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doughphunghus

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Everything posted by doughphunghus

  1. Most things are only lootable right now but I am wanting to add more to the mod to make it as "useful" as possible even though most things are "useless" and just fun and to dilute the loot tables a bit. I'll put this in as an "issue" on my github repo to remind me to look at it a bit deeper (i mean, you should be able to craft cotton balls from cotton plants, for example etc.). The current version is just an a19 -> a20 conversion and them I'm going to go through the a19 "issues list" and update all my mods to clear out the known "issues".
  2. I kinda did the same thing too, I never really noticed the rates weren't matching properly, just that "well, sometimes its really bad!". I just started using double (or more depending on how infected I was) of medicine to make sure it "worked". @RBN: Thanks for the info! I have fixed this and uploaded a new version on github. I guess the way loot containers worked and how they link to the blocks has changed in a20. Its the only mod I made with loot containers and I completely missed it during "testing". Possible issue: Because I had to fix the game board blocks, I'm not sure if the one you already have is going to work once you load the new mod version (it may not update this property in blocks that already "exist" in game, *I'm not sure*). If it doesn't fix your existing game board, you're going to have to throw it away/destroy it and give yourself another one using the creative menu (or loot another). game boards are pretty simple in real life... I should probably make some "fun" and semi tedious recipes to make them....hmmmm
  3. yeah, I wish they added eerie "clock ticking" variations (if nothing else, broken clock ticking, since the hands don't move) to the clock blocks and made it random (and some not ticking). Also: Something like "ringing the bell" might be an interesting "clear the general area quest". Ring it and all the zeds come running like a mini horde night. It won't actually clear anything ( in the game.. like zeds aren't *not* going to spawn in POIs in that area) just maybe look like it... like you're clearing a bunch of zeds that are just running towards you from afar. There could be some "bell" variations so there's not like only a few placed to do it. Maybe "activate the siren"? anyway, ringing the bell could also be the "church bells" that are electric, so a restore power quest could also trigger those "chime songs" bells churches play without having a bell at that location. Additionally: triggering a home alarm.
  4. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 I wasn't going to update these, but after testing I figured I guess still like the effect these 2 can add Modlet: Buff-Ambiance-DarkerInside - Makes it darker indoors Modlet: Doughs-Buff-Ambiance-DarkerNights - Makes it darker outside at night Update: Tweaked PunishingWeather-Core to not be so dark all the time ("foggy" spectrum makes everything *very* dim vs "looks like a fog"), Changed "foggy" to "desert" spectrum in forest, desert, and snow biomes so it will be a little more muted in general. letting weather effects make up for everything else. Note: Particle effects don't seem to work in a20 b238? not sure but I expected what it looked like in a19 (a constant dirty windy look) and its not so just bear with me as I'll be checking this as the game gets updates, maybe something isn't working as it should (or was fixed!). I want to balance it so there's "a bit of nice day/night here and there' vs 'its always gloomy 24x7 even in full sun. If anyone finds any good settings for this mod ( or biomes in general) that keeps it mostly hard to see far and harsh *visually*, but allows for "rare clear and ability to se far at far at some times" I'd love to add it to this mod.
  5. @ate0ate: I found the issue, fixed it (hopefully) and uploaded the new version to github. I'm betting this bug was there in a19 as well... Your idea felt right (I thought I had gotten something cut in half) until I found what it was. The bug was weird but it took a bit for me to find as I'm not too familiar with how buffs work. I had a variable in the wrong place and it was always using my maximum infection counter time which is 3 hours for one calculation, and the RNG roll for infection you get for everything else. The "cure" rates weren't being cut in half, it just appeared that way due to a few ways math and RNG hit more often. Once I tested more I was seeing some cure rates were being cut into fourths and other odd small numbers.... Having looked at that... I also just noticed this in case anyone runs into this: If you take a "cure" (like honey) and the infection % and cure % look identical in the UI: the cure might not completely cure the infection. Its a close race but it looks like it can happen ( probably a tiny bit less rare with my mod loaded). It has to do how the game does infection and is not a bug. The "infection" and "cure" math doesn't work on "percent" with 1 decimal place like it shows in game, it has more decimal places in reality. This means that you may see "you have 5.0% percent infection" but in reality it might be 5.09% so when you take the honey cure (5%, well it has all zeros: 5.000%) you can "see" it giving 5%, but when you hit 0.0% in the game UI it might actually be 0.09% (or something like that) so the honey won't cure it completely and it can climb back up. Just pointing this out as its a likely rare edge case and the game normally works like this BUT since my mod adds to the "infection speed" a lot so its possible you might run into this edge case more often than in vanilla Even this description is a bit off on whats actually happening but its close enough. Also: I might be wrong about this, just what I think can happen given the digits shown in the UI are cut off from the behind the scenes math which has more digits. Maybe the game compensates for this with rounding or something and I'm not seeing it.
