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doughphunghus

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Posts posted by doughphunghus

  1. 28 minutes ago, fenymak said:

    I can't upload files to the topic anymore for some reason (maybe the theme is already quite old), so here is the download link for the new version (A19.4 b3).

    Changes:

    • Updated translation
    • Minor corrections

    I have a file upload issue in another forum thread, so I believe there may be an issue uploading files right now.

  2. New Modlet: Doughs-Prefabs

     

    I'm taking a small break from "normal" modding until a20 (or at least for awhile) to do some cleanup/learning/etc, and because I'm testing my mods in a game I'm playing and taking notes :)  So I have been learning how to make POI's instead...

     

    Currently there are only 2 of them, and they are small.  This modlet will hold all other POI's I create, and I'll be posting details/updates/pics on my Gitghub page as well as the Prefabs forum if/when I make more.

     

  3. On 1/31/2021 at 4:22 PM, Cernwn said:

    Thanks for the quick response Dough. The "original" A16 version by StompyNZ + the forum community is actually here. Swear I had a perfectly working version, with only slight changes to zombie skin tone, but maybe it was the A18 version by Khelldon. Will take a gander through Khzmusik's A18 version here, as well. He seems to have the most documentation and recent edits. Cheers!

    I’m glad you tracked them/it down! I’ll update my mod page(s) to point to Khzmusiks page for this mod (instead of just having a “Decommed” note).

  4. 1 hour ago, Cernwn said:

     

    Just saw this and was like NOOOOOOOOOOOOOOOOOOOO!!!!!!

    Snukfin's zombies, while creatively original, are far too OP and quite honestly immersion breaking for my tastes. Is there any chance you still have your old files laying around for the A19 version of this (working or not)? Swore I had a copy on my HDD, but unable to locate, so far...

    well, here's the current situation, as I see it.  I could be wrong though on some of this info...

     

    - I wasn't able to do any work on KHelldons UMA Zed mods when I took over his mods, so the "original" is the one you would be wanting, and its still here

    This means it works in a17 but no changes were done (by me) for a18 or a19.  I just started modding at the very end of a17 so UMA was a bit too much to handle at the time.

     

    - The "original" was written/contributed to by several people, so I'm not sure if KHelldon's the "last version" of that or if someone else made updates after it (of the original people who put it together) and there's like an a17+ version of the one he posted.

     

    - I believe I've seen, on these forums, some people who have updated this mod for a18/a19 (in their own repository, or some forum download.  I can't remember where I found it).  I don't know if its one of the original authors, or someone else.  So there may be an a18/a19 version of this somewhere already.  However, they indicated it was very "buggy", like zeds not attacking, or acting weird.

     

    - I *was* going to try to randomize the zeds to have UMA using my Entity Randomizer (more code to write :(), but hearing a20 was going to get rid of the current UMA kinda killed my motivation.  I think I read on these forums that someone (one of the more proficient/prolific modders) may already be using a script to generate UMA variants, but I don't remember who or when I saw this.  I think it was more of "They used to do this".  Maybe if that person could be tracked down they might provide the script or, run it and provide the UMA zombies it generates (maybe they are compatible with a18 at least?), which you could then tweak?

     

    - I heard TFP is going to be doing their own UMA... but that might just be the clothing changes they are planning ( e.g. I don't think there will be like 20 hats or anything, like today).  Even so, whatever they do, I personally plan to try to use my Entity Randomizer script to use whatever they have to randomize the zeds ( maybe just hair + skin color?) I don't know what's being planned other than what they have posted about the armor changes.  So once a20 drops I was going to revisit this (zed entity "graphics" randomization generation) and see what I can come up with.  But as far as I can tell, the current UMA is not only going to be "dead" (not developed further) but maybe also literally non functioning in a20 (if they remove the UMA libraries from the game or whatever it is that makes them tick)

     

    Anyway,

    Good luck ;)

  5. @xxx73 about the weather: someone posted here recently about a19 not seeing to have a lot of weather changes... maybe a recent patch changed how the weather works (or doesn’t work) as part of the prep to overhaul the weather?  I always have my weather mods loaded and cranked up so I do t know anymore what “vanilla” weather looks like anymore

     

     

  6. 4 hours ago, Gnasher3i6 said:

     

     

    It would of had around the same amount of clay smelted as when it bugged (around 201070) Iron had a bit more smelted but that was ok, I don't have it smelting really fast it's using the default bellows.

    It's probably still conflicting with one of my other mods, I'll look into it further and let you know if I can find the cause.

