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The_Great_Sephiroth

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Everything posted by The_Great_Sephiroth

  1. Indeed, you spotted it before I did! I was also not seeing where the upgrade from whatever stock block was, but I also didn't have much time earlier. Busy day. Got home after 9PM.
  2. Yes, I play Ark, but I'd like more of a challenge than Ark. Pipes that we can run to a water-source (lake, river, ocean, etc) that requires a pump every so often. Think "shallow well pump" for maybe 200ft at a time. The pumps would require power. In addition, the water (whether from the ocean or a lake/river) would require purification, either at a campfire or wth a powered device along the water pipe somewhere. Make it expensive so it's late-game, but boy it would be fun! Also, please let me see my electrical wires again!
  3. I bet you have tons of screamer visits! Each dew collector generates up to 10% heat. That means 400% for you. Fun! There are mods that increase output already and ones like mine that decrease heat while slightly speeding up production times. I do believe that The Pimps will balance them again in the future. Remember, this is simply the first trial of the devices.
  4. Beelzy, that is common in the Unix/Linux/BSD world. Not so much on Windows. I will say that I have a home-made version of 10 64bit that runs from a flash-drive and contains all of my tools. I couldn't do my job without it. No, it isn't for download since the software is licensed to me, but it's an amazing tool to make if you build your own!
  5. Can the nailgun upgrade? I know it repairs, but I have NEVER tried upgrading with it. I use the normal claw hammer or, early on, the stone axe. You added your materials to the nailgun how? <property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoorBlockVariantHelper,ironDoorDoubleBlockVariantHelper,vaultDoor01,vaultDoor01Double,ironHatchBlockVariantHelper,vaultHatch01,cellarDoorDoubleIron,cellarDoorDoubleSteel,shuttersIronBlockVariantHelper,shuttersSteelBlockVariantHelper,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/> That's the stock line. Did you use something like an "items.xml" file in your mod with the following? <configs> <set xpath="/items/item[@name='meleeToolRepairT3Nailgun']/property[@name='Allowed_upgrade_items']/@value">resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoorBlockVariantHelper,ironDoorDoubleBlockVariantHelper,vaultDoor01,vaultDoor01Double,ironHatchBlockVariantHelper,vaultHatch01,cellarDoorDoubleIron,cellarDoorDoubleSteel,shuttersIronBlockVariantHelper,shuttersSteelBlockVariantHelper,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail,resourceForgedMeteoriteRed</set> </configs> That SHOULD do the trick.
  6. My "Blocks" mod does not show upgrades. It's a special, 100% custom block that "grows" stock, in-game blocks to save builders time. With that said, here's a simple example. <property class="UpgradeBlock"> <property name="ToBlock" value="concreteShapes"/> <property name="Item" value="resourceConcreteMix"/> <property name="ItemCount" value="10"/> <property name="UpgradeHitCount" value="4"/> </property> This is how a cobblestone block upgrades into a concrete block. You need a section like this in your core block (the one you can morph into the various shapes) and only in that block. Update: Here's a quick example. Assume you wanted to go from steel to the old stainless steel, assuming you added items or formula to allow it. <append xpath="/blocks"> <block name="steelShapes" shapes="All"> <property name="DescriptionKey" value="steelBlockGroupDesc"/> <property name="DisplayType" value="blockHardened"/> <property name="Material" value="Msteel_shapes"/> <property name="Shape" value="New"/> <property name="Texture" value="356"/> <property name="UiBackgroundTexture" value="356"/> <property name="EconomicValue" value="160"/> <property class="RepairItems"> <property name="resourceForgedSteel" value="8"/> </property> <drop event="Harvest" name="resourceScrapIron" count="15" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <!-- This is the stuff I added for the example --> <property class="UpgradeBlock"> <property name="ToBlock" value="stainlessSteelShapes"/> <property name="Item" value="resourceStainlessSteelPolish"/> <property name="ItemCount" value="10"/> <property name="UpgradeHitCount" value="4"/> </property> <!-- My additions end here --> <property name="UpgradeSound" value="place_block_metal"/> <property name="SortOrder1" value="S040"/> <!-- SortOrder2 is assigned in code to keep all of the shapes in the same order for each material --> <property name="Group" value="Building,advBuilding"/> <property name="FilterTags" value="MC_Shapes"/> </block> </append> I copied the stock "steelShapes" and simply added the section you need in your block(s) to do upgrades. I should have named it "mySteelShapes" or something though. I do not know what the game would do if you added a block with a name that already exists! Update 2: After reviewing your code a second time I see you have the upgrade section. I skipped over it somehow upon first reading. That or I wasn't paying enough attention. Have you done as suggested and added the upgrade materials to the tools?
