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doughphunghus

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Everything posted by doughphunghus

  1. I will argue that that would be kinda fun though, never really feeling safe from rare random environmental disaster.
  2. 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.
  3. @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
  4. 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
  5. 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.
  6. 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”.
  7. 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.
  8. Agree on the destroyed gloves, so you can get scratched.
  9. I’m on Ubuntu and I’ve seen this. I have not done much troubleshooting, and I’m mostly saying I can get it to work today but I’m clueless as to why sometimes it just fails to connect: - I use OBS to stream. It seems when I start the game, then start up OBS and start steaming the twitch integration seems to connect more often the first attempt. Probably just a fluke. - it usually takes me 1-2 attempts with the obs already running solution. other information: - the default browser I’m using (that the o auth pops up in) is Firefox. - since I’m streaming, I’m also already logged into twitch via the Firefox browser before I even launch steam. Yeah, it shouldn’t matter but that’s what I do. I had some more persistent “will not connect to twitch” issues awhile back and maybe restarting steam (so shutdown game, then steam) may help clear something out as that’s how I got to my “standard way to start my game. Once again, For me it’s more of a ritual I just do vs knowing why it does/does not work. edit: my “way” is - launch firefox. - login to twitch. Set to “online” - start steam - start game. - once game loaded, hit “esc” to pause - start obs. start streaming game. - go back to game. Choose login twitch. - Firefox (already up) launches new tab for auth. Allow auth. - twitch integration likely to connect the first time. If it fails, just try to connect again. If fails maybe 3 times, shut down everything you started and start entire process again.
  10. It might be ok, as it seems to fall under "fair use" clause, given the mod is not being used for profit (or being sold and/or reproduced for gain)? Of course, github may not care and just yank the repo. , as it seems social/websites often tend to do with a heavy hand. Of course, its made on top of 'git' so you should have a local repo as a backup. Of course, these are not full size, HD original stock images so I'm not sure a generic scanner/checker/checksummer will find them. Then again, an AI "visual" scanner might do something weird and pick it up. Of course, I'm sure a lot of mods are taking images from the net and cropping them for icons. Then again its going to be impossible? to identify a snipped pic of a hash brown or a bullet vs. a poster. ugh. my brain
  11. Yeah, I was the same. I never noticed it until I read what the little icon was on these forums. I used to just “read the the books , all of the time” as I was tired of checking the volume and “what books I’ve read in the series lists” before I found out about the teensy icon. I’ve seen a lot of complaints/requests to fix it. I literally saw the mod come out the Saturday and was like “yay!”
  12. A Book icon color/change mod just came out a few days ago. @bachgaman - tagging just as an FYI I’m going to guess this is going to be a no-go as a basic XML mod (read: not easy or possible to do via XML and have it be easy to maintain as the game changes). But maybe someone will find a creative way to do it. Just saying not to hold your breath on this specific request.
  13. As much as I don’t like the “forever alpha” idea as a high level concept, I do feel that for games it’s probably a good idea. I think what hurts the most is seeing a game mechanic that I personally love (LBD and weapon/vehicle parts, player vomiting for me) get ripped out and replaced/removed and to also know it’s never coming back. I hope for this game that the “core”code/API that made those things possible remains in the code so modders can put it back (even if it is a great effort) once the game stabilizes and goes gold. I feel TFP has always seemed to develop similar to “ok, we need a mechanic for things that can fly. Ok, let’s put in 1 vulture. Flying things...DONE) as they just want to get that 1 mechanic working well, and plan to either “flush out more models” at the final stages, or just let modders toke the wheel after gold to fill out the rest. I feel that today the game feels pretty good “as is” even though I cry knowing what it could be, either removed mechanics and/or possibilities that seem just so close to reality (more zeds, guns, whatever) one area that worries me (for long term survival of the game) is modding. I feel that the current and liklely suture state of modding will be sorta in forever shambles, specifically in terms of people being able to make and load mods and those mods working together seamlessly. Sure, lots of games have this issue, especially with community made mods, but I feel something like Factorios mod launcher needs to exist to really polish it for users as it will tell you what dependencies of mods are needed, or what mods are not compatible with your game version. For 7D2D I’m not sure even steam workshop will help us (even though we have an unofficial mod launcher, I’m talking about “official” things that come with the game) with mod incompatibilities, but a few “pre game start checks” and better error messages could help a lot as well as some real standardizing of the modinfo.xml file for game versions, dependencies, etc. to keep bad mods from being loaded and messing up games. anyway, I second/third/fourth the sentiments of “hey, we’re still getting updates and support?! ” as a better alternative to being left with forever bugs and bad code. I do believe every time the game gets an update people who have moved on fire it back up and keep enjoying it to see what’s changed. This game still sits at the top of my most played games list, unlike a lot of other games where “it’s been played out”. I kinda hope alpha goes on forever, so as I sit in a retirement home I can fire up a755 b666 and go “yay”