     

    The boxes and crafting stations within about 10-15 blocks of the forge are the ones that have bugged (no option to open) any outside of that range seem to be ok.

    After removing the forges and mod the errors were gone but the bug remains so I think my save was corrupted.

    I've had issues in some PvE games (not my server) where i could no longer open my chests.  The "fix" was to log off/on as it was likely profile corruption that auto fixed itself (or something, like not corrupt but the player profiles/maps/etc. were out of sync between my client and the game server).

     

    If you're in a single player game, or "own" the server/game, I can think of a few cheesy options:

    1. Put down a fresh claim block, and try to pick everything up that you can (workbench/forge/etc.)

    2. (possibly dangerous): try to "break open" a chest with an ax/hatchet.  Normally if they're locked, it "breaks" the lock, and you can open. Then, if you keep hitting it and it "breaks again" it gets destroyed. Of course, in your case it may simply destroy it... but in theory a bag will appear with the chest contents? I'm not 100% sure what will happen when you're having this issue.  if you're considering the save/game a "lost cause" and are going to make a new game on a new map, might as well try as a last resort.. If you can get all your resources back then maybe you can keep the save?

     

    There may be a way to repair your game/profile/etc.  Maybe a special console command, etc. I'm not the one to ask about it though, but I'd ask around on these forums.  Maybe there is a known issue/fix for this specific issue.  yeh, it was modded but you still might get some help/ideas.

     

  7. 3 minutes ago, Gnasher3i6 said:

     

    So I renamed the Meancloud mod and it worked but after a while the clay in the forge changed to -201070 (and turned red)

    This resulted in lots of loot errors and most objects around the base became unusable (Boxes, forges, workbench ect...)

     

    Removed the mod and the forges, Reloaded save and everything is still bugged.

    I think I will leave this mod for now, It's not really needed I just thought it would be good to leave my forges on all the time.

     

    Going back to my backup save.

     

    Thanks for the help Doughphunghus.

    I'm so sorry about that :(  I completely did not expect that to happen and that's really weird.  The rename folder fix is something I've done before. 

     

    Do you know "about how much you had smelted" of the clay before it had issues (just a best guess estimate, like "over a million, under a million", etc).  Maybe there's a max value and if you go over it causes a buffer overrun and goes negative?  Its something I could test, and at least put a warning on the mod about it. Having it affect your base is weird but I did notice when I turned up smelting as high as I could that when it started smelting iron I couldn't do anything (put in more iron, etc) until it was done...maybe the forge has some weird update/priority code behind the scenes... doesn't make sense to me though why you'd have issues with other containers unless it corrupted your profile? Ive seen that happen and usually a log out/logon fixes it in server side games.  Maybe some "forge info" is stored in your profile and went to a bad value when it went negative?

  8. 3 hours ago, Gnasher3i6 said:

     

     

    Thanks for the response.

     

    I've tried single player and on a server.

    The save file method shows I have "value" replaced by: "PhD Better 30K Stacks" So looks like that is conflicting.

     

    I will edit that mod's values and test to see if it increases the amount the forge can hold which it looks like it will.

    Sorry for messing you around, I should have checked for mod conflicts first.

    No problem :)

    Also: I just maintain the 1M Forge mod (I didn't make or have part in development of it) ... I don't know if 1 Million is "the max" or if you could go higher. I wasn't really sure who would be able to smelt that much, but I guess its possible!

     

    Also:  I beleive the game loads mods based on alphabetical order of their folder name... since Phd comes *after* MeanCloud it overrode MeanClouds settings. An alternate solution would be to rename MeanCloud's mod to "Q_MeanCloud..." ( or similar ) and it should override PhD's mod but just the 1 Million smelting slot for Iron.

  9. 4 hours ago, Zyocuh said:

    For the buff infection mod, is there a way you could make it so you have 100% change getting effect on hit?

    Maybe?  I gave it a quick look and its not super clear how to do this (the infection debuff is handled differently than other injury buffs, multiple variables and some math). So it likely would *not* be a simple 1 line modlet to "set infection to 1" (a more knowledgeable modder may be able to come up with a way?).

     

    The "buff infection" mod may have a weird bug in it (mentioned in previous posts) that I need to fix. When I can get it fixed (validate it was a bug), I'll see if I can come up with a mod to make infection chances higher (and not mess up the other injury chances) and it will be separate from the buff infection mod so you load both or just 1.

     

    I've added your request to my Github issues page for my mods, FYI, so I'll remember ;)  I don't have a lot of modding time right now but hopefully soon.

  10. On 1/25/2021 at 8:50 PM, Gnasher3i6 said:

    Hi.