  6. I had not noticed that! I'll test it and see if I can figure out what's happening. Its possible the counter (in some scenarios, like the lowest setting) counts so fast it burns through the "slow healing of honey/antibiotics" too fast. I'll see if I can balance it out, hopefully I won't have to mess with the honey/antibiotic timers, but if I do I might throw in a new type of antibiotic or something you can craft with honey or sham sandwiches to make a more effective (faster curing) antibiotic to even it out. Not a great fix (especially early game as you're unlikely to be able to get these items) but it might keep it feeling the same where a "fast" infection is going to cause you to have to deal with it immediately. Update/Edit: Confirmed. I've been staring at the XML and I can't figure out what is causing this, yet. I hope to be able to fix it as it does look like a bug. It looks like the faster the infection is, the less the % cure effect is when you take it. like, the cure effect % changes to be less effective the faster your infection is. Based on your numbers, to "cure' your infection mentioned above, you would have had to drink about 2 honey at the same time to get to about 5% as it seems (and I validated it acts like this) like its being cut in 1/2. Note; the %infected and % being cured stats show up on your character screen, so at least you can see how ineffective the cure % really is at the moment and how much you will need to actually cure yourself.
  7. I'm glad you're liking several! Long story short for sound mod: Yes... but...The sound mod is a bit more work than my other XML mods as sounds have changed and I wanted to redo some of them. The sounds are a bit tricky (just takes time for me to make the sounds themselves). I have a mini-project I'm hoping to finish up (sooonish) to try to document "how to add sounds to the game" and hopefully make it a bit more accessible to others (I'll probably post it as a tutorial on the modding forum) to make their own mini sound mods with a tiny bit or standardization so maybe they will all mostly play well together (load without errors). Should this "take off" it might be interesting to see if we get a bunch of new sound mods from people, especially ones for zombie sounds as I've struggled to create any of those (that sound good) and I feel people want more of those so maybe someone will be able to. But anyway: I'm playing a bit of a20 to get a feel for it and have noticed several sounds (doors mostly) that have changed so I'm thinking of *maybe* re-doing my sound mod into multiple sound mods (wood doors, metal doors, zeds, the new "mining sounds", etc) so it might be a bit easier for people to mix and match what sounds they want ( like if another modder makes door sounds you can pick and choose easily which ones you like, assuming if both were added it might be weird if a door opens with a "creak", and then opens with a "quack"). Since the doors changed, I'll have to re-do most of them probably, hopefully I can keep a few of 'the best" sounds I had before or mix them in with the new door sounds (add little squeaks and such). I have been trying to "automate" some of the sound processing so I can generate a few "unique-ish" sounds quickly from existing sounds, but it may not bear much fruit. Also: I'm happy someone is using the UIAddFiveRecipeIngredients mod. I wasn't sure if anyone was and I was *really* lucky it just works in a20. It was my first mod (a17) and it was not easy to make (for me). I can't seem to smooth the rough edges out on it! SousChefOfTheApocalypse seems to be a favorite of people so I was thinking of making more like this (adds extra "independent" perk trees, lots of unique stuff to do, nothing overpowered just fun, etc). Any specific reasons you like it (a food mod, more crafting, the balance/challenge, server side mod etc)? I'm not sure if its people just like cooking (like some people like building) or if there's something specific. I personally just wanted more food (the "egg souffle" was a joke and inspiration... "hey, before we die, want me to whip up us up a nice egg souffle?") but also wanted it to be a bit difficult to make the good stuff vs finding/buying everything.
