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doughphunghus

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Posts posted by doughphunghus

  1. 13 minutes ago, Faith_Of_Sin said:

    Hello there!

    I have a question for the mod "You´ve Got Mail".

     

    We use this mod in A19 stable but would like to remove it.
    Is it save to remove during game, is there any experience yet?

    Thank you!

    As far as I know there’s no experience of anyone removing it who told me about it. I’ve never tried removing it in an already running game.


    If you want to try: I can think of 2 options: total removal (risky) and “lightly disable” (probably much safer, but not totally removing everything)

     

    first: you should back up your save game files. so you don’t corrupt your save game by attempting to remove the mod (or any mod). I would always work on the assumption that removing or adding any mods mid game could possibly corrupt the game in some fashion and cause possible game loss.

     

    Possibility 1 - total removal of mod: if you can, before removing/deleting the mod from your game/ try to have all players “scrap” or “drop” any items you may have on you or in inventory (cheats, etc) first that are related to it.And if you have any quests from it that are active for any players (it has a geocaching map quest) you might want to “fail” or deactivate (or I guess go dig them up and complete them). 
     

    if you don’t do this I would believe it’s possible for the game to load up with some errors as those items will “no longer be found”.  It’s also possible? That if you had them in your personal

    loot chests and didn’t scrap/drop them that when you open the chest an error might pop up.

     

    I would also assume that if any traders had stocked items from the mod, they will still have them, so it’s possible if you visited a trader before they restocked it might cause some errors/weirdness. 
     

    I would also assume any loot containers anyone visited (opened) and didn’t take out all items related to this mod would still have the items in the container… and it would never naturally refresh the loot container, so it might throw errors when someone eventually openes it up again?

     

    These are all guesses, but how I would remove it “completely” and cross my fingers.


    Possibility 2 - another option, which is probably “safer”, is not to remove it but “lightly disable” parts of it. go into the mod  and rename “loot.xml” something like  “_loot.xml”.  This should stop anyone from finding new  items from this mod in loot, without removing any existing items from the game.  Then, you might be able to do the same renaming with “recipes.xml” so there will be no more recipe crafting from it (or showing a lot of recipes you can never use in the game). So sure, someone might have some special items left around, but no one will find any more or be able to craft anything new from the mod.

     

    !Warning!: these options are both “guesses” by me on how it could be removed/disabled. I’ve never done this and I’m also not looking at the mod now (not at my pc, but I looked at it on GitHub) so  not 100% sure, especially for a multiplayer game which I don’t test on/for. I believe the “general rule” is to jot just remove mods in an already running game, and I don’t test or document doing this at all when making my mods!
     

    Note: the mod does define special “blocks” like the game boards, so if any are placed anywhere you likely should destroy them. If you cannot delete/destroy all items and blocks from the world/inventory then “lightly disabling” the mod as mentioned above is likely the better option to try.

  2. On 6/22/2021 at 7:45 PM, Roland said:

    Not my style at all. I play 60 minute days as a max but often play 40 and 50 minute days-- and I focus on tasks and objectives that form a survival story narrative.  The reason 40 minute days are fun, in my opinion, is that they seem to fit better the length of time it takes to get hungry and the time it would actually take to naturally perform tasks.  The amount of ore I could bring up during a night set at 40 minute days is much more realistic than the amount I could pull up during a night of 180 minute days. This is true for any repetive harvesting or building task that I do. In the game we can build and harvest so much faster than in real life so speeding up the days to 40 minutes helps compensate for that. Slowing time down to anything above 60 minutes feels like...not easy mode exactly...but less interesting mode. I like the feeling of being interupted by night and needing to use night time hours to finish tasks I started during the day. I feel more under time pressure to get ready for 7 day hordes when it isn't seven 3-hour sessions of gameplay between them. Finally, 40 minute days make traveling more interesting as I often have to go somewhere and spend the night there and return in the morning.

     

    As for power leveling....I don't focus at all on leveling but just acknowledge it when it happens if I even notice. Often I am surprised to see that I have 3 or 4 points to spend. I don't spend a moment worrying about whether I'm ahead or behind anyone else.

