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doughphunghus

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Posts posted by doughphunghus

  1. 56 minutes ago, zztong said:

    One option towards realism (just spitballing here) would be to replace gasoline with alcohol and then remove gasoline from salvage. Leave alcohol only to be distilled by players or bought from traders. You could even have different levels of fuel to express different qualities of production, age, methanol vs ethanol, etc. It might even give folks a reason to buy into farming on a larger scale and a greater use for Super Corn.

    There used to be “biofuel” or something and it was removed, I don’t know why.

    also: I would like to see crafting “wood gas” or something to power things if removing gasoline was going to happen.  Or maybe gasoline “processing” to remove water as a way to utilize the chem station. Making gasoline directly from raw shale… errrrr a bit weird feeling. 
     

    something like “Chem station 2” that used electricity to do stuff like process things to gasoline/alcohol I think would be cool, as something to use electricity on and maybe as a “great use for solar cells” to power it. Also just rambling :). The chem station does look a bit like a still, so an electric one would be electrolysis or something. 

     

  2. For repairing: I too believe that the vanilla “repair kit” is a way OP. I’ve been playing some mods for different repair kits for different things and it feels better, but it’s not perfect. I like the idea of “once it’s used up, it’s used up” except maybe for simple things like stone/early tools as you build them from nature items. (Thinking of clubs and bows/stone axe).  I get why they do it (people want an easier game generally) but I do with there were some tiering of repair kits in vanilla if it’s like a simple iron repair, steel repair, (or something) and they’re way too easy to make a lot of them currently. Or maybe a “tier 1” repair kit requiring 5 basic items, then a “tier 2” that takes a tier 1 plus 4 more items, etc. really have to work up to repair a vehicle or auger or high level item.

     

    alternatively: if there were a way to “randomly scrap” an item for parts that might be neat. Using an iron axe: the quality goes to 0. You scrap and have a chance to get the ax head or handle or just wood/iron. I think it would feel better but require a lot more new items, and a random scrapper… I guess you could scrap to a “pile of parts” that was a loot container and then (when placed) it could choose parts from a loot group when opened, then self destruct. This seems… cumbersome.

  3. Edit: just thinking about it.  The “extends” part of your block may be the issue because you’re extending from a block that’s not a “workstation” class/entity…. So trying to then change it to “workstation” class in the properties likely isn’t going to work as it’s already another class/type. You need to either extend from an existing workstation block or not extend from any block and then have the “class = workstation” property in it to set the class as a workstation
     

    try removing the “extends” part, and to “skin” the block to a cylinder shape, you will have to choose that shape as the block model.  I can’t remember the xml to do that off the top of my head, but it’s how you can basically make any block look like another. A lot of blocks don’t declare this but some do (look in the xml). I think battery banks and some other things have this xml (to choose what model the block looks like)

  4. Just a guess…. I’m not at home to actually test/check anything…

     

    lookong at Snufkins “block” xml, there are some properties of the block that I would think need to be present in your block xml, as you’re not inheriting from a workstation block, but a “normal” block (below).  You might want to try to just copy all of his block xml (and make changes you need) and maybe it will work?  I’m not sure what they all are but I believe certain block/item/object properties don’t “extend” when you make a new block so you have to declare them every time.  Might as well just copy his block and make changes to link it to your other xml and pray.  Also: Snufkins block is not extending from any other block, so maybe that’s part of it too?

     

    these are the properties in Snufkins block I would believe you would need to have (at least) as they seem workstation related. You have the “class = workstation” one but not the other two…

     

    <property class="Workstation">
      <property name="Modules" value="output"/>
      <property name="CraftingAreaRecipes" value="LootboxMachine"/></property>
  5. On 11/24/2021 at 10:15 AM, MajorIncident said:

    s there any way that, when such a lightsource is used, it will be consumed? After that it must be repaired with a battery (loot-item maybe with recipe)

    I hope someone can/knows a way to do it! I also want a "batteries running out effect" mod and have asked if anyone knows how to do something like this a few times and have never gotten an answer.   I don't like how once you find a helmet/flashlight how it lasts "forever"

  6. In the game there are some nice audio ambiance associated with a few block types. Usually its the large store signs buzzing or the dumpster/bodybag flies.

