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doughphunghus

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Posts posted by doughphunghus

  1. 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?

  2. 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.

     

     

     

  3. 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. 

  4. 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?

  5. 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:)

  6. 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

     

  7. 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.

     

  8. 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

     

  9. 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.

  10. 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.

  11. 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"

  12. 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.

  13. 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.

  14. 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. 

  15. 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. 

  16. 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 ;)

  17. 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

  18. 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.

  19. 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 :)

  20. @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. 

  21. 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.

  22. 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!

  23. 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?

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