    Ha! I’ve settled on 40 min days as well, but mainly because playing “1 full day” is about as much time as I spend playing in a “normal” game session (unless it’s a weekend and I have more time).  I originally did it to make time pass faster so I’d be under more pressure and less prepared for horde nights. I die a lot, but I like the “ambiance” of not having enough time to do everything and having to fight horde night unprepared. It also seems to make me have to dedicate a “day” to do 1 activity like “loot” or “mine” or “work on base” as if I try to do more in a day and just lollygagging around I tend to have a really hard time, resource wise.  And I usually do this because “I feel

    ive mined enough…. Err, let’s go loot that house before nightfall!” And it turns out I didn’t mine enough :)

  3. 1 hour ago, GarglingGlass said:

    Is this a conflict? I play with Duriel's Larger Hordes x 4, and I'm used to wandering hordes of about 30 every other day or so. So far I'm on day 30-ish and haven't seen any with this mod, but have seen random hordes of just 8 or so spiders, or just bikers of different sorts. Does this override the other mod? 

    Maybe? This mod has some remove and appending commands in it.  Mods load in alphabetical order by mod folder name and “d” comes before “e”.  Maybe try renaming this mod ao it alphabetically comes “first” in name when sorting all the mod folders from a-z.  Restart your game and see if it fixes the zombie spawns 

  4. I agree it would be nice to have “cooking“ workstation upgrades. I’ve seen some mods that do it, but I think having “electric” would be nice for the large oven and the microwave. Make them heavy electric users. Electricity needs more uses to burn resources (burn? I meant “choose usage wisely”) and having recipes “gated” by workstation type would be nice for the higher foods. And it makes your base feel more “like a base” vs “here’s my day 200 base! yeah I can build working auto turrets and dart traps and automation to open the drawbridge so I can drive my hand built gyrocopter into a covered garage… but ya know what? I still  like to cook over the campfire on the floor over in the corner. Like the good ol days”

     

    I’ve  played some mods with “workstation upgrade/gating and it helps spread out the game stages, gives you more goals to accomplish and is fun IMHO.

  5. 12 hours ago, arramus said:

     

    enZombie launching has become a thing on the regular server I play on and any attempts to remove it from the server will be met with pitchforks and banners waving.

    There’s a YouTube called jawoodle who, in some old YouTube videos (maybe 2020?) was making zombie launcher cannons to see how high and how many could be launched. He added hatches and some power/switches/automation to “load the grenades”.

     

    I can *almost* see a competition here where you launch them at targets or something. Or like the old “artillery duel” games where you launched at an opponents base and tried to hit a specific spot. Or maybe like clay pigeon shooting…. Hmmmm. 

  6. 16 hours ago, AmethystLainey said:

    Wall of red text when opening forge , Yes I have a stacksize modlet which I was trying to edit when this happened and restoring it to the default modlet didnt solve the issue :( would maybe picking up the forges then replacing them maybe help?

     

    If you're messing with the forge stack size, do not go over 30k!

     

  7. 15 hours ago, The_Great_Sephiroth said:

    If the stack type is a signed short then the max stack size is 32,767. Once you go over that it loops to -32,768. No idea what that would do. Technically speaking, if the devs wanted more stack size it would be trivial to use an unsigned short and allow stacks of 65,535. Go over that and it loops back to zero, so I guess you would theoretically lose the stack. They probably don't believe you need 32,000 items in a stack though, and I think that's a tad insane personally.

    I wrote up a post kinda guessing the same thing :) in the game XML they have it capped at 30k, which I guess is because its a nice round number.  My personal *belief* is that the game *allows* larger stacks while running, but when the game is saved ?some? things are signed short int in the save file/format.

     

    "Once you go over that it loops to -32,768. No idea what that would do.": in my tests, it gave negative forge contents, and caused weirdness like "forge deleted when reentering game", etc. :)

  8. 5 hours ago, GarglingGlass said:

    I should note that I'm also using creaturepack zombies if there's some kind of compatibility problem

    I'm running this mod and all the "base" creaturepacks (that start with "0-") and several other zed adding mods and its not causing me any issues.

    I did not create a new character for this game, just a new RNG map.

  9. 8 hours ago, Jugginator said:

    Have heard of stack size/forge mods causing this too.

    I concur. I decommed the "MeanCloud__ForgesHold1M" forge mod I was maintaining that allowed > 30k forge items per forge item slot as it could caused various game corruption issues.  I didn't see this specifically but it caused all sorts of issues.  Multiple people complained about "it broke my game" and I finally was able to reproduce when someone gave me more info as it was not easy to reproduce corruption.

