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doughphunghus

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Everything posted by doughphunghus

  1. NOOoOoooopooo...... oh well. I will say “finding a blunderbuss” is extremely unlikely in real life, and finding two... three?! Of... the exact same blunderbuss!!! is even more unlikely .. but the ability to craft a “junk gun that shoots junk like a blunderbuss” would be nice to keep around though so I hope it makes a comeback, hopefully with some higher tier ammo just to make it fun. Having to find or craft shells for a junk gun is good... just miss that “feels like something I would actually try to make... if I didn’t have any real ammo”. Sure, the junk turret does this, but “automated aim rapid fire junk turret” is not something I would likely attempt to make in the end days (because It would likely one day just accidentally shoot me and my cat) even though I do love the junk turret.
  2. Since there’s a lot of talk about the junk turret: I think it would be interesting if the junk turret ammo could be crafted out of all sorts of “junk”, meaning: broken glass, rocks, wood, scrap plastics, cobblestone, etc. stuff you would just happen to have on hand. This would mean there would be much more variety of ammo choosable for the junk turret. For argument, say add 5 more ammo types. the “power” of the shots would be driven by the weight/danger of the scrapped item. None of this ammo needs to be OP against scrap iron or regular ammo. This stuff would be “oh crap Im out of ammo” Ammo. benefits: - the junk turret could be used if you run out of ammo and are trapped. Just start tearing down everything around you and odds are something is going to be able to be made into ammo. Possibly really poor ammo, but something. - broken glass might give bleeding, and at least give some use for broken glass in the game vs just a smelting and snacking resource. - it’s a junk turret. It looks like it’s riven bu compressed air. You should be able to just put junk into it. Sure, not literally “every game item can become junk turret ammo” but having a larger variety of ammo would feel right for it’s name and function. And would give more reasons to carry one with you early game, but not good base defense when you’re protected anyway - maybe all this low power emergency ammo would need some paper to craft (to make a ball out of the junk) thus also making a use for paper, which seems like it’s good for only a few things in game and piles up if you collect it. - edit: and using cheap, but not powerful ammo, the turret can be used like a security/detector so things cannot sneak up on you while digging, etc. you still actually have to fight the zeds this way. ... and maybe treat the blunderbuss ammo the same .just throwing that out there. (yeah I know there’s also recent talk of simplification of things...)
  3. Could you be a little more specific on what mod(s) of mine you're loading? From reading the forums, is seems some very recent changes in the base game have broken some mods (from issues I've been seeing with others mods, I figured some of mine likely broke soemwhere). I haven't done any updates as I was waiting for a20 to come out, and I have a lot of mods to maintain so trying to test/troubleshoot them all is a pain for every game patch/update. If you can give me a specific or small list of my mods I can do some troubleshooting
  4. Just saw this post....I’m maintaining meanclouds mods and I’ll going to submit this as an issue on my GitHub fork to remind me to look into if this setup can be changed for a20. I’m not doing a lot of mod fixing/enhancing beyond bug fixes until a20 drops, but I do want to try to have all the mods I’m looking after be as compatible as possible with others. I believe @ShoudenKalferas is maintaining separate copies of all these mods to make local changes, so just FYI on the possible future changes I may make, hopefully making this collection easier to maintain/build for a20
  5. What weather mod(s) did you load? Mine don’t contain any pop ups (nor reference seasons) so are you’re referring to khzmusiks DMT mod for seasons?
  6. actually..... it would be kinda cool to be able to use a mod slot collect a vulture/zed head and mount it on the hood like an ornament. Just one. Maybe with some ragdoll on it as you turned. Literally no benefit other than "wheee!"
  7. For the errors, going to take a guess at it... a boar spawned in, and may have spawned over/in or tried to walk into water. The first error for the boar seems to be related to swimming (like it’s missing a config or something so it’s in the water and cannot handle a request to “swim”). EAISwim likely stands for “Entity AI Swim” (my guess). then, for the second error, something kept track of the boar and its trying to render/move/manipulate it, and the boar doesn’t exist or has bugged out. Like maybe it didn’t despawn properly, or the EAISwim method is causing more issues. I would think that using the “kill all” command (this kills you?) or similar command to remove all entities in that chunk would clean it up. There are likely console commands to find that specific boar entity (or all of them in that chunk) and manually remove them that way. Additionally, on the client side you can go into your save game and see a “merged” copy of all the configs (if using mods it will be the “final modded configuration”. If not using mods it’s just the “final configuration”. You should be able to go to “entities.xml” (or similar) and look for the boar class and see in the XML if it has an Swim setting/config. If modded and if a mod changed to boar you should see a comment next to it. Of course, you’ll also have to check the entities/classes the boar inherits/extends from, but if it’s just the boar then maybe it will be easy to track down. Maybe it’s as simple as the boar has a flag that says swim=false, or something. it might be easy to test if it’s not a modding issue: use debug mode to spawn a boar over the water? I would test but I’m not near my system for awhile.
  8. For #17... Sorry I recently "consolidated" all my a19 mods into 1 single Github repository as that seems to be "the thing to do and they way people do it here" with mods for this game, for Mod Launcher compatibility, etc. If you download the entire mod package from Github, all you have to do it extract it (it will extract all mods, 1 folder per mod), then copy the single folder you want into your "Mods" folder in the game.
