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Kam R.

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Everything posted by Kam R.

  1. Ahh.. The box organizer types. I'll make note of all your names, so I don't ever play with you:] You would hate it hehe. But to answer the question: I guess my most pointless activity, that I HAVE to do in my main base, is build something that looks like a real bed to put my bed roll on. I'll even scrap some dye so I can paint it asap. I know there are bed looking respawn objects available, but they are one use only.
  2. I'll add my working sample modlet version code to that: <configs> <!-- first 3 appends to set up how often the town appears and how large it is under each of the vanilla settings--> <append xpath="/rwgmixer/world[@name='small']"> <property class="newtown"> <property name="few" value="1"/> <property name="default" value="1"/> <property name="many" value="1"/> <property name="mintiles" value="10"/> <property name="maxtiles" value="12"/> </property> </append> <append xpath="/rwgmixer/world[@name='medium']"> <property class="newtown"> <property name="few" value="1"/> <property name="default" value="2"/> <property name="many" value="2"/> <property name="mintiles" value="10"/> <property name="maxtiles" value="12"/> </property> </append> <append xpath="/rwgmixer/world[@name='large']"> <property class="newtown"> <property name="few" value="1"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="10"/> <property name="maxtiles" value="12"/> </property> </append> <append xpath="/rwgmixer"> <township name="newtown"> <property name="spawn_trader" value="false"/> <!-- remove this if you want trader at town entrance--> </township> <district name="newdistrict1"> <property name="district_spawn_weight" value="1"/> <property name="district_required_township" value="newtown"/> <!--connects district to township, can be several towns--> <property name="district_preview_color" value="1,0,1"/> <property name="poi_required_tags_all" value="industrial"/> <!-- Which POIs appear in a district. These tags are in every POIs own xml--> </district> <district name="newdistrict2"> <property name="district_spawn_weight" value="0.1"/> <property name="district_required_township" value="newtown"/> <property name="district_preview_color" value="1,0,1"/> <property name="poi_required_tags_all" value="newpoitag"/> </district> </append> </configs> Also I recommend creating your own placeholder tiles from scratch, unless you want to copy an existing road layout. I had some problems when i first used copied vanilla tiles because i couldn't get their markers removed properly.
  3. The only other thing I removed was my attempt to create my own gateway tile (road exit marker). I'm going with the vanilla one for now. Maybe post your rwgmixer here and we can figure it out? Null ref should just be something the game is looking for missing somewhere... Could be simple @%$# like typo in file names of the tiles too (Had that as well )
  4. I think the null ref came from not having all tile types available to build the town. See above why I tried only having corners - It doesn't work As soon as I created a whole set (T, intersection, corner, straight, cap) for the districts the error was gone. I messed up the modlet for the rwgmixer though and went to just manually add my township to the core rwgmixer and it works for me now.
  5. Thanks for replying again. Hm, I don't get what you mean by "end of the settlement". When I look at vanilla towns, they always seem to be a closed circuit with one exit. The edges of the town are all types of tiles, actually rarely saw the cap type on the edge so far. It seems like there probably won't be much possibility to utilize the tile system for specific formations as there seems to be no way of determining how they spawn or rotate, especially if we can't even try force a formation by only providing certain tile types (corners only like in my example, or straights only to get one long town etc.) I didn't want to do this specific project as one large wilderness POI, since those always are on the gravel roads and I wanted a proper road to go to it. But let's say I do this as wilderness POI, how large can a single wilderness POI be in A20 to still spawn in? Regardless of this specific case, still a bunch of open questions, I hope we can get the answers to, regarding custom township setup: Can someone please check if I set up the custom township correctly in the modlet I posted above? Just to see if that would work, given the right set of tiles are present. How exactly are the "district_spawn_weight" values interpreted? I assume they determine how much of that district is spawned somehow, but how exactly? Can I assign a custom gateway tile to a custom township and only that township? Does a gateway tile HAVE to be in the "gateway" district group? Does a gateway tile NEED 2 road exit markers? In the vanilla gateway tile the road exit markers are set up weird and idk why. One faces inward the other is at a 90° angle. Why? How do they work? I would have expected the triangle to face outward, towards the random gen road it wants to connect to? Is the gateway tile counted towards the number of tiles used in the settlement? (I'm thinking no, as it's its own special district type called "gateway", similar to "rural" being used for outskirts..) Could there be townships with NO connection to a highway? (Like secret, overgrown hidden towns that are cut off the grid and you have to stumble across exploring the wilderness instead) I'm just throwing all of these questions here for now. I might try putting them up in some of the modder/mapper discords later, but I don't want to spam text walls there I really want to get into the tile and custom towns stuff, imma try something different until more of the inner workings is clear to me:]
