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doughphunghus

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Posts posted by doughphunghus

  1. 2 hours ago, Italexis said:

    For the fishing spear, has anyone suggested a reskin? The broad stone head isn't really realistic. It should be much thinner - wood only, since fish are relatively small and damage isn't the object, just capture.

    No ones suggested it that I know, but handling the unity files for something like this is a bit beyond my skill, unless someone builds and packages it as a working unity.3D file I could include. I might be able to learn how to do it someday, for basic stuff, I just don’t have a lot of time to figure it out right now.

  2. 2 hours ago, 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? 

    Most of “mine” are just xml and should work server side, but I haven’t tested any of them server side. Known exceptions (NOT server side safe) are:

    the Rabbit of Cerbannog,

    the “add more sounds” one, 

    and likely “1 hour of daylight” as it’s a client side setting. 
     

    in addition:

    any of my “buff” mods that buff explosives. The buff is to create ones that break blocks. This might be an issue for servers (look like drop mining/FPS issue, or just too much destructive potential for trolls)
     

    for Khelldons and MeanClouds, I would have to double check.  Off the top of my  head, these are NOT server side safe:

    khelldons holy hand grenade

    khelldons crossbow bolts

    khelldons get nailed/add more nails? (one of them contains a crowbar resource)

    khelldons horns

    meanclouds fishing

    meanclouds cannabis

    meanclouds mining 

     

    i should post a table/checklist for this.... hmmm.  I’ll look into doing that this weekend.

  3. 2 hours ago, ztensity said:

    I gotcha! Yeah, I haven't figured out anything beyond just making the localizations. So, I wouldn't know what to do with your mod. If I remember right though, @xyth and @sphereii use something in their NPC modpacks that do something to set random "names" to pop up, so maybe that's the alternative way to make what you're doing work in a way that looks more immersive? I think at that point, it's not about a localization, but more about the coding.

    I haven’t seen their stuff that does this, but I agree it’s far more likely to be the better “solution” to doing stuff like this for most people. The only advantage the randomizer mod generator has over anything is:

    - it doesn’t need to be compiled with DMT or anything, so it can be run on non windows platforms (I use Ubuntu, which is why I wrote it :) )

    - in theory, anyone could select how they want the zeds randomized and generate them (if they want to learn how to run and config the script). I think this is like 0.01% of people, since it’s written in Perl. I might dockerize it so more people could run it easier, if I hear any interest. I feel most people just like grabbing a pre generated mod from it and play it.  I had an idea for some mini overhaul mods that would benefit from generating 20-50 custom zeds of 1 type. Think an army of just crawlers. Fast crawlers ;) so making mini mods like this would be easy to generate, then you could hand tune it. 

    - it’s fairly easy to randomize “any” property, and in theory anything in any of the XML exposed modding. Well, sort of. It’s still way too over complicated but “it can be done”. For example, I was thinking of attempting to randomize the zed “hand items” so you could have them randomly vomit like the cop (different distances, damage, etc) but apparently it doesn’t work too well, likely the vomit Cop class is special? In theory I could switch base classes... err, things are getting complicated ;) Anyway, the sky is the limit!

    - its “server side safe” in terms of nothing special for clients to load. I’m not sure if any compiled code is server side safe but I was under the impression it was not as it required custom resources.

     

    as soon (if?) as TFP makes the resources and other stuff transferable to clients from servers, I’m fairly sure the mod generator could mostly be shelved. But I feel they are pushing back on doing this. 

  4. On 12/13/2020 at 12:07 PM, doughphunghus said:

    @magejosh I added a pre-generated zombie only modlet with only 492 zeds, that hopefully will be server-side safe.  I'll try to keep generating one of these as I make updates.  I'm hoping to find out if there is a limit on file sizes which I can use instead as a generation limiter.

    @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. 

  5. 17 hours ago, ztensity said:

    Yes, I definitely went for more "lore friendly" / "sane" / vanilla" / "normal" / "standard" names for the zombies. I'm certainly open to suggestions to updating certain names to make it more immersive, as that's the intent of my mods.