     

    I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.

    It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.

    I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.

     

    Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.

     

    And thanks for you're Mods and for updating MeanCloud's mods.

    @Gnasher3i6: I ramped up the bellows with a manual change and the forge smelted > 30k iron. (see 2 images below) It might be hard to see, but the first one is like 60k and the second one > 150k.

     

    I have both mods installed "MeanCloud__ForgesHold1M" and "khaines-modlets-a19-master-KHA19-3SlotForge" installed and no other mods.

    My guess is maybe the "MeanCloud__ForgesHold1M" is not taking effect somehow.  Are you playing the game via a server with friends or just on your personal PC (single player game)?

     

    One way to validate the mod loads is to hit "F1" when starting the game/map and there will be information going by that indicates its loading the mod ( and the others you have). Sometimes it will throw warnings/errors and indicate a mod could not be loaded, or there is a conflict.

     

    Another way is to go into the save game area if your game, and validate the "MeanCloud__ForgesHold1M" mod is changing the unit_iron value to 1000000,

    Go into your save game folder [some path on Windows]/7DaysToDie/Saves/[your_saves_game_map_name]/[your_save_game_name]/ConfigsDump/items.xml

    and search for:

    <item name="unit_iron">

     

    In that little XML part there should be a commented line that indicates it was modified by "MeanCloud's Forges Hold 1M", and a value of 1000000.  If the line is not ther, and the value is 30000, then the mod isn't' loading

    <item name="unit_iron">
    	<property name="HoldType" value="45" />
    	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab" />
    	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab" />
    	<property name="CustomIcon" value="resourceScrapIron" />
    	<property name="Material" value="Mmetal" />
    	<property name="Stacknumber" value="1000000"><!--Attribute "value" replaced by: "MeanCloud's Forges Hold 1M"--></property>
    	<property name="Weight" value="1" />
    	<property name="Group" value="Resources" />
    	<property name="ResourceUnit" value="true" />
    	<property name="MeltTimePerUnit" value=".25" /> <!-- forge smelting time -->
    	<property name="UserHidden" value="true" />
    	<property name="CraftingIngredientTime" value=".5" />
    	<property name="CreativeMode" value="None" />
    </item>

     

    Alternatively, maybe there is some other mod commented in there?

    Let me know if you still have issues.

     

    20210127171258_1.thumb.jpg.223622f22c1dcd2a14aab10df0cde84e.jpg20210127171448_1.thumb.jpg.f453612e4491e9bc1bf895a8822d47f5.jpg

     

    On 12/18/2020 at 7:53 AM, Briston574 said:

    Probably a lot to ask, but I am curious if you can tell me of any of these mods are server side only? 

    @Briston574: All of my mods now have a note if they are server side safe or not ( or maybe its unknown/untested/or a weird enough setting I'm not comfortable saying it is unless I get positive feedback it works serer side.)

  11. 3 hours ago, Noggog said:

    Hey Dough!  Love your mods.

    I've been trying to tweak the More Punishing Weather's looks to my liking.  While I absolutely loved the doomsday fog, after a while I found it curious that I had never seen a sunny day, despite SOME probabilities that seemed to suggest they could happen.    What I've found is that tweaking the "fog" doesn't have too much of an effect, it's only the spectum that matters -> and since there's no probabilities associated with the spectrum, it always just looks like whichever spectrum is chosen
    For example, given this ConfigDump of pine_forest:

    
      <spectrum name="burnt_forest"><!--Element appended by: "Doughs Nastier Weather Core"--></spectrum>
    
    <weather><!--Element appended by: "Doughs Nastier Weather Core"-->
    			<Temperature min="20" max="50" prob="1" />
    			<CloudThickness min="5" max="5" prob="1" />
    			<!--<Fog min="0" max="0" prob=".9"/>-->
    			<!--<Fog min="100" max="100" prob=".1"/>-->
    			<CloudThickness min="0" max="0" prob=".3" />
    			<Precipitation min="0" max="0" prob=".0" />
    			<Wind min="10" max="20" prob="0.9" />
    			<ParticleEffect prefab="ParticleEffects/p_sandstorm" ChunkMargin="7" />
    		</weather>


    I end up with what really is still just a foggy forest.   Despite vanilla settings with supposedly low fog %:


     

    Untitled.png


    It really seems to just boil down to that spectrum change to burnt_forest.  If burnt spectrum is on, it's foggy, if not.. it's not foggy.  On the flip side, the Fog xml percentages seem to have very little effect.  

