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doughphunghus

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Everything posted by doughphunghus

  1. I've been trying to add as many "new zeds" and the NPC packs as I can. My guess is that a lot of modders have been copy-pasting XML from some older? "physicsbodies.xml" mods so they're all using the same "physics bodies" in some places. My suggestion: Everyone? needs to update their physicsbodies.xml file so every entry is unique for their mod. For example, several mods outside the NPC packs have this physicsbody entry: <body name="guppyCreatureSlug"> I'm not sure how easy it would be to change this in the NPC mod to "NPCguppyCreatureSlug" or similar for the NPC mods, but if nothing else I feel all the other non-NPC mods need to make sure their physicsbodies are uniquely named. If this can't be done (I'm really unfamiliar with entities and how these are linked), then the "solution" I've used is to leave the NPC mod's physicsbodies entries alone (as it generally loads first and tehr's a lot of these mods), and then to remove all of the same named entries in other mods physicsbodies.xml. For example: If another mod was using the "guppyCreatureSlug" physics body in their mod, I simply delete the entire entry as its already being loaded by the NPC mod since it usually loads first FYI; doing this (and a little bit of finagling with some things), I'm able to get all these mods to all load together. I'm not sure what physicsbodies files I had to change though! but the load order is a bit important so I had to rename some toplevel mod folders - *All* the current NPC mods, and secondary/expansion mods. No renaming of mod names needed - "Zulk" entity (renamed the mod 0-Zulk so it loads right after the 0- NPC mods) - errNulls zeds, + the errNulls snufkins add on (all renamed 0-a-[modname] so they load BEFORE the 0- NPC mods). Because this mod changes a lot of entity groups (removes and puts them back) it has to load first. - Khains behemoth (renamed 0-[modname] so its loads BEFORE the 0- NPC mods) - Khains Hornet (no renaming of the mod) - Sorcery (no renaming of the mod) - Spherii A Better Life (no renaming of the mod) - Stalliondens Pets (no renaming of the mod) - IceBurg animal overhaul (no renaming of the mod) - my "Rabbit of Cerbannog" (no renaming of the mod) I wanted to get Robeletos zeds in, but I'm seeing seeing some discussion about maybe getting it integrated/compatible into errNulls zed pack so I'm waiting. I also wanted to see if i could cram "The Wasteland" in there but usually there's a lot of other changes to consider. In theory, since Darkness Falls is compatible with Sorcery, I could cram DF in there too. But honestly, much like the "Vehicle Madness" mod, I AM FOREVER loading all NPC mods *no matter what* and any mod not compatible with it that I can't easily figure out how to change to work, gets quickly removed from my games as I'm not dropping NPC packs as they're awesome.
  2. I’m not sure but are you having issues with my mods (like only mine were loaded)? Unless there’s a version mismatch between the version of the game you are using and the mod, then you might have an issue with the vanilla game files. I’ll try to give some advice: for the first issue (menu issues): 1. Remove all mods. 2. Use Stan to validate the game files (in the properties of the game, under “local files” I think. This will redownload game files with issues. Sometimes they just get messed up. 3. Try to see if the menu issue goes away if it does, and you’re using mods, to to add your mods back, one by one until the issue reappears. It may not be a particular mod causing the issue but instead a conflict between multiple mods so it can be hard to hunt down what is causing this. for the second issue: The shining and other issues can me a multitude of things, but there’s a command that might turn the shimmer off… You have to go into the debug console. To open the console: hit F1, then type “dm” (without the quotes) to turn on debug mode. Type in “pois” (no quotes) and the poi shimmer issue might go away. Then type in “dm” to turn debug mode off. Then hit the close button on the command window. I think the poi shimmer issue is related to some mesh issues that had in a19, that they are supposed to have fixed in a20 (though there may be issues in some cases, fixing it is different in a20 as there are some mesh update Config options in the menus now). also: the “pois” command I think turns off remote meshes or something (I don’t remember) but I’m not sure how it affects other things like far away pois, meaning they might not show or they all show in some form but are blockier. also: the game has had a lot of changes in a20, but the “stuff popping in and out” as you get closer is still kinda a thing and is (as far as I can tell, just my thoughts) likely related to game settings and them trying to default to give you a decent FPS for your system. Meaning: if you have a potato PC, the defaults will be set to try to give you decent FPS, but may cause the popping in and out of graphics. I think it has something to do with rendering objects distance and the worse PC power you have, the closer it makes it to your player before certain things render in fully, so farther ones do not tense fully (or at all) and tend to pop into place at certain distances. “But I have an amazing graphics card” you may say, well from reading the forums, the best I can say is that the game is reported to be more of a CPU consumer than graphics card consumer. “But my PC is powerful with thousands of cpus!” Well, also have read there’s a diminishing return on the number of cpus and other things (because of what threads can be run on independent cpu cores). Long story short: if you’re still having graphics issues a better place to post would be the “general support” forum as there are people there who are much more familiar with the system requirements and limitations and other issues like this than I am.