  6. Tile data is put in the data/prefabs/RWGTiles folder. Does the connection (to highways) tile of a town HAVE to be a "cap" type tile? I looked at the default trader gateway tile that's put on every vanilla town entrance. It has "cap" at the end of the name, seems to function like a cap onto the town's actual road grid, but visually also has the 2 road connectors for the highways. What I'm trying, is to only have "corner" type tiles available to put together the custom township, so with a dead set amount of 4 tiles it can only ever form a 2x2 tiles square. One of the corners should then connect to the highways. On the naming: I understand your description as "it needs "rwg_tile" at the beginning to understand it's a tile" and "it needs to have "(districtname)_(tile type)" at the end to understand where to put it and what puzzle piece it is" and "inbetween I could add a "_custom name_", for example to expand the number of tile variations of existing districts and have more of one type in it. Correct?
  7. So I've been trying to figure the tiles/townships/districts thing out too...boatload of unclears for me here. Who knows more and can answer some questions? :] I'm trying to set up a custom township with its own 2 districts. It's basically supposed to form a 2x2 tile town with no trader gateway tile attached and no outskirts district. As far as I can see most of that is set up in rwgmixer. This is what I came up with so far, including some questions in comments: <configs> <append xpath="rwgmixer"> <world name="small"> <property class="lakeside"> <property name="few" value="1"/> <property name="default" value="1"/> <property name="many" value="1"/> <property name="mintiles" value="4"/> <property name="maxtiles" value="4"/> </property> </world> <world name="medium"> <property class="lakeside"> <property name="few" value="1"/> <property name="default" value="1"/> <property name="many" value="1"/> <property name="mintiles" value="4"/> <property name="maxtiles" value="4"/> </property> </world> <world name="large"> <property class="lakeside"> <property name="few" value="1"/> <property name="default" value="1"/> <property name="many" value="1"/> <property name="mintiles" value="4"/> <property name="maxtiles" value="4"/> </property> </world> <!-- I Want the township always to spawn once and always have 4 tiles no matter what the player chosen settings are IS THIS DONE RIGHT?--> <township name="lakeside"> <!-- <property name="spawn_trader" value="false"/> DON'T KNOW IF THIS NEEDS TO BE HERE OR NOT. IS THERE A WAY/PROPERTY TELLING THE GAME NOT TO USE the gateway district but a tile from the townships districts that has a road exit marker?"--> </township> <district name="llentrance"> <property name="district_spawn_weight" value="0.5"/> <!-- HOW DO THESE WEIGHT VALUES WORK? WHAT DOES A VALUE OF 0 MEAN?--> <property name="district_required_township" value="lakeside"/> <property name="district_preview_color" value="1,0,1"/> <!-- <property name="poi_required_tags_all" value="lakesidehotel"/> POI with the tag doesn't exist yet, neither a poi placement marker in the tiles--> </district> <district name="lllake"> <property name="district_spawn_weight" value="1"/> <property name="district_required_township" value="lakeside"/> <property name="district_preview_color" value="1,0,1"/> <!-- <property name="poi_required_tags_all" value="lakesidecabins"/> POI with the tag doesn't exist yet, neither a poi placement marker in the tiles--> </district> </append> </configs> The only thing I wasn't sure about was how the game knows what tiles to put into a district. The tile xmls have nothing indicating the district they belong into the only TAG I came across for tiles is <property name="Tags" value="gatewaytile" /> which I assume defines the tile as one that should connect to highways. So I thought the actual file name is what is checked just as you describe it, however the vanilla tiles only have rwg_tile_(district)_(type) in their names. So for the above example I have created 2 (placeholder) tiles called rwg_tile_llentrance_corner rwg_tile_lllake_corner Tile data is put in the data/prefabs/RWGTiles folder The "llentrance" tile has a road exit marker put exactly the same way the default "gateway" tile has it. (Though that one has 2 of them does it always need to have 2 connections to the highway system?) And I added the <property name="Tags" value="gatewaytile" /> to its xml. RESULT: Trying to create a world goes all the way to the creating towns part (up to 100%) but then ends with a null ref red line in console. What am I missing/ doing wrong? Any help appreciated!
