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mr.devolver

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Posts posted by mr.devolver

  1. 3 hours ago, bdubyah said:

    That would be cool, but I don't know how useful I could make him. If I was using DMT he could be hired which would be cool, but I don't wanna go that way right now. Thanks for the offer though. :)

    Well, I had couple of ideas how to bring mysterious stranger to 7 Days to Die without DMT, they may or may not work, but we could use someone like Telric to help us with it, he can do some xml magic that would be useful here. :p

  2.  Hello everyone,

     

    recently I was trying to help another modder who wanted to learn how to write his custom Localization.txt file for his mods. Although the original idea was to give him a quick answer, it turned out to be a little tutorial I thought someone else may find useful, so here it is for everyone:

     

    Think of the content of Localization.txt as if it was the content of a table. As long as you stick to the vanilla format and follow its rules, you should be fine. Always try to match the vanilla format whenever possible.

     

    Following these three simple rules will help you to write your own basic localizations from scratch:

     

    1. First line of Localization.txt is always the table header with all kinds of labels or descriptions for entries below it. In other words, they should give you a hint as to which entry is expected where. This is the first line in vanilla:

    Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish

     

    2. As you can see in this first line, all the entries must be separated by commas thanks to which the game knows where the new entry is and everything after a comma is treated as a new entry. However, what if we needed to write a long text such as item description that may contain several commas that we actually want to show in game? That's what the rule number 2 is all about:

     

    Writing long texts that have to include commas such as item descriptions would normally break the Localization.txt file format. To avoid that issue, the whole entry must be written inside double quotation marks like in the following example:

    "This is one entry in Localization.txt, and this is still the same entry despite being written after the comma! All thanks to being written inside double quotation marks!"

     

    3. Each line in Localization.txt file is considered a new line of entries in the table, so what if we wanted to write a pretty item description with paragraphs instead of showing a wall of text with no paragraphs?

     

    To write a new line inside our text, we need to write a special mark that will tell the game to put the text that follows on a new line. The mark looks like this:

    \n

     

    Example:

    This will be shown on the first line.\nThis will be shown on the second line.

    In game this text will look like this:

    This will be shown on the first line.
    This will be shown on the second line.

     

    If you wanted to leave one or more lines empty, you would have to put two or more of these marks together.

     

    Example:

    This will be shown on the first line.\n\nThis will be shown on the third line.

    In game this text will look like this:

    This will be shown on the first line.
    
    This will be shown on the third line.

     

    A good rule of thumb is to keep the length of your texts up to 80 characters per line, otherwise your text may show up a little bit broken, not neatly formatted the way you expected. It's because the game seems to put hard-coded line breaks after 80 characters, at least in some cases.

     

    That's it for the basics. There are also some advanced things such as tags you can use inside Localization.txt that help you to show some special values that may be changing in game and it will always show the actual values, such as cvars, but honestly I'm not familiar with those yet, I never really had to use them and it's out of scope of this little tutorial point of which was to explain basics.

     

    I hope this helps at least some of you to get started writing your first basic localizations for your new awesome mods. I hope you enjoyed it and I wish you good luck with your mods!

  3. 1 minute ago, Telric said:

    The best way.. Old school exploring. :) Never fails! Find the POI yourself! lol

    Yeah, but where's immersion? Ok, let's get our imagination on a little trip, ok? I want this place to be run by an NPC who's a friend of a different NPC who will tell me about that place and send me there to tell / do something for his friend who's the owner and possibly get a horse there while at it. Do I want so much? This would be possible if vanilla game allowed us to send the player to a specific POI! We already have a way to send them to a random POI, so why not a specific POI as well?

  4. 59 minutes ago, nickuk01 said:

    You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing

    Turning it off and starting a new game instead of loading the previous save will definitely do the trick.

  5. 42 minutes ago, sphereii said:

    The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

     

    It should be possible to toggle on and off, with only a restart for the effects to take effect. 

    It is possible to toggle on and off. It is off by default, so whoever had an issue with how it works, had to manually turn it on in the first place. ;)

  6. 25 minutes ago, bdubyah said:

    Well, I mean, I already have the parts in loot, and everything has recipes. So the only issues for either is if vanilla loot groups were removed/renamed, or if resources used to craft them were removed/renamed.

     

    And that would just be finding what the loot groups/resources got renamed to and changing it accordingly. If removed, then add them back or change it to something similar.

    Yeah, but Darkness Falls mod author (or any other overhaul mod for that matter) knows about all the changes he did to the game, so it would probably be easier for him to do the compatibility patches with various different smaller mods, if possible. Obviously it's not always possible, the example I always use when it's impossible is basically two different mods that change the forge in two different ways. You can't have both at once in that case lol

  7. OMG! Xyth, I've never seen that smurf in the pack, I hope you didn't remove it lol I wanna see it! :p BUT if you wanted to remove it, perhaps someone could make a cool replacement for it that would fit better - maybe some unfortunate guy wearing a smurf costume was bitten and turned into a zombie before the apocalypse. I mean, who are we to judge, right? People could be turned into zombies in all kinds of bizzare situations, wearing all kinds of bizzare suits and costumes! :classic_ninja:

  8. 53 minutes ago, xyth said:

    I found the comments about this mod being childish to be a bit insulting, but I shouldn't have been snarky.  Its a game after all.