  3. Actually, I don’t know it just changes the main leg break buff so if anything else is using it (animals/zombies) then it would, but I have no idea if this code is run for them. My guess is “no” as I don’t think I’ve seen animals break their legs (visibly) and some changes were made long ago so that zeds would not die if made to fall into deep pits, they just lose like 30% of health after each fall? Just the fact they seem to have different “fall damage logic” makes me think they do not get the buff. I’m not sure how to check buff status on anything but the player so I’m not sure how to test it
  4. What!? So, any xml file can be changed while in a game and it gets reloaded right after saving the file? Like you could start making new xml recipes while in game and they just show up?
  5. I like several of these.. some thoughts/discussion if anyone is interested... If this was done (and each attribute were a different color) it would be nice if the same colors were used in the item descriptions. This might be a little OP, but I like it. Maybe the "quest request" could have a long delay (random? few game hours) Might make the tracker perks a bit useless...but its so short lived. might be neat if it took awhile to run ( like took a few minutes or so, so as it finds animals you have to choose to go after it or keep scanning for another). I'm assuming the "found animal would use the animal tracker symbols same as above ( make it a slow scan to make it not something you want to do unless you're actually needing/looking for ores), but I'd say allow it a few more times a day (if scans are slow). Also: yeah, the vanilla game has ore deposits on the surface, but if they're "broken" then you cant see them. Also: there are mods to remove surface ores and this would be really useful in those games. I'm not sure if it should tell you what ores it finds ( might be weird if 5 ores exist) so maybe "ore found" especially if someone adds new ores to the game ( some mods do this) it wouldn't have the voice lines for them... so maybe an "unknown ore" option if it does tell you what ores are there. I do like the "tell me what ores are here" are odds are you're looking for a specific one. Of course, coal/nitrate/shale kinda feel "not easily detectable" like iron is...with metal detectors.. hmmm....Maybe keep the radius tight or have perks/etc to expand it as well (especially if it tells you the specific ores in the area). If this is added (along with other combat ideas above), it would be kinda cool to load the drone up with explosives (add to inventory) and then order it to attack (destroying the drone in the process). might be neat when you're being overwhelmed, at the cost of losing the drone. Probably an issue in PvP but as long as it cannot be told to attack players.
  6. Just got to check up on this and it appears it was a “need to completely restart game” issue. Xml was correct! I’m glad because I wasn’t sure how weird of an issue this was going to end up being fy: I believe this may also be an issue when you make changes to localization.txt (localization changes may not take effect without restart I wasn’t aware graphics (icons) could be impacted by this. Interesting !
  7. I agree but I didn’t want to rework the mod. The last time I talked to atla5 they seemed like they were just busy with other things and had stepped away for a bit. So o wanted to leave the decision as to how to make larger modifications to them. I do miss the snowberry as a unique game item but having to maintain the 3D block models might be a pain as time goes in if it’s entirely removed from the game. I think the game needs some “core item/block” packs that modders build on. Kinda like having different meats for each animal, or an entire array of mineable ores and/or “elements” you could have. Then modders would make that as a Requirement pack to add their mod which then adds recipes/things to do with those things. It’s actually kinda difficult to do well and is likely better left for when the game goes “gold” status. I’ve been mulling over attempting one to see what would happen. My best guess is that it would be flawed in some way and an update to fix it would break all the other mods but maybe there is a way if kept extremely simple. Still quite a bit of work and possibly little payout. Personally I like mods with more “3D items” like plants in the world or living ceiling fans vs “items you can just find” but anyway… ramble over
  8. well, I can't see what's going on then, everything looks "correct" to me. the only thing I can think of is to post your mod somewhere it can be downloaded so other people can load it and verify the problem can be replicated and then try to fix it on their side. If downloadable, I can't promise I can check into it right now, but maybe later today.
  9. a thought: maybe something is up with the png file. take someone elses mod, with working graphics, and copy their png into your mod, then rename their file "admissionSport,png" and see if it works.