     

    I propose that having a few more of these quiet, but eerie sounds associated (and emanating from) certain blocks would be a really nice touch as a lot of POI's are just dead quiet until zeds start moving around. The other common sounds are you walking on trash bits.  Otherwise its dead silent unless the background audio kicks in or something is stumbling about outside.

     

    Proposed ideas, should any devs ever see this :). For all ideas, this isn't "every block like this would have sounds" it would be random like the loot helpers so only some blocks would have sounds and other similar/identical ones would not so as to randomize the sounds in a POI.

     

    1. There are several in game clocks.  Cool, add creepy clock ticking to them.  Even if the hands don't move, just make it sound like a slow broken "tick.........ca-chack" ticking.

    2. There are several water features in a POI.  tubs, sinks, toilets. Add some slow, creepy water dripping. Enough you can hear it if you're outside a small bathroom

    3. There are lots of lights in a POI.  Some are markers, some are obviously part of the building or just plugged into mains power or flickering. Make some lights buzzing or for flickering ones add a hiss/snap/crackle as if they're shorting

    4. Add moving ceiling fans and them moving/humming/squeaking.

    5. Lots of lights on... so power exists.... and all TV's are turned off/black/silent?  Add some simple static/test pattern/noise.  it doesn't have to move or be animated on screen so even a white or "broken screen " look would be neat with some loud garbled audio playing.

    6. "beeps" or "ding" every now and then for open Microwaves/fridges.

    7. They're not visible, but some sort of "home security beep" might be neat.  Just a random 'boop".  It would require a new block to be added to represent the security system.  Of course, adding on a "the security system could go off and alarm unless you turned it off (destroyed the block?) before entering" would be amazing if it called zeds to the house/block.

    8. The are lots of "burnt stuff" in the game.  these are usually put into fireplaces, but also scattered everywhere.  Add a simple "crackle" or "pop" to it. It would be a nice touch in a house, but some place like the existing burnt forest it might be a really nice effect.

    9. Trees (yeah its not in a POI) don't have any sounds... they make all sorts of sounds in nature.  little creaks and whooshes when wind hits them. birds/insect noises could be added to them.  If it were loud enough you might hear them when they are near a POI and you're inside.

    10. "creaks/bangs/etc".  All the POIs mostly look "old/dilapidated".  You would expect just some random (material specific sounds... like wood different than metal) to be occurring, especially if its windy.  Little creaks and pops from random movements every now and then. You could probably attach this to special blocks put under/near stairs of any type of material and it would probably work pretty well.

    11. "invisible animals": if they remain in the game, add some cricket or cicada tiny frog sounds to them.  I assume they would have to be "biome specific" then... but it might be a neat re-use of an invisible animal and it might wander over to your base and wander away (or just stick around and annoy the crap out of you...just like real life!)

     

    For all of these: if the audio could be associated with the XML for modders, it would be amazing as all sorts of variations beyond vanilla sounds could be added obviously, but if it cannot be then still I feel these would be nice improvements to existing blocks.

     

     

     

  7. There’s gnamod “the overhaul mod” and then “horde mode” mod on top of that. So you can play the mod without horde mode, which is recommended by me because the mod changes a lot of how things work. And you will have a really hard time in horde mode if you don’t know how the mod changes building and the workstations (goodbye wood frames!) Horde mode mod is not easy, and I really liked a lot about the gnamod “base mod”.

     

    The horde mode does have its own map(s), as it’s a “protect the beacon” and you won’t have any real time to leave the beacon and explore the map as waves of zeds attack your base (you build around the beacon, which is also multiple trading areas).

     

    there is another mod called “Telrics thumpers” which adds a “thumper” that falls and crashes and zeds spawn from it for awhile. You can wrench the thumper for thumper parts, and get enough let’s and you can build a thumper “beacon” for a mini horde game. I’ve played the thumper mod but never built the thumper beacon so I can’t comment on that part.  You could spawn a beacon in and try it out I guess.

