the property if it's not there already? And if there is no way to automatically add it only if it's not there, what if I added the property to a block that already has it, would my addition overwrite the existing property or add it a 2nd time (which should be illegal)? Is there, in other words, a method that will either change a property, or, if the property does not even exist, add it, so I do not have to know if it's there or not?
  10. Nice. If you could add the block-id to the title bar, that would be perfect. I also did "find" the tabs in the edit window now. I also found the replace-function, obviously a must-have. Replacing blocks for all prefabs in a folder would be helpful too, for example in my situation, where I want to replace all loot-containers for a couple of prefabs. It also made me think about replacing all sleepers with the "idle"-version, which I assume is a standing sleeper, that should be the fastest to attack, as it does not have to get up first. I don't know how many "too many" are, but in most cases, which is actually whenever a block has a class-property, there are not that many of a class. I guess the largest number would be "loot". It's just a convenience thing, though. Ways to find certain blocks in a prefab are always good, not just the class, but also, for example, rotation, material, shape, and so on. A "find" or "highlight"-tab in the edit window would be great, with an interface with checkboxes and drop downs about what you want to find. Consider adding that to the bottom of your todo-list. Every bit helps, if it would at least undo a single misclick, that would already be a good start. I'd assume it's mostly a bug in notepad, I had that issue before with files, seems like there are two ways to indicate a line break and notepad only knows one. I copied the filename over from the biomes.xml into the file open dialoge and the .mesh, the .xml and the .tss were suggested. I misclicked. It's obviously not the biggest of deals, since one would only open a new prefab when the one they worked on before is saved. But... A flaw is a flaw is a flaw, right. Brush size, Density, Circle and "Square". One more thing: The list of textures in the edit window is very small. Would be nice if it were bigger, a pop out maybe.
  11. I've installed this now as well, here's some feedback: Tooltips. I have made copies of a couple of prefabs and use them as terrain decoration. Now I want to remove lootcontainers from these prefabs. To find them, I have to click every block and get the info what it is. It should show me what it is on a simple mouseover. Editing has already been mentioned: Having to click back and forth between the arrow-button and the pen-button is very tedious. It would be great to have a function that will highlight all blocks with a certain class. Or (potentially better) have certain colors for certain classes, like "loot" are different shades of green, "door" shades of blue, etc. A "replace block ID x with block ID y" function has proven to be very (extremely) useful. The program also needs an "undo"-function. I accidently tried to open an .xml-file instead of the .tts: Program crashed. When I open the xml-file produced by the program when I save the prefab with notepad under windows 7, the content is in one line and has no line-breaks. It is nicely formated in Notepad++. "Square". ;-P Other than that, what I've tested works fine, the changes I made show up, painting works. If you improve the usability, it's going to be a fine program. The side-view-option is a nice touch.
  12. I suspect the world generator demands to have the new code, have a look: https://7daystodie.com/forums/showthread.php?64530-Custom-hub-no-longer-possible-(-(-))&p=660536&viewfull=1#post660536 I have not tried, maybe if you have the street_gen-stuff in, you can even place roads and prefabs as pre-A16. I doubt it though.
  13. Ah ok.. Yeah I know how it worked before, actually I had, several alphas ago, used your files as a tutorial to get into it. I thought you had found a way to make what worked in A15 work in A16.. I guess you only used the previewer to get the preview, but it does not work ingame, and to get it ingame, you used a tool to spawn the buildings..?
  14. Looks gorgeous! And how did you do this: http://steamcommunity.com/sharedfiles/filedetails/?id=949297625 ? Is there a way to create hubs exactly like you want to, with placing prefabs and whatnot? If so, how does it work - and how did you figure that out??
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