    As for other mods, it's 100% possible for me to create localizations upon request.

    As far as your randomizer, @doughphunghus, does it have a preset amount of "coded names like ""DoughsR101_animalBoar" that then get randomized to "Wild Boar" or "Boar"? I don't think I 100% understand how the mod works.

    Nope :( the codes names are not hard coded or preset. It works the worst possible way, as it was thrown together quickly.  Basically it auto generates the code names and it does this in a different , random order every time. I figured every release of the game could have any amount of changes to it. So you’d never be able to use an older version of my generated zeds and know it would work 100%, so I didn’t bother trying to make sure the names were always the same on each generation. 
     

    this sounds like another feature to add in. It won’t work 100%, especially if TFP adds or removed a single entity or renames one, but it might make it easier to do the localization tricks with different generation runs when the base game version is the same. I’ll see if I can add sorting and “more standard naming practice” into it. No promises on this one though :)

    If anyone’s curious: I’m using Unsorted data from an xml

    Parser , then cramming it into hashes (unaorted), then just looping through the hash keys, making up new clones and names as it goes. 
     

    for those who don’t mess with this stuff: there’s a lot of things not being sorted going on all over the place, thus making the end result work, just not in any standard/reliable way ;)

  6. 1 hour ago, Galexy said:

    This might be a dumb Q so my bad, but my mod-usage experience is very limited and I have 0 coding knowledge.

     

    How do I know the Buff Infection mod is working? I'm not seeing any yellow text in the log indicating it has installed, which I've seen with other mods. I ran around getting infected several times and calculated the total time needed to reach 100%, and each time it was 3 irl hours.

    I've done the same thing with every other mod I've used: unpacked the .zip into the Mod folder. So what am I missing? Is there some other indicator (perhaps in-game) I can use to tell if it's installed?

    Its a totally reasonable question :) There's not really an indicator I'm aware of.  All I can come up with is:

    - When you start the game ( like choose "new' or "continue" game and it starts launching), hit "F1" and a little console window pops up.  Scroll to the top of the window and it will list all the mods that it parsed/tried to load.

     

    - When in game: Since the infection buff is pretty harsh compared to the vanilla game (and random) I just let a zed hit me until infected.  Most of the time you will see the infection counter go up within a few minutes, or it will start out at like 0.4% instead of 0.1% because the time so short to get to 100%

     

    I had trouble testing this mod too, because I didn't want to give any clues as to "how much time you had" in order to make it a bit terrifying to get infected (well, if you don't want to die).  Because of this, I have 2 lines in the mod that I commented out that would tell me how much infection was applied when hit so I knew it was working.  I would really prefer if you didn't know the "% infected" and instead maybe had some sort of "fever intensity/sickness indicator"...but that's a lot more work and messing with a game mechanic so I left it alone.

     

    Anyway, this is *supposed* to be the randomness probability:

     15% chance of having 3 hours (10800 seconds) [real time]
     20% chance of having 2 hours (7200 seconds)
     25% chance of having 1.5 hours (5400 seconds)
     25% chance of having 1 hour (3600 seconds)
     10% chance of having 45 minutes (2700 seconds)
     5% chance of having 30 minutes (1800 seconds)

     

    Its possible that you got super unlucky, but maybe its not working properly.  The fact that it took 3 hours (to me) indicates the mod is loaded as vanilla is like 7 hours (real time) I think.

     

    I'll run some more tests to see if its working as expected.  Its possible the "infection roll counter" is not resetting properly, so once it picks a "time" it stays with that time

  7. Quote

    And my modified version that has a little over 400 zeds.

    @magejosh I added a pre-generated zombie only modlet with only 492 zeds, that hopefully will be server-side safe.  I'll try to keep generating one of these as I make updates.  I'm hoping to find out if there is a limit on file sizes which I can use instead as a generation limiter.

  8. 16 hours ago, magejosh said:

    I wonder if it would be possible to apply names via localization to the vanilla zombies as well?

    There's a "general name" localization mod by @ztensity to handle the vanilla ones, albeit its "normal, sane" naming and not "silly" naming like the randomizer has. 