  10. @Valgasm, @X3 Oui, @[email protected], @Rukminesh, @Sedoy Putnik All, I have a manual "patch" fix for this, since snowberries (the food item, not the terrain based plant) have been removed from the vanilla game its not (super) easy to patch the mod itself to figure out how to make snowberry tea without snowberries... so this is my temporary solution and I do not know how @ATLA5 would want to fix it ( add snowberries, or use the fix I list below and simply require a secondary mod to run) HOWEVER it *appears* you will not have to start a new game (to get snowberries in your world) as the plants already exist, so we just need to add the snowberry itself back as a harvestable food item......but as always be sure you are willing to break your game before adding any mods during a game in progress! I'm just trying to help so if it breaks your game too bad, so sad! WARNING: I have only *very* lightly tested the mod using the cheat menu. I have NOT heavily tested if the "GK Snowberry Returns' mod works (You can harvest snowberries from the snowberry plants, did not test everything else). This workaround appears ( with my very limited testing) to allow the "More Vanilla Food" to load without errors, and I cooked some food and ate it/tested the buffs and it seems to work as advertised. I checked the lootgroups is using and these appear to be ok with the new changes made to loot but I did not test looting/odds if you can actually loot the food schematics (cannot buy from trader) 1. Download this mod to add snowberries back: https://7daystodiemods.com/gk-snowberry-returns/ 2. Download the "More Vanilla Food' mod from github ( NOTE: There is a More Vanilla Medicine" mod in the same repo. Do not use this in a20!) 3. Go into the "More Vanilla Food" mod and open the recipes.xml file. 4. Change 'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines) 5. Manually move both mods to the "Mods" folder in your game. Not sure what to do/where to put them if you're using the mod launcher @Davo: ATLA5 lists his discord in the ModInfo.xml file (I have not tried it since the last update). The last time I contacted him using that he was willing to merge a github pull request to update his mod, so maybe if you have a working version (with your new trader files, etc) he might be willing to merge your code. If so maybe he'll also update it with my fixes above and simply document that GK Snowberry Returns' mod is required?
  11. looking into it... part of the issue is the snowberries have been removed from the game...anyway, I'll see if there's an easy fix and if @ATLA5 can be notified to make updates.
  12. I agree and I am excited to see what everyone come up with. The vanilla chem station is very "meh" and useful for only a few things...it needs more recipes!
  13. I've been super busy, but I wrote up this post for adding new sounds, and I really hope I can get a mini tutorial up on how to make small sound mods that are "likely to be compatible with each other". Anyway, here's the last thing I put together that might be enough to get someone started that covers most bases for making unity sounds. It appears that A20 Experimental -> Unity 2020.3.14f1 (but I haven't tested this!)
  14. I don't know if people use the in game chat (vs discord) but if you do, make it so the volume of talking generates noise the zeds can "hear". so if you "whisper" its like stepping on trash, but if you talk normally its more like gunfire. Basically if you wanted to use in game chat for more "realism" (as you can hear people only when close) then when you're going through a POI together talking loud gets zeds going. or for single player, you can *literally* talk into your mic and wake up zeds. also: if you're huddling in the dark in an early game and will die if zeds attack, you have to be quiet (literally) or whisper and hope its not too loud
  15. "First, we need to mobilize all government and civilian infrastructure to build 340 million stone forges and campfires and smelt down all the iron we can find. Second, we will need to distribute this minibike book to every man, woman, and child in the country... after that everyone should have all they need to fend for themselves, but people also need to know if they get infected to NOT hide in closets or attics. Leave a few lights on inside... but not too many. That should be enough that some survive long enough to mine and farm." - Some government person who likes to play games on the side
  16. Hmmmm m gaaarrrr ssssshjjjlll This explains why hrrrrrrr I shambled to work todayssshhhh why didn’t I must eat brains… didn’t I stay home screeeeee! I work with computerrrrrs haaagggggaa no need to come into office rreerreerrrr
  17. I think that we can imagine something that would “dumb us down” or at least change how we think (like rabies virus, the brain fog you get when you’re really sick, etc) and ways to make us not feel pain (virus destroys the nerve center in the brain, etc) and maybe even reasons that we wouldn’t die from bleeding out of something but a big chunk out of us (virus causes immediate blood clotting? ), so when you have all of that you still run into some big issues that we don’t have real world examples to match up with, mainly: dead things generally don’t walk around, so they just have some level of “alive”, we’ll… “alive” things need food and without that they die. It seems sort of “real” that an alive person who cannot feel pain, wounds, etc could sort of hibernate to live a long time… but we’re thinking of big things storing a lot of energy like bears… but then again there are frogs and fish tha can hibernate buuut they have to be basically frozen to do so. Anyway: it’s a hard hurdle to jump to make this “alive” zombie live longer than a few weeks not only because lack of eating/drinking (after everyone dies). The body should stop functioning due to lack of new energy and fluid , as well as the wounds (and eyes, etc) should start drying out from the environment. So maybe after a month after eating most people All zombies should be at least lying on the ground unable to move. to get around that requires the extra “energy” component (so they get energy via other means that are not eating. Things like funguses and special mitochondria functions, etc. which I believe have been part of zombie lore (or video game lore). Additionally, bacteria and other nasty things (bugs) would likely attack zombies and start degrading them. It’s hard to come up with a way they wouldn’t. ao: I say have the zombies also prefer to drink water… so they get hydration. Then make them “not” super stupid, so they have more of an “human animal brain” and will search for food other than you. Like they will open doors and look in cabinets. Maybe not use can openers. Make them “people who are barely aware they are alive and are not dead but cannot feel pain”. The bacteria and bugs will still get them… but they should live a little bit longer maybe? why am I writing all of this..?