    Here's another picture with fog jacked up to 100%, but with no spectrum change to burnt_forest.  It results in virtually no fog, despite fog being set to 100%:


    Untitled2.png



    Anyone else having the same results?  Makes me sad because it seems to suggest I have to choose a spectrum an have a totally sunny world or a totally foggy world the whole game. 


    I feel like the only way to get a mix is to swap pine forest back to its normal spectrum, and then just have it be cloudy 24/7 so that it can rain as much as possible.. as that seems to bring some fog with it


    Untitled.png

    Ha! I did not know about the fog issue! Honestly, I just messed around for awhile with some settings, made the “more intense” than the average vanilla settings , and then took it for granted they all worked “as advertised” in the settings :)  I have been asking for clarification on “weather settings” and information has been lacking on the forums, other than I heard they may be working on weather changes, making it better, etc. so maybe some exposed xml settings don’t work and are just there in preparation for new code to use them?  Anyway, I have noticed that the weather tends to change slowly, I don’t know how slowly, as I believe there is a “global weather” manager that handles master weather settings, and the biome level settings seem to be tweaks to these global settings , e.g. it’s possible the global weather will set conditions that generate fog, and the biome fog settings add/remove fog based those global settings.  the weather seems to update/change slowly, which is nice while in game but not so nice when testing.  
     

    anyway: I’m hoping someone has better/actual answers to your post and posts them here!


    Also: I think a DMT mod came out recently (I cannot find it) that lets you tune weather settings.... differently , and has seasons. I have not tried the mod yet, just FYI. But maybe it has fog or that modder would know how to get a good fog setting set up.  The “fog generated via the command console” can be made “extremely” thick, and can be made all sorts of colors, which if ever is configurable by biome (ebb and wane vs solid fog) would be really cool. 
     

     

    Ah: found it:

    https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Seasonal_Weather_DMT

  12. "MeanCloud__ForgesHold1M" - Looking into it, so far:

    I don't think the mod is colliding with Khaines forge mod.  Khaines ads another forge slot, and MeanClouds increases the stack numbner of "unit_iron" to 1000000. So in theory they should not be colliding as they are modifying different things (in different files).

     

    This is not easy to test due to having to max out the forge, as smelting is slow  I'll have to look into modding some ridiculous fast forge smelting speed to see what happens, and then to see what changes have to be made to get it to get to 1 Million items. 

     

    Anyway, I'll keep looking into it, just not something I can fix quickly tonight.

  13. 17 hours ago, Gnasher3i6 said:

    Hi.

     

    I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.

    It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.

    I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.

     

    Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.

     

    And thanks for you're Mods and for updating MeanCloud's mods.

    Hmmm.  I’ll look into it.  I only lightly tested to make sure MeanClouds mods worked with a19 after I tweaked them, and I don’t think I actually tested it could hold 1 million of an item (I think the xml seemed like it should work). I can also check if it’s compatible with the kHaines mod as well. 


    If I have to make changes I’ll try to make the updated one compatible so you can just update, since I’m trying to just do bug fixes/patches for all the a19 mods.

     

    also: if you’ve made custom changes to any of meanclouds mods, and you think they are “reasonable and within the original intent of the mod author”, submit them to me here or on my GitHub fork of the mod as an issue.  I plan on considering updates/expansions/etc to any of my mods when a20 drops.  If the xml is already “done” it’s easier to make changes vs trying to implement something new from scratch.  I don’t want to promise I’ll accept all requests for changes/features, but I have a few of my own ill likely make (thinking about adding CBD refining to the cannabis mod, etc, for low level healing, bandages, etc, for lolz.  Maybe even some new recipes, but nothing far out there like “cannabis rounds” to pacify zeds)

  14. 17 hours ago, xxx73 said:

    Thanks for your lengthy reply.
    Global weather was unknown to me, so if we have no rain or no fog, it is a global weather issue and not your mod fault right?

    Also I copied your mod into original files to avoid any problems, so there is no links to your mod in ConfigsDump.

    Do you have any why global weather get stuck?

    I’m not sure actually if there is an issue or not. I do t know how long you would have to “normally” wait for rain or fog to show up, in a normal game. From my experience the rain/fog does not occur very often on its own (without mods).  
     

    as I understand it (I’m on my phone, not looking at the xml) rain only occurs if the cloud cover is >70% AND the temperature is a certain amount.  Snow is similar (possibly).  Basically: if the clouds are not thick, there is no rain. And it’s not “instant” it takes quite awhile to build up, so if the clouds thin out, rain chance disappears. 
     