  8. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: YouveGotMail New a20 Mods: Modlet: GiveMeABreak - Increases falling damage so you cannot fall from as high without taking leg damage. > 3-4 blocks has chances to sprain/break/etc. It now might feel "more natural" to jump off of the roof of a house (for example) as you're more likely going to get hurt. Modlet: Remove-CompassPoints - Removes the compass points and directional markers/ordinals. The 'Compass' is now just a useful area to see markers on the map. Companion mod to use with Remove-TheMap
  9. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: RabbitOfCaerbannog. Have not tested, but if you have Feral sense on you might want to tweak this thing to be easier to kill since its so tiny and you might not be able to avoid it hunting you. Its based off of the animal template so I don't think it will hunt you down (from a great distance) with Feral sense turned on. Normally you have to shoot it or be pretty close before it targets and destroys you. Tested running away and this still works to an extent on vanilla settings. Highest spawn rates are like 7% or less in "bad places" like wasteland, 1-2% or less in "normal places" Modlet: PunishingWorld-BlockStability-Nerf Not updating these mods for a20 unless someone requests it. Modlet: RabbitOfCaerbannog-SpawnsALot Why? The spawn rates have been added to RabbitOfCaerbannog. If you're loading this rabbit, odds are you're going to want to fight ( or avoid) it so it needs the extra spawn rates as normally it was a super rare horde spawn and you'd likely never see it. With "Feral sense" maybe this changes things up too much (have not tested).
  10. I'm not sure about why its behaving this way, but if you put your "long descriptive text" in a "Localization.txt" file in your mod ( and link it to a unique short string like "myItemNameDesc", which you would likely put as the value for it in the XML you posted should work). The Localization.txt data used to not be synced to clients from servers but now it does. Because of this, I would say its likely recommended to put things like the names and descriptions of things in Localization.txt example (not tested): <set xpath="/progression/perks/perk[@name='perkArchery']/effect_group/effect_description[@level='1']/@long_desc_key">myItemNameDesc</set> Than in a Localization.txt file you add to your mod under /Config. This is just an example of just an English localization/usage and for your specific usage you would only need the top line and the line beginning with myItemNameDesc, See the game's Localization.txt file (where the moddable XMl files are) for examples on how to use it for other items/blocks/etc as its a little confusion how to get all the first few fields correct Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish myItemName,items,Gun,,,"Item Name",,,,,,,,,,,,,, myItemNameDesc,items,Gun,,,"Bow Novice\n 10% More Damage, Shoot Spread, Faster Aim, and Reload with Bows.\nCrafting Quality: 2",,,,,,,,,,,,,,
  11. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: Buff-Infection Modlet: UI-Remove-PlayerItemsFromCompass Modlet: PunishingWorld-NewbieCoat-Remove Modlet: Nerf-ItemStacks <- And lowered more base defense blocks, like doors/hatches
  12. a vague idea... it appears its been changed up... as a guess I searched all the XMl files in /Config/ for "virtual_keyboard_prompt" and I found this, which looks like teh only one related to signs... "windowSignEdit", which is likely the "window" that pops up to handle sign editing I found this in windows.xml <window name="windowSignEdit" pos="400, 83" width="306" height="166" panel="right" controller="SignWindow" cursor_area="true"> <panel name="header" height="43" depth="1" backgroundspritename="ui_game_panel_header"> <sprite depth="2" name="windowIcon" style="icon32px" pos="4,-5" sprite="ui_game_symbol_pen"/> <label style="header.name" text="SIGN" text_key="xuiSign" width="100" /> </panel> <rect name="content" pos="0,-46" height="117" depth="1"> <sprite depth="8" name="backgroundMain" sprite="menu_empty3px" pos="0,0" width="306" height="117" color="[black]" type="sliced" fillcenter="false" /> <sprite color="[darkGrey]" type="sliced" /> <textfield name="input" pos="6,-6" width="294" height="105" font_size="30" on_return="NewLine" virtual_keyboard_prompt="vkPromptSignText" open_vk_on_open="true" close_group_on_tab="true" /> </rect> <rect name="btnClose" depth="3" pos="0, -161" height="42" > <sprite depth="8" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" /> <sprite depth="2" name="background" pos="3,-3" sprite="menu_empty" width="152" height="32" color="[darkGrey]" type="sliced" /> <rect depth="3" pos="0,0" height="42"> <button name="clickable" sprite="menu_empty" defaultcolor="[mediumGrey]" hoversprite="ui_game_select_row" hovercolor="[white]" type="sliced" hoverscale="1.0"/> <label depth="2" name="windowName" pos="0,-1" justify="center" text="CLOSE" text_key="xuiClose" font_size="36" /> </rect> </rect> </window>