     

  8. I've always wished solar had a "1 panel" version that you could get/buy earlier game that might power a small trap (not blade traps, but maybe electric fence post) and also slowly charge batteries. maybe 10 W?. you can't daisy chain them.

     

    Yeah there's a mod for it... I'm saying vanilla.

     

    Otherwise I feel generator is OP.  I feel it needs to be able to hold less gas but be able to handle a night and a day of running on a full tank.  Solar feels about right in terms of power but waiting for "end game" is a bit of a stretch for solar as generators just provide so much more power.

     

    Also: You can use solar to power a light for a 'day/night' light.  Yeah, pointless in vanilla but if you mod a lot of things out of the game (like the day/time) it can be semi useful even though you can do a similar thing with the timer.

     

  9. I’m only aware of this one site, but I think you have to pay to join or something to download anything. There’s lots of mods here that are being “borrowed” from the standard US sites and a lot of them I’ve never seen/heard of before on the normal US sites/places: https://www.7risha.com/

     

    Edit: You can use Google chrome to auto translate the site.

    Edit2: I think I found some of my mods there.  I think people are paying to download it. Don't know if I should laugh or cry ;)

     

    for mod translation: I think there’s a translation tool in the “tools” forums, that uses google translate… but I believe the mod has to have a Localization.txt to work with.

  10. New mods added:

    Modlet: Nerf-ItemStacks - Lowers the amount of items that can stack in a storage slot in backpacks/containers/etc.

    NOTE: The stack lowering is extreme in many cases and it a weak attempt to make "what you can carry" more realistic without dealing with weight calculations. All of the stack limits I have chosen are arbitrary but I tried to make it "like an armful" or "you might try to carry this many without going overboard". See the mods README for examples and more justifications for why you might want to try this mod.

     

    Modlet: UI-LowerLootPercentages - Allows for more options below the vanilla 25% loot in the game start options menu.  New options are: 2%, 5%, 10%, 15%, 20%

    Is this mod server side safe?: It should be but it is unknown.  If anyone can confirm this, please let me know!

    FAQ: Why not a 1% option?  I thought about it but came to the conclusion no one would use it ;)

  11. For all the "difficulty/slider" ideas: I concur.  I'm one of those that want the options to turn on to "make everything kill you". I *do* feel that part of the issues with the games temp "regulation" and "making it so harsh you can die from environmentals like temperature" is that in the snow biome you can generate heat with campfire/clothes/forge/etc, but in the desert biome ( or anywhere really, but this is the hottest place, in theory) you cannot "generate cold". sure, you can drink water/drinks or take all your clothes off, but the problem of not being able to "make your base colder because its 130 degrees F outside" is a missing mechanic.  If you could dig "down" and it got colder that might work, or if you could build an air conditioner and power it that would also work like a reverse campfire but requiring power. (well, loot and 'craft working one from parts" maybe. Feels weird building an air conditioning unit)

     

    If you had the "cooling" ability (with the already present "heating" one) then you technically have the powers to survive in any biome where extreme temperature could kill you. Then the "biome difficulty" could also be more challenging, in order of challenge:

    Forest: maybe freeze, never too hot to die. but building fire is relatively easy

    snow: will freeze, obvs.  but building fire is relatively easy

    desert: will die of heat, maybe freeze at night. making items to "chill" the player/base require work/electricity.

    wasteland: high/low temps both occur often and kill you.?  maybe this is too much ( with the other biome difficulties added)

  12. Edit: I know its "Pimp Dreams" but if the devs/anyone wants to see how it might "feel" in game, the mods below would be an easy test

     

    There is a mod kinda like this "True Darkness": https://www.nexusmods.com/7daystodie/mods/815

    Basically: If its nighttime, you have to be inside, and you have to have light or you will slowly go insane and die. There are "hallucination" sound effects with this one. Also: I believe this mod also has the "candles and torches you craft must be lit with a flint, and they will burn for awhile and go out" Combine this with mods that allow "longer nighttime hours" and its really hard to survive as its dark a lot, and darkness can kill you (I have one here called "OneHourOfDayLight"):

