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BadZombie

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BadZombie last won the day on October 15 2023

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  • Birthday 09/19/1984

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  1. Hi all, I have begun writing the code for the metabolism/food component of this mod concept and need some help with realising a particular goal. I want to have meat spoil over time. Is it possible within the frameworks of xml to have 1 item change to another after a certain amount of time. I'm looking for ways to achieve this but I just don't think it is possible within the code. Cany anyone confirm? Or is there a workaround?
  2. Hey, thank you for the mod suggestions! Although prevalent I have never played DF so was unaware of that time feature. I will check out the Romero mod and search for the vehicle repair one... that will at least provide a foundation to build an overhaul modlet from. I really like the idea of hunter/gatherer that you have outlined with the moving from area to area based on where certain crops grow, and I like the idea of germination taking 15-30 days which is more in line to real crop germination speeds. I'm not going to get too pedantic about crops though: coffee in the real world could only realistically grow in a hot climate, so in game maybe only the desert, or provide protection with glass and a heat source... maybe further down the line. Downgrading crop blocks to air is the perfect way to execute this! Hadn't thought of that!
  3. Update: v1.4 now on Nexus. I have been playtesting online for 2 weeks and haven't found any bugs, but please report back any issues that you find.
  4. I'm currently gathering info which I intend to turn into the ultimate primitive survival mod, providing the framework for a more realistic experience in the event of a "real life" zombie apocalypse, while taking influence from historical sci-fi conceptions of zombies. Any feedback/suggestions welcome, also if you want to get involved in this mod concept please let me know!!! In 7 Days To Day it has always seemed unrealistic to me that players are able to craft helicopters only a matter of weeks (or sooner) after waking up in a zombie apocalypse. Not to mention many other things which seem totally unrealistic about the game. While creating this mod I imagine what I would do in the same situation, and for me the top priority is survival - not from zombies, but from starvation and thirst. Early game should be focussed on sustaining life and ensuring you are able to be free from worrying about starvation and thirst. This means that farming should be always be the top priority. This notion has so much potential as parallels are drawn from the agricultural revolution in homo sapiens. Think about it... who are the most valuable members of a post-apocalyptic society where reliance on supermarkets no longer exists? Those that know how to farm. Those who know how to grow their own food. Those who can identify plants. This aspect of survival can go down 3 channels: farming, hunting and looting. 3 initial playstyles could be of utility: farmers, hunters and looters. The types of foods you consume should also have an effect on your character. 5 main food groups: Fruits/Veg Protein Carbs Dairy Fats/sugars With each giving a buff when over a certain percentage of satiety, and a debuff when 3 or more fall below a certain percentage. This will introduce a fourth playstyle: cook. You will no longer benefit from spam eating the same stack of grilled meat. Additionally, cooked foods will spoil over time. This ensures players only cook food when they need to eat, or rely on canned foodstuffs when travelling. Meats should also be reverted to their animal forms: chicken, boar, rabbit etc, giving a greater variety of meals to choose from Your average Joe would not know how to work a cement mixer or chemistry station, let alone know how to build them. Forge? Why would I need to smelt metals in the first place? Working version of the workstations (if needed at all) should only be found in POI's. There should be no ability to craft motorized vehicles... instead some vehicles in the world should be able to be hotwired and driven for a certain amount of time. This could give rise to a fifth playstyle: engineer. Bicycles should remain in the game, but again should not be craftable, only found. Fitting with the traditional sci-fi notion of zombies... they should only ever walk, not run, and they shouldn't randomly know your exact location every 7 days. Instead, you encounter them when in small towns or cities, and rarely in the wilderness. And should only fight them if you need to. Additionally, with fewer humans in the world, nature would start to reclaim areas... roads should have weeds emerging from them, animals would be more abundant in the wild. You shouldn't be the only survivor, other survivors roam the wasteland and offer trades. You have allies, but also enemies. You shouldn't know the date or time, unless you have a watch or talk to somebody that has one. In lieu of that you just count the sunsets. At the moment with the horde attacking every 7 days the emphasis is naturally focussed on base building and everything else is pushed into the background. Please let me know if you know of any existing mods which may share ideas that I can take from. Obviously this mod is going to be an overhaul mod as it completely changes the narrative of the game.
  5. Hi, thanks for the feedback. in configs/utilityai.xml find the following: <!-- line 3 --> <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > <!-- line 14 --> </insertBefore> And change to: <!-- line 3 --> <append xpath="/utility_ai/ai_packages"> <!-- line 14 --> </append> Basically replacing an <insertbefore> tag with an <append> tag. Let me know if that works. Thanks for trying out the mod! version 1.4 is just around the corner, we've been making some changes for a month or so and are just in testing phase atm