    Part of the issue trying to add silly names to the vanilla zeds would be (philosophically) making modifications to the vanilla zeds, and I wanted to keep the randomizer from touching anything about anything already loaded in game.  I was hoping (and have done some tests) to be able to clone *any* entity loaded, even from the Creature packs, Sorcery, Snufkins, etc.  but its not working perfectly yet and I'm not sure why yet. On the technical side it would be more code to maintain, and the code is pretty...ugly and sphagetti like already :)  I'm considering it a prototype for now and if I can get it all working like I want I'll likely modularize and dockerize it so its easier to maintain/extend, and people on everyone can run it via Docker without doing any special installs.

    Quote

    As a server host, I was thinking it wouldn't be a bad idea to make multiple localization files so I can switch them out every week or few days to create the illusion of many more new zombies than there actually are.

    This would be a cool idea!  The only difficulties I can think of are:

    The Randomizer makes completely randomized *entity class names* each time it runs :(.  This is by design as doing it this way is lazier on my part and less code to maintain. This means that if you run it the first time, you may have an "DoughsR101_animalZombieVultureRadiated", but the second time that entity class might not be in there (e.g. you might get a "DoughsR101_animalBoar".  Notice how the "101" is ties to a different animal? The "101" is the counter that is incremented on every clone to keel them all random.  Since the localization is tied to the entity class name, the localization file(s) that are generated from multiple runs isn't compatible with any other generated modlet than the one it was generated with.

    Anyway, The easiest? way to get around it (from your side) would be to write a script to parse the Loacalization.txt file in the randomizer and change the names. Of course, you'd have to find a way to generate a bunch of names (ugh) so "easiest" being not super easy :)  The easiest way (on my side) would be to generate multiple Localization.txt files when the script runs (Localization.txt.1, Localization.txt.2....), tied to that specific modlet generation.  I'll see if this is something I can add in as an "option" (meaning you could choose to generate 10 or 100 extra Localization files).  I have some plans on making the names more "random" so they don't all follow the same predictable format, like maybe some names like "The Terrible Steven" or something, so I'll look into adding this then.

     

    Quote

    What's weird is my server panel never showed ram or cpu usage above 80% when trying to log in with the 4920 zed version. But I let it sit for more than a half hour and it never loaded in or progressed past the same point on 3 tries.

    I wonder if there is some low internal limit on the server for a maximum size of file transfers to the client (like in bytes)?  Maybe it's applicable to only Localization.txt, since it was recently added?  I've read int eh forums about TFP not wanting to send things to the client ( like icons/resources) for security reasons...so maybe they were conscious of someone trying to blow up a client by sending them a file of infinite size, and added limits?

     

    Quote

    I'm incredibly grateful to you for all your mods, my server is using 10 of them right now. Though technically all of them that needed it have been converted to be server side only. Aramus helped with the Rabbit of Caerbannog. 

    Thanks! I'm glad people are getting some use out of them besides myself :)  I saw the rabbit conversion one.  It looks great! I haven't played the Snufkins PLUS pack yet, but I am planning on it.  The grenade -> snowball conversion for server side is hilarious :)

  9. @Damocles: if you are moving on to other things (and you find this post) would it be possible to release the source code to this? if it has other uses for you/other games of course It would make sense to keep it closed/protected.
     

    Forgive my ignorance if this has been discussed already, or if something about it is proprietary. I haven’t read any of the above posts :) I doubt I would be able to do anything with the code but someone else may be able to continue maintenance of it for this game. 

  10. On 12/11/2020 at 9:46 AM, theophilus said:

    hey i get an error that says that there is not a ModInfo.xml and that it will ignore it. i moved the stuff to the prefab folder and its on a new non dedicated multiplayer world. i looked and the xml file is in the mod folder so idk whats wrong

     

    Just checking: What game version are you running this on (a19.2, etc), and are you using this mod: https://github.com/doughphunghus/MeanCloud_7DtD/tree/master/MeanCloud__Mining ?

