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doughphunghus

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Everything posted by doughphunghus

  1. And the graphics for the hiker skin and terrain is very nice! It looks so real! I can’t wait! (Probably should have included that above pic and not just left this as a bare comment/joke, just in case…)
  2. A question: Once a prefab(s) are submitted for this pack/collection, is "maintenance" of the POI also "handed off" or are the POI creators still responsible for keeping the POI maintained (like if a20 makes block changes, or anything that may make a POI render with errors/etc)? I ask because I have a few published in a mod (they need some tuning) and I have some "unpublished" ones I'm still working on.
  3. This may sound cheesy but.... I had a lot of 'old junk" that was more for tinkering than useful. Basically I feel better knowing I'm learning on something that's basically trash vs. spending money tearing something new up. And I had some stuff that was old 'hobbies" I was never going to get back into but I couldn't throw away because "it was still good stuff...hardly used!" Anyway: My solution, should anyone want some ideas: 1. Give away/donate what you can to people who might actually want it (not just dump it on the salvation army). Of course sell what you can if its really, truly high dollar. 2. Take pictures of your junk..wait...not... that's not what I mean. Literally just take pictures and put them in "the picture collection" whatever you use. Take as much as you want, obviously. You'll likely never look at them again, but somehow it "stores" them in your brain as "not completely gone" and you can still show people the stuff if it ever comes up... so its easier to throw out the physical stuff. 3. For everything else you can't throw out (sentimental junk): either display it somehow as "decor" or carefully pack it into a box and label the box with the date you packed it and contents. put it in a closet or something. If you don't open it, when/if you move homes you can choose to take it or not. Eventually it will seem silly to keep it. Or your house will burn down with the box in it. Then: After you're done, treat yourself and buy something new, like a system that can play 7D2D at full graphics settings at 60+ FPS . Even get a new keyboard, monitor, the works...Not trying to be a jerk, just saying "you deserve this!"
  4. I kinda wonder this too. I would figure that the XML can be edited to be “any number” of hours (like 73) and it’s a list so you can add “infinite choices” (probably some limit internally) so I’m guessing that there’s some reason why they want a certain list of numbers. Maybe there’s math being used with these numbers and hey, these are decent numbers to use so they made these the results… but… the list only determines what’s selectable in the UI…. So why not just make it a scrolling wheel or a field you type in any number and then enforce 10 minute increments, with a min of 10 and a max of 240 (per info posted above about danger going over this) The “game difficulty”setting can change it to recommended time settings or something. Yeah. It would be nice if there was a trader settings for prices/amounts before game starts, like there is for loot %. I heard that there were plans for “factions” or something similar so maybe a trader would like you more or less depending on something. This would be a neat mechanic to add to quests so if you accepted a job and took a long time (maybe have timed quests as an option for some so they’re not all timed) the trader would hate you more and prices would go up, with a high ceiling and if you were fast they go down a little but not infinitely down. Maybe more items too. Etc. I personally think it would be fun if you had a “great” standing with a trader the trader would stay open longer for you (you could still open the door, but other players who had less standing would not be able to trade if they followed you in, just you, so you’d have to barter for others if you wanted.) and if you had @%$#ed off the trader then they won’t even open the door for you, possibly even shooting at you . Maybe make it a perma ban from the trader for just you (I.e. no timeout for just you, the person who angered them)
  5. Yes, but I was thinking of “if you can trigger it remotely, then you don't have to mess with “what is a safe range” and make timers as what is “time to be safely away” probably differs a lot from person to person. To me remote detonations are a little less exciting than having to run in fear of something you lit and threw , but would be cool for safes, or maybe PvP?