    I don’t think fog has this many variables, it is just a “percent fog chance” that is different per biome. Without looking. I would think fog chance is low in the desert, and high in the wasteland biome.

     

    so: it may be either just “chance” you’re not seeing fog/rain, based on pure game RNG, or additionally the biome you are in also helping nudge the chances lower.  I feel that I have played vanilla games and haven’t seen rain for weeks? Not sure about fog. 
     

    Of course, if the weather were broken, I have heard no way that it “stays broken” after removing mods and restarting. The game had bugs so it’s possible I would guess (like map corruption?).  My mods aren’t doing anything special, so if you remove and restart it should “rebuild” the weather.xml file.

     

    additionally : it seems? That when you log back into a game, that the weather/fog/etc “resets” to some default value.  Like, if it’s raining and you log out. I think when you log back in it will not be raining. I have not tested this, just I have noticed that weather seems to change on log off/restart on single player games. Maybe this is no longer a thing, but maybe it also prolongs rain/fog from occurring if you play only a few hours at a time?

  15. On 1/12/2021 at 11:06 PM, xxx73 said:

    Hi again
    Im running a server with only your wind, temp, cloud, fog, temperature and precipitation settings from your core weather mod. It work great in singleplayer, so much varitations, But on my server it is sunny all the time and only temperature is changing, I never see rain or fog or much cloud changes. I removed your mod from server and weather is till "stuck".

    So I have 2 questions:
    1. Is your weather mods working on servers?

    2. Is there a way to restart/reset weather on server to get back to normal weather behavior?

    Sorry for the late response.  I had one other person mention to me (via personal message) about removing the weather mod and the weather being "stuck" in a fog only world.  Your mention is the 2nd time I've head about it having issues like this

     

    Q. Is the weather mod working on servers?

    A. I don't really know as I don't run servers and I don't test it on them.  My Weather mods aren't "special" (e.g. no DMT, special coding, no .dlls, no custom resources, etc, just pure basic XML against the standard modifiable XML TFP makes accessible to modding) so I would assume/believe that they would work on servers as well as single player games.  Hearing a 2nd case of weather "freezing" in place makes me thing there's a bug in the game.  HOWEVER, during modding things I have noticed that some things in vanilla/XML mods seem to persist unless the game is completely shut down (like Localization not being updated) so maybe the weather is one of those things as well where some settings need an extra 'kick" and you can't just bounce a server/process but instead have to do something special to get some cache to be cleared or some setting(s) to be rebuilt...

     

    Anyway, I write up a large list if ideas to try to "unstick" the weather for the person who originally asked me about it, and I'm reposting it here for anyone to try out/provide feedback.  They indicated "Idea #1" helped them.  In their case, they didn't like the weather mod, and removed it, and the game was stuck in "always foggy" mode...

     

    So, here are those ideas:

     

    Quote

    Idea 1:

    The "Punishing Weather Core" and my other "Punishing weather" mods only change the biomes.xml file (temporarily, not the core game files). The game, when XML mods are loaded, will make note of which settings are being used and what mods made changes in your local save game files in a copy of the final settings taht are used for your game.  This copy should be "rebuilt" every time the game is started (so if my mod were removed, it regenerates the copy with the changes my mod made removed).  If you can locate where the game saves your files (I am on Ubuntu, not Windows, so I'm not 100% sure where it saves them.) you can see the biomes.xml settings, and what (if any) the game thinks have made modifications. The file will be in C:\<something, probably your profile>\7DaysToDie\Saves\<your map name>\<your save game name>\ConfigsDump\biomes.xml.   Open this file with a text editor (like Notepad/Notepad++, etc. not "MS Word").  The hard part will be determining if any settings are being affected by mods.  Simply search this file for the words "Element appended by" (remove the double quotes).  If you find any matches, this it will show what mod made the changes ( e.g. Element appended by: "Doughs Punishing Weather Core" ).  If you find no matches, then the biomes.xml file *should* be the vanilla/default settings/configs.  If you have removed my Punishing weather mods, and are finding my mod still being referenced in the file, then the game isn't rebuilding the configurations when it is restarted.

     

    Idea 2:

    After completely removing (deleting the folder) my mod from the "Mods" directory of the game, have you completely shutdown the game (and, just to be completely sure: shutdown steam, and maybe even rebooted your computer).  I say all of this just to make sure any processes the game or steam runs are completely shut down.  When its all turned back on/started the game should rebuild the config files mentioned above.  I have had instances where if I didn't shut down the game completely, some modded things hang around (and I cannot explain why).

