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Max Headroom

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Posts posted by Max Headroom

  1. Alrighty. I'm a newb at this so I watched one of David Taylors videos on doing simple things in 7dtd with xml. The following will reach into the tier2_nexttrader quest and changes the default biome filter in the /objective.

     

    <set xpath="/quests/quest[@id='tier2_nexttrader']/objective[@type='Goto'][@id='trader']/property[@name='biome_filter']/@value">pine_forest,burnt_forest,snow,wastland</set>
     

    In vanilla form only the wasteland was filtered out. Without changing that I was getting my day-3 self sent to the snow biome no matter what else I did. Just the way my test map fell out, the snow biome was closest.

     

    It looks like tiers 3-5 are all based on the tier2_nexttrader quest so I hope this does not mess with them. They do each have (biome) difficulties set which may make the rest of this moot. But since I got snow for tier2 those may not be effective. I'll find out as I do my test play-through.

     

  2. OOhhh ...

     

    The two remove statements are leaving the following in tier2_nexttrader quest

     

        <objective type="Goto" id="trader" value="5" phase="1">
          <property name="nav_object" value="go_to_trader" />
          <property name="biome_filter_type" value="ExcludeBiome" param1="biome_filter_type" />
          <property name="biome_filter" value="wasteland" param1="biome_filter" />
        </objective>
     

    Can't be good. 

  3. The relevant section of the ConfigsDump\quests.xml looks like this:

      <quest id="tier2_nexttrader">

     

    *snip*

     

        <reward type="Exp" value="500" />
        <variable name="biome_filter" value="pine_forest,burnt_forest,snow,wasteland">
          <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
        </variable>
        <variable name="biome_filter_type" value="OnlyBiome">
          <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
        </variable>
        <variable name="biome_filter" value="desert">
          <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
        </variable>
      </quest>
     

    I have a test game saved just before turning in the last tier 1 quest. The "next trader" quest given is in the snow biome. I'm stumped.

  4. Using your biome progression mod as a template I am attempting to force the entire progression sequence from a pine forest start to be: burnt_forest => desert => snow => wasteland. What I've done isn't working. At the conclusion of tier-1 I'm getting the snow biome. What am I doing wrong?

     

    Edit: I mistyped. I'm looking for pine_forest => desert => burnt_forest => snow => wasteland.


    Here's my xml:

    <?xml version="1.0" encoding="UTF-8"?>
    <config>
        <!-- Remove the existing variable overrides -->
        <remove xpath="//quest[contains(@id, 'nexttrader')]/variable[@name='biome_filter_type']" />
        <remove xpath="//quest[contains(@id, 'nexttrader')]/variable[@name='biome_filter']" />

        <!-- Set new variable overrides for the biome filters (type is already "ExcludeBiome") -->
        <append xpath="/quests/quest[@id='tier2_nexttrader']">
            <variable name="biome_filter" value="pine_forest,burnt_forest,snow,wasteland" />
        </append>
        <append xpath="/quests/quest[@id='tier3_nexttrader']">
            <variable name="biome_filter" value="pine_forest,snow,wasteland" />
        </append>
        <append xpath="/quests/quest[@id='tier4_nexttrader']">
            <variable name="biome_filter" value="pine_forest,wasteland" />
        </append>
        <append xpath="/quests/quest[@id='tier5_nexttrader']">
            <variable name="biome_filter" value="pine_forest" />
        </append>

        <!--
            You may want the final quest to ONLY go to traders in the Wasteland.
            If so, un-comment the XML below.
        -->
       
        <append xpath="/quests/quest[@id='tier2_nexttrader']">
            <variable name="biome_filter_type" value="OnlyBiome" />
        </append>
        <set xpath="/quests/quest[@id='tier2_nexttrader']/variable[@name='biome_filter']/@value">desert</set>

        <append xpath="/quests/quest[@id='tier3_nexttrader']">
            <variable name="biome_filter_type" value="OnlyBiome" />
        </append>
        <set xpath="/quests/quest[@id='tier3_nexttrader']/variable[@name='biome_filter']/@value">wasteland</set>

        <append xpath="/quests/quest[@id='tier4_nexttrader']">
            <variable name="biome_filter_type" value="OnlyBiome" />
        </append>
        <set xpath="/quests/quest[@id='tier4_nexttrader']/variable[@name='biome_filter']/@value">snow</set>

        <append xpath="/quests/quest[@id='tier5_nexttrader']">
            <variable name="biome_filter_type" value="OnlyBiome" />
        </append>
        <set xpath="/quests/quest[@id='tier5_nexttrader']/variable[@name='biome_filter']/@value">wasteland</set>

    </config>

  5. Just tried the Holy Hand Grenade of Antioch. Hilarious! Makes a hell of a mess of the terrain. :D

    One thing: The right mouse button does not pull the pin. I expected to pull the pin and start counting. Instead, one just throws the grenade as one would a rock. It goes off where it lands.

    Still ... very fun!

  6. On 12/28/2023 at 11:24 PM, khzmusik said:

    New mod:

     

    Trader Routes: Biome Progression

     

    This mod changes the "Opening Trade Routes" quests, so they progress through the biomes as the tier changes.

     

    XPath only ("server-side").
     

    Here is where the Opening Trade Routes quests send you:

    • Tier 2: Any biome except the Wasteland (unchanged from vanilla)

    • Tier 3: Any biome except the Pine Forest or the Wasteland

    • Tier 4: Any biome except the Pine Forest

    • Tier 5: Snow or Wasteland biomes only (technically, any biome except the Burnt Forest, Desert, or Pine Forest)

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trade_Routes_Biome_Progression 

    Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Trade_Routes_Biome_Progression 

     

    We're very interested in trying your Biome Progression mod. One question.