  8. Oh, I'm sure there was a lot more in that discussion, but I only flew over it because I don't give a crap really. I just picked up on that specific part and I think what I said does apply to some degree ;] If not, ignore. The analogy still holds up in general, I'd say.
  9. I'm seeing that back and forth between bachgaman and others about how this game is sandbox or not.. Consider where the genre name comes from... An actual sandbox does not provide nearly as many settings, mechanics and assets for the children playing in it as this particular video game does. Complaining about a missing setting, or that you have to use modding or your imagination to add your dream activity/ way to play to the game is like the child complaining to the worker who built the playground that they have to bring their own trowels and sand molds and use their imagination to make the sandbox into a spaceship instead of it looking like an actual spaceship. It's still a sandbox On a different note: I'm loving the Lathan reaction face memes, I think you should incorporate some as reactions/emojis on this forum :]
  10. Hiemfire beat me to it, but still: Description of the strenght perks: "... Deal xxx head shot damage and have a x% greater chance to dismember with shotguns, clubs, sledgehammers and tools governed by miner 69'er" Description of the miner 69'er perks: "...increase tool damage by x% and block damage by y% with any axe, pick, chainsaw or auger." Now I don't know if "tool damage" translates to entity(melee) damage here, but the strenght part deffo should cover dismemberment. It would be great if all the perk induced damage boosts would be visible in the item stats field numbers some day... I did run with the axe late game and fully perked and it performed pretty well. I even preferred it to a sledge tbh.
  11. My last regular game play home in A19:] Was a decent season on our server with lots of awesome builds. A20's gonna be stylish times 10!
  12. Moin moin everyone! I guess Hamburg no longer belongs to Germany :] I'm also hot af for the A20 drop!
  13. I used to throw the brown rocks every day, but then TPF injected industrial grade stool hardener into everyone's guts.
  14. Oh, revisiting for sure! In some cases I'd just hate it to have to start from scratch In other cases it will be absolutely necessary.
  15. Good to know. Guess I completely missed that during A16->17 Thanks for the reply!
  16. So I guess this is directed at the dev team, specifically the recently hired prefabbers which hopefully still have the time to peek in this corner of the forum:] My question is this: How did all the old vanilla prefabs get ported over to the completely overhauled block system? Did you have a tool that "translated" old block IDs to new ones? I can't imagine you rebuilt everything from scratch... And if such a tool exists, is there any chance us prefabbers can get our hands on it? There are a ton of custom prefabs out there that shouldn't get lost or mangled up like that time when A16 went to A17. I have a bunch of back logged projects that I really would like to bring over to A20 and refine there, but the prospect of having to completely rebuild them again is somewhat discouraging.. In any case I'm hyped for the new systems and blocks in A20. That one will truly be the one where custom POIs shall flourish :]
  17. Undead Legacy's system solves without a doubt the one major flaw with the current system: Being forced to decide if the current loot run is a junk run or a goods run. Every place in the game is a mix of both since the dungeonification. The slot system forces annoying decisions like dropping 3 pieces of resource X that you kinda need, because now 1 piece of resource Y came along which you also kinda need. I personally consider the UL system to be the better and even somewhat more immersive one, but I have no problem adjusting my playstyle to the vanilla variant and ignoring the annoyed hoarder in me:D
  18. If I understood this right, every shape can be every material now, including "cloth". So technically awning blocks are still available, no idea if players can build with cloth though since it's never mentioned in the upgrade path...
  19. The Shamway special safe already proves it could be easily implemented to have separate containers with better loot chances and even special loot groups (cigar in this case). I'd love to see more of that. Make such containers harder to open (more hp, only damage from steel/motor tools, not lockpick-able, or at least very low chance for lockpick success) and put them behind loads of Zs. Give them their own loot group and maybe even add more special items fitting to the POi they're at. Would make exploration of the map late game a lot more fun, since it would give more stuff to collect and you could actually do expeditions with a specific (loot) goal in mind rather than expeditions where you hope rng gives you what you seek. The whole gamestage based system always felt disconnected, maybe the update will change that. But I think some "classic" in-world loot gates are possible and not a bad thing.
