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doughphunghus

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Everything posted by doughphunghus

  1. I think gnamod and maybe zombiome overhauls also had lots of stuff growing in the roads. I dont think either has been updated for a21. also: there have been a few "fallen trees" mods done before a21, which i really liked and gave it that "natural feel". Just the normal trees in the game but on their side on the ground. anyway: i have not heard of a a21 compatible mod that does just the junk in the road, but there are a few mods to look at and figure out how they did it, or load up the mods in an older veraion of the game, see if you like "the look" and then ask the mod author and maybe they will help or tell you what to do/what specific areas/ settings to change. I have never seen a building covered in ivy, or really anything but the winterween mod was able to cover buildings with snow blocks.... but making this "ivy" might look real bad. I do not have even a decent idea how to implement this idea. There is/are ways to make buildings "underwater", and a map? Or mods to do this i believe that work in a21... so maybe go for water instead? Like "flooded earth" and not "overgrown"? You can get plants and trees to spawn in/under water, and i believe make water very "murky", but i believe it would be "all the water" and not specific locations
  2. - weapon parts: i personally liked having to decide if i wanted to carry a found weapon back to base, or the parts bs carrying other things. And having to wait/loot the better parts when you had a weapon with 1 crappy part. - vehicle "maintenance" was mentioned, and was also "parts", and same reason. For me: for these two above, it just made you really like the weapon you were specializing in. Short of "giving it a name" it made the items more personalized and like mini-games/quests. Mods are kinda like that but not as much fun IMHO. - The "ambience" of the constant? Thick Mist/fog (im thinking console version, at least as i remember it). I like being able to see really far away, sometimes, but my PC isnt powerful enough to render everything far away so its a bit immersion breaking on a clear day to look to the horizon and see only flat ground/grey "areas" where roads and POis are when far away, grass and trees just "not there" until you get close. - zeds that climbed walls. To stop/defend against them was "easy" once you knew it happened and how to do it. I wish this came back in a harder to defend form (like zeds piling up climbed on too of each other higher) or there were varied special "attacks". I loved the addition of the bomber zed (with button to activate them). And dealing with spitters is a joy (well, thats just me). - i think Learn by doing should be brought back for a limited set of things. I know why it was taken out, but it was satisfying to me in non multiplayer games where people were not "cheating the system". As an example: jumping height, stamina while mining, swimming, and/or weapon accuracy could be LBD, no? - i kinda liked "empty trader compounds" on console (no traders existed). I know traders can be removed, but i think an option to turn them "off" would be nice, and the game were balanced so traders are not required for all items. Maybe "traders so not exist early game and then start appearing as the game progresses" would be kinda fun (though never was in the game) and then the items do not have to he rebalanced (except dew collector filter?) - i liked the concrete drying, because it was a punishment if you waited too long to upgrade to concrete on day 7, which i did a lot. It was another mechanic that you had to allocate time to that was not a bug deal unless you didn't plan ahead. - caves. Randomly finding them, accidentally driving into them. On a large map with few cities, caves were a fun and sometimes necessary resource/overnight temp base vs "build another ugly wood box". I was really hoping with the new RNG being worked on (and possible FPS improvements), decent caves would come back (not underneath POis). Its kinda a shame with a full voxel survival world (that does not have infinite map size) how much underground "area" goes unexplored/unused. Making "big mountains and cracks is kinda a workaround, but finding random gen caves in those mountains and cracks would he awesome.
  3. I made a mod to lower the structural integrity of the blocks, so things "randomly" fall apart (well, it feels random but a block always has to be destroyed or placed/upgraded to retrigger the SI calcs, but you step on a trap block or loot a trash pile and the blocks destroy and SI recalculates) and building is trickier. All it required was lowering some numbers related to SI. i imagine you could bump those same numbers way up (or i guess, make the block "weight" really low) and then you could "build big". The only downside is that SI calcs are still on so *maybe* the game churns a lot of CPU cycles when a block is destroyed/upgraded (to handle all the SI calcs over a larger length/area of blocks?). I don't know if there is a limit (prob hardcoded) to the SI block calcs. i guess it depends on how "big" is big, and out of what materials. Maybe if you know "yes, we want a huge building out of concrete" then you only bump way up the block stability for only concrete, so "building" it is more fun/challenging (scaffolding, etc) but once at concrete you can go big (remove scaffolding)? This way only "big abnormal SI calcs" happen only when concrete blocks are involved (if i understand how it works correctly).