  14. You should be able to hook up a generator to it. E.g. generator (with gas, turned on and running) -> battery bank, with batteries in it, turned on -> rest of stuff
  15. this may turn out to be one of the most used and linked to mods of all time. i'm kinda not kidding
  16. I just posted the tool here for people to comment/find/etc, it’s still “development” as an experiment... what lootable zombie mod are you referring to/using? I’ll have to see how they make them lootable to figure out if it’s compatible. There’s several caveats to this, so without knowing I’ll list the major one for anyone here: The “prebuilt modlets” are literal extra entity copies of the xml in the game, so if a lootable mod changes them, it *should* work. But, mods are loaded alphabetically by mod folder name, so the lootable mod would probably have to be alphabetically after the prebuilt mod names to take effect, UNLESS/MAYBE it only changes the template entities..... I’m not sure how the lootable tags/buffs/ or whatever it’s doing will propagate to extended zombie classes. Apparently some rage do not, by design. anyway, let me know what mods you’re wanting to make compatible and I’ll see what I can do. No promises though :).if you can provide direct links to where you’re downloading them from that would be awesome
  17. To get rid of certain zeds, there’s aome Mods here that allow you to replace each zed type with zombie Moe: There’s some stamima changing mods: For the other things, I don’t know of anything specific
  18. I’m interested in this and hope someone has a known way to do it...my guess of how i would try to do it is: In the “biomes.xml” file, there are some “particle effects” and other things that might be so-able to put back the smoke but I’m not sure about the yellow fog, unless it’s something still in the game just not referenced in the xml code. Maybe going back to that game version and seeing if it’s referenced somewhere in the xml files, then try adding that to the new game. maybe both are considered “fog” which can be set per biome but as far as I know you cannot use XML modding to set the fog color, and setting the fog and color via the console commands is possible but “worldwide” and not biome specific (I think) and would have to be done at the start of every time you play
  19. I will consider that as I'm going to rename a few in the a20 update (if I don't decom it)! I'll put this suggestion in the github issues list. Likely it will turn into "Doughs-Screamers-More" as I've been generally trying to name my mods in a certain way (MyName-MajorObject-Modification) that works with how the mods are loaded in game (alphabetical by mod folder name) even though it does look/read a little weird for some of them.
  20. yeah, the original intent of the mod was to have screamers spawn "quite a lot" and then (if not killed quickly) they would scream and call in hordes. It was inspired by a stream jawoodle did that had this mechanic. it was a quick mod and seemed easy to do and was going to be part of the mods I load into my normal games I play. However, I found out that screamers don't always spawn hordes when they scream, and the workaround to it was a bit more than I wanted to deal with at that time (I've taken a break from modding for a bit). Apparently jawoodles mod/modder did more work and testing than I did to get it to work where "more screamers, and every scream calls in zeds" So yep, my mod ended up just spawning more screamers and not "horde on every scream". yeap, adding to text above this is what the mod turned out to be. You get quite a lot of screamers, and you need to deal with them rather quickly or they will start calling way too many zeds. its not "on every scream" though, and it is likely unbalanced in that it can call more screamers. I didn't try to do all the work to make sure to avoid the "screamer loop" Since a19.5 just dropped this week, I might do some testing and tweaking of my mods to make sure they still work, or I might just do bugfixes until a20 drops. I may decom some of my mods at that time (like this one) as I have a lot of them to maintain and some are not working exactly like I wanted them to (or the game breaks them beyond easy repair, or they are no longer viable for other reasons). I post everything on Guthub so if anyone wanted to grab a version of it (before or after decom) they still can, and they can make updates/changes to try to keep using them. I believe you can remove midsave/game as all it does is add a the vanilla screamers to all spawning entity groups. Its a very simple mod and its *not* making any modifications or additions to items/blocks/etc that would cause those changes to persist in the game when its removed. When removed, any screamers that have spawned will remain, but she just won't spawn from those extra groups any more. I'm not sure how you are playing but whomever is running the "game server" should be the only one to need to remove it. It would also be recommended for everyone to remove it if everyone is loading all the same mods, just so everyone is synced up properly (and maybe this is enforced now via the game itself. I'm not sure what updates/changes TFP have made for server/client side mods being when in multiplayer so its just safer to have everyone remove it if the server/game host has has it removed) Hope you're enjoying that mod! I've seen several servers/people playing it and am s little surprised no one's requested bug or balance fixes. Originally I was going to have each milk come from each animal ( raw dog milk, raw wolf milk) and do all sorts of things with each one but that became complicated so "beast" it turned out to be. The whole point originally was I kinda felt there wasn't a good "cooking challenge" in the game and wanted to make a long (and hopefully fun/semi challenging/time consuming) path to make an egg souffle... which is ridiculous in a zombie apocalypse... but also delicious... but also not OP food.