  7. Quick question. How is heat increase calculated for torches? It appears to tick every sixty seconds, but it doesn't increase by the value on the torch. I just set a custom torch item to 50 strength and placed four on a wall. The zone had no heat, then it spiked to 80 based on four torches. Shouldn't that be 200? Not sure how 50 * 4 equals 80.
  8. I don't believe we can access the C# code anyway, so no big deal. I made a super-torch that increases the heat map by 25% every minute or so. It has the same effect but is less believable. I wanted to have a tower with a few loudspeakers on it. Wire them to a switch. Flip the switch, enjoy the screamers, and turn it off when done.
  9. I have done some experimenting and believe that I know what the issue is. Each of these special blocks has a "Class" member. My gut tells me that classes like "Forge" and "Torch" have the heatmap stuff in their C# code and that the "Speaker" class does not. This means that the only sounds that would raise the heatmap would be gunshots and trap floors that fall in. That's all I can think of off the top of my head. With that said, is there any truth to this theory? If so then I cannot make enough noise even at a concert hall to call in a screamer. Guess I'll make a torch as hot as the sun that players can use to attract zeds for now.
  10. I just read through this thread because it was bumped and my gut (and thirty years of experience in the field) are screaming hardware or driver issue. If it was my system, I would backup my documents/pictures/saves/etc, boot a Linux USB, zero each sector on the disk (dd if=/dev/zero of=/dev/sd<x> bs=<512 or 4096>), then pop in a Windows 10 or 11 USB and install fresh. The way I install ANY Windows OS these days is to disconnect from the Internet (unplug your LAN cable and don't connect to WiFi during install), download the latest drivers for the hardware using a live USB or download them before wiping and place them onto a USB, copy the drivers to "C:\Drivers" after install, then install said drivers BEFORE going online. This prevents Windows Update from pulling bad drivers down, which it WILL do. This also allows you to configure Windows Update and other things BEFORE going online and having to fight all of the "automagic" stuff.
  11. I'm trying to add a heatmap effect to a modified speaker, but it isn't working. I looked at the forge and dew collectors to see how they worked and replicated the code, but it is NOT increasing heat when I manually turn one on. <block name="DHTA_Zed_Caller"> <property name="Extends" value="speaker"/> <property name="CustomIcon" value="speaker"/> <property name="RequiredPower" value="100"/> <property name="HeatMapStrength" value="10"/> <property name="HeatMapTime" value="5000"/> <property name="HeatMapFrequency" value="1000"/> </block> I have it jacked up to 10% right now, but it never seems to increase the heatmap (viewing with F8 in debug mode). Am I doing something wrong?
  12. Hey, that is a great idea, I did not think about it. I might give that a shot to see how it affects things. Thanks!
  13. I've been working with electrical recently and since most of us use things that need power, especially late-game, here's a small modlet that increases power capacities for everybody! It doesn't increase them to real-world levels as that would be absurdly overpowered, but it does increase battery, generator, and solar bank outputs. The mod may be installed and removed safely. It adds or removes nothing. The mod simply alters stock game values while it is running. Removal, like my other mods, will NOT harm your save should you try it and not like it. Enjoy! Download: https://www.nexusmods.com/7daystodie/mods/3597
  14. Okay, I only have one more known. The following appears to be how many watts go into charging the batteries. <property name="InputPerTick" value="5"/> Adjusting this up or down appears to speed or slow charging batteries in a box. The next item seems to RADICALLY alter charging batteries. <property name="ChargePerInput" value="1"/> This I thought would allow it to charge two or more batteries at once. This does not appear to be the case. I ran down six batteries, hooked up a solar bank, and allowed them to charge with this set to 2 instead of 1. All six batteries charged RAPIDLY in front of me. With it set to 1, the last uncharged battery in the box began charging slowly, like normal, but with it on 2, all six charged in under a minute. It makes no sense. Guess I'll wait for somebody with more info to come along. For now, I can increase or decrease charge rates, battery capacity, solar bank and generator bank output, and a few other things.
  15. Sorry, I just saw this. I am not sure. My mods are generally only tested on stock installs. You are more than welcome to try using it with the other mod and report back though.
  16. I just updated this mod. Nothing major, just errors in the readme and I renamed the mod folder to be inline with all of my other mods. I changed it from using hyphens to using underscores.
