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doughphunghus

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Posts posted by doughphunghus

  1. On 2/1/2024 at 5:50 AM, BadZombie said:

    Any feedback/suggestions welcome

    Just me thinking of idea and things I have seen...if I know a mod specifically I'll list it (some are old),, else "I knew of or saw one"...

     

    NOTE: I'm not saying "take stuff from these mods" I'm just suggesting mods and/or "examples": of mods that had some mechanic or effect that was neat, obviously implying you can either ask permission to use their mod/XML, or "roll your own using that unique survival concept someone else did"

     

    1.  Fishing: There have been some mods that had a "fishing" element in them.  Telrics had a working fishing pole and I believe MeanClouds just used "place fish catcher, block "grows" into a caught fish basket with random loot".

    2. Grass/bush/soil harvesting: Some mods (Telrics had the worms?) have had "dig soil", and randomly find (items)" like worms and grubs.  Others have "hit grass/shrub... you may get grasshopper or other bug like dead roaches".  You could simply use these in recipes or maybe "bait' or food for animals?  I think some chicken coop mods have you "feed" the chickens to "reset" the chicken coop block (block then "grows" into a coop with harvest-able chicks/chickens"). I think some mods have a baby chick you can find by looting birds nests.

    3. Outdoor Ambiance, Animals: There is/was/were mods by Spherii? That had "butterflies and small insects flying around", and possibly fish in the water...("A better life"  mod?).  Also: the NPC mod has a Bird pack where they fly around, never attacking.

    4. Outdoor Ambiance, Plants: I believe Gnamod and the Asia mod? both had some very nice "plants and other things" in them that really made the ground cover (and roads) look "rougher/fuller" with all sorts of plants and things that were "at different heights" than the standard grasses and small bushes in the vanilla game. SO when you were "not on a road" there was much less visibility and it looked "much more natural looking".  Additionally there's OCB's mods for "custom textures" (seems to only be on Nexusmods? (https://www.nexusmods.com/7daystodie/mods/2788)  . where there are examples of using this to get some outdoor "different shades for outdoor vanilla plants". personally: I wish someone would make a mod to must have "many different heights of grass and bushes/plants" because I think it wodul really amp up wandering off the trails experience. The PS4 console version seems to do this by lowering the player camera (or something... maybe plants were taller in old versions?) and it feels "good"

    5. Boat mod. I think there is a primitive raft in it (feasible to craft as wilderness person)? but to really use it you will have to generate a map with quite a bit of water on it/long distance islands.

    6. Ambiance: looting. Ravenhearst? and some otehr mods have made "trash containers" containers you can collect and store stuff in.  like "this is my base for the first week.. yes, all my stuff is in trash bags and trash cardboard boxes" is kinda a fun look/feel.

    7. Weather: Currently, being hot and cold will not really "kill you", just take stamina I think. There are some mods that make the weather lethal.  too hot or cold and you are not dressed for it: you die. There is/was also an acid rain mod, might be a fun idea.

    8. Fear/Mental struggle?: Ewhiaz? had a "fear" and stress mod (Stressed out?) and there is another mod.. (28 Alphas later?) that have mechanics to basically make you have to handle being stressed or scared or under duress.  Basically it keeps building up ( s an amount) and if not mitigated in some way (being by a fire/in the light/smoking a cigarette/being dry etc) you eventually just "give up on life" and die.  The "mental state" having to be a manageable thing a nice survival mechanic IMHO.

    9. Animals: Iceburg71 has a "baby animals" mod. its just all the vanilla animals, but scaled down so you have tiers of them (babies, teens, adult: each with different health points, probably attack strength, speed, etc.). This way "every bear or dog or wolf is not a huge adult" and its fun to see an animal and have to put a second of thought into it be fore attacking or fleeing.  but if you're planning "all different kinds of meats" for animals, you could probably tweak "amounts given"  based on animal size.