  6. I had the same issue while playing on my old dedicated server. I built near to trader Jen, 2-3 blocks away from the trader protection zone and after I felled the trees the mesh still remained as shown in your photo. Restarting the server did nothing. I managed to get rid of one of them somehow by swiping at thin air near it - maybe they have a reallllly small hit box? But in the end I put it down to a bug and moved locations.
  7. I have created a second buff with the PlaySound trigger inside, tested it working on something else, but can't figure out how to link it to the code above... I have tried a new effect group: <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBigWin"> <requirement name="CVarCompare" cvar="$machineoutput" operation="Equals" value="5"/> </triggered_effect> </effect_group> But that fires the buff constantly 🙃
  8. I have isolated the effect groups for losses and wins: <effect_group> <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"> <requirement name="CVarCompare" cvar="$machineoutput" operation="LTE" value="4"/> </passive_effect> </effect_group> <effect_group><!-- WINS --> <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"> <requirement name="CVarCompare" cvar="$machineoutput" operation="Equals" value="5"/> <!- possible to add a trigger in this effect group anywhere for sound? or to trigger a second buff? --> </passive_effect> </effect_group> Code works 100%, just need to figure out how to implement the sound effect into the WINS group - maybe by triggering a second buff containing the PlaySound action? I have been tweaking and testing since my original post 4 hours ago with no success haha
  9. Hi all, I am trying to get a buff to play a sound when a specific number is output from the CraftingOutputCount value. For example I have slot machine on my mod that uses buffs to generate odds/wins etc First it generates a random number: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$machineoutput" operation="setvalue" value="randomint(1,5)"/> This cvar ticks constantly in the background... Whenever a player crafts an item (read places a bet), whichever number this cvar is on at that precise moment determines the odds of winning. If the number is between 1 and 4, the player loses, if it is on 5, the player wins. It is basically a 1 in 5 chance of winning. To limit losses I have included the following bit of code: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$machineoutput" operation="setvalue" value="0.1"><!-- If random number is less than/equal to 40, set it to 10% of stake: 0.1 --> <requirement name="CVarCompare" cvar="$machineoutput" operation="LTE" value="4"/><!-- value must match with multiplication range--> </triggered_effect> Which basically says if the number is between 1 and 4 give them 10% of their original stake back. And then the output is as follows: <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"/> This works 100%. No issues. What I would like to also include to enhance the gameplay is for a sound to play if the player wins. Since CraftingOutputCount is the only way of knowing if the player has won or not I have tried using the following: <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Slot_Open" play_in_head="true"> <requirement name="CraftingOutputCount" cvar="$machineoutput" operation="Equals" value="5"/> </triggered_effect> However, nothing works. Calling on the cvar continually plays the sound over and over again since it is always ticking in the background. I can't think of any other way to achieve this? By calling on the values of CraftingOutputCount is it possible to add a buff with a sound? Any help or suggestions appreciated
  10. Hey, thanks for posting. I uploaded it earlier today then went out, had no idea it had been flagged. After looking into the issue I discovered I had forgot to remove another .rar file from within the prefabs folder. I've removed it now and re-upped.
  11. The tags for the prefab are: oldwest, wilderness and commercial. You can see if it has been generated by searching for the POI 'Casino_Plaza' in your newly created world. Alternatively, I play on the PREGEN10K map with the POI placed in a specific location in the desert. You can download that modified map under the miscellaneous files on the Nexus mod page. Lastly, you can add the POI to any existing map using the World Editor.
  12. Thanks for the suggestion. I went into the character creation screen and I'm able to customize a look which I'd like to export to my NPCs but I've got no idea where the data is stored for that kind of stuff - had a quick look in the %appdata% folder, couldn't find anything. If the archetypes for new characters is saved somewhere I could just copy and paste that info into my archetypes.xml in my mod
  13. Hi all, In my mod I have a bunch of NPCs, and I want to customize each one unqiuely. At the moment my method is making minor changes in archetypes.xml, loading up the world, and looking to see the changes, exiting the world, making another minor adjustment, starting up the world, looking to see the changes etc This takes up a lot of time!!! Is there anything out there similar to a char creator where I can see the changes realtime? Doing it this way I could be done with all my customizations within an hour. My current method will takes weeks - but I usually lose interest or get tediously bored and move onto something else.
  14. Hey guys, a quick update! I developed this mod in single-player only and had never tested it on a dedicated server until today. Within about 5 minutes I noticed a bug with the NPCs - some of them were in a spawnpoint loop, which made the POI unplayable because of framerate drop. I figured out the problem (within utilityai.xml) and patched it. The latest version (1.2) won't have this problem. For players with an existing world using older versions of the mod the only workaround I can think of would be a chunk reset - but that encompasses a 512x512 area so use with caution. Please continue to post bug reports as it helps me out massively to develop the mod and make improvements! Thanks for the support it has had so far and the comments
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