  17. Thank you, that is what I was coming to learn, but you confirmed it. This gives us the following so far. <property name="MaxPower" value="400"/> <!-- Max watts the device can output --> <property name="OutputPerStack" value="50"/> <!-- Level 6 battery makes this many watts --> And that leaves us with the following unknowns. <property name="InputPerTick" value="5"/> <!-- I believe this is how many watts are input from a charger each tick --> <property name="ChargePerInput" value="1"/> <!-- How many batteries get that charge at one time --> <property name="OutputPerCharge" value="90"/> <!-- Still no clue --> I am going to start playing with these and figure the rest out now that I have my feet on the ground and am sure what the first two do. I'll post back once I figure it out.
  18. I miss Yucca juice cooling you to help with lack of clothing early on, but I am okay with the temperature mess for now. It normally gives me no issues.
  19. First off, different types are irrelevant. 99% of the cars out there use lead-acid. Only EVs use different types. Some of us bikers run LiPo or LiFe or others to lighten the limited load on our bikes, but the batteries in-game are lead-acid. Also, alkalines don't recharge so who cares if they go below 40%? Run them dead and replace them. As for NiMH, I had two AA batteries I bought in 2004 that finally died. NiMH Energizer, 2500mA. They stopped charging last week. Nearly 20 years old. Regularly brought to nearly empty. You are also talking about DC to AC conversion. There is no AC power in the game. Everything is DC power. No phases to worry about or anything. It's all simple DC, so there is no conversion lost via a chopper circuit or anything. You lose a bit on the conversion. Finally, sounds like you have weak batteries or just a poor UPS. I have a 2U on my gaming rig and monitor and another 2U on my NAS, router, cable modem, PoE switch, and SimpliSafe alarm. The gaming rig runs about three or four hours on my battery with the battery powering my 24" G-Sync monitor and the rig (i9-11900k, RTX 3080 Ti, 750W PSU, 64GB RAM, four HDDs in RAID10, four SSDs in RAID10 a single HDD for the OS, and four PCIE NVME sticks) so something is up. The other one runs my equipment for at least sixteen hours. More if I allow the NAS drives to sleep (I do not). For reference, my UPS model is PR100LCDRT2U and has very good AVR.
  20. I'm curious enough now to start playing with electricity. I thought I'd see how I could modify the battery banks to produce more or less power, but I see a few things that I have questions about. <property name="InputPerTick" value="5"/> <!-- 5W per tick? --> <property name="ChargePerInput" value="1"/> <!-- Number oif batteries charged per connected generator/solar bank? --> <property name="MaxPower" value="400"/> <!-- Not sure how 400 equates to 300W. Help? --> <property name="OutputPerCharge" value="90"/> <!-- No clue --> <property name="OutputPerStack" value="50"/> <!-- This I assume is the watts each level 6 battery produces? --> Can somebody help me understand those settings?
  21. Version 21.324.0.4 has been uploaded! The blade traps and barbed wire traps now have double health as originally intended. This means 4000 for blade traps and 400 for barbed wire traps.
  22. The mod has been updated to 21.324.0.2 and makes the health of all three traps 10k. Not sure even a day 49 horde could break them now!
  23. AH! I see that in the game's XML now. I get it, thanks! Update: Just tested. Blades, barbed wire, and fences at 10k HP is unfair to the zeds. It's AWESOME watching them get mowed down without me firing a shot, but totally unfair. Had to try it!
  24. Not sure what is wrong here. I've triple-checked my spelling and the paths and it seems to be perfect, but it won't apply. It won't tell me WHY it won't apply, but it won't. I'm trying to make blade traps and barbed fences stronger for a modlet and for whatever reason, it isn't working. I even tried 10k health (see below) and still nothing. Just a warning that it won't apply. <configs> <set xpath="/materials/material[@name='MbarbedFence']/property[@name='MaxDamage']/@value">10000</set> <set xpath="/materials/material[@name='MmetalBladeTrap']/property[@name='MaxDamage']/@value">10000</set> </configs> I am assuming these are either short or unsigned short values since the blade trap is at 2k by default, so I shouldn't be going over any limit, even at the ridiculous 10k I am trying. What have I done wrong here?
  25. Ever been trawling in the south? We used a 700amp battery with a 90 amp motor. Lasts about seven hours, depending on how much trawling to fishing we did. It was an old truck battery, not a deep-cycle marine battery. It came out of my Dakota when I swapped in a 950amp beast. Either way, you are partially correct in that, at full draw, it will only last an hour or less, but at a partial draw it could last days. As for temps, you are also correct. Cold temps tend to weaken battery power while hot temps (to an extent) do not. I suppose extreme heat as would be found in southern Navezgane would possibly cause trouble.
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