  9. You're welcome! I think what you've made is a really cool mod, and I've seen a lot of people ask about such a feature. I'm not on Windows so I can't get DMT mods working (yet?) so I'll have to wait until I can figure it out, or I spin up a Windows system on a more powerful PC as my backup Windows laptop is just for work...but I do want to try it out. for Compass mod: Glad to have helped out I will say this: I ran across some mods on Nexusmods that remove just the time, or the day. The mods are simple enough like mine is, however, I had a hard time getting the "entire" day and time part removed, so I put in a "carat" pointing upwards at the center of the compass as it seemed to want a string value in there, and it fit well with the compass. I've seen some overhaul mods (not sure which ones) that see to have figured out how to fully remove it. So there's some room for improvement if you wanted to take a shot at it. Additionally: I wanted to completely remove all places that tell you what day it is. I have found there are some "other" areas in the game that hint at the day. There's a few places in the UI that mention "trader restock day", which lets you know you're 1 day below that, minus a blood moon, so you can get a 1-6 day guess at the day. I want to remove that in my mod when I do updates for a20. There's also some parts on the user map that mention the day, which I think my mod removes (makes transparent). I'm not looking at the code at this moment to validate. I've heard that some overhaul mod has watches so you can tell the time. I was really hoping someone could come up with a set of watches/clocks/etc that you had to find/craft that would them let you know the time/day. I mentioned this to Guppycur and he indicated he might do it? or was thinking of it (he did put out that working clock mod). I have an idea for watches, etc that's not super mod heavy (pure XML) that I might get to someday, but I'm on the fence about carrying around an item just to tell the time occasionally. I envisioned this stuff to be worn (which likely cannot happen once a20 drops with the new UMA) but if not maybe I can rig something to the vanilla clock so you can craft it and then some way to "craft one that keeps correct time". I really want something that only works for like a week and then stops working. Same with flashlights: I wish there was a simple "battery" mechanic/mod built into blocks/items so things required batteries and/or power. I've tried looking at the battery bank (reskin, change things) but I don't know how to do it yet as I'm a Unity noob . I guess the whole point is that I wanted being able to know the time/day to be an actual struggle, vs "once I craft/loot this item that task is done", but i also wanted it to be an early/mid game possibility to have for awhile (find batteries, etc)
  10. I have some mods that mess with the weather in biomes.xml. It was always kinda a crapshoot/guesswork on what to set things to (to get what I wanted) as I never knew the limits/extremes of the global weather, or how far I could go with a setting ( e.g. set the burnt forest Temp = 10000000? I mean, will it actually work if I did...hmmm.. Apparently the answer is "no", and some of my early testing also said "yeah, you don't insta-death when you walk into this biome, something's up... maybe it just takes a loong time?".,,etc). I've also had people tell me my weather mod(s) are broken (they may be in some situations!) but I never knew what global weather was supposed to act like to begin with. Maybe their issue was RNG? etc... Anyway, Thanks for the info! It helps make more sense of things.
  11. I see on the Github repo that you have this note: "The seasonal year does not start until after a "weather grace period." The grace period is hard-coded in the game" Do you know how long this "Grace Period" is/lasts? I've been trying to find out more about the weather system ( that's getting some sort of an overhaul in a20 I hear) and I haven't heard of this info to date. I just though the global weather updated slowly, like every few hours in game. Also, this note: "The global temperature cannot go over 101 degrees, or below 70 degrees (Fahrenheit)...." Do you know what the vanilla global temperature "average" is supposed to be? I thought it was 70 F (based on observation, not facts). It would seem that it *should* be something like 85F given those numbers (like in the green forest). I'm looking to figure out what the "default" or "average" global temp is, or how much is swings/updates/etc. Since you made a seasonal weather mod, I kinda was wondering if the vanilla global temp was "random" or followed some algorithm, like the phases of the moon, and your season mod was just extending this in game cycle, or overriding the randomness, etc.
  12. @user2010 FYI: This post has a DMT seasons mod: ("Seasonal weather: adds seasons which affect the global temperature")
  13. New Modlet: Doughs-Mech-Lucy Using/Extending from the mechRobot model and all base work/credits go to The Community Creature Packs REQUIRED MOD: 0-CreaturePackMechs (19.0.3.3 or greater) As of today, Lucy is still in "alpha" as I may change up the voice/behaviors/etc. once I play around more with it. Right now its a little rough/hard to hear, which I thought would be fun/realistic but in game it's harder to hear than I thought. I want to make a few more "fun/personable" mechs/people, etc. in a similar spirit to my "You've Got Mail" mod, except these cannot be server side safe due to the models so I'm making them separate mods. I plan to add more content for each mech/person (books, something?) once I feel the entity is "done enough". Currently Lucy is the "Yellow humanoid robot/mech with the light saber weapon" except she's not as powerful as the vanilla mechRobot shes based on. Lucy stands for "Lifelike Uber Companion - (model: Yellow)"...or something like that. Lucy's previous occupations were: Late night phone bot, rock and mineral sorter, artist (artist subject to change). Updated Modlet: Doughs-Buff-Sounds-Common Added 44 more "remixed" vanilla sounds. I'm not super happy with some of the chest ones, and the zombie sounds are possibly too quiet or something (I'm not hearing them easily or at all?), but I plan to try to add more zombie sounds and maybe fix (amplify) some of these new ones. Entity Sounds Count chest (player) Opening+Closing 12 zombiefemale alert+sense 10 zombiefemale2 alert+sense 9 zombiemale alert 9 zombiemale2 alert 4
  14. I have a file upload issue in another forum thread, so I believe there may be an issue uploading files right now.
  15. 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.
  16. 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).
  17. 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
  18. @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
  19. 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.
  20. 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?
  21. 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.
  22. 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.
  23. @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. @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.)
  24. 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
  25. "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.
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