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mr.devolver

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Posts posted by mr.devolver

  1. 34 minutes ago, saminal said:

    I've avoided these because realistically, they would need to be powered rather than burn wood, and they can't require power with XML only.

    Well, Jax has versions that work without burning wood and don't need the electric power. It's fine, I was just asking because your mod has also something extra his mod doesn't and his mod has something that your mod doesn't have and I would like to have it all, but obviously there would be conflicts, so yeah.

  2. 1 minute ago, ocbMaurice said:

    Glad it worked, optimized it a bit more to get rid of the last lag.
    https://github.com/OCB7D2D/OcbPinRecipes/archive/develop.zip
    Didn't test it fully yet, need to see if I over optimized some stuff.

    Just when I updated to the one from your last link, you posted another LOL. Can't complain though, I can't say no to more FPS! :D Soon you'll optimize it to the point that devs will start copying your code and not the other way around lol

  3. 8 minutes ago, magejosh said:

    Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things.

    When I'm swarmed with zombies, I switch to something faster than just a steel axe, I think most people do unless they have death wish in which case they wouldn't have long time to enjoy the hilarious flying zombies anyway. :p

  4. 4 minutes ago, magejosh said:

    I did test it while using a t10 sacred weapons aio mod pack machete that was doing about 1000 damage. Seems to work fairly well. I still knocked a 2200hp uma zombie back 4 blocks on third and final hit, but that's way less than i was getting before. I'll toy with the numbers and see if i can get it down to two blocks knockback. 

    Just find the sweet spot value and cap the damage to that value, I guess. :p

  5. 2 hours ago, ocbMaurice said:

    I've added one feature I believe makes sense, but I needed to copy a bit
    more code than expected, so not 100% sure if it works in all cases.

    I added another icon beside the "X", which will only be shown if the item
    can be built on the currently open station. The recipe pins now also account
    for the build multiplier. Maybe some people care to try it out and give feedback!?

    https://github.com/OCB7D2D/OcbPinRecipes/archive/develop.zip

     

    This works, although the quick craft button also un-pins the recipe just like the X button. Is that intentional?

  6. 1 hour ago, ocbMaurice said:

    I've added one feature I believe makes sense, but I needed to copy a bit
    more code than expected, so not 100% sure if it works in all cases.

    I added another icon beside the "X", which will only be shown if the item
    can be built on the currently open station. The recipe pins now also account
    for the build multiplier. Maybe some people care to try it out and give feedback!?

    https://github.com/OCB7D2D/OcbPinRecipes/archive/develop.zip

     

    Sure, I will give it a test.

  7. 5 hours ago, HYper said:

    how do i unpin? ....

    X in the top-right corner of the pinned recipe panel.

    4 minutes ago, ocbMaurice said:

    I've been thinking about a few advanced features, but most have some certain cons.

     

    Auto clear pinned recipes when the pinned item appears in the backpack or toolbelt

     

    This may not be so simple, since you may want to craft multiple items?

    Not sure though if that logic really makes sense (too many false positives?)

     

    Auto craft recipes that can be crafted in the backpack

     

    As soon as we have all the recipes, crafting starts automatically.

    Also not sure since you may want to craft it in a workbench instead?

     

    One solution to most edge-cases could be to add more UI elements.
    E.g. a checkbox so let the user decide if he wants a certain action to happen.

     

    These ideas are really nice actually, but probably beyond the scope of the purpose of what people expect from a simple "Pinned recipe" mod. Perhaps you could create a new mod that would be based on Pinned recipes idea, but take that concept several steps further and create some sort of automated task manager where you could manage crafting in your workstations as well as backpack at once - from a single user interface. In that case all these features would make perfect sense. :)

  8. Do you think it would be a good idea (if it's possible at all) that once you collect all the ingredients, there would be a craft button directly on the pinned recipe panel that you can click to craft that item? I guess it would be hard to implement, since it would have to respect game rules and only allow you to craft the said item if you're currently using that area in game, that is backpack or workstation depending on what is required by the recipe. I mean sure, once you open the workbench or other workstation that recipe is tied to, you may as well click the craft button there, so in that regard there would be no difference, but it would make crafting faster in those situations when the recipe doesn't require workstation. Just an idea.

  9. 3 minutes ago, arramus said:

    Correct, there is an 80% chance the trader will be male. As far as I experienced, the Trader is a tangible known entity (typically the nearest) that we collect the Quest Reward from. I'm not sure what is imaginary about that. The value of that 20% variable is subjective and perhaps I just put a little more emphasis on it than others which means there can be no overall consensus and it'll be left to ShoudenKalferas to decide.

     

    Correct, the trader to which you turn the items to is known, but the problem is that it is only known to you and you only. The game doesn't really make difference between the traders you're dealing with, and so it's only up to your imagination who the trader actually is and here we are coming back to my original point. The trader is imaginary, because from the context of the quest narrative, it is not known whether it is the actual trader you're currently dealing with or a trader from another allied settlement. The game does not care about your personal roleplaying value, so you have to use your imagination to make it what you want it to be. I can and always will agree that ShoudenKalferas is the one who writes these quests, so he's the one to decide what the quest is all about, but he can only do so much. The game doesn't really allow him to go much deeper into questing and stories, so that's why I'm putting that emphasis on the roleplaying value and imagination. While he can write some base narrative for us, it's only up to our imagination how to interpret it, but the quest is written as is and we have to respect that...

  10. 1 hour ago, arramus said:

    The first sentence can be 'he' for sure as it can specifically be a male doctor and an imaginary person as per the creator's intent.