  18. I tried looking in the XML for anything and didn't find anything. So it might be a .dll mod that might be needed. I can easily be wrong, just maybe C# mod ( the new type I think) might be the path forward.
  19. @winkky Yeah I bet its XMl incompatibilities. The randomizer makes copies of each entity, then essentially has rules on how to randomize each one. If the entity XML changed from a19 -> a20 then it makes sense that it would have issues. I'll se if I can generate some more for the latest a20 stable and experimental so maybe you can get some copies that work better, but other than light testing ( load them all up and spawn a few zeds to make sure they at least run around/attack) I can't be sure it will work 100% great in a20 as all the rules (and values) were designed around a20. Also: yeah, Perl was my first "use for work" language, and it is so backwards compatible (and in version 5.x for ... well, its still in 5.x since 1998? ) that I've used it "almost forever" for anything I want to "get dun quick and fast" but its showing its age a lot when you want to do anything "new and cool". Mods load in alphabetical order by their top level folder name (that are in the "Mods" folder). My first guess is that the Starter Crate's Mod folder starts with "Doughs..." and JaxTeller's mod starts with "JaxTeller..." so the starter create loads first, and there is not yet a 'JaxTeller FiberCutter' loaded for it to add. Try renaming the Jaxteller mod folder to load before mine ( e.g. rename the folder "1-JaxTeller..." or a-JaxTeller..." or similar) or make mine load last ( e.g. rename the starter create mod folder "z-Doughs....")
  20. arrgh! you're right. I wrote it while on my phone and I guess my brain glitched
  21. Thanks for the info, I wasn’t aware of that issue. how it is broken (like what is the chicken doing/not doing?) and what version of the game are you playing it in? The entity randomizer hopefully will get a “rework” for a20. The first version was a quick and dirty “test run” to see if it was even going to work as I wasn’t sure if the game could handle thousands of zombie variants (apparently it can). I hope to either convert it to python (language) or just untangle the code and make it much more user friendly to run. I’ve seen some other mods that have some “randomness” in them for zeds and I’m hoping to study them to see if I can make the randomization “logic” better.
  22. Thanks! I had no idea about that. I've updated it and pushed a new version to github,
  23. I have heard of the “people seeing different weather” issue, so hopefully that gets fixed. The weather configs are in the “weather.xml” file in the “Config” folder in the games directory. The weather is different in a20, in that it’s broken into seperate sections inside each biome. Usually these sections are named “normal”, “fog”, “rain”, and “storm”. Not all biomes have all these sections. Likely the best way to “normalize” the weather for everyone is to get rid of all the sections except “normal” in each biome. Of course, now you’ll never get fog or rain or storms. I have not heard of another fix for this, so maybe my suggestion is not the best one. also: the weather sections in the weather.xml file is not “all the settings” there are some glbal weather settings you normally cannot get to in the xml. The xml is to tweak the global weather
  24. Update: Quick conversions of Khelldons Mods to a20 conversion. They are here: 7D2D-Doughs-Khelldons-Mods-a20 Modlet: Khelldon-ComplexCobble - Made slightly more difficult. Added new Lime item (craft only from stone) to make Mortar. Added Mortar for repairing bricks. Modlet: Khelldon-StarterCrate - Made small changes. More random loot chances, and possibly less items. Removed guaranteed mining helmet
  25. Update: Quick conversions of Khelldons Mods to a20 conversion. They are here: 7D2D-Doughs-Khelldons-Mods-a20 Modlet: Khelldon-RebarCrossBowBolts Modlet: Khelldon-GetNailed Modlet: Khelldon-CustomMenu Modlet: Khelldon-HolyHandGrenade Modlet: Khelldon-AwwNuts
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