     

    If so, the mod (the "MeanClould__Mining" folder)  should just be placed into the "Mods" folder, like regular mods.  You shouldn't have to mod the Prefabs folder, I don't believe, for a19.  The "ModInfo.xml" file is in there, so I'm not to sure what could be happening.  If you get the error again while troubleshooting, post (or send me) the most recent game output file after the failure.

  11. On 12/11/2020 at 1:30 PM, nickuk01 said:

    Getting weird error on the buff infection mod. First noticed when started game red errors flagged up as would not load. When go into buffs.xml file just shows "10800 10800" which is clearly why not work. Figured must have corrupted when downloaded it so tried again. Still same. Weird part is if go to edit the file the whole xml data suddenly appears as it should but when try save the xml or come out of file it goes back to "10800 10800". Any ideas?

    Yeap... I screwed up ;)  I made an XML formatting mistake, likely when trying to comment out a debugging section.  I fixed it and its now available in teh git repo.

    Thanks for reporting that!

  12. 5 hours ago, magejosh said:

    I had issues with the 4920 zeds one. Mostly that I could load it locally just fine, but on my server it would run into a memory exception and get stuck in a loop while downloading configs trying to load in to the world. I went through and cut it down to a little over 400 and it works on the server just fine. Really love the zombie names, but my players didn't want health bars. Luckily since I'm also running a mod that makes the dead zombies lootable it shows the names then. 

    That is excellent information!  I ran some tests and it didn't seem to use up much more memory on the client side, and,  other than taking a little bit longer to load the game, didn't seem to have any harmful effects (which is why I cranked it up to almost 5000 zeds, to really get the "randomness in. I found when you want the names to be "fun and interesting" you really needed a whole lot of zeds to make the effect complete.  It was no fun getting the same 5 "burnt zombies" when you were in a place that spawns specific zombies.).  Besides getting "maximum" random zombie property generation, the name/localization just seemed to make it fun as you (well, I) would spend a little bit trying *not* to kill the zed attacking me so I could try to read the name :).

     

    Anyway, thanks for the info, and let me know if you have any more issues/input with these!

    I'll get some ~400 zed ones generated, and maybe a 2500 one so people can choose what works for their games.  Did you load the animal packs as well with this?

     

    Also: I test them out and play them a little but unless I see some nasty/bad edge cases (legless zombie running, etc) I usually leave the minor bugs alone until I can work on it again.  I blindly pulled the name generation from various massive lists so I'm not sure how well it all turned out. Having teh name be seen when "lootable" is a great idea.  Is that mod one publicly available on the forums?

  13. 13 hours ago, vjammin said:

    Very new to the forum and very much enjoy your modlets in solo games, but I've run into a weird hiccup.  Using the One Hour of Daylight modlet, it seems the Blood Moon Horde lasts, as far as I can tell, indefinitely when daylight is set to zero, not just until 4 am the following day and resets to the first horde if the game is quit during that same day and continued later.  Challenging to say the least.  I have not survived to see if surviving until the end of the 8th day will end it.

    I think making it to the next “day” at the normal “horde over time” (6am?) will stop the horde. I don’t know if the issue you mention is actually something that could be fixed by a mod. The 0 hours of daylight is just a 1 line change allowing you to select down to 0 hours in the start menu. I haven’t tried measuring it to see when/if the horde stops coming. For what it’s worth, I usually play with 2-4 hours of daylight for a few reasons:

    - get some daytime visual effects (change it up a bit)

    - if I’m trapped (early game) there is a small window of daylight to wait for escape. 
    - a little daylight to hunt, should it be needed.
    - more zombie “speed options”.  I usually have them go a little slower in the day vs normal night speeds.

    - the “audio cues” for day/night are a little more “normal sounding”.  It might be worth making a mod to remove them so you don’t know when day/night transitions (I also have a mod to remove the day/time and the audio cues give the time away)

    - there are other settings in the game that activate on day/night. Not having any daylight means you miss those (like weather settings ). Some perks are “active at night only”.

     

    I used to play 0 hours of daylight (and it is fun) but I found that I missed the sun just a little bit.  I really wish the concept of “seasons” existed so you could set like 14 days for each season. Then you could make “summer” the brightest (like 6 hours of daylight)  and the rest much darker (winter being pitch black).  Then you’d have to fight horde nights in each season/type. 