  6. I think there may have been a modder who had a “remote detonator” mod for something. It may have been back in a17 or a18. I’ll see if I can find it, or, if anyone here remembers it please post a link. Odds are it was a DMT mod so if it it that’s beyond what I can do as I have not messed with DMT code
  7. I’m glad you asked. ive actually made them as well as buffing the exploding arrows (all unpublished and old game versions).. I have done grenades and pipe bombs (on my mods page) and I usually tier them so they have some below “vanilla item” (easy to make early game) and some above “vanilla item” (later game). I might see if I can resurrect them. It’s really satisfying to shoot the exploding arrows and have them powerful enough to break glass Windows and window coverings around it. I had some “Diablo” rockets that I had that were dangerous to shoot as they didn’t travel far (they were “heavy”) and they were like the grenade, but more meant to destroy POis/bases if you weren’t careful with them. But I had people complain about my “heavy” pipe bombs as they tended to get you killed because throwing them was harder I did that on purpose as I wanted using them to be very calculated
  8. I have sever “more damaging weapons” mods here: doughs modlets but specifically what you might be looking for is something like this (which is on that page): Khelldon-HolyHandGrenade there are some other weapons that have damage like that grenade, I think on Nexusmods I saw one that used the grenade launcher. for what it’s worth, from my experiences, any explosion basically only destroys “the blocks that it can touch” so you don’t usually get nice deep round holes in the ground. Sometimes it may go 2 blocks deep. This means to get the most bang for your buck, when aiming at pois, try to aim through a window so it goes off inside. Otherwise the first shot just takes the outside wall down. another option maybe to lower the block health or stability. I recently released a “nerf block stability” mod (on my same mod page above) and what happens (it seems) is that most buildings, when finally compromised, either “hollow out” or half the building falls. This might make a more destructive weapon feel more powerful as it will take down more things easily, without having to crank up the weapon damage/radius which can be dangerous for your character. Additionally, a large radius can generally a lot of lag and it seems a falling POi generates less lag for some reason. And a smaller radius is less dangerous to you. Anyway, be warned the HolyHandGrenade has a large radius, but can be made larger if you wanted to change the mod as I actually turned the radius down from the original due to complaints from people about the lag.
  9. Will the mod load on the server side if it cannot find a reference for the tank model? The xml will be pointing to it, no? If it can load the mod but errors out on the tank model, then I could see it working.
  10. I am interested in this answer, as I was thinking of making some of my mods into 2 parts: part 1: the server side safe mod. Icons are just recoloring of existing items, etc part 2: the “client side” icons. as I understand it, the “xml for the game” will come from the game server, meaning *any* client side mods will not be loaded/activated if you are connected to a separate game server. To me this means that even if you had the #2 mod loaded only on the client, it would not be processed when joining a server. I believe this is because if the client can change the xml definitions a server sends, it could make all sorts of changes, like making a hat worth 10,000 duke’s or a gun have 10,000 damage. you asked about icons, but, it’s the same issue as the XML mod will not have its icons referenced in the server side xml. And if the server side XMl does reference the icons, then if the client doesn’t have them the ricin’s will be blank… but… a curiosity: what if the icons/models in the client side mod are named identical to the vanilla game? Like “resourceWood” in a client mod that was not loaded on the server side was the image of a clown? Would it take effect then (meaning the client side mod does load some things, but will not overwrite server sent XML). I would love any answers to this and I think this may be very similar/identical to what you’re also asking? I have not tested this, so I’m not 100% sure.
  11. “more likely”, but nothing definite, from what I’ve been reading on the forums, based on people theorizing that TFP wouldn’t let a year go by without an update, etc. but there’s also a lot of people constantly reminding everyone that no date has been set and it’s all unofficial as TFP now never sets a date (or officially publicizes it) as they don’t want backlash for skipping the date. And this too. I think? Quantum anything can be true, false, or any state in between, or even multiple states at once? Maybe it’s possible some time from Now and in the future they’ll release it, but also simultaneously and in all possible timelines, not release it . I would also guess it’s possible (through this quantum informational state) it has already been released, but no one is sure about it 100%. I guess you can know with certainty it’s position (when it is released) or it’s state (if it’s released or not) but never both at the same time?
  12. New mod added: Modlet: UI-Remove-PlayerItemsFromCompass - Hides player crafted/placed items from appearing on the compass. You have to get close to find them! This is meant to be used with my "Remove the Map" mod, but is also inspired and should be somewhat compatible with other "remove items from the compass" or 'remove on screen sprites' mods I've seen. See the mods readme for items removed. See readme in mod for inspirational credits. I will likely (someday) make a mod to either remove all the player created item, "distance markers" or make the "sprite item marker distance" really short. I haven't decided because I haven't played something like this in my own games yet. Recently updated mods: YouveGotMail - Added several new things, and utilized some non-mail containers to add loot where it seems humanity and personal items would be present. Food-SousChefOfTheApocalypse - Added some "rotten" food items that can be used to craft some new food items or eaten. Basically another small side line of craftable food, and to give players with no perks into its perk tree something to collect/eat if they really need it. Used these items to add to additional containers where you would normally find them.
