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About Weyrling

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  1. I suggest checking out the thread and the github, here's a couple links: https://7daystodie.com/forums/showthread.php?117235-DMT-Modding-Tool https://github.com/HAL-NINE-THOUSAND/DMT
  2. Basically you want an effect_group attached to every player that has conditional requirements based on distance from an arbitrary coordinate, I don't think the current system supports it, but it doesn't sound terribly hard to add with code. So you may want to ask some people who make DMT mods about whether that could be done, or somebody who knows more than I do about the underlying requirement/effect system to confirm whether or not that's possible with what we have now.
  3. AFAIK altering the biome map at run-time isn't possible with modlets, so you'll want to look into DMT modding if you want to make something like this the way you've described it. The closest you could get with a modlet I can think of is making radioactive bedrock that replaces existing bedrock over time, but this would apply universally across the map or would effect the biome in question regardless of location and could be avoided by just going high above it. Could make radioactive objects that replace existing objects, but those could be destroyed or collapsed. Pretty much DMT mod territory, but I'm not sure where you'd want to start.
  4. meleeToolStoneAxe doesn't have a 'wood' DamageModifier anymore so the xpath doesn't find anything to change. You could add one though: <configs> <append xpath="/items/item[@name='meleeToolStoneAxe']/effect_group"> <passive_effect name="DamageModifier" operation="perc_add" value="50" tags="wood"/> </append> </configs> Note that operation 'perc_add' with a value of 50 is a 5000% increase, which may be excessive.
  5. I'm not sure what the problem might be. Are you making new name keys and description keys and then referencing them, or overwriting existing ones?
  6. If your description has a comma in it anywhere you'll need to surround it with quotation marks to pass the string in correctly. Ex: DescKey,items,Food,EnChanged,"Blah, and Blah",,,,, My modlet's Localization.txt appears basically the same as yours, except I kept the same number of commas as the original: Ex: NameKey,items,Food,KgNone,"Actual Name",,,,,
  7. 7DTD is accessible and moddable enough that a talented coder could definitely add in all previous features and practically any other feature as well. Emphasis on coder, because they'd have to literally code them into the game (which we can do). However this would not only require a lot of time and effort, but could be rendered useless or obsolete by any upcoming update. Once the game is feature complete and hits full release then I imagine it'll only take a hundred hours of work or two.
  8. To add a new block to the shape selection menu you want to find the VariantHelper block. For example brickBlockVariantHelper: <block name="brickBlockVariantHelper"> <property name="Extends" value="brickBlock"/> <property name="CustomIcon" value="brickBlock"/> <property name="CreativeMode" value="Player"/> <property name="DescriptionKey" value="blockVariantHelperGroupDesc"/> <property name="ItemTypeIcon" value="all_blocks"/> <property name="SelectAlternates" value="true" /> <property name="PlaceAltBlockValue" value="brickBlock,brickRamp,brickArch,brickCNRFull,brickCNRInside,brickCNRRamp,brickCNRRampFiller,brickCTRpole,brickGableInvertedHalf,brickGableInvertedQuarter,brickGableInvertedSteep,brickGableQuarter,brickPlate,brickQuarterCNR,brickQuarterCNR3Way,brickQuarterSCtr,brickQuarterTeeSCtr,brickStairs25,brickStairs25CornerCNR,brickStairsFilledRailingLeft,brickStairsFilledRailingRight,brickWedgeCNRInsideBottom,brickWedgeCNRInsideSteepBase,brickWedgeCNRInsideSteepTop,brickWedgeCNRInsideTop,brickWedgeCNRSteepBase,brickWedgeCNRSteepTop,brickWedgeIncline,brickWedgeStairs,brickWedgeTipCNRFullBottom,brickWedgeTipCNRFullTop,brickWedgeTipStairs"/> </block> You'll want to add the new block to the list under the PlaceAltBlockValue property. I've never attempted to add a new value onto a list of values, but you could probably remove the property entirely and then append a revised list.
  9. However, I'm not sure where that's at? It's certainly not in the menu, and I tried to look in the progression.xml but I didn't notice too much about it there. As FranticDan mentioned, this is in the new experimental. In the current A18 stable you need about 1.3million exp to get to level 100, level 200 requires 3billion exp, level 250 is 39billion, then at level 252 you get capped at a max of 2,147,483,648 exp per level so it's another 103,079,215,104 exp to get to level 300. Cumulatively it's about 147 billion which is basically impossible. In the newer experimental the exp clamps at level 60 which is about 186,791 experience so it only requires ~46 million exp to get to level 300. I didn't math this one out properly but here's the line in the new progression.xml: <level max_level="300" exp_to_level="10000" experience_multiplier="1.05" skill_points_per_level="1" clamp_exp_cost_at_level="60"> So it's no longer practically impossible but it'll still take ages. For example if you did this purely through building you'd need to make a ~100,000 block concrete structure from scratch with wood frames.
  10. It's entityclasses.xml, not entity_classes.xml. Anyway patching the entityclasses.xml file with this works: <configs> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='HealthMax']/@value">200</set> </configs> They might generate the audio file references in the entities before running the patch, I suppose.
  11. Yeah, basically 'modlets' can run xml patches to edit the core config files without replacing them, allowing multiple mods that need to edit the same file work together without manually editing them. Compatibility can still be an issue between two modlets that edit the same parts of the same files, but that'll always be an issue. For more information I suggest checking out the XPath-Modding-Explanation-Thread.
  12. Looks like it should work, it might be an actual bug like the rwgmixer.xml xpath thing they fixed with the recent 18.1 patch. Just like how the world generation wasn't applying rwgmixer patches, maybe the audio files aren't properly implementing patches.
  13. Threw this into a modlet and it seems to work fine. <append xpath="/progression/attributes/attribute[@name='attFortitude']"> <effect_group> <passive_effect name="HealthMax" operation="base_add" level="1,10" value="10,100"/> <passive_effect name="StaminaMax" operation="base_add" level="1,10" value="10,100"/> </effect_group> </append>
  14. Ah you are correct, it looks like the proper xpathing so the issue may be location related. Does the layout of the modlet look like this? /7 Days to Die/Mods/ModName/Config/entityclasses.xml /7 Days to Die/Mods/ModName/ModInfo.xml
  15. I'm not sure exactly what you want to change, but it's all in buffs.xml. You might want to look at buffInjuryBleedingZombie which is what adds bleed counters to zombies. A bit further down is buffInjuryBleeding, it's what runs the HealthMaxModifierOT and HealthChangeOT effects for things with bleed counters. It has a duration of 20, and a stack type of replace, so the duration refreshes every time an entity gets hit with a bleed weapon. Basically the bleed amount is equal to the bleed counter, so with 5 stacks things take 5 damage per update. If you want to weaken it the easiest way is to just reduce the duration, alternatively you could reduce the maximum stacks (or both). It'd be a lot trickier to make it give less than 1:1 damage per counter, but you could just do multiple operations. IE the original set is this: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="set" value="@bleedCounter"/> If you wanted it to do 2/3rds damage per stack you could try something like this: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="set" value="@bleedCounter"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="multiply" value="3"> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="divide" value="2"> It might have weird rounding issues though, since I'm not sure if $bleedAmount is a float or an integer (decimal or whole number). If you have some specific thing you wanted I can probably make you a modlet for it, unless you want to do it yourself.
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