     

    Also: I've played the above also combined with this mod "Stressed Out": https://7daystodiemods.com/stressed-out/

    Basically; You get "stress" when fighting (and it will start climbing after a certain point, fighting or not), and if your stress gets too high you die (heart attack).  The only way to lower stress is to: not have it go too high and begin climbing, drink alcohol (find or make via recipes), smoke cigs, read a book you craft.  Its a bit easy to manage stress mid game once you can craft alcohol (and have looted/farmed lots of ingredients) but early-mid game it is easy to die by stress.

     

  13. 2 hours ago, meganoth said:

    But that is the worst thing that can happen to you because you will never have the fun and feel of accomplishment of finding out what works in the game for yourself.

    yeap! Enjoy your first few bases by building them yourself!  There are a lot of "impenetrable" base builds/ideas people have posted but a lot of them are relying on weird game mechanics or other things.  I've done a few of these weird things by myself (on my own, just by playing around) but I find it more fun to not use hacky/cheesy mechanics and I try to always build my own unique base every time without relying on "perfect building methods" or making the same "tried and trusted" base over and over.  Having to always find/plan and build a completely new and untested base, while doing all the other things (looting/mining/etc) it what keeps it fun (and re-playable) for me.

  14. An interesting question...maybe this will help. I'm not 100% sure, but I did a little testing:

     

    in /Config/XUi/controls.xml there is this section around line 949 (in the A19.6 current build):

    	<sign_text_area>
    		<rect depth="1" controller="TextInput" pos="6,-6" width="294" height="120" value="SEARCH"
    		active_text_color="[white]" caret_color="[white]" selection_color="[mediumGrey_half_alpha]" on_return="NewLine"
    			character_limit="100" validation="none" on_press="true" style="select" snapCursor="true" virtual_keyboard_prompt="vkPromptSignText">
    			<sprite depth="0" name="background" color="[transparent]" type="sliced"/>
    			<label depth="1" name="text" pos="0,-2" justify="center" pivot="topleft" font_size="46"/>
    		</rect>
    	</sign_text_area>

     

    Changing this part in the "label" line:

    font_size="46"

     

    appears to make the "smallest wooden editable player craftable sign" text to be smaller.  I played around trying to make it really small ( like font size "12" ) and the text becomes invisible on my screen.  I didn't mess around with values too much, nor other signs so maybe I'm imagining its making the text smaller,

     

    Also: I'm not sure if you made a sign and added text ( at one font size) then closed the game, changed the font, and then relaunched the same map and then looked at the sign you made if the change would be reflected on the old sign, or will only take place on newly placed/created signs. I had some odd results when testing (I wanted to change the text color, personally, and failed to do so) and I don't have a lot of time to puzzle it all out :(

     

    There's the "character_limit" setting as well... but from experience on the smaller signs the text simply won't fit on them (up to 100 characters) with the vanilla font size, so maybe that's just a setting to set a limit so people won't set it to a million chars and break the game. but maybe a smaller font will allow more than this on the biggest sign?

  15. (do what xyth says first... :) )

     

    I could be wrong, but aren't the "Audio Sources" part of the "fixed volume of sounds"?  Maybe this isn't very loud because its a "AudioSource Impact"? Could you change it to another AudioSource? Or is the original volume of the new sound very low?  I've found that when I make new sounds they are much louder before I package them and add them to the game, I haven't seen a good reference for how to set the volumes of newly added sounds other than to "change the audio source"

     

    Also: What format is the original audio source sound in? .wav, .ogg, etc. and mono/stereo?

  16. I used to never throw rocks. Then I modded the game so it was Very hard (for me) and found new joy in things like throwing rocks and having to swap out weapons (spear/club/bone knife/rock/blunderbuss) based on situation bs relying on “old faithful standard build out that always works for me”.