  13. That's really weird. I poked around a bit to see if any of it made sense and all the materials and such seem set up right for the zombie hand to "resolve" to "organic hits metal". The only things I can come up with is: - vanilla default "no sound" doesn't take. i don't know what the vanilla "no sound" is though - Maybe you can change the Material of steel/iron armor to be some other custom material, so it would just naturally resolve to "organic hits cloth" or something very quiet?
  14. I put on full steel armor and let a zed hit me. To me it sounds like "organichitmetal" (from sound files I have extracted for mods I made). Of the 3 of these sounds but i can't tell which one it is. Switching to god mode ( with the armor on) sounds the same. I add "banded armor plating" mods to all armor and it sounds the same to me, like "hand slapping a piece of corrugated metal" or maybe "slapping the side of a large pickup truck"
  15. Thanks for that info! I was wondering if it would. I've updated my mod page with this info and gave you credit for the conformation
  16. My GUESS (I have not tested) is this: When looking at buffs.xml, all the buffs are listed. I'm going to look specifically at "buffLaceration" The first line of the XML for this buff is: <buff name="buffLaceration" name_key="buffLacerationName" description_key="buffLacerationDesc" tooltip_key="buffLacerationTooltip" icon="ui_game_symbol_laceration" icon_color="255,128,0"> Looking at some other buffs, say "buffNearDeathProtection", which seems to persist after death, I see this in its first line: <buff name="buffNearDeathProtection" icon="ui_game_symbol_near_death_trauma" icon_color="0,255,0" remove_on_death="false" hidden="true"> Notice this at the end remove_on_death="false" My guess is that by default, all buffs are internally set to remove_on_death="true", so it doesn't need to be listed in the buff, since fewer buffs need to explicitly persist after death they decided to make removing buffs after death to be the normal default, then when they want it to persist they have to override it explicitly. To test this, try adding this to some of the debuffs you want to test against, then get the debuff and die and see if it remains when you respawn
  17. Curious: "...when you're attacked with high physical damage resist" I can't think of the sound you're trying to find off the top of my head, and wanted to make sure I knew what it was before searching. Is there a general scenario you're testing with (like "wearing XYZ armor, letting Zed A hit you, etc"
  18. using a19.5 (the currently available build): The item you are looking for is called "resourceSteelPolish". You will find it in Config/items.xml I ran a search on all files in Config directory and its not referenced anywhere else (anymore) in the recipes or anything *except* Config/Localization.txt, which has this line: "resourceSteelPolish,items,Item,,X,Reinforced Steel Upgrade (deprecated),,...." So, I believe the item "still exists" in a19.5, just no recipes use it, and no loot contains it and no traders sell it. To test, try adding this to a recipe: <ingredient name="resourceSteelPolish" count="1"/> You'll likely see "Reinforced Steel Upgrade (deprecated)" as the ingredient name. Its likely to be removed from items.xml at some point (and Localization.txt) so if you're making a mod/modlet, I would suggest copying the current steel polich item and localization and creating "your own" by naming it something like "resourceSephirothSteelPolish", just so when it gets removed from teh vanilla game, your mod will still have your own steel polish to use. Additionally: It seems the TFP devs don't remove the icons from items when items are retired (maybe they do, just seems like they do not) so likely you can just keep referencing "resourceSteelPolish" as a custom icon for the item, but (unless you are wanting to make a fully server side safe mod), I woudl encourage you to copy the current resourceSteelPolish.png image file into your mod (and renaming it resourceSephirothSteelPolish.png) so you'll always have it available.
  19. I agree, and I asked about this some time ago and the general response was “you can always just choose to not continue the game”, so I doubt it will be added as an vanilla option
  20. I agree. I personally would like some variety of “plant height” so running around off the roads would be harder in terms of visibility. I would also like to see some more tree types, like “fallen trees” or “dense underbrush clumps” you had to go around. anyway, “more vanilla plant types” would make it feel really nice, and would probably make traveling to different biomes worth more of all types of plants were scattered throughout the biomes with differing rarity.