     

    Idea 3:

    My weather mods only make changes to the "weather" settings in the XML, which are the weather settings for the biomes.  These  do not completely dictate the weather in the game.  The game has a "global weather" that cannot be controlled by XML mods.  The XML mods only tweak the global weather settings. So, if the "global weather" is currently set to be "foggy", then it will be foggy regardless of my mods.  My mods only "turn up the severity" of the fog (or, more accurately, make sure if there is global weather fog, that the intensity of the fog is enhanced most of the time). It works the same with wind, rain, etc.  My mod only "adds to" the global weather settings to try to make them worse.  But it cannot control the global weather.  So: It may literally just be foggy, as a global weather setting.  There are a few options to try to fix this: wait it out (no idea how long it would take), or try to administratively override/reset it.

    NOTE: Global weather seems to change *very slowly*. I don't have any info how slow it changes/updates.  You may make a change like removing a mod and it take 5 or more minutes (real time) to actually change.  I've also noticed that it seems it takes a lot longer to start changing when the game first starts up. And the change is slow.

     

    Anyway: To administratively override/change the global weather (for fog), which is an *immediate* change

    - While in game, bring up the command terminal:

    Hit "F1"

    - Then set it to debug mode. Type in the command window:

    dm

    - Then hit "enter" and it will say "debugmenu on"

    - Just to know what the FOg setting is before changing it, Type in the command window:

    weather

    - and note what the value is after "Fog = density". it should be some decimal like 0.012345

    - Then type into the command window:

    weather Fog 0

    - Then hit "enter" and the "Fog = density" setting should go to 0 (fog should disappear/clear up)

     

    FYI: if you type "help" in the command terminal, you can see all the other commands you can run.  For "weather" just type "weather" and it shows you the current weather settings/options.

     

    To get out of "debug mode", type again in the terminal:

    dm

    - Then hit "enter" and it will say "debugmenu off"

    - Hit the "Close" button on the right of the command terminal

     

    I believe after setting the Fog to 0 from the command terminal, the global weather will be Fog = 0 for awhile (5,10, 30 minutes, a full day in the game?  I don't know), then the global weather will start changing it again naturally.  If you don't see any Fog, it might just natural RNG, but to check the actual fog is not "0" you can do the steps above to open the command terminal and instead of typing "weather Fog 0" just type "weather" and see if the Fog setting is not 0.

     

    IF the fog is still at 0 (it should not be), try typing "weather Fog -0.5".  When I do this, it doesn't get set to -0.5, it gets set to some level of fog.  Maybe this "resets" the fog to a random number, I don't know, but it does set it to something NOT 0, and does it immediately. Maybe it causes the global weather to recalculate or something.  I don't work for TFP and I really don't know the answer, just trying to provide possible fixes as I would try/do them.

     

     

     

  16. Additionally: there is the ability to “teleport” as a way of fast travel. Personally I don’t like it “in game” as it’s weird, even if a “teleportation portal” was built. It doesn’t fit the game type. I do agree that the POIs and “realism” or trains would add something to the game  that is both real and unique. The more I think about it, it might work better if the train/railways were put down on the map for you (like roads) and POIs places to connect them (like roads) then you had to repair the existing train. Maybe 2 trains, so you could crash them if you were not careful.  You could not “craft” or take a train and move it around. If the rails get destroyed, you could craft/repair a section.  This way, the train “route” is all pre built and the player has to find the train, skill up to repair, then can drive/use. The POIs could literally be used as player trading depots, etc. anyway, enough imagining for me, it would be neat, especially if you could generate a map with very few real roads (maybe those roads make an “x” across the map and nothing else ... and a mostly long meandering train track going through in a loop. 

  17. Some thoughts...

    so, I agree a train would be a neat mechanic. Maybe what could be done is a “train vehicle” that cannot be “steered” but can instead o let move forward/backward.  the train “model” (I’m talking out of my ass right at this moment) can be made so that it has a slot underneath, 1 block high). Then, when putting down “rail blocks” the train can then straddle the blocks. Since it cannot turn, it cannot “jump off” of the blocks. Of course, if you destroyed enough rail blocks , or put some slope/ramp blocks down instead of rail, or could jump/derail. Cheesy, but it might work.....

     

    so, a train vehicle now exists. And maybe cars for it to pull (there has been discussions of having vehicles pull carts for more storage).  What does the train give us, other than “fun factor”?  Well, I imagine more passengers, and more storage to move bases/resources. I doubt the train could go fast because of the limits of the game of having very fast vehicles (chunk loading). And this hacked train design cannot turn, so it kills making interesting railways.... or does it? I believe guppycur made a “rotating bridge”.. so in theory this bridge could be used as a turnstile to turn the train at 90 degree angles.  So, if even possible... it might be fun at most and be a neat way for people to get around on a multiplayer map.