    10. Fire mod: wood catches fire. Explosions cause fires. I think trees might be exempt? survival goodness, especially if you are making a lot of things out of wood.  However: I think the "put the fire out" items are fire extinguishers, but maybe there is a bucket of water in there.. if not you might have to make one.

    11. SCore mod: There is a LOT of configs you can do in the blocks.xml file. You need to have it for the birds NPC add on, and you also probably? need it for the food spoilage mod, and need it for the fire mod.  Things you can do in this mod: turn off nerd poling ability, have it generate caves (have to make a new map), make punching things with bare hands hurt you, etc.

    12. Polluted water: There are mods to add "polluted water" to all "water sources" (by khzmusik?) that must be processed more than just "boiling murky water", if you want to make water a struggle.

    13. Loot %: You can load a few mods to allow dropping the loot% way down.  Personally, it seems making it 10% might be a good target for what you are looking for, but there may be a "more perfect number" (so when you perk up, loot is more abundant).  Anyway: when you drop loot% waaay low you find that "looting" (without perking high the looting skill) is very pointless unless you are desperate or just want to mindlessly loot while in a POI. The point is: it forces you to harvest resources and craft.

    14. No traders: There are mods for this... anyway: either "removes" the trader, or trader POIs or ( some overhaul...) makes the traders have no quests.

    15: Misc crafting: There have been some mods (Khelldon had some) that add "little bits of items" to craft things. Things like nails, nuts and bolts.  Things you have to scavenge/loot. Since you don't seem to want a forge to be "available easily" , then why not make it "I cannot upgrade or build a door without nails, bolts, doorknob" or "I cannot upgrade this frame without nails, cannot build a hatch without hinges/bolts. etc.  Make looting and scavenging more "looting for basic parts" and then require those parts to build the simplest of things.  If you want to go further,: make every block upgrade take substantially more than just "material". example: there have been mods requiring you to make mortar to make/upgrade wood to cobblestone. In this way, making all block upgrades "really painful", you kinda force players to build from wood and/or live in POI's and fortify them with wood for a long time, until you want to allow them to forge nails, or maybe "harvest/loot more efficiently" to find a lot more nails/screws/bolts

     

  2. On 3/17/2024 at 4:18 PM, More2Me4Life said:

    Quick question: I am creating an overhaul mod and I would like to use the mod that decreases the stability of blocks, though for just the opposite outcome. I need a couple of blocks to have more stability. I have augmented the file for new stability, as well as removing the unnecessary bits. I was hoping to have your permission to use this augment version of your mod in my overhaul. I will of course accredit you for the coding that lead to the final version.

    Thank you for your time and effort,

    Liz

    More2Me4Life

    Yep! All my mods for a21 are "public domain" and anyone can take them, make changes, and use them freely!  I don't even mind (as long as any actual, meaningful changes are made to them, then I would mind a tiny bit but .. its "public domain" so it's still ok) if you rename them as yours and post them for others.  Of course, I'd like a mention somewhere in the mod but the license I set on them does not require it :).

    Also: The TFP modding agreement has restrictions on all mods, no matter what I say about mine

  3. Im not sure if ive missed this being talked about but:

    Will any of the POis and look/feel (like placing blocks/different assets) of the "7 Days to Die Bloodmoons" that i have already wishlisted and is listed as "coming soon" "in 6 to 12 months" on Steam be in a22? 

  4. ummm... did I totally miss an announcement or something? I knew this "was coming someday" but it appears its on steam (coming soon) with some videos/images....

     

    Search steam for "7 Days Blood Moons". I tried posting a link but it auto blocks me...

  5. 11 hours ago, Krvavy said:

    Well. I tried the mod... I think I'll go back to Darkness Falls... it's much EASIER! Fuggin magpies, flying spiders, joeys, platypuses, lizards, all with HUGE aggro range kept following me forever. Didn't manage to be safe for a second. Maaaaaybe tone the abundance of aggro animals down a notch, please? I liked the MM2 compound, but I did not dare to go near, since I saw 3 cops and I was level 0. But when I saw a cassowary, I said, nope.

