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Falcon197

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Posts posted by Falcon197

  1. 38 minutes ago, bdubyah said:

    Have there been many new deco assets added in A22? I know that was a big thing for A21 so not sure if there was much left that was needed. Mainly asking because with all the new blocks and new shapes it doesn't leave us modders much room in the custom block department. So the more added is less room we have. Unless, you know...TFP wants to up the limit...

     

    I second this question and suggestion.  More custom blocks is better.

  2. Hopefully not too much of a necro thread post, but the Fort Knox base has evolved into a full modding project and is now live on Nexus for A20 + Undead Legacy.

     

    https://www.nexusmods.com/7daystodie/mods/4191?tab=description

     

     

    Plans are in the works to roll out an A21 update soon, which will include a bunch of new and updated models that are themed for the structure and which can also be used in general horde base designs.

  3. 12 hours ago, mprojekt said:

    Now we just need the whole base, Ekron, Louisville, Muldraugh, March Ridge, and West Point. Just to screw with veterans of PZ, we need a mobile park/rest stop on US-60/Dixie Highway, between Muldraugh and West Point.

     

    @Falcon197 I am not at all suggesting that you do it, but maybe this can be community project... 🤤
     

     

    You know, it's funny.  I've actually thought about importing the IRL heightmap for Fort Knox into 7 Days and making a realistic recreation of the area with the depository as the focal point with the surrounding towns and stuff.  It wouldn't be a bad map design, really.  The trouble is all the map makers that can use heightmaps need updating for A21, and even the A20 versions had a lot of bugs.

     

    But a community project would be fun if the tools get patched to where we can use them again.

  4. 46 minutes ago, BFT2020 said:

    FYI @Izayo hasn't abandoned his mods.  He has been working on them to update them for Alpha 21.

     

    I figured.  Not looking to steal his thunder, either.  I've just been messing with A21 conversions for my current mod load and started off with Izayo's stuff to see how tough it'll be to get other stuff working, since a chunk of what I use is abandonware at this point.

  5. 11 hours ago, Dragonchampion said:

    Just FYI, the mod breaks 2x scopes on vanilla 9mm pistols, and the reflex sight on the SMP-40 seems broken as well.

    image.png.ac52d1bc04d8616df6948ef8b8b7a2e6.png

     

    Unfortunately that's one thing I'm still working on fixing.  It'll likely require some triage in Unity.

     

    Also, to the earlier question about potential imbalances: A21 changed up the loot groups and removed a lot of the tiers for different weapons.  In A20, those would keep you from finding a Desert Vulture instead of a Pipe Pistol, for example.  Now the loot tiers are pooled together, and the spawn rates are governed in other configs by stuff like looting skill.  So there's a small chance that the higher tier weapons in Izayo's mod may appear more frequently than they are supposed to - but I have no easy way to test that.

     

    12 hours ago, MrSamuelAdams said:

    Do these weapons work with any of the perks, for more damage etc?

     

    They should, since perk configs didn't change much in A21 and the original mod included a progression.xml enabling perk integrations on all the guns.

     

    11 hours ago, MrSamuelAdams said:

    I don't see the option to craft your guns in the craft options when unlocking books. 

    I asked this above, it does work though for the skill point levels you put in the class?

     

    I'm still learning how to integrate modded guns into the new magazine-based crafting system, so for now I just made it so you can still find schematics in loot that'll unlock the recipes.  I'd like to eventually have everything bolted onto the skills.  Or I may just leave it as-is since IMO, schematics made more sense.

  6. So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

     

    Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

     

    https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing

  7. Title says everything.  I found a lake near the Our Best Moments log cabin POI that had a dock and bridge over to a shed that had lots of grass and chrysanthemums growing underneath the water.  I've seen this in a few other spots too near lakes and rivers.  More of the time the bigger water areas only have a few smaller, sparely placed grass that looks more like seaweed but this was fully populated with lots of flora from the normal ground.

    20230612172058_1.thumb.jpg.7dbf0cdc3ae8b1dfb63645ffbcea40ed.jpg

     

    This next screencap shows the normal underwater setup.

    20230613142036_1.thumb.jpg.d9b3c4e627ea9f54ab62aa4085a9e8e1.jpg

     

    Also, at another Best Moments POI there was a more normal layering of underwater grass but a few instances of one particular grass variant were rendering in a glowing state, unaffected by the water shaders.  This is on Ultra settings preset.