     

    a better? (And also fun, but not the same) idea is a large airplane. We have flying things already.

     

    I think these abilities would have to exist for any large non plane transport to be really worth doing, vs hacky theoretical solution like I present above

    - ability to drive itself (triggered start/stop).

    - passengers move around when moving (so you can shoot zeds/jump on/off while moving

    - possibility to build blocks on the train. Mobile base :) or at least defense(turrets)

     

    even then though, the tracks really hurt this in anything but PvE or single player, as they can be destroyed. So maybe additionally some sort of track protection would be needed.

     

    personally, I think planes and trains would be awesome in game as a way to link cities together in multiplayer, and to maybe build mines to load up and push out stuff.  If nothing else it would add a lot to the “ambiance” of the game (sounds and visuals)  and maybe add some end game quality tiers if “things to do” for some people. 
     

    I know this is all pie in the sky. Some mention of “push carts” or similar not train but things in tracks was mentioned and the only real use I can see is if this could be done underground to haul off mining stuff better than running, but the  huge resource stacks you can carry in backpacks is really large today so it kinda weakens it (other than just fun mechanic/ambiance)


    anyway, if the train cannot pan out due to technical issues maybe try doing large airplanes/ airports and get 1/2 way there?

  18. 12 hours ago, khzmusik said:

    personally use Visual Studio Code (it also handles C#), and have used Atom extensively in the past. All of these are very good, and also free (open source), so try one to see what you like.

    Seconded :)  I use Atom for this game. It’s a bit heavy (slow to load, memory) but seems to work a little better overall on non windows systems. Visual Studio Code I use at work on windows and it’s solid.  The “secret” to using either IMHO is:

    - load up the plugins you need to color code the text/XML :).  It’s not much, but it really helps see everything.

    - learn how to open other mods (and your own) as well as the /Data/Config game folder (where all the XML is) as “a project” in these editors. This helps a lot when working with a lot of files. 

    - learn how to “find something in the file I’m looking at” and “find something in the entire project”. once you start modding this game, you’re going to want to search the games XML A LOT for a word or a number (“where is loot id 546?” Or “I know drinking water gives back a glass jar, is that in the XML somewhere, because I would like to make eating meat give back a bone”. 
     

    there’s a lot of other little pitfalls, but making XML mods for this game is relatively easy, just starting out is a bit rough if you’ve never done it before.  I would recommend how I started modding (also mentioned above):  find some small, simple mods others have made and play them in the game (and learn how to go into god mode in the game, for testing). Then make changes to these mods and see how it all fits together.  The forums have a lot of information/help but you will spend more time trying to understand it (because there is so much, covering a lot of areas, and older info from earlier versions of the game) from reading the forums than you will trying to make your own mod and then asking/reading the forums when you have a specific thing that you are trying to do.  Just jump in and give it a shot!  I have made a lot of mods where I had an idea and .... it failed to work :) so I put it aside after I cannot find an answer and try something else (some other mod idea) and hopefully I will learn enough to go back and finish those older mods, or learn what I wanted to do was way too much work/time for me to put in. 
     

    good luck!  These forums are pretty good with answering questions and helping, as are most people on the forums.

     

    Also: be aware the game is still “in alpha” so every release that comes out may break your mod(s).  Usually it’s not a big deal, but try to use it as a learning experience. I have heard that UMA is getting changes.  Even if this happens, and you did a lot of UMA work (which I believe snufkins zed mods are a lot of) learning how to repair/retool your mod to work with the new changes can be a great learning opportunity, if not a bit frustrating:)

  19. Update: Added new Modlet: Doughs-Food-SousChefOfTheApocalypse

    For people who stay home and like to cook/craft.

     

    Mod has been lightly tested, so please let me know if you see issues with it!

     

    Description: This modlet adds mods food items and recipes. Purposefully no new icons/models so its server side safe.  Ingredients/items are not supposed to be super easy to find to encourage more crafting/waiting for items and to not make you awash with food early game, so if its not balanced well let me know!  Final recipes/food is supposed to be slightly better or equal to the games best/final recipes, but not OP. Some stuff is just for fun.

     

    Note: This mod is intended to be the initial "Food Expansion Pack" to "Doughs-YouveGotMail", and both can be installed together or separately. Additional "story" for this will come at some other time. Eventually they may both be merged together.