    Personally: the magpies have a bit high hit points for a bird. They killed me a lot, which is fun, but thats my only input so far :)

     

    edit: other than i love/appreciate any mod that adds any new animals/zeds. Snufkins server aide zeds used to have a "geist" flying zed that shot at you and had  like ... 1200? 1800? Hit points and yeah i dropped that down to 600 i think. I couldn't handle that day 1 with stone arrows, and it hunted you mercilessly

  6. 6 hours ago, Adam the Waster said:

    What other armors yall want too see? 

     

    I wanna see a night vision set

    A winter set

    Overlord armor!!! 

    A hunter set. 

    I want a few sets of "i was not a serious survivalist but i am managing thank you". Kinda like the cloth armor set we have today +flannel shirt +jacket +football helmet, basic shoes/boots etc. kinda a "i am living off stuff i salvaged and made" look.

     

    having a nice "set thats all put together" is cool once you spec into something and work at it or achieve a high level and buy/make everything, but i really like the "looting and dumpster diving" look and feel.

     

    In theory: its the junk clothing we have today that you actually use for the first week or so in game before you can craft/buy/loot better things. But making a few sets out of this "look" would be nice. Benefits? Maybe ... err... speed or looting or something... but the sets they have probably cover all the stats so maybe a hybrid non OP skillset of the "nicely put together" sets?

     

    and yes: wearing pieces of "the other sets" will kinda look like this but its not the same as "human who just started out"

  7. 3 hours ago, marvins said:

    Thank you! I found one but after fixed that it's showing these next https://pastebin.com/mFZ5yJEJ 

    This link is weird, it just shows a "doc"? With 3 more links. I opened the top one and see there are several errors that are similar to this one:

    "

    1. 2024-03-10T16:39:45 1334.432 ERR XML loader: Loading and parsing 'blocks.xml' failed
    2. 2024-03-10T16:39:46 1335.742 EXC Class 'PassiveCollector, IDCCoreV2' not found on block cntAdvancedDewCollector!
    3. at BlocksFromXml.CreateBlock (System.Boolean _bEditMode, System.String blockName, DynamicProperties properties) [0x00078] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0..."

    4. anytime you have a "loading and parsing" and its a "xyz.xml" file, odds are high the game wont even start, or if it does, it will start streaming red console errors and be unplayable. You have several .xml files that are having this error.
    one thing i dont like about the modding/debugging that comes with the game is that they dont say what mod the "thing" that causes these types of errors comes from, so it can be hard to track down.BUT my guess for this specific error is its in the "IDCAdvancedDewCollector' mod (because of the "IDC" beginning in the mod name and the IDC text in the error.
     
    Fyi: you are loading a lot of mods, and it can be difficult to get this many to all "play nicely" together. There is no way (today at least) mods to easily be able to tell if they are compatible/incompatible with other mods and send a visible warning or "not load".... other than just having failures in the log as the warning. Most modders (i personally believe) make all their own mods to work together, but generally dont put much thought in them being compatible with those written by all the other modders and on top of that theres no real way to quickly check compatibility of a mod with "all known/released mods", so when adding mods its a good idea to add "some" (preferably by the same author) and load the game and make sure everything looks good, then shut the game down and add the next batch from another author. Repeat until you get errors and then you have a smaller list of "mods that might not work well together" to troubleshoot.
  8. 12 hours ago, Adam the Waster said:

    New character models 

     

    And new armor????? I really like the look. Nothing crazy! 

     

    What you think the name is? 

    business? Burglar?, Enforcer? 

    20240307_231933.jpg


    He's the guy i wish was present on the board when Arby's was deciding to stop selling potato cakes. Because then i would still be able to buy potato cakes.

     

    Maybe: 

    Nicolas Rage?

     

    it does look really good though, a very nice upgrade.

