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Telric

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Posts posted by Telric

  1. 8 hours ago, dbourque said:

     

    So that makes perfect sense but I have tried tags before and it just doesn't work. It makes it so none of the resources get harvested.

     

    Here's my code:

     

    The player

    <append xpath="entity_classes/entity_class[@name='playerMale']">
    	
    	<effect_group>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="SnowOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="DesertOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="WastelandOreHarvest"/>
    	</effect_group>
    
    </append>

     

    The blocks

    		<append xpath="/blocks/block[@name='oreIronBoulder']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="WastelandOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="DesertOreHarvest"/>
    		</append>
    
    		<append xpath="/blocks/block[@name='terrOreIron']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="DesertOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="WastelandOreHarvest"/>
    		</append>

     

    The buffs

    	<buff name="AllowSnowOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="1"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="SnowOreHarvest" /> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowDesertOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="5"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="DesertOreHarvest"/> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowWastelandOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="8"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="WastelandOreHarvest"/> 
    			</effect_group>
    	</buff>

     

    Something must be wrong and I'm just not seeing it. 

     

    Messed around with it for quite a while. Was stumped at why it wouldnt work. Looks exactly like the stuff I have in my mod. An hour later i noticed in blocks, it says tags= instead of tag=...... I changed that and now get 100 lead when in the snow, and 0 in the grassland. I didnt check the other stuff, but there's your problem. One single friggin letter. lol.

    <drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tag="SnowOreHarvest"/>

    That's what it should be instead of tags="SnowOreHarvest".

  2. 6 hours ago, dbourque said:

     

    So that makes perfect sense but I have tried tags before and it just doesn't work. It makes it so none of the resources get harvested.

     

    Here's my code:

     

    The player

    <append xpath="entity_classes/entity_class[@name='playerMale']">
    	
    	<effect_group>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="SnowOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="DesertOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="WastelandOreHarvest"/>
    	</effect_group>
    
    </append>

     

    The blocks

    		<append xpath="/blocks/block[@name='oreIronBoulder']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="WastelandOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="DesertOreHarvest"/>
    		</append>
    
    		<append xpath="/blocks/block[@name='terrOreIron']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="DesertOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="WastelandOreHarvest"/>
    		</append>

     

    The buffs

    	<buff name="AllowSnowOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="1"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="SnowOreHarvest" /> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowDesertOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="5"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="DesertOreHarvest"/> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowWastelandOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="8"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="WastelandOreHarvest"/> 
    			</effect_group>
    	</buff>

     

    Something must be wrong and I'm just not seeing it. 

     

    Ill test all of this out a bit later to see if something's different. How are you getting these buffs? I'm assuming you have all three of those added to the statucheck01 or 02? If not, then that's probably the issue is you're not getting those buffs to begin with. But if not, like i said, ill test it out after some house work.

  3. 5 hours ago, dbourque said:

     

     

    I'm stumped again. So my plan was to have multiple harvestable resources in the iron ore, but make it so you can only harvest one resource at a time from each biome.

    ie: mining iron in the snow biome gives only SnowOre and nothing else.

     

    	<append xpath="/blocks/block[@name='oreIronBoulder']">
                  	<drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceCoal" prob="1" count="100"/>
          	</append>
    
            <append xpath="/blocks/block[@name='terrOreIron']">
                    <drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceCoal" prob="1" count="100"/>
            </append>

     

    My current issue is that when I'm in the snow biome, it harvests all three instead of only the one that I want to harvest. I might have to find another solution but before I did that I wanted to double check with you.

    If you are using a buff to give the harvest count, you need a tag. First you set the player to count=0 of that tag. Then you can edit that through the buff.

    So, for example in my mod, there is a quest where the player needs to collect training dummy parts. But I don't want them to be available until on this quest. So on the player i have:
     

    
    			<passive_effect name="HarvestCount" operation="base_set" value="0" tags="TrainingDummyParts"/>


    Then, the player gets on the quest and is given the buff needed to harvest the items. In this buff, that count is set to 1, but note it still has the tag applied. Instead of a biome check, mine checks for the amount of quest items needed, so ignore that bit. Just pretend that requirement is the inbiome one.

    <buff name="buffQuestItemTrainingDummyParts" hidden="true">
            <stack_type value="replace"/>
            <duration value="1"/>
    		<update_rate value="1" />
            <effect_group name="Allow Drop Rates">
    			<requirement name="PlayerItemCount" item_name="questItemTrainingDummyParts" operation="LT" value="4"/>
    			<passive_effect name="HarvestCount" operation="base_set" value="1" tags="TrainingDummyParts"/>
    		</effect_group>
        </buff> 



    And finally, on the block i have this. This will tell it that you need the tag in order to harvest that item. The count doesnt matter, since i'm using the buff to control that. If i were to set the buff to say 100, then it would basically rewrite this line to be count=100, but still need the tag in order to harvest.