     

    To make the final trader be in the wasteland we will enable that last section of xml. Should we then disable the preceding section also dealing with tier5_nexttrader ?

     

    TIA

     

    Max Headroom

  7. Creating a new lootcontainer named vehicleMagicBus in the vanilla loot.xml allows me to change the LootListAlive in the vehicleMagicBus entity_class allows me to control storage separate from the 4x4Truck. It works.

     

    What I can't figure out is how to move the lootcontainer spec out of the delivered loot.xml and into the mod loot.xml. 

  8. OK, the https://7daystodiemods.com/better-vehicles/ mod by Donovan contains an XUi change that controls the number of rows and columns available in the vehicle storage area. Works great up to 13 rows by 11 columns when I make storage size changes directly to Data/Config/loot.xml as stated above.

     

    Now he also has a config in his loot.xml in which he overrides the lootcontainer specs for the various vehicles.  When I move that over, it does not override the 4x4Truck storage. I was hoping it would, then I could us it to override vehicleMagicBus. 

     

    Still noodling at this...

  9.  

    18 minutes ago, arramus said:

    The Vanilla vehicles remain untouched. Only the Server Side Vehicles are given buffed features and decoratives.

     

    For compatibility, the Magic Bus uses the 4x4 default storage container size at 9x9.

    Using Sparrow's Vehicle Storage Mod can increase it to 10x10.
    https://7daystodiemods.com/sparrows-vehicle-storage-mod/

    There is a limit on how large they can be expanded within the default interface.


    Alternatively go to your Data/Config/loot.xml on the server files or client host files. Search for vehicle4x4Truck storage and change the current size="9,9" to something larger that the interface can accept within its boundaries.

    Found it. I'd like the storage buff but only for the Magic Bus and not to the base 4x4. Can I create a small loot.xml in the mod folder with a lootcontainer section for vehicleMagicBus and bump it up there?

  10. I have installed this in a SP game I'm playing to test. It appears that the minibike is an ingredient to make the spiderbike, and so forth.  Very interesting. I like that it is server-side. I have some questions.

    Are the speed buffs applied to the vanilla vehicles? If so, how can I turn that off? I'd like the vanilla vehicles to remain ... vanilla.
     

    In the Magic Bus, is there a way to swap out some of seats for even more storage? We are a three-person team and this could become our traveling base. Don't need 9 seats.

     

    Nice work!

  11. We are doing a play-through where the goal is to run a trader in each biome from tier 1 through tier 5. We have about finished our first trader (Joel in the Forest) and are about to head  into the Desert. If the desert trader is also Joel we'd like to set him back to offering tier 1s so we can go through the progression again. I know we can just select lower tier quests but we're hoping there's a way to reset a trader.

    Using admin options I've tried the Quest Reset function but it doesn't seem to do what I'm  looking for.

     

    M-M-Max Headroom

  12. I don't particularly mind the reuse of 7dtd mechanics. I am intrigued by the adversarial aspect. The idea that it may require 5 players is really going to limit the prospective audience. I love 7dtd played both MP and solo. I have 2 friends with whom I play 7 Days. Could Blood Moons be played with only 3 or would it be unbalanced with only 2 on defense?

  13. 1 hour ago, zztong said:

    I also have an "Unfiltered Dew Collector" that is the normal Dew Collector recipe but leaves out the Filter and generates Murky Water. You can change it into a normal Dew Collector by adding a Filter.

    Now that's interesting.

     

  14. We decided that a good finale for this play-through would be to host the day 56 horde in Dishong Tower. We made very little in the way of changes to the tower. Our game-stages were around 150. 

     

    Turns out the horde can't get through Dishong. From the top we couldn't even HEAR them. It was ... boring.

  15. My latest challenge is to survive horde night without a horde base. I this case I'm also playing no-trader so progress is initially slow. I managed to get 2 points in parkour and 1 in cardio. I did scout the area ahead of time and made use of things I could get on top of. I had a level 5 pipe machine gun and a level 1 pistol and a fair amount of ammo for each.

     

    Learned a few things.

     

    Don't reload while running. It slows you down and that's when I got hit. Get on top of something and THEN reload.

     

    Try to control your adrenalin. My aim gets terrible when I get too excited. Take a breath.

     

    I laid some spike traps around the area in t e hopes that I could lead my pursuers into the spikes, Not that effective. Plus there's the danger of running into the spikes myself.

     

    Anyways, here's the fight.

     

     

  16. So we just cleared the day 42 horde night. We are operating under a self-imposed rule of using existing POIs for horde nights instead of constructing elaborate horde bases.

     

    This time we used a multi-level parking garage POI that featured a long set of stairs running up one side in a series of switchbacks. I think it was five levels high. The structure has steel columns and concrete floors so it's pretty solid. We set up punch-turrets on three of the stairway landings. We fought on the landings, starting with one of the lower landings and falling back to higher landings as the fight progressed. At the top floor things got hairy as the horde pushed us off the top landing and I started to get chewed up pretty bad. I finally had to jump off the building and commenced running around the outside, reloading and applying med kits. At some point I picked up a pursuing pack of zeds that included a demolisher. I managed to shoot him on his button and he took out most of the pack when he exploded. 🙂

     

    We are each around gamestage 115 at this point so the hordes are getting pretty serious. Also true of the higher level POIs we raid. Lots of ferrals and radiated zeds. A particularly nasty prefab is Baslica Cistern by MPLoque. Diabolical! MPLoque has some really interesting prefabs.

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