  13. tldr: the games mechanics are already built in “cheesy” to an extent, and it’s almost too easy to hide (though a non cheese real world tactic), so using a “play as real life As you can” is a good self imposed “cheese throttle” but it will never be enough (even modded). Try not to plan/build impenetrable bases from day 1, try to build out only what you think you need based on previous zed/horde attacks because “in real life” you likely wouldn’t build a super bunker from scratch and also not as preparation because in early hordes your “experience” of a horde intensity is low. anyway….. after reading all this my logic is not super solid but I’m done trying to write it all… I so far normally hike up in a poi and hide on the roof or first few floors, access like stairs or ladders destroyed. Generally I make a base out of any poi that’s not made out of wood. I’m not a person to make a super base or mega reinforcements. However, as I’ve gotten better at the game I’ve been thinking of a new “super no cheese” play style as hiding “up” or “down” is not really “unrealistic cheese” or it does take away the danger enough to go “I feel as if I’m not playing a game with dangerous zombies”. Anyways, that’s what I have been doing mostly for a19. Earlier than that I made bases from scratch and moats/stop pits/ fortifications… my thoughts: I have been thinking of trying to force myself to play as much “cheeseless” as I can, and I define that by “play as realistic as I would in real life”. This means things such as placing chests only at home and on the floor counters (not nailed to the ceiling 4 blocks up, safe from zeds). It means trying to hook up lights and power in a normal way (meaning: nicely). It means not upgrading blocks, only destroy a degraded one and put down new blocks (can choose new material then). No picking up vehicles once placed. You get the idea. Well…. In a real zed apocalypse, I probably would hide on top of a roof with no access. The dilemma is the game doesn’t have non cheesy looking ways of building this (like, with ropes or things zeds could likely not climb) but then again, it’s essentially the same as making a big jump to get to a roof. To make it “real” I would have to build a ramp out of wood, cross it, then destroy it (if not using the drawbridge). So “where I live” will likely always be unreachable, forcing zeds to destroy to get up to me or collapse the building. Which leads to another “built in cheese” of the game… but for zeds: they can break brick with their hands? Ok , fine it’s just how it works, but realistically I should be safe forever if I am in a brick building 2 floor up. So… I have to “anti cheese” this built in game mechanic… 1. crank up the zed block damage. Just enough to make it easy for early game zeds to do a lot of damage if left alone to damage things. Maybe turn this back to normal after many hordes. 2 “always leave a path to you, even if on a roof”. Go no further than 2 floors up any building unless chased. 3. Home and horde base are the same. Likely I would not separate these. 4. No crazy “make the zeds jump block after block to slow them down to get to you”. 1-2 blocks is probably ok. 5. obviously no floating blocks, little “floating patches” zeds jump on and cannot balance and fall. They need to be able to get up and come at you. 6. “Small path of a thin blocks to get to you”: likely not cheese (valid real world idea) but try to avoid as a master plan. Maybe use a little with a junk sledge once things get crazy. this means that during any horde/day zeds can path to you…. So you must fight or barricade yourself. Well…..here it gets weird… the game *mostly* seems to have brass for “you to shoot zeds with” and iron/clay/etc as ammo and materials for traps. Sure, there are gun turrets that use up “ammo normally you would use” so it’s not a hard line for what materials are used for what (a good thing). Taken generally: mining most materials is for base and trap defenses, but looting brass is for personal defenses. So I’m going to say that using many traps is “ok” and not cheese, and using bullets is “only for me” and not in traps as gun turrets would seem like a “waste” of brass ammo since I use it to defend myself :). making doors seems ok to do, but making “a door corridor” seems like cheese. Using hatches to block zeds is cheese (for me)…. So maybe the rule should be “as long as you and the zeds can see each other, you are allowed to attack… musically no “open and close a door real fast over and over as a “defense position” but maybe ok as a temp measure. and you can use