     

     

  9. Just posting to say: IMHO the fire mod is awesome. Random unplanned chaos/terror occurs at the worst of times. 

     

    Simply Wonderful.
     

    Thanks for (you and spherii and whomever else contributed) for making/posting it! :) 

  10. Just a thought: maybe it's possible the graphics quality is being automatically lowered by the game because additional assets are being loaded. Like the mod loads and memory usage hits some threshold and the game downgrades graphics quality? If this was the case, i would assume it would be only depend on the available memory (possibly graphics card memory?) capacity of the machine running the mod, not "everyone" (meaning it would only affect someone running the game with less memory available when the game starts up). I know there are "graphics sliders" in the game options and some get auto set (to lower amounts) based on the system available cpu and memory.... but not sure if loading mods (any mods with new assets) causes it to auto adjust downward in quality.
     

  11. If the 4x4 could be made to "drive forward forever with no driver" (still using gas) could imagine some sort  orshort block (flat, like a 1/2 block) that could be used to "guide it" in between its wheels as a "track" in a straight line, and for turns you would have to have a tunnel or "walled slow turn" it could be sent into and guided back onto the "track".  Then.... reskin the 4x4 as a train (or maybe use the bus vehicle). ? Or maybe just leave it as the 4x4.
     

    in this way, you have a train. Not a fun train, prob not a good train) except maybe you could be in and shoot from it. You would need a way to fill it up and stop it (manually). 
     

    Also: hilarious if it gets off track as unless "caught" it just keeps going, i guess ramming into something or flying off the map.

     

    The only part i find unappealing is not being able to build on it, but the vehicles already have "storage" (which could be increased) so that might be nice As you could "send the train off" from a mine and the at the end just have it hit a wall and "stop at the station" where another person could turn it off, unload, pick it up and send it back.

     

    not sure about the chunk loading being an issue.... maybe the train would not go far until a player got near it to load the next chunk of track, so maybe you would always have to "ride the train" to get it to move around the map. But not having to drive manually would be fun (and shoot zeds from it as it moves and a great "massive base mover" for a large storage. Even if you didnt put down a track it might be fun if its block damage was high (just jump in and let it go straight until you hit a building "found a new town!" Or fall into a pit and die. Gotta pay attention while riding.
     

    anyway: just thoughts

    Addendum: if it could pull anything at all... it would have to be the big "propane tank" prop that blows up when damaged. Then you could use the train as a remote zombie destroying device (release and shoot at it... or modify the timed charge to go off after a long time, attach it to the propane tank, send the train off.)

     

    and: yeah it needs a train horn sound and the chugga chugga chugga sound while its running.. all see very do-able.

     

    so: just need vehicle to travel forward but not player controlled?  Option to have large propane tank/block attached behind it?

     

  12. On top of the other suggestions:

    this error here may be one (of many) things causing the issue. Basically: you have added too many mods that add new blocks (probably the deco mods) and its just too many blocks (block types/definitions/etc). Maybe try removing the deco mods (or the ones adding a lot of new vehicles?) first. The error:

    1. 2024-02-24T04:13:20 319.280 ERR XML loader: Loading and parsing 'blocks.xml' failed
    2. 2024-02-24T04:13:20 319.302 EXC Specified argument was out of the range of valid values.
    3. Parameter name: Too many blocks defined (48326, allowed 32768
    4. Parameter name: Too many blocks defined (48326, allowed 32768

     

    Usually when you get a "loading and parsing xyz.xml failed" the game is going to not load and possibly hang on loading. Its basically "mods did some changes and the file cannot load/parse, and this file is necessary for the game to run". Blocks.xml is very important to load properly because... its a voxel game and the world is made of "blocks".