     

    4 hours ago, SylenThunder said:

    Yep that 30k stack mod does this all the time.

    Interesting. I was not aware other "mods that caused stacking over 30k" had issues!

     

  10. 4 hours ago, errornull said:

    i'm assuming that the normal bra covered boobs are okay for the streamers?

    I would assume so.  Twitch doesn’t really define what they would consider “nudity” but I’m betting that if anyone flagged a stream for it a human would check. They don’t seem to have a problem with allowing girls wearing bikinis in inflatable pools, as well as the girls painting themselves (and it’s not full on nudity) so I imagine any cover up of “the obvious” is ok for Twitch. I don’t know how YouTube handles it. 

  11. @Aramus +1 thanks for the non windows fix suggestions. I’m on Ubuntu (not running a shared server) and yeah it’s nice to not have to fix the case on the files/folders. It’s not a major pain for me but I always load the game with the console open to watch for mod errors as this happens with several mods :), usually when someone makes a “Modinfo.xml” and not “ModInfo.xml”

     

    @errornull one other suggestion is that you make a note which zeds (by name in the xml., or just a comment in the xml) are the “naked ones”. “Naked” being the generic US definition of “female with no top on” as I don’t also see any zeds without some form of pants. I say this because streamers will likely want to edit these out because  even though you can mark your stream as “mature” if there’s “nudity” then you can still get your channel/stream  banned. And who knows who is judging what “nudity” counts as in a game but If it’s not easy for people to comment/edit out then it may get less usage/exposure on Twitch/YouTube/etc. 

     

    im not saying remove/change them, just maybe make it easier for people who are not modders to identify/edit them out of their publicly streamed games or just to point out there’s some topless looking zeds.

  12. I usually load the creature packs to “get more zed variety” , and Snufkins for “something to get killed by or run away from” but this fills a really nice spot.  I’m going to load it immediately;) 

     

    thanks for the mod!

  13. Suggestion: if you’re going to do a few tests by making changes to the vanilla XML files, try to make the changes you want to implement small and “well Documented” for yourself, just to prove to yourself this is possible/workable.  Then make a modlet out of it, then do all future XML modification work to flush it out inside the modlet. 
     

    I say this because if you make a lot of changes to the vanilla XML and don’t remember everything you did, it can be really hard to reverse engineer it into a modlet, and if you accidentally update the game the vanilla XML gets updated and you lose all your work (unless you have a backup).

     

    usually I’ll try a few ideas using the vanilla XML as figuring out the modlet syntax takes a little bit of work, but I’ve been bitten by the “did too much in the vanilla XML” issue myself :)

  14. edit: this is a good old link to explain how to extract and repackage sounds for the game: 

     

    Not sure if I can help here, but I’ve messed with the game sounds:

    I have several Sounds I made that sound “loud” in audacity but when put into the game they sound muddled/low. The sounds that I have ripped from the game and modified and put back into the game sound “good”, volume wise. My guesses as to what may be causing the volume issue is:

    - the game may be doing some sound processing on sounds.  
    - from what I’ve heard, a lot of vanilla sounds sound really loud when extracted and played outside of the game. 
     

    given these two, it’s likely a sound just needs to have some “general high sound db level” to sound good in the game.  Maybe the devs are working off of some “max volume” setting or something, so all sounds are recorded at max volume and then they lower it for distance, volume sliders, etc because if you made a sound “louder” than it was recorded it might cause clipping or distort it?

     

    I also believe some sounds are attached to “things” (like zeds, blocks) and some things are in your head. For both of these, it makes sense to record them “as loud as needed” and then have them naturally get quieter as the “thing” moves away. For “in head sounds” maybe the max volume is set different than the sounds attached to things as the distance (in your head) never changes so it’s a known volume to record/playback at?  Just thinking about this as maybe there are 2 “max volume levels” one might find if you extracted sounds for these types of things.