a hatch as defense as long as you don’t repair it. Maybe you get to use 2 doors for every “room” of like 10 blocks long. Vs door after door or hatch after hatch. the result seems to be: over time, you will be building a longer and higher corridor/maze of traps, with mini “defense positions” where you could stand and fight through bars. When you fall back, you turn on the traps for that area. Repairs only occur when zeds are gone. im not sure how long a base like this will last but I kinda want to try it, especially working around an existing multistory tower poi like dishong. I feel at some point it will fail, likely exploding guys or too many ferals will just wipe it out. Once that starts being apparent I feel that some cheese rules could be broken just to survive (like use the gun turrets) also: in theory building a concrete wall 10x thick would eventually be “real” but I find it less fun than the trap corridors/rooms. You would only attempt this once the intensity of the horde is apparent (mass destruction of walls/traps) not after like day 21. When it’s would be allowed is not clear…. It’s almost if you would have to self impose rules for “what is allowed” and base it off of gamestage + day/horde attack. or maybe turn it into DND where every morning you roll for your allowed tactics/stats. Like “I rolled a 2 for construction, so I get 2 hours to work on building/upgrades”
  14. I usually don’t do more than 1 quest per day (if even that) but the the traders in single player just feel like a “let me check if I can get what I want and not have to loot for it” items (usually the rare items). I try to craft everything else *unless* I’m short on ammo and horde night approaches… anyway, I think it would be neat if these were trader options: - “empty/dead” trader: like a 15% chance the poi is there, but they are not or are a corpse. Not a lot of traders on a normal map, and 1 per town might make that town more of a challenge. if they’re not there/dead, it’s not protected as well. - each trader is supposed? To be balanced for certain items/goods (Jen for medical, etc). I think adding a new quest type like “Jen needs medical supplies, bring back x medical items” and you just go find/craft them, no POI or burial quest like we have today. She needs 10 Medkits? Cool, go find or make them somewhere. The reward might just be dukes, or maybe a discount to normal items she already stocks that are not medical (like weapons, building, electrical) as those are things she’s less concerned with. - trader “faction” or something where things you do in game may make them not offer quests or bump up prices. Basically they do or do not like you based on something. Maybe you keep shooting other players, so Jen isn’t gif to talk to you anymore but Rekt is now your best friend. Maybe you walk in with a weapon and they tell you to get lost and don’t talk to you until restock day, or 7 days. Maybe if you die a lot Jen becomes more friendly. Sure, you can cheese these mechanics, but it might be neat to discover a trader hates/likes you and you get some unique quest options or deals. - make trader “inventory” a lot more random in regards to the number of throngs they have. It seems they have a lot of items, but it might be neat if a trader only had 20 items (and maybe 1 item in secret stash) as they just ran out of stuff. - a way to make a request to the trader for something you want. maybe Over time (many days or weeks, or less time if they like you) that item appears and they point it out (like a quest reward, but you can decide to buy it vs take your reward). Maybe the price of this item is much higher than normal as they specially got it for you. Might be a good way to get hard to find items. - do the “player vending machines” at traders even work in single player? I don’t think I’ve been on a multiplayer game where they are used at the traders (they always build special trading hubs or other options). I heard that “NPC’s may buy items in these machines” which would be nice (even if you don’t see them do it) It would give some reason to use them in the game as a way to convert stuff to dukes, and also use it your own personal stash for junk at the trader too. - traders just “not there today”. Literally some chance (20%?) they’re gone all day maybe taking a nap or scavenging. If not this, then maybe a place the trader can “walk away to” like a downstairs bunker so they can come and go and you can visually see them when/if they come out during the day. If they were “not there” (and could walk out of their bunker) you could choose to hang around and see if they appear. Maybe they don’t. If this were a mechanic maybe you could make them come out if you had something they needed (like for Jen, maybe there’s a note or a quest list or some way to