    Some items can be found in containers, or bought at traders. Item semi-rarity is hopefully a norm as you are supposed to be cooking and preparing, not buying and finding!

    It "currantly" includes:

    • New perk: Sous Chef of the Apocalypse. Works similar to vanilla perk Master Chef, but for just items in this mod.
    • 4 New Cookbooks to unlock certain foods/ingredients
    • 20 New Schematics to unlock certain foods/ingredients
    • 39 Food/drink items (either found/crafted/perk unlock/or schematic)
    • Toasted Pumpkin, Pine, and Acorn seeds
    • Cooking Oil
    • Bouillon Cube
    • Sauteed Mushrooms
    • Flour
    • Red Wine
    • Sweet and Salty Extracts
    • Cream Of Tartar
    • Hard Tack
    • Beef Jerky
    • Pemmican
    • Bone Marrow
    • Raw and boiled Sweet Bread
    • Sweet Bread Cuisine
    • Steak And Potato Cuisine
    • Pop Corn
    • Milk Curds
    • Raw Milk, Milk, and Cream
    • Cheese
    • Butter
    • Butter Of The Gods
    • Bread Batter
    • Bread
    • Buttered Toast
    • Sweet Corn Blueberry Muffin
    • Ice Cream
    • Red Wine Blueberry Sorbet
    • Turkish Delight
    • Sweet Nut Milk
    • Egg Souffle
    • Potatoes Dauphinoise
    • Boeuf Bourguignon
    • Croque Monsieur

     

  20. 16 hours ago, Balthazarrr said:

    Yes, I am.

    I just loaded the "MeanCloud__IncreasedAnimals" mod into a new a19.3 b6 game and it loaded without errors and there were quite a few more animals running around.

    Are you using any other mods/overhauls?  The errors you're seeing are (my best guess) the mod being unable to add the animals to several spawn groups, which another mod may have changed/removed.

     

  21. On 12/27/2020 at 8:28 PM, lostReincarnation said:

    Hi! I've been working on a modlet but I'm having trouble with the hardcoded limit of 5 items max for a recipe. I read somewhere (maybe on Undead Legacy topic) that it could be surpassed by using Harmony custom hooks to extend this limit. Could someone give me more information about how can I do it ?

    Thanks!

    I have a modlet for it that’s xml

    only (no DMT or harmony) that allows you to see/use 5 more ingredients.  It’s a bit rough, visually, (I am not a UI person) but it might be a start or useable as-is. I bet you could add 2 or 4 more to max it out at 14 ingredients and keep the vanilla recipe window size and mostly 

    look/feel. 
     

    Doughs modlets

    Modlet: UIAddFiveRecipeIngredients

     

  22. FYI: For those of you playing the "Entity Randomizer" pre-generated modlets:

    - I have generated pre-generated modlets for a19.3.b6-stable, available on github

    - I have started doing diffs of the vanilla configs as updates are pushed (to see if I can tell which of my mods break without testing them all), and it looks like (my best guess, no guarantees!) the a19.2.b4 pre-generated modlets should work with a19.3.b6.  So if you were playing a game in 19.2.b4 and didn't want to update just because of these pre-generated modlets, it might be safe.  Even if it was not, you could likely pull out the 19.2.b4 one and replace it with the a19.3.b6 one and all that would likely? happen is any spawned entities would cease to exist, and it would likely throw some console errors as the game tried to spawn them when you entered a chunk where they were spawned before the update.  Just my guess, I have not tested this.

    - The important thing is only load one "set" of mods for a particular version, do not try to load them all across versions.

  23. 53 minutes ago, magejosh said:

    hey adapted the rabbit of caerbannog to be server side safe

    I saw that and it looks great! I was thinking of trying it out when a20 is released.  I didn't make the models for the rabbit or the grenade, I just set up the XML to make it evil and hopefully jump at your face :)  (credits to Mumpfy and  Mjoelnir.hh for rabbit texture + model, khelldon for the grenade)

     

    Yeah, I really wish TFP would allow the models and icons to be sent from the server to the client, it would make things a bit easier. I try to keep most of my mods "server side safe" mostly because the models are currently outside of my expertise (and time to learn), but I really want to get some new icons in all my mods rather than always recoloring existing ones.

  24. On 12/14/2020 at 7:59 PM, doughphunghus said:

    @magejoshpwr a forum post I made elsewhere. the latest experimental build might have a fix for this (large file/localization not being sent to the client) so I would say wait for a20 official release and try the large one again. 

    @magejosh UPDATE: This may be fixed now? alpha-19.3-stable release notes has listed under "Fixed" -> "Large localization mods breaking client connects"

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