     

    annother theory, based on another person having similar issues and some discussion. Still a theory! Maybe the game is also manipulating the sound not in volume, but in “range”, like a graphic equalizer. So if a sound has a lot of bass or treble but not a lot of midrange, it might sound muffled?  Just a theory, but you might want to look at the source sound profile to make sure all the “volume” isn’t at the far end of the high or low spectrum. I doubt this is the case but unless a dev explicitly says it’s not or says how they handle sounds (or what they do to record new ones) all theories are valid.  I doubt though that this is a major contributor unless your sounds are really only high/low.

  15. I think I ran into this some time ago (this year, months ago) and if it’s restricted still then it’s likely that way on purpose?  I host all my stuff on GitHub so all I have to do is put a link up and not upload to the forums.

     

    if you do end up having to put it “somewhere else”, my thoughts:

     

    - GitHub: Relatively easy to use ... once you get used to it. You might want to use a desktop GitHub app if it’s new to you so you can just drag and drop the files there.  I use the command line mostly to interact with it, so I’m not too familiar with the easier ways. Bonus: the 7daystodiemods.com website (if they are aware of your mods) can auto scan GitHub and keep their site updated. This site provides a nice search and “organization” of your mods.
     

    - Nexusmods.com: I don’t use it, but it provides a very nice “search and showcase” of your mods. I feel it’s a bit of a pain if you have a lot of mods to get them all loaded in as they ask a lot of questions to get each mod set up.

     

    - Dropbox/etc: I don’t like these as I feel it’s very hard for other people to find your mods here, especially if they’re only listed on these forums with just a link to a Dropbox.  But if you’re already using something like this then it’s probably a decent choice. If you do this I would highly suggest adding the forum threads for your mods to this forums “mod list” to make it easier for people to find: 

     

     

     

  16. New Modlet: PunishingWorld-BlockStability-Nerf - The worlds infrastructure is crumbling... basically chaos at the drop of a hat. Maybe its the elements... or radiation damage... or termites?

     

    This drastically drops the horizontal block stability "stickiness". Building is harder because you can no longer build out as far without supports. POIs and more dangerous as they can be more easily destroyed/collapsed as they were not built for this low stability. See the README for this mod before using!

     

    Is this mod server side safe?: Probably not? Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining.

     

    So, I've been playtesting this and hopefully I balanced it well "enough".  I'm a little 50/50 on this mod and its current settings.  PLEASE let me know if you think it is fun/unfun/unbalanced/balanced as I only took a stab at it but didn't whip out a calculator.  I also didn't change *all* blocks just to keep the mod maintainable.

     

    Note: The "block stability" calculations do not appear to be run *until* you place/step on a block OR a block is broken. Since *every* POI in the game was *not* built with this reduced stability support... a single misstep or zed breaking a block can (or might not) bring a lot of a building down.  So be careful!

     

    Pros:

    - Breaking glass can sometimes break "all the glass" that is around it.  Very satisfying sometimes.

    - Small structures/areas can sometimes collapse just by putting a block on them. You can never be safe.

    - building your own base shodul be a lot harder as you can't build out very far without supports.... and zed damage is also more dangerous because if tehy destroy the supports you can be in trouble.

    - I did not change any "earth based" support.  So mining/underground stability is unchanged... as of today ;)

     

    Cons:

    - "Dungeon" crawling may be .. broken easily.  I haven't tested on the "construction zone" area but I believe that will not be a terrible place to go to :)  I personally placed a frame in a certain place in Dishong tower and the "thin dungeon path" collapsed spectacularly.  the only way "up" was then to build my own structure/ladders.

    - I broke a single glass a block and 1/4 of a single story POI collapsed because it had no internal supports. But then again.... The worlds infrastructure IS crumbling...

    - If there's lots of collapsing, you could have lag.

  17. On 6/10/2021 at 10:40 PM, Cranberry Monster said:

    doughphunghus, to get copper and zinc back out of the Meancloud Mining forge, add the following code to recipes.xml:

     

    
        <recipe name="resourceCopper" count="1" material_based="true" craft_area="forge" craft_time="1" craft_exp_gain="0" always_unlocked="true" use_ingredient_modifier="false">
            <ingredient name="unit_copper" count="5"/>
        </recipe>
    
        <recipe name="resourceZinc" count="1" material_based="true" craft_area="forge" craft_time="1" craft_exp_gain="0" always_unlocked="true" use_ingredient_modifier="false">
            <ingredient name="unit_zinc" count="5"/>
        </recipe>

     

    That's worked for me in A18 and A19.