    Also:

    - it looks like you are adding mods to the "Ravenhearst" overhaul mod. While its possible to add mods to an overhaul mod, it can be tricky as overhauls change a lot of things in the game, and the smaller mods (modlets) are generally only made to mod the vanilla game. Its generally recommended to jot add mods to any overhaul mod unless you know a bit about modding (or how the game and overhaul works) to know if a mod may conflict with the overhaul. An example is i see you are loading some UI mods. I rarely have gotten a random UI mod to work when an overhaul mod is loaded as overhauls usually change up the UI a lot. 
     

    - my "guess" is that adding additional POI mods is unlikely to cause any issues, but may be pointless if the overhaul mod comes with its own maps. So check the docs on ravenhearst and see if making your own custom map is ok (so additional pois may be put on the map)

     

    - i have added a lot of mods to games (i have gotten up to about 120) but with this many i have always had to go in and manually "fix" mods as they generally start stepping over each other. Loading issues/errors/warnings. Similar to the issue you are having. Generally i will first start removing "groups of mods" from a single modder, just to make troubleshooting easier. You seem to have a lot of mods from bdubs, and JT and a few others. So i would just remove all of JTs (for example) and see if the problem goes away.

    or maybe remove ravenhearst?

     

    Just saying again: with ravenhearst being in there, any modding can still "load the game" but something in the game may break (like something not work, like "oh i cannot use this ammo" or something.). Its always an issue with modding (especially in a game in alpha) but for this game there are not tools for modders (yet) to put in checks to handle incompatibilities with other mods. Like a modder cannot make their mod "not load" because it sees ravenhearst and knows its not compatible with ravenhearst. All mods try to load (and make their changes) regardless if they work with other mods.

    Also: i think i saw an "improved hordes" mod in there. Just a guess but its probably not going to play well with ravenhearst as i think it has its own custom horde stuff (just from playing it). It probably isn't adding any extra blocks, but i would also remove it if you're going to keep ravenhearst.

  13. 24 minutes ago, zztong said:

    Perhaps a swimming bonus is the set bonus for not wearing any clothes. :)

    Actually, maybe a "swimming debuff" if wearing armor/clothes. You jump in with heavy armor... down you go. In this way "normal naked swimming" can be made faster/use stamina, but all clothing/armor weighs you down making it harder to swim "up" :). Maybe even "no swim animation" if the armor/clothes is too heavy, so you never leave the ground and can walk around underwater (while holding breath). This would make a "scuba" apparatus/mod look correct: wear it without heavy armor: swim, else "walk" on bottom.

     

    and if boats are added, you wear armor and fall off in the middle of the ocean. down you go.

     

    this is why a sea creature (other than zeds swimming) needs to exist: to punish if swim slow or walk under water. My vote is "zombie turtle or alligator" but since snakes are in the game it would probably be just a snake. Of course, the shark will always be welcome (something has to tip the boat over.... if there was a boat)

  14. On 2/15/2024 at 8:19 PM, Crater Creator said:

    Replaces old clothing & armor systems

    Are the "original clothing items" going to still be in game as "scrappables"? Just wondering what it woukd be like to loot a drawer or clothing bag and get "special armor" vs "hey its a white t-shirt and only worth cloth"

  15. The only way i know is to remove all the spawn points but 1. I think all the spawn points are in the "saved game" folder, in a file called spawning.xml (i believe it was spawn in the name). 
     

    there may? also be a teleport player command someone hosting the game can run (to just teleport all players to a location). Ive never used it though. Probably Use it in the debug console (hit FI, then type "dm" (without the quotes) to enter debug mode, then type "help" to list all commands. To exit debug mode, type "dm" again, then hit the "close" button to exit the console.

    For image capture: i would just use your computers "screenshot" button (F11 or F12 i think.  Im not sure which one is steams vs the OS). Just hit the button and it takes a screenshot. 
     

    alternatively? I have used "OBS" (its free) to stream the game. I believe you can stream it to a file, then maybe you can Edit the stream for video/pics (though i have not done that). You may want to turn down the "streaming quality" as the default in OBS is very high. There are recommendations online as to what to set it to, depending on what quality you want (and the cpu power you want to limit it to, or network bandwidth.)