  21. Agreed! There really isn’t. I wish there was though:). I’m also one who likes the change where vultures will hunt you down if you try to drive away. I think the gyrocopter and maybe the mini bike has a lot more “allowance” for being fragile (because the mini bike looks like the gyrocopter: cobbled together from a thin collection of found parts). The motorcycle and especially the 4x4 are hard to envision not being like tanks (and escape vehicles) as in the real world “feel” they are OP (against zeds) vs a bicycle/minibike and look like well crafted heavy machines. yeah, I know it’s “realism vs fun”, and there’s all sorts of limitations and balance making the vehicles the way they are (speed, storage, etc). I don’t have any good ideas for the cycle or 4x4 other than needing them to be easily damaged and needing repairs, but the “keep a ton of extra vehicles in your pocket” takes away from the danger of needing unplanned roadside maintenance. I do like peoples suggestions about being able to use the 4x4 to pull a cart or something. It would give it a “niche” use over the cycle which today is “some more storage” (in a single player game). as for bandits shooting you in the gyro: I really hope so! One “plus” of all vehicles is that they are “open” and not enclosed, so getting shot (or vulture Attacked) is plausible and feels right.
  22. I do agree with this. Usually when I get the gyrocopter I fly around the map to see everything (and loot a few high end buildings on “full berserk mode”) then “I’m done” as there’s not much to do when you can loot that easily. this is kinda one reason I wish the gyrocopter wasn’t so OP and degraded or was fragile, as you would then fly far away and then “crap, it broke”. Of course, people would just keep a spare in their pocket so maybe it’s a moot point.. maybe if the gyro could only get “a little bit off the ground” easily (say, 1/2 a story) and as you pushed the motor, it got harder to control and also used up gas a lot (or maybe had “oil” as a secondary resource being used up fast?) so most flying would be low and going “up” for loot would be a very dangerous thing…. That way spitters (and future bandits), and vultures could still get to you easily…. so maybe another layer would be to hobble the gyro like this then “mods” to it would make it be less of a pain, but still not like it is today. Or make a lot of “underground” places where the gyro is useless in. But I feel underground caves/stuff at this magnitude isn’t going to get any love unless someone hand builds a map. So yeah, “more ground based” would feel a lot better, I was just thinking of ways to keep the (very few) unique vehicles we already have, how it could work, etc.
  23. I agree. It might be interesting to be able to drop the purse (as a container) and “other small items” (by themselves, no container) since really, most items dropped turn into those generic brown sacks. You can drop a ton of sacks. An “issue” as I see it is that the loot bags are supposed to be “good stuff” and also hang around for a long time. So just make a “basic drop” despawn at normal rates and it be an item and not a loot container? If you don’t pick it up almost immediately it despawns. It would likely be overkill/boring if every zed dropped an item so maybe a workaround is to make the drop rate “a lot higher” for normal stuff and keep the loot bags “as is”, so maybe 1 in 4-6 zed kills drops “something small”?
  24. I like the quirkiness of it (makes it hard to fly) and it *is* a flying machine you built from spare parts….but maybe some of the major “movement” complaints could be alleviated (faster backward speeds, better handling, etc) could be handled with unique vehicle mods for the gyrocopter (like in game mods you attach to the vehicle like you have for guns and armor. Say “propellor stabilizer” or “auto leveler”). The gyro is OP in my mind (though it’s an end game item) along with all the other vehicles. I kinda wish they had more wear and tear possible so you could more easily lose/destroy your vehicle. For gyro it’s obviously “take a hard landing” or just “needs maintenance” as it would wear down in time…. Because you repurposed an old car engine.
  25. I don’t know the answer but: - the “Mods” folder you made, is it named “Mods” with a capital M? - there is a log file for the game that might tell you if it’s trying to load the mods or not, so look in it to see if it has mod loading errors or something obvious…And likely people here will ask you to post it anyway. It’s in the game location, where the Mods folder is or inside the “7DaysToDie_Data” (I think) folder at that location. There might be several log files, all named by the date you started the game.
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