     

    anyway: if you don’t see a point in rock throwing, try upping the game difficulty until you literally go “oh crap, I’m going to die unless … is there a rock or something nearby… oh gawd a single rock…. (Throws it)….wow I managed to survive that!”.  Of course, this will be early game but in theory I guess you could make it so difficult that rocks would become a permeant weapon on your tool belt, but I can’t imagine making so many changes that (in a game like this) you wouldn’t eventually just have a lot of clubs/spears… maybe if you made the toolbelt and backpack like “1 slot available” or something crazy ;)

  17. 3 hours ago, Bigrowdy said:

    I have been playing this game for 8 years and just discovered this today...

     

    I love weather effects in this game. does the mod add any graphical/world conditions. Like a very dark day with lightning almost strobe like and no rain.

    Or Rain so hard and loud you can barely here the zeds?

     

    OR

     

    Does it simply increase the bad weather the game already has to offer?

     

    Thanks.

    short answer: Currently “weather control” via pure xml mods is very limited, so it basically just ramps up the available weather options in the game.

    No extra sounds or effects today :(

     

    long answer:

    the default game weather (per biome) is broken down into … let’s say generically…3 options. Usually it’s a “mostly decent weather” with some low chances of “worse weather”. So most of the time in the game it’s rather nice out in terms of cloud cover/rain:snow/etc.

     

    on top of that there’s the “particle effects density” (I’ll call it that for now) for stuff like “snow fall” and “dirt in the air” which is not set very high by default, probably to keep the FPS up for most people. 
     

    My weather mod breaks up the “3 configs” and pushes the “normal” setting to be a bit more extreme for the biome. So snow biome is a bit colder, desert a bit hotter as a normal/average condition.  Then I skew it to be “mostly worse” when the weather goes outside of the normal conditions. And on top of that, I add some outliers for “really really bad” and “really really nice”.  The end result is you have weather be “crappier” more often than not, and some smaller chances of getting a terrible day (super hot/cold/rainy) as well as a “clear day”. I wanted clear/nice days to really be rare and “pop” if/when they occurred. 

     

    the end result isn’t super amazing as I’m  finding the weather can “jump” a bit (like go from “raining a lot” to “stopped raining immediately”).  It still needs a bit of tuning, but the overall effect works pretty well.

     

    for “particle effects density” it’s just 1 setting and doesn’t seem to allow tuning that I can see. By default I turned it all the way up just to make it harder to see far away, and it fits with the generically worse weather.

     

    hopefully weather will be worked on more in a20 and I can tune it better. I’m going to comb over all my mods when a20 drops and try to clean up all the rougher edges, but I doubt I’ll be able to get better effects like sound control and visual effects control (lightning, wind/rain sound etc). It seems that’s tied to the wind/cloud cover today (which my mods make happen more often, but I can’t control the volume, just the cloud cover/wind speed).

     

    also: the temperature changes apparently don’t work well today, as I think the temp is capped at hot and cold. I really wanted the burnt forest to kill you if you happened to be in it on a bad day (not sheltered. I wanted to have to run inside or dig a hole, etc).and didn’t run out. Same with desert/snow.  But it doesn’t happen today, per game limitations. It just gets as hot/cold as it can. 
     

    also: the weather tuning that can be done outside of xml (using DMT) is better. A prime example is the “seasons” mod.  But you have to install it with the mod launcher (handles the DMT install and build) or build it yourself with DMT. 

    https://7daystodiemods.com/seasonal-weather/

     

    also: I’ve had some requests “ always rain” and similar and I might make these if more people request it but it gets complicated to handle all the per biome conditions for everyone (maybe they don’t want it to always rain in just the snow biome, etc).  Changing or adding sounds might be possible (in the future) but can be hard to do unless the devs give us some nice hooks to play the right sounds at the right time, which I don’t think we have for weather right now.

  18. On 9/22/2021 at 5:36 PM, Maharin said:

    With some POI's, Qbert noises might be more appropriate.

     

    Q*bert (Video Game) - TV Tropes

    Wow. I had forgotten about this game and I played it so much when I could find it.  The arcade had an actual steel ball or something in it “drop” or “hit” when you fell off the platform. No electronic noise. Probably an old pinball machine mechanic.