  16. 5 hours ago, 7daysOfFun said:

    thats a very very good answer..thx for this..i tried a mod, now i have storm in various speeds, rain und clouds..thats all perfect now

    the 2 mods from upside are boring, i want more changes all the day long

     

    i see in the biomes that i can change to colour of the biomes? i want the colour from the a18 burned area, this brown

    i want in the green area this green sky

    in the destroyed area i want the red sky from the horde night

     

    can u help me with this?

    HERE IST THE MOD (biomes file, u must COPY in 7days> data> (server and athome game friendly)

    can u say what do u think from my mod? thx a lot

    https://uploadnow.io/f/DxBz05N

    Question: "i see in the biomes that i can change to colour of the biomes?"

    Answer: I don't think this is what you can do.  There is a "biomemapcolor" setting and its for the color of the biome on the map ( when you are in the game playing and look at the map) not the color of the sky.

     

    Questions: "i want in the green area this green sky...destroyed area i want the red sky ..."

    Answer: I don't think there is a way to change the color of the sky using XML mods. Maybe some other type of mod (like C# mod), but I don't know much about doing those and don't think anyone has been able to do it in a21.

     

    Question: can u say what do u think from my mod?

    Answer: The mod you made looks good if its doing what you want it to do, but a warning: when you edit the games core files (like directly editing biomes.xml) if you update the game to a different version (or it auto updates itself, or you run "validate game files" in Steam) it will replace your file with the games original file, and you lose all your changes.  The 2 mods I posted above show how to make a "mod that the game will not change when it updates", but the syntax of making changes is different than just editing the games XML files (basic mods use XPATH in the XML), and you have to put mod in a special set of folders and a different location.  Its probably easiest to look at others mods to se how its done (that's how I learned)

     

    Also: FYI the weather "changing" takes a bit of time in game, and when you "start" in a game ( new character or continue) it takes awhile for it to "stabilize" , like 5-10 minutes.

     

    There are several tutorials for making mods here: 

     

     

  17. I have a few mods to mess with to make the weather or visual effects look more brutal. Maybe it will help understand. I am not knowledgeable of all of this, I just poked around, so others may have better advice/answers.

     

    biomes.xml: Doughs-Weather-Core - Can control some weather ( and spectrums) and fog. This is tuned "fairly brutal with a slight chance of niceness every now and then"

     

    worldglobal.xml: Doughs-Ambiance-WholeLottaFog - an example of global persistent fog in the world, which can get denser as the "biomes" fog is added. but you can't do other weather in here

     

    To try to answer your questions:

    Question: "like 90% rain 90% snow + 90% wind + 90% foggy but i must changes all times.

    Answer: Ignore the "<weather name="twitch_..." stuff in the file. This is the twitch integration where people can "trigger" these weather changes.

    Look at this "default" area for the snow biome:

    <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>

     

    To try to explain it:

    <weather name="default" prob="44"> = The "default" weather in this section will occur 44% of the time.. or "there is a 44% chance of the "default" happening.  The "weather" prob values must add up to 100 (which is 100%), which is why these 3 other sections are 8 and 40 and 8 and the all other ones are 0:

    <weather name="fog" prob="8">

    <weather name="snow" prob="40">

    <weather name="storm" prob="8">

     <weather name="twitch_snow" buff="twitch_snow" prob="0"> <- all others and  "twitch_..." ones are set to 0 as twitch viewers trigger them.

    e.g: 44+8+40+8+0+0+0...+0 = 100

     

    Question: "I want change weather to extreme

    like 90% rain 90% snow + 90% wind + 90% foggy but i must changes all times

    how i do this? like spectrum SNOW >"

    Answer: I'm not 100% sure this is easy to answer, as I don't think you can get "90% rain AND 90% snow" but I would probably (for snow biome) just go for heavy snow and fog.