get quests for “things Jen needs” and that’s where you can get some “fetch x medical items” quests. for multiplayer, the traders just seem to be what you do as you can wipe out POis so fast as a team, and quests can be shared, so doing quests (and them quickly) is a more normal things to do I believe. I’ve also seen a lot of people just run/ride to all the traders on restock day to buy everything they need. I’m not sure how many single player people do this, but in multiplayer the “early bird gets the worm” for cool/new trader items. Maybe some of the mechanics I listed above could be used to combat that a little and make trading at traders a bit less … easy? In multiplayer I also see players just trading with others, which is great and almost a reason to not have traders in multiplayer (or at least make traders not such easy pickings). another far out idea: have vehicles need “keys”. Yeah, I know we can just lock them today. If they had keys you could have vehicles parked at the trader (like 3 motorcycles, 2 SUV’s, a gyro, 5 bicycles. All pre colored and locked) and you buy them by buying the key for it. Might make the trader feel/look a bit neater. Of course, keys would disappear once “used” on a vehicle and you claim it. Traders could then be redone a little to have little internal parking or place for everyone to drive in/out and the gyro to fly out/in from there. - multiplayer “bounties”? Maybe if you shoot/hurt the trader, or just make them not like you, the trader puts a bounty on your head. Anyone who kills you claims it :). Alternatively: the top x players with the highest kill counts have all traders no longer trade with them, and they all get offered up as bounty quests. Sure this could also be cheesed but maybe the bounty isn’t a lot of money, or is something symbolic like a sheriff badge or something by your name so people know you are a good shot, but unlikely to just kill them for their stuff. - speaking of badges next to your name, it might be interesting to be able to do enough quests or something to get indicators for others to see. Like you could have a “trader” or “hermit” or “questor” or “murderer” badges so people know what kind of reputation you have (maybe a board at the trader if not always by your name) and can deal with you based on reputation. like “oh doughphunghus has 20 player kills, but trader reputation indicates they are not a murderer but a trader”. Then people can more freely team up or meet up with players , or avoid them based on reputation or bounty. Almost like “LBD but for role play”. Players never are bound to act by reputation, the traders just assign it based on actions or are where you go to see it.
  15. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: UI-Hide-TheDayAndTime Modlet: UI-LowerLootPercentages Modlet: UIAddFiveRecipeIngredients Not updating these mods for a20 unless someone requests it. These are mods that were for very niche cases, or were requests from people and other existing mods do similar things, or they never worked well, or the current game settings renders them basically not needed anymore. Put another way: I stopped using them in my games or are using other peoples mods that do the same thing. Modlet: Buff-Ambiance-DarkerNights Why? in a20 Nights are nice and dark and this mod washes out torches and lights a LOT now so personal lighting looks bad. Modlet: Buff-Ambiance-DarkerInside Why? in a20 Inside of buildings are nice and dark and this mod washes out torches and lights a LOT now so personal lighting looks bad. Modlet: Screamers-Spawn-More Why? Just a thrown together 1 liner that doesn't work like I wanted or imagined, and fixing it would be a chore. Modlet: PunishingWeather-Rain-More Why? With a20 and PunishingWeather-Core it rains quite a bit in most places. I may make a mod like this that makes it rain all the time instead of "a bit more". This was really just a personal mod I used to have rain a lot, but the weather XML rework in a20 makes this so much easier to tune for. Modlet: PunishingWeather-Temp-MoreInBurntForest Why? With a20 and PunishingWeather-Core its probably hot enough, and until I can see that making it 212 F can actually kill the player from heat I'm not bringing it back. I'll likely test making a better mod after awhile.
  16. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: Doughs-Food-SousChefOfTheApocalypse Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse. Modlet: Remove-TheMap
  17. Apparently the "toplevel" XML tags in a modlet XML file can be anything as long as the top and bottom one are identical (and the last has the slash in it). <config></config> is just what TFP has in all their files. I use <Doughs></Doughs>, because that's how I learned to do it when i was learning by looking at other peoples mods.