    Actually, it might end at noon or midnight the next day?  The more I think about it, when you change the daylight to be “less” it triggers at odd times (forget what), you can’t say “start the day at 10 am), just “make there 3 hours of daylight “ for example. I think if you set it to 1 hour (example) or daylight the game starts you on a new map at like 11 pm. So maybe “hour 0 “ is midnight, and that when horde night finishes if there’s no daylight?

  14. 7D2D-EntityRandomizer

    - Updated. Now generates a Localization file with silly randomly generated zed/animal names for all clones (not vanilla or other mods).  I recommend loading an Enemy Health Bar modlet As documented for the creature-renaming-modlet-series mod by @ztensity (as well as his mods to handle the vanilla zeds) to see the localization names if you want to have fun with the clones ;)

    If you don't want the clone localization names, just delete the Localization.txt file from the "pre-generated modlets" folder you're using.

     

    Example clone names:

    Zed: Roberto the Curiously Underhanded and Inexcusable

    Friendly Animal: Loverboy the Intently Hopeful

    Enemy Animal: Emma the Sort Of Ugly

     

    - Archived all previous "pre-generated modlets" and generated 3 new ones.

    Doughs-RandEnts_For_a19.2-b4_vanilla-enemy-animals-only-600-clones

    600 randomized clones of vanilla zombie animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)

     

    Doughs-RandEnts_For_a19.2-b4_vanilla-friendly-animals-only-400-clones

    400 randomized clones of vanilla friendly/wild animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)

     

    Doughs-RandEnts_For_a19.2-b4_vanilla-zeds-only-4920-clones 4920 randomized clones of vanilla zombies, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)
  15. 6 hours ago, Enruko said:

    With the update to 19 still needed with both client side and server side? or can it be ran server side only?

    It still has to be both client and server side.  :)  It contains custom graphics/icons and that is why it requires both

  16. On 8/25/2020 at 10:44 PM, DEMMERS said:

    A19 is now stable and thus begins the update of Farm Life Mod. I will be overhauling some aspects of the mod, and trying to fix what I can. Updates and information will be slow for awhile as I am currently unemployed trying to find a job to support myself with and doing oddjobs to make ends meet. However, as I find time again this will be updated.
    Main thing I want to confirm is work being done to create a full Information Quest system and initial Quest to help you through the mod and give you all information needed to proceed through the mod.

    @DEMMERS: Hello!  I have taken over (for now?) maintenance of MeanClouds mods and in there is a "FarmLife2Mod_A18" in there, which is credited to @stasis78 (well "stasis", there are a few users with this name. likely the same person?).  I see a lot of "Farm Life" and Farming mods on the forums and am unsure the current state of "Farming" (It's generally not my thing in the game so I don't load the mods).  I would rather not update the "FarmLife2Mod_A18" for a19 if you or others are already making progress on a19 or have more recent forks.  It's a large mod and I see no reason to have multiple near-identical forks of it floating around.

     

    Anyway, I might be able to help get your V3 off the ground for a19 if you don't have a lot of time to work on it.  Just let me know if/when and if GitLab is the proper place to pull the most recent version you've been working on.

  17. On 10/6/2020 at 12:37 AM, mr.devolver said:

    Hello everyone,

     

    I was using this mod (as well as many other mods from this author) in Alpha 18. I was waiting for an official update and I still hope there will be an official one! As impatient as I am, I couldn't help it but create an UNOFFICIAL update for this cool mod which brings it to Alpha 19.2. Please note that all credits goes to the original author!!! I simply made it compatible with Alpha 19.2 for those people like me who would like to go fishing in Alpha 19.2 with this cool mod. Now we can!

     

    This updated version of the mod is based on the original one from Alpha 18. Nothing was added or removed. This mod is provided as is. I cannot promise any update beyond necessary adjustments to fix any remaining incompatibility issues that may still show up, that is not to say that I haven't tested this on my end though. I ran some tests and so far the mod works well, but one never knows. Feel free to test and report any issues you may find and I might fix them if possible.