  4. It depends on what type of game you are going for, what mechanics you like/hate. Personally, i like "the early game" feel where its more "survival based" and you can die for any reason, even random chance. So i add mods to stretch out as much as i can to keep me constantly on the edge of death, few encounters are "not to be worried about". In the games settings menu, i frequently set these: - I dont like my zeds to be bullet sponges though, so i leave the game difficulty to the default ("adventurer?"). - i set the blood moon days to +/- 2 or 3, with the blood moon warning at evening - i might up the blood moon zed count to 10 or more, but this is usually changed after ive played a few blood moons. - i set all zeds to at least sprint during the day. - i turn loot reapawn off. - i generate a custom map (unless a modpack comes with a map, or i want to use a pregenerated map). - i may play actual "permadeath" (testart game if death), but i have been using the games "permadeath" setting to just lose everything and restart the same map with a new character. # mods/packs If you have never played any overhaul mods before, these are likely the way to start. Just load one up. But which one? The dilemma is they are all different. Some have a lot of crafting, some have a lot of shooting, some have "themes". All are uniquely challenging in their own ways. My opinions are, for a "first time playing an overhaul mod", and i believe all of these are still maintained/playable for a21: A lot of people seem to like Darkness Falls (lots of shooting zeds) and Undead Legacy (lots of crafting). These are streamed a lot. I liked them both. I also have a particular liking for Ravenhearst (can be grindy... more early game!). I am currently playing 28 Alphas Later, and am not ready to give an opinion on it, but i like its zed/biome progression. The Joke mod is fun/crazy. Age of Oblivion is also fun as well just sci-fi based. And there are more, but its probably going to take you loading each up and playing it for a bit to see if you like it. Oh: and the wasteland mod, as it has bandit like enemies. additionally: The Sorcery Mod is kinda a mini overhaul. It has compatibility patches for several big overhaul mods (like darkness falls) so you can "officially" add it to them. It adds a lot of new enemies and things "to do". Its fantasy based and has a lot of content. additionally: you have to read the overhaul mod notes, but these are "additional mods" i like to see in them and sometimes these can be added to them if they are not already baked into the overhaul (but adding mods to an overhaul is usually not recommended, can break things in the game) - vehicle madness mod - NPC pack and associated compatible zed/enemy packs - combopack = many (hundreds) community made POis. Usually requires a new random map unless the overhaul comes with premade maps. - "server side zeds" pack. Used to be "snufkins zeds". Adds a lot of relatively powerful zeds. Finally: i like to load up the overhaul mod, play for a few in game days (or through a blood moon) and then make difficulty adjustments from there, until i get to needing (for the first few days) to throw rocks to distract zeds as encounters are too dangerous. Another strategy which i have not done much of is generate a custom map with a lot of "non forest" biome (or none, but some overhaul mods need the forest biome for special resources!) , then make sure you spawn not in the forest. Adding: im on my phone so cannot eaaoly add links, but there is "mod launcher" for the game that makes adding mods easier, and i usually look for mods here: 7daystodiemods.com Most overhaul mods should be located here, i believe. Some more (smaller mods) can be found on nexusmods, which 7daystodiemods.com does not auto index. always read the "installation" notes in overhaul mods, if there are any. Some mods require turning off EAC, or other special things (launching in special ways). I have not used it but i think the mod launcher is prob the best way to start messing with adding mods.
  5. Also agree. If we had lowercase letters, and ?maybe a cursive? Set of letters (as cursive runs together) it would liven things up a bit. i wish you could make a sign with text on it and it could be saved in a poi with the text on it.
  6. I agree! I have loved the new look and feel of the updated POIs. There is one in particular you find in the forest that's a very small "you pull it from a pickup" kind of travel trailer? that's "crashed" and on its side and it was really surprising how much there was to it on the inside. Anyway: Great job POI makers! Thanks!
  7. I don't think so, at least for an XML mod (maybe a C# of dll mod can do it, but I have never seen anyone publish one). But I'm not 100% sure if there are any other options as I have not looked into it very deeply. There are ways of making the dark hours "be longer" (like 20 hours of darkness, or even 24 so you never get daytime), but I believe that the "official nighttime starts at 22:00 and ends at 4:00 AM (which is the morning)" is hardcoded into the game, so adding darkness always just extends into the morning hours (like if you add several hours of darkness it stays dark at 7 AM, and if you add a lot of hours it just adds to the morning time) as you mention "it only seems to change the morning" is true, but if you add 15 hours of darkness it will change the morning and extend past noon. oh: I forgot: I have a mod "Doughs - UI: Add More DayLight Hours Options" (and others have made similar mods) that allow you to add more options to the games daylight settings making 0 hours of daylight (24 hours of darkness), up to 24 hours of daylight (no darkness), but it suffers the same problem of 'adds darkness starting at the 4 AM mark' but I haven't played around a lot with the "adding daylight hours"... which might add the daylight starting at the 22 PM mark? but you cannot add both, you can only pick one.