    The second sentence 'He is willing to....for your assistance gathering supplies for the doctor.' He in this context is the Trader, and if that Trader on that occasion is Jen, then maybe it shouldn't specifically mention gender.

    There is only one female trader and the rest are males, so it wouldn't be so surprising that the trader this quest is all about is indeed a male. Furthermore the trader in the context of the quest is also imaginary. For all we know, the trader could be a trader from an allied, but different settlement than the one you're dealing with, that's also not known from the context. Keep in mind that these quests are not really tied to any specific trader, you can turn the items in to pretty much anyone the game considers a trader, so who the trader really is, is up to your imagination and the narrative of the quest has only roleplaying value, much less informative value in relation to actual game events (which as we know are pretty much non-existent at the moment).

  11. 9 hours ago, arramus said:

    - Remove gender association to reflect Jen (should she also be party to this quest)

     

    I disagree on this one. The quest doesn't specify who the doctor is. Jen in a trader and presumably also a doctor, but you may not even know about her existence if you are a new player and you're doing this quest at different settlement where Jen isn't even a trader, so the doctor in this case may be whoever your imagination can push into your mind. It's just a filler, imaginary person to help you roleplay, not an actual NPC known in the game.

  12. 1 hour ago, Mahnogard said:

    You're welcome! I start new saves a lot so it was no hardship to start fresh for the mod. I definitely plan to keep Free Lunch Machines in my "permanent collection" - the modlets that I keep from save to save. I like how it adds little "oh yay!" moments to my exploring. :D 

    Yeah, I totally understand, I also like those little additions here and there that enhance the gameplay, those are always nice to have. :)

  13. 9 minutes ago, Mahnogard said:

    Reporting in with my findings! From my limited experience, it seems pretty balanced in terms of numbers of lootable vending machines vs broken & working VMs. In the smallish town I'm currently in, I've located 8 VMs so far (not counting the trader). Of those:

     

    2 working

    2 lootable

    4 broken

     

    RNG is what it is, so I'd probably have to clear an entire map to find out if your intended spawn rates bear out. LOL 

     

    At first it seemed like the lootables were giving a lot of stuff, but on closer inspection, much of it was common drink items and some canned goods, so if you factor in that I could make most of the drink items myself, I ended up walking away with about 180 - 240 Dukes worth of free canned food, if you use the regular vending prices as a guide. Which is a very nice treat, but not excessive, IMO. I did get one Mega Crush from the second lootable VM  which was an awesome little bonus. (And technically, I found two lootable machines but one of them later ended up being a quest location so it reset and I got to loot it again, so I sampled three loot lots. Free Lunch indeed! :D )

     

    So overall I'm very pleased. There's enough stuff in there to make the lootable VMs feel like a lucky find, but not so much that feels OP. I think that the balance is pretty much on point for the type of players that would be attracted to a mod like this.

     

    Thank you for your feedback! I see you tested it more thoroughly than I did myself before I released it, so I'm glad to hear it feels balanced to you! :D I'm testing couple of other mods on my current gameplay and as you know this mod, while still working on existing saves, it cannot change the machines that were already spawned before installing and new machines will only show up if you either reset a POI which contains a vending machine or when you discover a new area that has them, so even though my current character is level 90+, I have "found" only one lootable machine in HIGASHI PHARMACEUTICAL and even that was only because I had to reset the POI for quest.

  14. 2 minutes ago, arramus said:

    A tweak with the 0-XNPCCore settings and potentially Darkstardragon's SoldierPack or farm yard animals will now be able to play together with Oak's for players who prefer to expand beyond. Oak's Pets and Guards will remain a server side only mod, and just as with any overhaul, integration to the receiving mod to accept an additional modlet is a good first point of call. Thank you for taking the time to tinker with that magejosh in the way you always do so well. Players can always further integrate back into Oak's for the updated Core Entity Class at their leisure.

    I'm really glad I don't have to uninstall your mod, I started to like it a lot. ❤

  15. 1 hour ago, Tristam said:

    What?  Are they conflicting or something?  Or are they just not being picked up by the new skills?

     

    I'm using both TA and AS mods. Making them compatible should depend on tags used on weapons of TA. If TA uses different tags than vanilla, they may not be picked up by AS mod. I honestly don't know, because I haven't tried TA weapons yet, or maybe I did but didn't notice any difference lol

  16. 1 minute ago, magejosh said:

    Sorry i solved this conflict with NPCmod last night and forgot to share. 

    Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file.

     

    
    	<!-- mjedit to harmonize with NPCmod -->
    	<!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > -->
    	<insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

     

     

    Thank you again!

  17. @arramus , you wrote a lot of stuff, but didn't answer my original question about 0-SCore and NPC mod. In the meantime I figured there really is a conflict between your guards and these mods. Removing 0-SCore and NPC mods made your guards (both humans and animals work as intended). Please do be aware that this is not meant to be critique of any sort, I'm just pointing out that there indeed is this incompatibility just as I expected. What's going to happen from this point is up to you. I do like your mod, but if I must choose between your human guards and 0-SCore + NPC, I will have to choose the latter. I do believe it should be possible to make these mods compatible, it's probably a matter of switching your guards to more advanced AI provided by 0-SCore which is also used in the said NPC mod and perhaps it could be done as an add-on for those users wishing to use the aforementioned mods, but ultimately whether to make it compatible or not is up to you as the author of the mod. Either way, thanks for the impressive mod. :)

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