     

    @psouza4, if you ever come around, feel free to take over the updated files and do with them as you deem fit.

    MeanCloud's Fishing for A19.rar 716.13 kB · 22 downloads

    FYI: Merging this into MeanClouds a19 mods to make it as "official" as possible!  Thanks for the work @mr.devolver!

  18. UPDATE: Cannabis mod appears to be working, located here on GitHub.  Please test is out and let me know!

    Pinging @MajorMunchy, @Life2Death

     

    @Gouki- I believe the block you are referring to is flagged as "Dev" in the XML.  I'm not seeing the error in a19.2 but I think I know what might be causing it so I "fixed" it.  Let me know if you see it and if so I'll do more testing on the latest build of 7d2d (unless you are on a specific build).


    Some notable changes I made:

    - Minor graphics update. Bongs are now more visible against the backpack background. 1 graphic scaled to reduce memory by ~100 kb

    - Moved perks from now nonexistent YeahScience to Physician. Tried to scale original perks to fit new perk levels.

    - Small Localization and loot group changes

     

    For other non-bug requests, (there are several above) I'll be looking at making updates after I get MeanClouds other mods working in a19

  19. 55 minutes ago, Gouki said:

    Hi doughtphunghus

     

    Could you update the cannabis mod, not a priority right now, I can wait.
    This is the error:

     

    "PlantedCannabis3HarvestPlayer needs a deco shape assigned but has not"

     

    Regards

    I saw that mentioned above. I'll see what I can do. I have ran into a few things in it besides load warnings that need cleaned up (and 1 thing that causes a game crash I can't figure out).  If I have to disassemble and rebuild Unity models for the error you mention it may take a bit as I've never done that :)

  20. UPDATE: Thanks to @Ekofor posting how to repair most of this modlet for a19 (credit given on Github as well :) )!  Because of Eko's post above, there were only a few more things to fix in this mod to get it to load without errors.  If you plan on using this modlet, you might want to test it out on a new game to make sure it works as desired.

     

    I was able to get the excavators to "excavate", the Rock crusher to crush, the forge to smelt zinc/copper to brass.  I didn't test with every combination, just light testing on a19.2.  I had some issues with the boulder regeneration modlets that can supplement this mod, and am looking for testers to generate random worlds and let me know if it works (my system has had issues generating random worlds and often freezes.  I'm on Ubuntu and not Windows though...)

     

    The mod, and the status of the others, are  located here on GitHub

     

    Also, pinging those above who were asking:

    @Micotheone

    @Davidos667

     

  21. UPDATE: The Regenerating Boulders may be working for a19.  I need people to try to generate worlds (with the required mining modlet loaded) to make sure it works and let me know.  I've been having RNG world generation freeze on my machine, but it could be my machine.

  22. (re-posting the standard response I have been using for several modlet threads)

     

    FYI: I will be attempting to update MeanClouds modlets for a19+ (I have MeanClouds blessing :)).

    They will be located here on GitHub

     

    If anyone needs any a19+ updates for bug fixes for this modlet:

    Desired: Please tag/message me in this thread, which I will be subscribed to catch new posts.

    Optional: Post on my modlet page: Doughs Modlets

     

    If you have created a bug fix and want to help keep the mods updated:

    Desired: If you have a Github account: Submit the issue/bugfix/pull request on Github

    Optional: If you do not have a Github account: Submit the files/xml to the places above

  23. FYI: I will be attempting to update MeanClouds modlets for a19+ (I have MeanClouds blessing :)).

    They will be located here on GitHub

     

    If anyone needs any a19+ updates for bug fixes for this modlet:

    Desired: Please tag/message me in this thread, which I will be subscribed to catch new posts.

    Optional: Post on my modlet page: Doughs Modlets

     

    If you have created a bug fix and want to help keep the mods updated:

    Desired: If you have a Github account: Submit the issue/bugfix/pull request on Github

    Optional: If you do not have a Github account: Submit the files/xml to the places above

     

    I know there's some fixes/updates posted in this thread, which I will be looking at when I get to this modlet!

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