    
    	<drop event="Destroy" name="questItemTrainingDummyParts" count="1" tag="TrainingDummyParts"/>



    Hope that makes sense.

  4. The way i do stuff is create a master buff for w/e mod i'm working on, so a fishingmaster for the fishing mod, or a husbandrymaster for the husbandry mod. I give the player this buff through adding it to the buffstatuscheck01 or buffstatuscheck02.

     

    <append xpath="/buffs/buff[@name='buffStatusCheck01']">
    		<effect_group name="Adds Master Buff">
    				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffQuestWorldMaster" target="self" />
    		</effect_group>
    </append>



    Then from that master, i control everything. Instead of trying to add 20 buffs to the status check, i just do it all from the master buff.

  5. 45 minutes ago, HYper said:

    just wondering, does sleeping update have any cause on dehydration? trying to figure out if its this mod or another thats affecting a continuous water drop.

     

    ive drank numerous water and yet it still drops saying im dehydrated making game unplayable.

    I doubt it'd do anything with hydration. It just progresses time and changes some cvars to the critical debuffs to speed up their recovery. What other mods do you have running?

  6. You can do this with buffs easily. In one of my many... many mods i'm working on, you can only harvest x item when you're on x quest. This is done by adding a harvestable item on the block, then setting it to 0 on the player in entityclasses. Then, using a buff, set the harvest count at 1, if player is on the quest. You could use any requirement check for this buff, which includes being in certain biomes. Take a look at the harvesting of different items with the wasteland books in progression to get an idea of how it works.

  7. 42 minutes ago, magejosh said:

    I looked and i didn't have to make any changes for it to work.

     

     

    I also had an idea for two more books to add to the series, more funny than anything but would be cool. 

     

    Book 6: Party Time - Charged attacks with the repulsor mod equipped trigger the twitch celebration event. 

    Book 7: Aim Assistance - Noncharged attacks with the repulsor mod equipped trigger the bighead buff. 

     

    I know you're backed up right now so if i get them working i'll send them your way.

     

    Also, on the chickens sounds in the husbandry mod, would it be possible to swap a couple sounds for lower volume ones so they're not all quite so loud?

    Guessing you mean the a19 version for the husbandry mod? If you mean the A20 test one, I'm going to go through the sounds and make them quieter closer to release. It's gotta be done through unity.

  8. 33 minutes ago, ErrorNull said:

    @Telric - i just ran across the Sittable Furnitures mod by @moongaming, but unfortunately appears no longer being updated. i like the idea of having a sitting / lying pose for furniture. would it be possible to add the lying down pose when sleeping on the bedroll of your sleeping mod? i think that would be very cool.

    The way those mods are done is through vehicles. So the bedroll would have to be turned into a vehicle and changed a bit to work. It's possible, but itll be a while till i get to it, if i do it.

  9. 2 hours ago, gpcstargate said:

     Good Day Sir

    I love your Decro mod and use it alot ...

    But I was wondering How hard it would be to add a Triple 3x2 window  (open -fixed-open) window or just a fixed 1x2 window panel to the mod .. I build odd size buildings " like 7-9-11's and I know most of what the TFP do are even's.

     

    Thank You ... the Old Gamer .. 😌

     

    This why I ask .. even if it is just a fixed pane would be good, then we use it in many other ways.

    7 Days to Die Screenshot 2022.01.10 - 10.37.30.35.png

    Would you rather have just a single side of the window, instead of stretching it to be 3 blocks? I could split the model in half so you have a single 2(tall)x1(wide) window that can open left, or another one that opens right.. If that would be better, a) it would be easier on me, and b) it'd be more modular. But if you'd rather just have the 3x2, i can do that as well.

     

  10. 1 hour ago, ErrorNull said:

    love the sleeping mod. is it possible to add the following additional features?

     

    1) check if player is currently being hunted, and prevent sleeping if that is occurring. not sure about you, but i'm unable to sleep if there's too much noise outside, and screamers wailing or zombies constantly punching at your bunker base is no exception.

     

    2) the requirement to crouch in order to activate sleeping. sometimes a player base can be a bit small with the bedroll near heavily trafficked areas, and maybe the player doesn't want to accidentally activate sleep, and fast forward time progression.. since they need more time in the day to hit the trader quests or upgrade their base before horde night.

     

     3) i like the positive benefits of sleeping and how it's tied to the perks. any thoughts on adding detriments of not sleeping? otherwise someone can play the entire game with 'sleepiness' at 100% and never care to step on their bedroll, and essentially ignore the sleepiness mechanic. some ideas: reduced running speed, reduced stamina maximum, vision starts to occasionally blur (drunk effect), etc.

     

    keep up the good work.