    @Cranberry Monster: Thanks for the recipes!  I also tried to give/document/credit where it's due when/where I can :).

    I have updated the mod on github with this and another bugfix: doughphunghus/MeanCloud_7DtD 's mods

     

  18. Because of a collision with another mod I would like to change a lootcontainer ID in my mod... but to what?  I don't want it to just collide with some other mod already using that ID.  I don't think the community can or will get around the ID or 'soft reserving' ID's in some spreadsheet because that's just not going to work (for many reasons) but this number seems like a really small limit when one wants to mod with custom loot containers....and this game has so many mods (I know not all use custom lootcontainers... but which ones are?, and what numbers are already being used? etc...)

     

    I'm asking because I have a mod with a known "incompatibility" with another mod and I asking questions when I know there's not going to be a good answer to them ;)

    I also know no one likely knows these answers, but maybe a dev will hear about it and it will be reasonable to change the current lootcontainer ID max or not use ID's. I feel POsting in Pimp Dreams is just a dream and i'm not sure anyone actually looks at those, and this is more a modding thing...

     

    1. Is this 1023 limit still true in a19 or does anyone know if its going to be "made larger" or already is larger (and if so, whats the limit)?  I've seen several mods collide on loot container ID's and the twitch integration adds quite a bit more it seems that, given how loot containers work, that something like 10x this number would be nice, as that way we could make custom containers for daisy-chaining quests (meaning: a quest takes you to a loot container (like a treasure map does), which then contains special items, like a guaranteed quest to go to a secondary locations, etc).  with only 1023 lootcontainer values, and maybe 20% of this used by vanilla, its not a lot of room for modders to add custom containers and not get tangled up on each other.

     

    Which brings me to this, which is probably a "nobody cares and everyone just deals with it" thing...

    2. Does anyone know if LootContainer ID's are going away ( like block ID's did?). This would likely solve the "loot id collision" problem

  19. 1 hour ago, alffr0mm3lmac said:

    I looked through the files and noticed there was a file called mining.unity3d.  Do you know if this is where it changes the max input materials from 6?  I already have done what is done in this mod other than this one file (and the icons and prefabs I'm not counting since I didn't make any new ones)

     

    Edit: If it is done using that unity file I'll probably just add a second forge type workstation that only does my new resources, should work fine, but it'd be really sweet if it all could be in one :)

     

    Edit 2: I tried all the files except the unity file and get a smorgasbord of errors xD I suppose it is necessary :(

    I actually don’t know if this file is literally required for the forge.  My guess would be that it’s for the mining machines in the mod.  I don’t have the source for the unity files so I would have to have help disassembling and reassembling them. The mod author seemed like he was “done” with the game so I’m going to try to maintain it as long as possible without the source files for the unity files :(.  If you just removed that file and loaded the mod it would likely error quite a bit.  If you can’t get your mod working I can look into it this weekend to see what I can figure out. 

  20. 7 minutes ago, alffr0mm3lmac said:

    oh sweet!  I looked through some mods on here but didn't find anything.  I narrowed down the "only one smelter input" working thing to this line - "<append xpath="/blocks/block[@name='forge']/property[@class='Workstation']/property[@name='InputMaterials']/@value">,chromium,nickel</append> " adding the two extra materials here seems to mess it up

    Hello!  I’m currently maintaining this modlet. I don’t remember but I think some updates (small) were made to get this to work in a19.x. I really haven’t looked at the XML other than adding others patches. Once a20 drops I’ll be in there fixing/commenting/ etc.

     

    the “latest” a19.x version of it is here:

    https://github.com/doughphunghus/MeanCloud_7DtD


    Edit: I do believe there are some “bugs” I have found while playing it. I made issues on GitHub to track them for fixing in a20. One that you may want to consider is the “cannot empty forge of zinc and copper”.  I don’t know if it’s fixable or just needs to be added as a “forge recipe”.

  21. There is a series of prefab tutorials here by not-a-gamer-gaming that might help? 

    I think one of these episodes talks about  doing what you want to do, which is place a prefab (any prefab) into an already generated world. I’m not sure which episode it is, but it might be this one:


     

    other parts of the tutorial talk about prefab rotation, and some config files within a prefab build to mess with, etc. so you may have to jump around a bit to find all the info these have.

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