    Maybe just set these probs, making it always "worst snow storm" or "10% snowy"

    <weather name="default" prob="0">

    <weather name="fog" prob="0">

    <weather name="snow" prob="10">

    <weather name="storm" prob="90">

     

    Question: temperature i want ICE COLD 90% colder (shoud i write max 90????)

    Answer: I believe ( today, not some future game release) they are going to change up the weather.  I don't think "extreme heat or cold" will kill your character, just drain stamina and maybe? food loss (there is a mod to do this though, I'd have to look it up, where cold or heat keeps hurting your character and then finally kills you)

    BUT , to make the temps colder, using the inside the two <weather name="snow" prob="10"> and <weather name="storm" prob="90"> sections above... and giving an example how to add more "settings" to make a setting fluctuate when its in a "weather" section. For your request, I might try the settings below.  NOTE: The "prob" values here (inside the weather sections) should add up to 1 (1 = 100%) for a particular "setting" which for here is "Temperature".  Can you go "negative" temperature? I'm not sure but probably can..

    <weather name="snow" prob="10">
                <Temperature min="0" max="18" prob="0.5"/>

                <Temperature min="18" max="28" prob="0.5"/>
                <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="90">
                <Temperature min="0" max="5" prob="0.25"/>

                <Temperature min="5" max="10" prob="0.25"/>

               <Temperature min="10" max="12" prob="0.45"/>

               <Temperature min="12" max="15" prob="0.05"/>
                <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>

     

    Question: ...+ 90% foggy...

    Answer: You can either use my other mod and change the "world fog" to a set value ( 90%) but the fogginess will still fluctuate a bit (get denser at times). You can also set the fog value inside the biome weather. This "adds to" the world fog IF you decide to add fog for to the world in worldglobal.xml (or you can leave "worldglobal.xml alone and just set the biome fog levels)

    Example of setting it just in the biomes.xml , snow biome specific. Note, like Temperature, the Fog settings must add up to 1. Below is another example of how you can do it in just 1 setting, or make multiples to have it change a little

    <weather name="snow" prob="10">
                <Temperature min="0" max="18" prob="0.5"/>

                <Temperature min="18" max="28" prob="0.5"/>
                <CloudThickness min="55" max="75" prob="1"/>
                <Precipitation min="30" max="60" prob="1"/>
                <Fog min="90" max="100" prob="1"/>
                <Wind min="18" max="25" prob="1"/>
                <spectrum name="Snowy"/>
            </weather>

    <weather name="storm" prob="90">
                <Temperature min="0" max="5" prob="0.25"/>

                <Temperature min="5" max="10" prob="0.25"/>

               <Temperature min="10" max="12" prob="0.45"/>

               <Temperature min="12" max="15" prob="0.05"/>
                <CloudThickness min="90" max="100" prob="1"/>
                <Precipitation min="70" max="100" prob="1"/>
                <Fog min="90" max="92" prob="0.5"/>

                <Fog min="92" max="98" prob="0.5"/>
                <Wind min="45" max="50" prob="1"/>
                <spectrum name="Snowy"/>
            </weather>

     

    Question: cloud thiness like to 90% the same ? , what means "prob=1?

    Answer: Yeah, its basically set the same way as temperature. EXCEPT I believe CloudThickness has an effect ( you cannot change) of how much the temperature effects you (less cloud cover = warmer), or if it rains vs snows. if its too cold, it snows, but if cloud cover opens up ( gets clear skies = CloudThickness is maybe 25% or lower?) it gets warmer and precipitation may turn to rain. I don't know the cutoff values to make sure its rain or snow.

     

    Question: what is "precipitation? what means that?

    Answer: precipitation = if "water" will fall from the sky. if its too warm, its rain, if its too cold, its snow. if precipitation is set to 0, there is no water = no snow or rain.