  18. Hello! First: I've heard a lot of people complaining about the weird weather changes, and the weather got some rework in a20 so I bet the devs will make some more changes to make it more natural... My "Punishing Weather" modlets have been converted to a20. The weather system/XML has changed a bit so I just rebuilt it and tried to emulate teh same "theory" on how I build them, which is essentially "flip the good weather chance and bad weather chances around so its mostly bad all the time" and "make the extremes for each biome more extreme" (usually temperature and wind). When/if the game allows you to die from extreme hot/cold I'll likely make "death packs" for the biomes so you have like a 10% chance of death by temperature unless you're wearing a lot of appropriate clothing and mods for temp regulation, or if you are in your base and by heat/cold sources... anyway... I'm not aware of a way to change the "weather for a day" (Sunny for 4 days, rain for 1 day, sunny for 2 days, fog for 1 day, etc) as the "global weather" is untouchable by XML, you can only tweak the global weather per biome for a few things (like the global weather will be 75 and you can only say "snow biome is 40 degress colder than this by "default" but a storm is 60 degrees colder). There is a DMT "seasonal weather" mod for a19 that can control the global weather from @khzmusik here, but i think its still only for a19. And its DMT and not XML so it may be more difficult to tweak if you're not familiar with DMT mods. Maybe this one could be tweaked to do a "daily global weather condition", like trigger the global temp or precipitation to disallow storms or something, or "seasons" would be enough of what you're wanting but even then you may wish to tweak the biomes.xml... Also: Just so you know the a20 version of my "PunishingWeather-Core" here on github is pretty well documented in the biomes.xml on what I'm changing and why. I would also suggest looking at the top of the games "biomes.xml" file as the devs made some documentation there for what teh numbers and weather parameters can be and mean. In my mod, for example, looking at these sections for each biome (snow biome for example) I have this which makes the "default" weather for the snow biome (usually cold and a little snowy) occur 14% of the time instead of 44%. Then I ramp up the probabilities of it being a "storm". <!-- Purpose: Increase prob of worse weather conditions. Must add up to 100 --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/weather[@name='default']/@prob">14</set> <!-- DOUGH: Default prob="44" --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/weather[@name='fog']/@prob">10</set> <!-- DOUGH: Default prob="8" --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/weather[@name='snow']/@prob">40</set> <!-- DOUGH: Default prob="40" --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/weather[@name='storm']/@prob">36</set> <!-- DOUGH: Default prob="8" --> Which alters this part of biomes.xml, where the weather probabilities are defined: <!-- Snow Main Biome --> <biome name="snow" topsoil_block="terrSnow" biomemapcolor="#FFFFFF" lootstage_modifier = "1" lootstage_bonus="20"> <spectrum name="snow"/> <weather name="default" prob="44"> <Temperature min="26" max="32" prob="1"/> <CloudThickness min="10" max="30" prob="1"/> <Precipitation min="0" max="0" prob="1"/> <Fog min="0" max="2" prob="1"/> <Wind min="10" max="25" prob="1"/> <ParticleEffect prefab="ParticleEffects/p_snowstorm1" ChunkMargin="7"/> <!-- only one weather can have ParticleEffects --> </weather> <weather name="fog" prob="8"> <Temperature min="20" max="30" prob="1"/> <CloudThickness min="35" max="60" prob="1"/> <Precipitation min="0" max="0" prob="1"/> <Fog min="7" max="18" prob="1"/> <Wind min="5" max="6" prob="1"/> <spectrum name="Snowy"/> </weather> <weather name="snow" prob="40"> <Temperature min="18" max="28" prob="1"/> <CloudThickness min="55" max="75" prob="1"/> <Precipitation min="30" max="60" prob="1"/> <Fog min="1" max="5" prob="1"/> <Wind min="18" max="25" prob="1"/> <spectrum name="Snowy"/> </weather> <weather name="storm" prob="8"> <Temperature min="12" max="18" prob="1"/> <CloudThickness min="90" max="100" prob="1"/> <Precipitation min="70" max="100" prob="1"/> <Fog min="5" max="15" prob="1"/> <Wind min="45" max="50" prob="1"/> <spectrum name="Snowy"/> </weather> I also change up what a "default" and "snow" and storm" are for the other metrics ( Wind, Precipitation, etc) in other parts of the mod
  19. Update: New mod added: Craft-SantaHat Adds a recipe for crafting the Santa Hat, per a request on the modding Requests + Discussions forum. Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20 Modlet: Buff-PipeBombs <- No changes to functionality, small balancing changes Modlet: Electric-CapacitorBank <- Added a JournalTip and better Localization.txt Modlet: Nerf-Backpack-CarryCapacity <- No changes to functionality Modlet: OneHourOfDaylight <- Added a few more options to add more granularity to hours near 0 and 24