    As this one isn't meant to be a hardcore type modlet, I'm just going to leave it so you can sleep while enemies are around. I have a lot of mods that I'd like to get around to. I did go ahead and add the crouching part so people dont accidentally accelerate time. As for the 3rd point, I have a mod that has been started in a19 that adds a few more hardcore elements such as getting colds and other things like that. The idea of requiring sleep would go well with that, so I'll have it as part of that mod if I ever find time to get around to it.

  11. 1 hour ago, heyfunny said:

    I love the idea for the fishing Mod I play Solo on the Steam version of A20 and I can't seem to reel in fish.  I have my Interact key set to a mouse button using a Logitech g600 (the mmo one) so my lower corner side button is set to the key that open doors opens cabinets hops on vehicles and is set to Keypad 0.  I assume that is the command you use to reel?

    But when I try to fish is does nothing and the number goes to -20 and I catch nothing hear no reeling noise when I press the button.  Is the command I press a different keybind?  What specific keybind is it calling for? I try hitting the "Interact Button" when set to KP 0 and nothing I also tried rebinding it to F and still did nothing.  I tried right mouse button nothing left mouse button nothing.  What am I doing wrong?  Is there a specific like order it has to be in as far as the mod folder? I mean everything else in the mod seems to work.  Just doesn't seem to acknowledge that i am pressing the correct command to reel in. (If this is done with a different command which keybind is it and what section of the keybinds is it under?)

    It's the same button you use to turn on and off your helmet lights, weapon lights, and headlights on vehicles, which now that I'm saying it, are you wearing any of those? I never did test while wearing stuff you turn on and off. So it could be that. Ill do some tests later today on that idea, but if you are hitting that button and its not doing anything, try taking off your lights first and see if that works. if not, load up the game, cast your line and wait for a bite, then once you fail it, exit out and send me the output log and ill look into that.

  12. 1 hour ago, Jessy said:

    Hi Telric, I'm playing with your Fishing V2 mod with a friend on a game hosted at my place, she also has your mod in her files, but when she tries to catch bait, she has nothing in her inventory, just like the fish she catches, she has nothing either.
    There are no errors in the logs.
    What can I do?

    There's a known issue with the new events not working in multiplayer. TFP are going to be working on a fix when everyone's back from break.

     

    On 12/31/2021 at 8:19 AM, Techalyzer said:

    Hello there!

    I see a very annoying problem with the decoration pack mod. All the lamps seem to turn off, probably when I leave the lamp's chunk, as far as I can tell, or maybe after a set amount of time?

    I haven't looked in the files too much, but I'll try to see if I can fix this myself. Anyway, it would be a nice fix to have in the next updates. It's extremely annoying to have to turn on the lights every time I get into my base, and they're not even powered, I thought I can wire them up to my electrical system, but that doesn't work.

    I'm not sure about that. I assume there is some script or something on regular doors that checks if the door was open or closed. Alot of those decorations use the door as a template to turn things on and off.

  13. 19 minutes ago, Mahnogard said:

    Fishing 2.0 caused me the most hilarious near-death experience I've ever had in this game. 

     

    I had a quest to open up a trade route. I was only planning to head over there on my bike and come right back so I didn't bring much in the way of meds. Just some med bandages and a jar of honey. I get to the other trader and there's a thug outside the door. So I walk up with my club out, prepared to do battle, but I started like, bouncing up and down or something and I freaked out and tried to backpedal cuz I thought I was falling through the map. I couldn't hit the Thug because I kept bouncing and moving against my will. I finally got in enough hits to knock him down and then finished him, then I looked around and realized...

     

    I WAS STANDING ON A BUTTERFLY.

     

    I started laughing so hard I didn't hear Arlene coming up behind me so she got a few shots in. I finished her off then I smacked the butterfly with a club because that's just how it is in the wasteland.

     

    I was infected and very injured so I used up my bandages and my honey and I'm now nursing a sprain which meant I had to bike home slowly. And yet... it was so worth it. :D 

    Lmao! Those demon butterflies!

  14. 4 minutes ago, Gouki said:

     

    Wonderful, that's another mod that I like, animal husbandry, I'll be waiting for the update.
    Regards

    Itll be a while, as I like to improve on the mods as I update them. Of course, you can join the discord in the main post if you want to keep up with or give input on stuff i'm working on. Get to see things as they get developed and all.

  15. 8 minutes ago, Gouki said:

    Hi Telric


    Going through your post to comment that the Spiders mod works in A20, there is only a small error in entitygroups regarding Invisibleanimal, it is only deleted and that's it.
    Thanks also for the other updated mods.
    Regards
    Happy holidays everyone

    Awesome. I've currently started working on husbandry mod. I might add the spiders to that. Combine all the animals into one or something. If not, ill fix it up after husbandry!

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