  21. I agree! I actually like having all explosives do much more block damage than they do by default today. I want to have to really determine if I want or need to use an explosive, and if I’m at my base I better not miss (or not have the resources to repair the damage done). And it’s very satisfying to have “low damage” explosives still do block damage, like shooting exploding arrows and having all the windows/curtains blow out and wood get damaged. , and “high damage” explosives be in your tool belt and having to maneuver to a position/area where you can actually use them without destroying everything you want to keep. and, my personal favorite: shooting/throwing them into upper poi windows and tearing all sorts of things up, then go in and loot.
  22. You have undead legacy and the wasteland. I don’t know if they are compatible, but I know when I was playing a game with lots of mods, I kept running into issues with the “bigger mods” that just had a lot of stuff in them. I dont specifically know what mod is causing your issues, but I also had some “delay” when opening things (campfires, loot containers) in my “lots of mods” games as I guess with some or a lot of mods the game just has a lot more “things to calculate” to determine the loot drop because of a lot of extra content added. Or maybe some mods add a lot of group nesting and that has an effect to the loot drop calculation/work. what I end up doing (to play a heavily modded game like this), was start a new game, and then perform the thing that breaks it, then start removing “likely candidates” until it goes away. It’s kind of a pain, especially if you end up removing something like the wasteland that has a lot of great content. So you have to decide which mods you want to keep. Say removing the wasteland fixes it. Well, it’s because the wasteland and some other mod(s) are colliding. So you put the wasteland back and keep removing until you find removing some other mod(s) fixes it. Then you have to decide what ones you’re going to remove. I do this “removal” in tests of 5-10 mods at a time, which makes it faster to narrow down. Once you figure it out, then you have to determine how to remove those mods in your current game without causing issues. I had one where I had to throw away items good luck ! Hopefully someone will post with some Better ideas as to which mod(s) it could be
  23. I’m on my phone so I can’t easily check or tes/validate t it, but this line Looks to me to be completely invalid: as far as I know, all “loot containers” have to be referenced by an ID or “something” like an asterisk * or a name match(at least), you cannot change/add items/append: etc any loot containers with this specific XML. I don’t know what the loot container ids 70 and 72 are, but if it’s the little bag(s) that’s dropped when you kill a Zed, this would make sense. my only other guess is that you’re using “set” and not “append” for the XML. To me, “set” would only work if the entire path in the XML already exists, meaning Would change the existing XML node Count of coins to be 1,20. If this xml node did not already exist, you would have to add it (via append). Note: not an expert at this, and I haven’t modded for months. And I’m on my phone so I could be wrong edit: wait, it may be also how you’re trying to reference the final value to set. Maybe something like this?
  24. I wonder..... what if the map were super tiny, like limited to 1/2 or 1/4 of a normal city today, and it was just 1 biome, nothing fancy. few buildings. Maybe even just a neighborhood setting (all small pois). would you be able to crank up the zeds? of course, once “day 7 hits” you would have to have your character load into a new “large map”. But then again, it might be super fun to fight the first horde on a small map before you end up naked and afraid with nothing on you. It might also enable you to have your “starting items” vary based on how you did on the first horde, NPcs you helped or did not help. Like, if you killed Rekt in the pre game, he wouldn’t be a trader in the post game. Maybe you would have some NPc special quests like “find your family” or something. Or if your pet dog survived then you have a pet on day 1. maybe your character stats could be “locked in” a little based on how you did, as if your class was chosen for you. yeah, I know , all pie in the sky.... unless someone figures out how to take a character from 1 game and transfer it to another... then people could make mini games, custom maps/mods for stuff like this.
  25. I hope we can have a prequel game to this that explains things. It will just be building and no need for shooting, initially, because if you shoot anyone the cops will arrest you, game over. No blood moons (until the cut scene occurs that explains them). Then you can live out the scenario that then leads to 7D2D. Of course, this will need to be a story driven mode, so we can get the full backstory and meet all the zeds before they were zeds. Traders will be just regular people who give you quests like “can you find my dog?” Or “help Rekt plant his flower bed”. But what to call it? “Quite a Few Days To Live?” “300 Days Until 7 Days to Die?” of course, /s to all of this, but it would be kinda neat to have some of it occur in game of the game has NPC’s , etc and they turn to zeds. Or instead of air drops we had some that were bombs that literally leave big holes in the ground, showing that where you are they are still trying to eradicate the zeds. With the new newspaper stand blocks, they could add a lot of “old news” content
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