    I guess we all have been at least once in our lives in situations when something made us upset to the point we acted out of the boundaries of our usual behavior. I think it's natural, after all we are humans and not robots programmed to always follow one specific program.

    B2Bh4cr.png

  9. I guess this is a good sign that at least some of us live a happy and healthy life if they are willing to spend their time and energy to come here and criticize work of other people who are doing it for free. I'm actually happy to know that something like visual aspect of a game mod is their biggest concern in their life, because that means if it wasn't for this game mod concern, their life would be perfect!

  10. 1 hour ago, xyth said:

    On the current build, bandits drop a "strong" loot bag 25% of the time, and survivors drop a normal one 10% of the time to limit the benefits of survivor farming.  Change it to whatever % you want.  

     

    If I was to change it for myself, I would probably make the bags from bandits more rare. They tend to have good things that I feel like they are given away a bit early for not much of effort.

  11. 1 minute ago, TEMPERFLAWLESS said:

    Before I ask, I love this mod despite only playing it for about 10 minutes (currently playing it as well :)) it reminds me of those old mods back in A15 that actually had non broken bandits. It feels like I found it again. Anyways, is it possible to make the Bandits drop loot? Or is there just a chance they'll drop it?

    They already do, but it's pretty rare.

  12. 3 hours ago, Syrex said:

    heya Xyth. 4/5 players are having no issues with the packs thus far (thank you for work), however 1 player is having multiple errors upon entering the game. He has a folder structure that is correct as far as i could see: steamapps/common/7 days to die/mods/0-creaturepack*  . Couple things i noticed is a) its saying "[MODS] No mods folder found" b) when i did a console "killall" -- 2020-09-01T16:53:20 8086.060 INF Executing command 'killall' by Terminal Window - Gave 99999 damage to entity humanWhispererBetaHunter -- and he was able to enter game c) it keeps referencing: steamapps/common/7 days to die/7daystodie_data/../mods/0-creaturepack*/resources/harleysounds.unity3d failed , when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure.. If you can provide assistance I would appreciate it.. I'll provide whatever i can:

     

    output log: https://pastebin.com/XQKT3Wmb

    Imgur: https://imgur.com/a/MIqgdFr

    Check out the output log:

    D:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/0-CreaturePackAnimals

    This is your error right there. Mods folder doesn't go into 7DaysToDie_Data subfolder. It goes into 7 Days To Die folder directly.

  13. I found combat shotgun after a week and it was just quality 1. Still it was a godsend for me, because I had nothing better than blunderbuss at that time and I was getting tired of the stone age...

  14. 5 minutes ago, Telric said:

    An invis entity spawns with "buffDummyEntitySuicide" which adds -1000 health on start.

    Thanks, I guess this explains why my attempt at custom entity based on invisible animal failed to deliver what I expected lol, oh well we learn something new every day.

  15. 15 minutes ago, Cork55 said:

    Perhaps a delay in re-spawning the zeds at the edge of the map after they are killed. This might create a ripple effect where the zeds wander in waves. How low have you set the population density mr.devolver?

    I'm currently testing density 10. I know it's low, but I'm playing this solo right now, I figured that it'd be best to find the best number for one person and increase it accordingly when more people join and I noticed that when you shoot couple of times, you're soon surrounded by the whole horde of zombies, even with this low number, so yeah... I'm still trying to find a good number.

  16. 49 minutes ago, Cork55 said:

    As someone else mentioned above, is there a way to allow the player to temporarily "clear out" an area to be able to have a tiny break from the zeds.

    It was me, I still haven't found a real way to clear out an area. The mod is nice, but with no chance to clear out an area of zombies, there's no way you could easily set up a base and defend it for a long time...

     

    I decided to try some extra settings not existing in base mod, to "dumb" the zombies down a little bit by reducing their vision, so that they will have harder time to see you - frankly with such a high amount of zombies this totally makes sense as the vanilla settings that make the zombies much more sensitive are meant for much smaller groups of zombies. It seems to help a little bit, but it's still impossible to build a base without the place getting constantly crowded with zombies.

  17. 4 minutes ago, Jay_ombie said:

    Telling me the game can not simply count the entities that are spawned - say 20 zombies, 10 animals counted alive - then STOP spawning. :confused2:

    Um, I didn't say that. Please take that information with a grain of salt. This is just my opinion based on my observations throughout my modding experience.

     

    General spawning is controlled through spawning.xml, but its functionality is pretty limited when it comes to controlling the amount of spawned entities, so from the modder's perspective, using these invisible animals is maybe not ideal, but at least it's useful, since we can't really work with the complex math inside xml, the actual math is done in the game code. I mean, maybe there is a way, but I don't think it's exposed to xml yet and maybe it never will be, so this is the best we can get, at least for now.

  18. 13 minutes ago, bdubyah said:

    I haven't had time to really play much so far, so I'm just going on what people tell me. A guy on Nexus said multiple people on his server had combat shotguns and various legendaries by day 2. Which is bad. Lol.

    Yeah, but what kind of settings he has on his server? Maybe they have overall loot set too high. Also, if the said players on his server boosted their loot with perks and special items that boost their loot, perhaps to have a higher chance to find some other items they were looking for, their chance to find your legendaries as well will be much higher than a chance for someone who plays on vanilla settings with no perks. You can't possibly make everyone happy, trying to find a sweet spot for everyone will be impossible.

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