     

    Also: there is a thing/setting in some spectrums/biomes called "ParticleEffect". in my Doughs-Weather-Core mod, I set this value ( if the biome does not have one).  The snow biome has one:

    <ParticleEffect prefab="ParticleEffects/p_snowstorm1" ChunkMargin="7"/>

     

    The "ChunkMargin" setting is kinda "how much of this particle do you want to add" (kinda). Setting the ParticleEffects in a biome to "1" is the most dense (like the particles are.. smaller or tighter), and going over 7 makes it less dense looking. In my mod I set the ChunkMargin to 1.  I think this can go up to 10 (for the least dense effects).

     

    You will also see a "Spectrum" setting, like <spectrum name="Snowy"/>. The spectrum is kinda like a "brightness and overall look to the biome". The <spectrum name="Stormy"/> one is very bright, and the <spectrum name="burnt_forest"/> is smoky and dark. You have to play around with the spectrums to see how you like it in each biome, and the Spectrum settings can go in several places in biomes.xml

     

  18. 13 minutes ago, Adam the Waster said:

    That would be plain out awesome. I would love too see a crashed plane on the plains. 

     

    But my question would be? Were would they plain on putting the plains be on navezgane. Not on parishton anymore and I like the snow city better, it looked really plain, Maybe the plain would be to put the plains in a new zone, with a small plain town

    .. maybe it could be called, plainston  that would be plain out cool..... plains

    Fun fact: plainston is already in the game. You can usually see it way out  in the horizon. It looks like a lot of concrete pads and roads but no buildings. It can be plainly seen, especially on lower end graphics cards. Given this, plainston being in the plains, the plains biome is therefore already in the game. Its plain as day. Plainly so, and a plain in the a$$ to "play-in" on it up close as it always slips away as you cross the plane to get to it. As plaintiful as it is in the game, it will always be plainfully out of reach. 

  19. 3 hours ago, Mister Forgash said:

    Paper boy mod, 7 Days to Deliver!

    Ha! This would need to have a special armor set: baseball cap, torn pants, etc. basically no zombie protection value. The ultimate hardcore experience. Your weapon of choice: thin green rubber bands

  20. 6 hours ago, bdubyah said:

    Third would be...caves I guess. I much preferred finding ore that way than the surface crap we have now.

    Yeah: I actually liked the old way of "random digging" or "find a way to accidentally find ore, before the ore markers showed up.back then when you found ore it was like "yessss!" And also: finding ores was an actual survival problem to solve. You chopped trees and used wood and cobblestone until you found a way to break into real iron production (you could always harvest items for some iron anyway). Now i literally dont care about finding ores past "oh, lets start minining i guess yawn (looks at the map and looks for the ore dots and picks an area nearby with a lot of them) yawn"

  21. Another thought, and it might be crazy...

    based on the "how to get plant growth on roads" from @Riamus (thanks for that info, i was unaware how this was done!) this idea comes to mind, and i have no idea if it would cause any secondary issues:

     

    instead of "ivy covered buildings", maybe you go for "very overgrown", and do it in this manner, which is more work than i can imagine myself doing:

     

    - make several new "growing plants", and several of these "starts with looking like normal grass or twig plants". You are going to want to make several variations and stages of growths, and "heights"

    - for height: you are gonna want some tall, yet kinda realistic plants/grass. Up to 5/6 blocks high. Bamboo comes to mind.

    - you are going to want all plant growth to be "different per plant" and really spaced out. Like "some plants reach full growth in 10 game days, others 100. The taller plants probably would be the longest to grow?

     

    Then: replace all? Or nearly all (say: 50-80%?) of the grass in the game with these plants. Maybe even make biome edits to make more "grass and twig plants on the ground" so there is not a lot of empty space.

     

    in theory: the ground on day 1 will he "short grass and things", and will slowly over 100 days the plants/grass "randomly" grow taller and taller, until eventually most 1 story houses are mostly obscured by plant growth.

     

    anyway: might be interesting if it doesnt have any huge drawback (like FPS drop from all the growing). And i guess "grass/plants inside pois and close to them will likely... clip through the blocks?... i have no idea..which might be neat

     

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