  20. * * ** * * * * * * * * * * * * * * * ** <- That's snow 8 <- That's a snowman ~(()--()) ~~ <- That's a bow ---------------------------------- | | | | |Doughs-Craft-SantaHat |<- That's a craftable Santa hat recipe inside a present. Feel free to change up the ingredients. Hope it works, I barely tested it. Might try it in a new game just to check | | | | ---------------------------------| ~~ ~~ ~~ ~~ ~ *HO HO HO!!!!! ~~ ~~ ~~ ~~ ~ Ingredients: 1 Coal 3 Eye Candy Candy 1 Covert Cats Candy 10 Cloth 1 Red Dye
  21. Just off of the top of my head, but I haven’t been in the shapes menu to really get a feel for what might be “missing”, just things I feel I’m not seeing: More “Artsy” blocks that are not really made for bases or building, meaning: their shape doesn’t work well when placing next to other shapes, so it is likely used only as a decor block. I’m thinking primarily for POI builders to make POIs more interesting/unique. think of a block that doesn’t have any square sided, and maybe just turns into a curving point (like the old cone spikes but points off to the left like a… errr .. rose thorn. It’s “useable” as maybe a spike trap (if you did the work to make it a spike trap) but for building a base it would be purely for looks as it doesn’t really fit the “blocky” look. another block example would be like a cone with holes in it so it looked like you drilled out a Rubics cube. more maybe some hexagon/pentagon/ shapes. we have “letters” blocks. But some lowercase or even a weird “different”font (like cursive) or “broken letters” blocks might be nice (for POI builders). maybe some “thin shapes”, but with ridges and grooves (think of guttering) for making things like… guttering or railing. more “broken” blocks, meaning: a lot of them are “broken” and used for making holes, but the “broken side” is flat so you can walk on it if placed on its side. Make some that look “sharp” on the broken side. A lot of the “holes in walls/floors look nice when viewed before going through them, but as you’re jumping through they look a little fake. This too! With this you could make window mosaics with neat visuals (like coloring areas with a white light behind it (even if we had colored lights the effect using glass would likely be different) and also just for art sake. crafting it could be just using glass and the existing dye colors. It’s a tad weird all the glass windows on the world all look the same, so changes to them (probably anything) would be nice.
  22. That is weird. I’ve seen issues somewhat like this when messing with changing Localization.txt via modding. It seems (my belief) that some things persist unless you completely exit out of the game all the way to Steam. Like if you make a Localization.txt change, and don’t exit the game all the way to Steam, then the changes you made might not get applied. additionally, the “something is weird, and I’ve modded, so make a new game” is also kinda a fix in some other instances and no one seems to know why it works, it just sometimes does. Like “turn it on and off again”. there is a “modded xml cache” (of sorts) the game creates… I wonder if either it doesn’t always get cleared or certain modding actions or files don’t trigger it to clear? Just me musing here if anyone reads this.
  23. I made my mod look like you posted above, and it actually works there's a weirdness with the game that you might be seeing that I found. So, just to test if it works on your system, do this: - Load up your existing game you were testing thw mod slots with your mod with all the 4's. Make sure creative mode is enabled! - search for "gun" and choose a few new guns from the search results. Make them of different tiers ( hopefully tier 1 and tier 6) - These guns should have 4 mod slots in them. - Choose one of the guns you had in earlier saves. Try to choose Tier 1 or 6 if you have them. Note how the mod slots are likely *not* 4! What appears to be happening is that once you pick up a gun, it has the mod slots "hardcoded" into it based on the current game settings. If you shut down the game, and mod the mod slots, then start the game back up , the new mod slot counts only takes effect on "new" guns you pick up. So if you want *all* existing and new guns to have 4 mod slots *in an existing saved game* it appears you'll have to scrap all your existing weapons that were created/picked up that had more or less than 4 slots before you added your 4 slot mod. My mod still works (did very light testing just now). The extra code in the windows.xml as to visually add 2 more slots so you could see mods you loaded. Its not too important to see the slots below the "recipe" area, but its a bit more important to see them in the "available mod slots" area as you can't easily add/remove mods unless you can click on the mod. I'm not sure but I think I had to include them as the game hard coded a limit of 6 visible slots and I had to make it add 2 more. When you only have 4 slots ( as you want) then yep the windows.xml file isn't needed as its less than 8 slots. EDIT: Also, upon looking at the code, this mod will likely sent *everything* to 4 mod slots. Weapons, armor, probably anything with mod slots except vehicles. It just says "which everything with this ModSlots pattern to this other one, no matter what it is". Mine does the same thing but makes them all 8. It likely applies to any item/weapon that has "item quality" which is why it doesn't affect vehicles.
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