  8. That's an interesting pic/comparison. There *is* a special "spectrum" setting for the wasteland, forest, and snow biomes... I have no idea what it actually does but its not tuneable, only add/remove to a biome. so maybe that is doing it? I'll play around and see if maybe setting the spectrum to "wasteland" in the otehr biomes clears this out BUT it might make them all dark and brooding day and night (vs "dark") without possibility of "normalcy" like bright snow on a sunny day as the spectrum affects day and night times with no known way of setting it for just night. Of course, maybe just 'removing the other spectrums will make it work.
  9. UPDATE: 2 small new mods added Doughs-InitialPlayerSpawn-AddSmallBundleWithT1Pistol - For games where a "more powerful zed than vanilla" may be encountered on day 1. Gives player starting box with a T1 pistol, and a *very* small amount of ammo/food/clothing/medical items. The box can be sold to trader if its not needed for a tiny bit more than the individual items to buy a few basic items or about 1/2 a cooking pot. Basically its "oh crap I need to open the box" moment OR you want the pistol. Doughs-InitialPlayerSpawn-RemoveMostVanillaStartingItems - Removes all vanilla starting items EXCEPT the keystone block, as if you remove everything the game crashes.
  10. Just for info: 1. I dont think its add ons (for me/root cause), as firefox on iPhone disallows add ons (or i have none installed, but i think they killed add on ability on iPhone in some recent update and i lost my ad blocker) 2. same as #1 on iphone: you cant get into the browser settings (the about:config ones) on iphone, there are some basic setting they allow you to get in (via iphone "configuration -> firefox") but its limited... BUT i think i have it cache clear some things on restart, BUT i usually leave the browser "open" and do not close the app, and it happens. Not being able to get into about:config angers me more than i ever thought possible as i cannot configue it to stop videos from autoplaying as i did a fair amount of reading to find out Firefox on iOS is cut down a lot and no "sane" workarounds for it other than not using firefox. 3. This could be very likely possible 4th option: i visit the site so frequently on my phone it looks like a dos attack, and they flagged me 5. Tying into #2: maybe mobile browsers on iphone are cut down in capability/features than OS or non iphone, and its more of an "apple/iOS" affecting issue, which could tie into #3 (browser id or certain browser info or behaviour not being there, etc)
  11. Possibly? Ill look onto it this weekend. Is it "because there is x level of fog its too bright to use the night vision goggles to see well?" If so there are ways to lower/remove fog, but im not 100% sure if the fog levels can be forced to be below a certain level with a basic XML mod as the "world weather" isnt moddable, and i dont know if some level of fog is part of that. also: can you provide a screenshot of "too bright" For reference?
  12. ive had off and on issues with the cloudflare thing with this site. It mostly "pops up, spins, and then loads the forums". Only a few times has it just stayed on the cloudflare page and not moved forward (that seems to have stopped happening to me recently) Im on iphone using firefox (no ad blockers/extensions allowed, ugh), and i also have it remember/cache my login (not clearing on every app ahutdown), and i have a lot of initial page re-loads (the last page i was on, via clicking on a saved link/site icon on the firefox start/home page) not load all the way. Its a white background with a "massive" 7D2D banner (like its desktop sized) and i get like a links list on the left side of the page (forum topics?). anyway: i always hit "refresh" and it does another cloudflare thing/validation and reloads and works, almost always "recently". A few weeks ago? It was not loading and refreshing as reliably.
  13. Im running the latest "28 Alphas later" on ubuntu (with several other mods) and it seems to work ok so far (just for loading it up and playing a single game day), but if i run into anything odd with the mod thats obvious ill post it (usually its graphics glitches for special assets it seems, in other mods i have tried). Im using a custom map (new york undead 21) so im not sure if it has to be "a newly generated map" for this mod to get it all to work perfectly. This mod (and the mods that come with it, the special dlls,etc) all loaded without errors. I made some small changes (got rid of headshot only... sorry im terrible at aiming!) due to other zed mods i loaded which added almost unkillable zeds (for me, due to their large health) on day 1 in a quick dry run i did. note: if you play on a custom map like new york 21, you may spawn in a radiated zone (which i did), and you will die quickly (not sure how much this mod bumps up rad damage). I just used god mode to move out of it. other note: years ago i had to load some custom apps/packages (like dotnet for ubuntu?) to get some 7 days to die mods (like Darkness Falls) to load properly, so if anyone has issues you might just need some extra "compatibility" packages installed.
  14. Update: I made a second/beefed up pass at this. All "features/ideas" above are not all done, but its workable for now I hope. The mod is on my mod page/github and is lightly tested for a21.2. I may add more special weapons to clear blocks but I'm having issues on how to "remotely" clear out a gas barrel without blowing it up (so they are made harvestable instead). I couldn't even get the "pick up" action to work on the gas barrel. I think it starts to kick in more around/after gamestage 35-40, based on how I added these zeds to the blood moon entitygroups. Mod: Zombies: Add Some That Drop Blocks On Death - Adds several zeds (vanilla zed skins) that appear only during horde night that drop certain blocks a short time after death (first they drop a gore pile, and then that turns into a block). See README in the mod, but basically: ash pile (can burn if walked on), candy tin mine (can pick up), "organic dirt pile" (if harvested it yields some goo you can enhance pipe bombs with for blowing up organic blocks), and Gas barrel (cannot pick up, but can harvest. blows up if shot/hit). If you destroy the corpse or gore pile fast enough, then no extra block is left behind.