  20. Question: "What is 7 Days to Die?" Answer: "It's a friggin good time, that's what it is!"
  21. As someone who's been part of several player city projects my opinion is this: Everything within the city HAS to be covered in player blocks and your bloodmoon defense has to be on the edge of the city. Covering everything in blocks also denies spawn points for wandering hordes or screamers (or used to at least), which aren't really a challenge and just annoying, getting stuck, breaking stuff and feel especially stupid when you have a large wall around your city which shouldn't even let Zs pass. Don't know if you guys have a wall. But yeah, when you cover everything with your streets you can either leave a few spots of terrain for Zs to spawn on in a 50ish block radius around your anti-horde base or you build a new anti horde base at the gates of your city:]
  22. We secretly were trying really hard, but we just can't get the fuel mixture right.
  23. Kam R.

    True Survival

    Me again 😛 Having a bit of trouble with the end game quest - planting the crops for making the cure ingredients. The engineered seeds don't seem to follow the same mechanics as normal seeds or maybe something is bugged/unfinished? I killed a bunch of Zs during BM in the forest biome, got their "fluids". Made the forest fertilizer with those fluids. Planted the engineered carrots (indicated to be the crop you should plant in the forest). Tried to use the watering can on them with the forest fertilizer in inventory - nothing happens. Waited a day and a half thinking maybe with these seeds you have to use the fertilizer in the next stage. Returned to plants and their description has changed to "this block is can be placed but is mostly decorative". Ok weird. Tried the watering can on them now showed a missing resource (fertilizer) icon. Having either forest fertilizer or normal fertilizer on me - still the icon. Tried to recover the seeds to plant them on actual forest ground instead of planter positioned in forest biome - but they just poofed. Annoying. Since there was no other source I knew, of where I could get the seeds again, I took another 5 from cm ...and tried the whole thing on forest ground with exactly the same results. What am I doing wrong? Also another small criticism/feedback on the journal entries and quest instructions for the "end game: the brawn" quests: All of the 5 biome specific quests only talk about "the military's mutant attractor" you're supposed to craft. None of the words yield a result when searching for them in the crafting menu. Because the item you're supposed to craft is called "sonic projector". I only happened to stumble across the "sonic projector" by pure chance, when typing some random letters while searching for something else and decided to try it out because I saw one in the CDC earlier. When the bloodmoon starts is the first time the words "sonic projector" ever are mentioned thru the quest instruction changing. But that's a bit late imo, because that's when you should have the thing already and place it to trigger the special zombies to appear. No time to craft it then - another week wasted if you haven't found the right thing to craft before. Simple solution would be changing the quest descriptive text to mention "sonic projector" already. Or instead of a vague quest instruction "xxx bloodmoon" have it say "craft sonic projector". It's confusing if one text says one thing and another text says something different. It needs consistency. Similar example "something something mutant spores" - item is called "something zombie fluids" in crafting though... There are a few more instances of that - maybe 2 different people wrote text and names for items? Anyways. aside from these minor troubles I really enjoy this mod and can't wait to hopefully make the friggin Z-virus cure soon! :] Seriously, love this mod. No being OP after a week. Constant surprises and changes to your plans happening. Food supply never becoming too easy. Feeling endangered way longer. Massive kudos to the CDC POI as well - I had to spend like 4 days going thru that horrible place because I was blind and probably passed by the soldier's note sitting on a shelf 1000 times, constantly being swarmed by all the experiment subjects Going on day 60 of my run and not nearly done!
  24. Kam R.

    True Survival

    Ouch, I read way too much into the journal entries and didn't even try that. Thanks! Edit: "She's says that she saw something strange in the horde" "She's asked you to get some tissue samples from the strange creatures she saw moving with the horde" "Now that you have the Extractor craft a Tissue Extractor spear to use it on Mutated Creatures during the Bloodmoon..." I think these can be somewhat misleading, or not? If the word "creature" would have been "zombies" or "undead" I wouldn't have focused so much on anything but the zombies lol. Or change the phrase "moving with the horde" to "moving as a horde" maybe.
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