    20230613142337_1.thumb.jpg.17fd236d433fec573a6172ecd201b2c6.jpg

     

  8. So last night I explored one of the drain pipes and had a couple crawlers pop out at me.  But they had a weird movement interaction with the water in the bottom of the pipe, where it's like their NPC tried to use a swim animation but ended up floating through the air instead.  I'm not sure if this only happens in these pipe areas but it was extremely weird to see and made it impossible to hit them while they were in the pipe, since they would dodge my arrows by trying to "resume" their crawl animation, which would send them prone but then they would pop back up and continue floating forward.20230612175024_1.thumb.jpg.c5ade963199253e1d6d2c32f1885eb83.jpg20230612175031_1.thumb.jpg.43ae04a03fa0e095508570dfb73afa81.jpg20230612175038_1.thumb.jpg.ff9ea7f14345373e9300fb890c728452.jpg

  9. The shapes menu for framed BPG appears to be bugged.  Using the radial menu, I can copy the shape of framed BPG from POIs but when I open the shapes menu there are no options available (and there's nothing input into the search box, or any tabs or favs toggled).  Also this is for BPGs used in POIs, not the player-crafted variant (which appears to work fine but I'm wondering if the framed BPGs were intended to be included in the craftable BPG shapes menu).

     

    20230613120759_1.thumb.jpg.fb0e57e2a996b4365f64a916c773e2ac.jpg20230613120808_1.thumb.jpg.383b1897d6f3dd71770a85d962d80de5.jpg20230613120840_1.thumb.jpg.6eca0a30920d6bbb053b570bd22caa8e.jpg

  10. 34 minutes ago, Neminsis said:

    If you were farming social credits maybe, but it doesn't really have any negative effect on the looter to be able to cook their own food, make their own tools, or craft workstations, at the same point they'd be dropping off the books for someone else to do it while leaving the resources to do so behind.

     

    If looters are grouped with other players who opt to specialize in something other than looting, it benefits the looter to pass along stuff they find that is more useful to the other people.  Because assuming the others aren't complete lazy loafs, they can specialize in things like cooking, crafting, or building and all of those lend support back to the looters - if nothing else by saving them the time required to do all of those other things themselves.

     

    The critics will gush: "But good solo players can do EVURTHANG!  #TimeManagement!!" - but that's only true up to a point.  Meanwhile, there are negatives of looters in groups soaking up everything they find, be it skill books, food, weapons, gear, whatever; all of that ultimately applies an opportunity cost to the group's potential.

     

    Help your teammates help you.  Otherwise why roll in a group to begin with?

  11. 15 hours ago, Callum123456789 said:

    Asking for pets to tame is beating a dead horse just like what happened with Learn by doing for a while its unlikely this game will ever have that maybe in the next who knows.

     

     

     

    No opinion on pets, but LBD absolutely needs to come back to 7 Days.  The perk system has been in a weird and unnatural state for the last few alphas with the way things are categorized and gated.  There's too much rigidity in how the skill trees are structured to where it's really hard to advance skills in multiple trees without inevitably wasting points on less useful perks.

     

    Even if LBD was only applied to physical skills like melee, carry capacity, jumping, etc. - that would make the leveling experience feel much more organic and points could just be used to unlock more of the crafting based perks or efficiencies for that.  

     

    I know we're on the verge of A21's release, so I'll limit my case on this for now but I've had a big bone to pick on the way perks work; to the point where I'm considering learning how to code in C# just to mod a better solution.

  12. Update: I figured out a solution to this problem and thought I'd share it here.

     

    Since my custom materials used Ocb's texture framework, changing the painting.xml config parameter for SwitchUV and GlobalUV from False to True made the paint surface ignore block rotations.  Hence, the issue is now corrected!

     

    20230523145223_1.thumb.jpg.c935740dff7fd5ca667cd227557c4c0a.jpg

  13. Really appreciate it Laz!  I know the timing's inconvenient but it would make a huge difference for a bigger mod project I'm doing that leverages custom paints.  From what I've seen after digging around, there's other modders wrestling with this same question too and no one seems to know how to solve it.

  14. So I'm currently working on implementing some custom painting mats and they work fine in the game, except that painting them on the side of anything other than a regular block leads to the mat being 90 degrees off.  Here's an example:

     

    20230516231953_1.thumb.jpg.2393c3dbb80a55099903453065f4a8ce.jpg

     

    Notice the bricks have a normal orientation on the block sitting in the foreground, but painting it on the half blocks in the middle of the screen turns everything sideways.  Vanilla textures don't have this issue, as I can paint any of the base brick textures onto the same surface and have everything orient normally, regardless of block rotation.