     

    The “cursing” and “qubert jump block change” sounds could be added to the jumping spider zed!

  19. If strip clubs didn't exist in all? US states, and they were only found *rarely* and you had to go through back channels to get into one... maybe it wouldn't fit the game.

    There are a lot of places like this that aren't in the game because it wouldn't make sense to put them in, and it would also likely rub too many people the wrong way. TFP seems to be trying to make the game "sort of normal" in terms of buildings ( while adding a touch of ... whimsy for the building names). 

     

    They didn't (and apparently wont ever) put baby zombies in the game. So its not like they're trying to go the full distance of horror or "in your face" aspects to produce shock value.  I want these zombies (personally) because they would actually exist in a "real" zed apocalypse, but more importantly, they would give a lot more "height differences" for things I have to shoot at.  The crawlers and spider help with this a bit though.  but if I want the kids/babies variations, I'm going to have to mod them in myself ( per other posts suggestions above for making game changes)

     

    They haven't tried to add a lot of "worse" (and also highly unlikely, but real) POI's to amp up the "danger/visceral effect" like brothels, or "drug dens", or "torture chambers/sex dungeons", and "many bedrooms and basements have obvious suicides" and such.  There are a few "mini terror stories" baked into the POI's but its not like they try to go to go the distance and really shove the worst of humanity in your face every time you go into a building, especially if it doesn't fit with the "theme" of the game.  For example: they have "corpse burn/disposal piles" here and there, a noose shows up every now and then, there's a few "cult" dens but that fits the game given humanity fell to zombies.

     

    Also:  Only 1 girl has big (medium size?) boobs that move (the rest don't) and this is kinda normal.  There's a few "high BMI" dudes (and dude jiggling), 1 "high BMI" female and some "stereotypical" ways of representing them too, so they're not completely trying to make it all about the boob physics.  My best guess is yeah, someone wanted zeds to have realistic (but computationally and labor cheap) body motions, and boobs and bellies were obvious places to test it out.

     

    Also: One could argue to remove all the churches as they were offensive to some people... but they are everywhere in the US, so you expect to find a church.  Of course... which religion? I mean, they all have crosses in them, so they're really not showing the true types of churches you normally find... but then again, they kinda do (stereo-typically) for the US and the area the game is staged in and there's only so much you nuance you can put into a game world when all you really need is some structure and "the most recognizable" type of stuff.  "We need some churches" is probably about as far as it was discussed.  You could even remove the crosses in the churches to try to "fix" it and it would likely just make it look more wrong.

     

    Also: back to the boobs. If there were a lot more zombie models (like 100), and they all had the same boob size/physics (or even larger and more obvious) and the same handful of stereotypes I would take OP's side a bit more, but since they zed "type count" is very low, and its not all about/on the boobs for every female, I can't see it as much as an issue as they need to get as much bang for the buck out of the handful of zed models they have.  The original (take your pick) zombie stripper had more nudity (and looked a lot more....rough.  The current one is more of "girl who went out to party and got bitten") and the only reason I had minor issue with the original (as a default in the game) was for poor game streamers who *might* get flagged due to nudity.

     

    In conclusion: If strip clubs and boob wiggle were more morally offensive in the US (or where the game location were set in) and were highly regulated/banned and were less prevalent, then I would highly bet it would not be in the game.

  20. It would be kinda cool if you ran into any plain glass of it would shatter and cut you if not “protected” well. Then the higher levels of buildings could not be barricaded as much, allowing jump out.

     

    of course, I’m sure “just punch them” will be the standard/normal answer here…. But… if by running into Windows you could do damage, in theory “running into anything” could cause damage. This might be a neat perk to buff up… like “bouncer” or “steel shoulder” where you could run into zeds/doors/barricaded windows/etc and actually do some

    damage, with all the applied dangers of doing this.  It might be nice to be able to  buff up (put points into) a perk to be able push through and hurt/knock down /etc zeds for a short while if you’re trapped.  And push other people around, especially while panicking or on purpose

     

    and don’t run into a barrel :)

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