     

    Does anyone know if this is something that needs to be adjusted in the painting.xml parameters or is maybe a C# related thing?  I can post examples of my configs and other details, but I'm curious if anyone else has dealt with this or knows more.  

     

    Any help comes appreciated!

  15. 15 minutes ago, Jinx_DG said:

    The Blood Moon Horde ALWAYS knows where you are. It ALWAYS makes a beeline to you at a rate of speed unseen before. NOTHING can hinder it. It's function is to find you and kill you. That's the core of this game. 

     

    Tell that to every cheeseball base builder who abuses the voxel system and AI pathing to create infinite loops so they can claim they've mastered the game lol.

     

    My objective isn't to hinder the blood moon.  It's to establish sensible conditions for viable (not impervious) base defense.  What's the point of building a base or walls if the "spirit of the game" reserves the right to render all that work useless by spawning zombies to circumvent those defenses?  Why not simply get rid of building altogether at that point?

     

    I appreciate the thought, but I think you misunderstand where I'm coming at this from.  I'm content to have the horde bust down my defenses and kill me - but not by spawning hordes ad hoc inside my walls.

  16. Quote

    What we probably need is to better communicate that the LCB is not meant stop Horde Night Spawns. It's main purpose is to protect your claimed area from non-friendly players and so that you can pick up your workstations. The idea that you should be able to build within your claimed zone and have no spawns within that zone is based on faulty assumptions. It is probably poorly communicated by the game and so causes confusion and people thinking it is buggy spawns.

     

    Also agree with this, but I'd challenge the logic on making LCB's totally irrelevant to the horde spawning equation.

  17. 59 minutes ago, Roland said:

    I just hope that "game systems supporting that" doesn't translate to the devs preventing players from building past a certain radius because there are plenty of people who like to build large and don't use that large base for horde night. It would be a shame to have to be limited on how big we can build just because some people want to make sure nothing can be built that doesn't work for horde night.

     

    One more passing thought I'd add to this on the matter of balancing the size of bases is that if I correctly understood what was mentioned earlier about the distance from players for horde spawns being ~35 blocks - that also creates a chance of imbo spawning inside of bases that only fill a quarter of a max-size LCB if the defenders ever move too far from the portion of the claim occupied from the base.

     

    So even building smaller may not matter in the grander scheme of the spawn mechanics.  I could envision zombies still popping up inside a base or perimeter wall on setups like this, where the LCB radius is big and placed to cover farms or other stuff outside the base, but even if the radius was 71 and the base size ~40, everyone moving to engage horde spawns in one corner of their base still opens the possibility for spawns to shift behind them and end up inside the wall / base.

     

    Really appreciate the consideration though, @Roland!

     

    mockup.thumb.png.fa5b423ee9dc9c98f0548f2f8e5d792f.png

  18. 7 minutes ago, Roland said:

    So, I'm not treating a bug like it's a feature. I'm saying that there might not be a fix if what you are trying to do is beyond the limit of the tech. You say the fix is simple and reasonable. Maybe it is and maybe it isn't. I'll make sure they hear about it if they don't come on and read it first and I hope it is simple and reasonable and just something that was missed. If so, we should be fine until the next guy with a base several meters larger than yours comes wondering why he gets spawns inside...

     

    Fair enough - I get that there's a legitimate dev perspective and grounded reasons for the spawns being setup as they currently are.

     

    The concern about the next guy, though, waters down a bit if this issue is treated within the limitations of land claims as they are today.  The max radius of 71 blocks would have to be expanded, which isn't what I'm asking for.  Let the hypothetical next guy wrestle with that and be told he needs to scale within the maximum.  I'm limiting my ask to ensuring that bases built within that established radius don't suffer from buggy spawns on horde night.

  19. 2 hours ago, Roland said:

    The spawn distances aren’t arbitrary. They are at the limits of what can be done. Therefore if players find zombies spawning inside it is their responsibility to reduce the footprint of their base until it works or not use the epic base for horde nights. 

     

    Treating a bug like it's a feature or limitation doesn't negate the root issue here, which is that there is a viable fix that doesn't require an extension of the tech to support bigger bases so that people like me just raise the ante by building to the new max limit and then complaining it isn't enough.  I'm not in that camp.

     

    My base design happens to be aligned to the rough dimensions of a real structure and therefore doesn't offer much flexibility to downscale.  Further, this issue also limits the types of POIs players can occupy based on size (and there are more POIs now that are far larger than bases like mine which would make for viable spots to set up, but for this issue).  I made my base fit within the limits of a max radius land claim (71 blocks), and yet I am still penalized for compliance with this limit by having to deal with spawns inside my perimeter.

     

    I see nothing unreasonable about adding a simple logic check for land claims to the existing setup, since the worst it would do is force spawns to drop along the same edge of an active land claim (if all players are clustered to where it can't drop spawns behind them without landing inside the land claim).  But if the players are spread out along different edges, spawns would function quite normally sans the issue of the occasional spawn inside the land claim or base.

  20. 5 hours ago, Cr0wst0rm said:

    That problem is bit more complicated, because if they are not allowed to spawn on soil that occupies your land claim area, they could spawn outside of streamed terrain and fall out of world...

     

    Yeah, that occurred to me the more I thought about it.  So we're back again to the idea that instead of extending the distance of spawns, just have the spawn logic run a check to see if the ground it wants to use falls inside a land claim.  Then it can move the spawns in another direction to a space that isn't land claimed, is still in the active chunk, and retains the max range allowance to prevent spawns outside of the streamed terrain.  That way even if players are standing at the edge of a land claim zone, it won't put the spawns behind them and inside the zone (and potentially inside their base).  

     

    The spawn conditions could feasibly consist of:

     

    - Within ~35 blocks of players

    - Within active chunk

    - On terrain (solves for potential issue where occupied POIs can still spawn the horde inside)

    - Not in a land claimed / bedroll radius

     

    And to anyone thinking "oh this won't be abused at all" then consider what happens if you were to pave most of an active chunk to limit or prevent blood moon spawns altogether.  The current system has its own potential exploits.  I just want to stop having zombies appear inside of my walls.

     

    Edit: I would even throw in an anti-exploit condition that says if and only if all the checks above fail and there's no ground available for spawns to migrate to, then the land claim / on terrain parameters get overridden to prevent people from trying to cover a chunk in land claims or pave everything and totally stop all spawns.

  21. 5 hours ago, Uncle Al said:

    The solution appears to be to pave inside your walls.  Horde night zombies have to spawn on dirt, rock, asphalt, topsoil or snow.  There might be some other viable materials but generally speaking paving your courtyard stops the problem of spawns inside the walls. Even a wood floor will do the job.

     

    Appreciate this insight, but we shouldn't have to pave the entirety of our land claimed areas to prevent horde spawns.  Land claims should negate blood moon spawning by default, or at least trigger a recalculation of the distance from players at which spawns occur to adjust for spots that are within a land claim.

  22. On 8/18/2022 at 11:22 PM, ocbMaurice said:

    https://www.nexusmods.com/7daystodie/mods/2383
    Hope I ported the code (the two changes) correctly to that mod.
    Main motivation actually is the 2.7 cents I get per download from nexus 😅
    Hope original author doesn't sue me, since I just copied the changes ;)

    https://www.paypal.com/donate/[email protected]

     

    You are a rock star!  Way better idea to make it a modlet instead of a .dll so it won't break with every update.  Outstanding job!

  23. For A21: is there any plan to squash the persisting sound bug where sleeper ambient effects (growls, snores, breathing) play on a loop inside of 100% custom structures that have active land claims and bedrolls?  This has been quite the annoyance ever since sleepers were first implemented.

     

    Also on land claims, I've noticed that bases I build that are big enough to fill but not exceed the borders of a land claim (usually with a perimeter wall setup just inside the land claim radius) will have issues on horde night where me and the other defenders will be situated near one edge of the land claim to deal with spawns but when the spawns move some zombies will pop up inside the land claim radius near the opposite edge, and end up inside our base or wall regardless of the land claim or player bedrolls.  

     

    My thinking is the blood moon spawns are configured to populate a certain distance away from players, and that setting is overriding the land claim and bedroll spawn in ways it shouldn't.  Could there be a way to add conditional logic to force the spawns farther away so zombies end up outside the land claim radius or just redirect them to a new area via some kind of "IsLandClaimed: False" parameter?

     

    I'm spitballing here.

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