  15. Update: Added a few small mods that are vanilla skinned zeds with some different abilities. These are all "for fun" and are supposed to be for a little chaos/unpredictability, especially during horde night. Note the "Drop Blocks On Death" drops explosive blocks that can be very damaging to you/your base. Zombies: Add Birds That Are Not Real - Adds vultures (that are "drones") that move faster shoot darts Zombies: Add Leaping Lizards - Adds spider zed that has much more powerful jump capability. Zombies: Add Some That Drop Blocks On Death - Adds several zeds (vanilla zed skins) that appear only during horde night that drop certain blocks a short time after death (first they drop a gore pile, and then that turns into a block). See README in the mod, but basically: ash pile (can burn if walked on), candy tin mine (can pick up), "organic dirt pile" (if harvested it yields some goo you can enhance pipe bombs with for blowing up organic blocks), and Gas barrel (cannot pick up, but can harvest. blows up if shot/hit). If you destroy the corpse or gore pile fast enough, then no extra block is left behind.
  16. ok I had to mess with this tonight... here's a link to a working (and very incomplete) example mod if anyone wants to play with it and provide feedback (or just run with it make your own!) Its on DropBox as I don't want it on my mods github page (or 7daystodiemods.com) at this level of unfinished-ness: Doughs-Zombies-DropBlocksOnDeath Basically: I set up a new vanilla navezgane game (with only this mod) where it was horde night every night, and made the days 30 min. I gave myself guns/ammo/blocks ( creative mode) and built a "always safe" little POI base like I normally would the first week. Blocking off a few doors with bars and making a 2nd floor place to hide and shoot if needed. Nothing fancy/overpowered or traps (except my weapons). Basically a "first test" to see what it feels like. The zombies *only* spawn on horde night and can be identified by the fact they crawl (like the spider) vs walk. other than that and block/corpse drop their attributes are the same as their vanilla zed counterparts. Current zombies => the block they drop: zombieUtilityWorker_doughsZDBOD => dirt (allows walking on/up it, can block openings/paths) zombieBurnt_doughsZDBOD => ember pile (can burn if walked on) zombieMaleHazmat_doughsZDBOD => gas barrel (can explode if shot/hit) Results: Overall it was fun, but I wanted so much more. It will be hard to test this in a proper long game, waiting for horde nights. It feels like it would work better in a fast "tower defense" game mode like gnamod or enTowerDefense, but in a long game .. hard to tell. it probably depends on what kind of base type you have or the total number of zeds spawned to allow the dirt droppers enough time to drop enough dirt for climbing. I mean... maybe they drop cars/couches but this feels so wrong. First/second/third horde night sent a few of these zeds in, but the first night (and gamestage) are so low its very underwhelming BUT it was fun to see a gas barrel spawn on top of the bars I had made (yes, on top), and it was lootable for gas but also... out of reach. it made me realize how nervous it can make you just sitting there out of reach, because you can be very close to it. like... looking out a small window of your base on horde night and seeing 2 fresh barrels right up against the wall near your workbench. To spice things up (as I was very OP already), I started spawning in 25 of each zed (75 total all at once) and shooting them (for gamestage bonus, but also just to do it). This went on for awhile, and eventually my POI base was mostly blown up and holes everywhere. Other/fixes/thoughts so far: - make gas barrel non lootable? but definitely "able to pick up" or destroy with 0 explosion. Once a gas barrel was there and all zeds were cleared it was a pain since there's no way to remove it. - dirt was not acting like I thought it would. but I also didn't have a base with walls where I could not see the zeds climbing. I think this will be more of an issue with tight kill corridors or walls BUT what was happening in my "shooting area" the most was the gas barrel explosions were destroying the dropped dirt (and leaving large holes instead). - Gas barrels kinda start accumulating everywhere (yay!), and then they "randomly" blow up (in chain reactions) because zeds hit them. This is actually the best part as its totally random when and how many are going to blow if you're not watching carefully. - I found myself purposefully shooting and blowing up gas barrels as it was convenient (zeds were near them) but also this is how I normally play (cannot resist using explosives to watch chaos). A smarter and more competent survivor would have not shot them as carelessly. But its very fun to discover them! - Gas barrels just appear "out of nowhere" ( from your gaming perspective) so its easy to shoot them by accident when mowing down a lot of zeds BUT they do not blow up with 1 bullet so its also easy to not hit them a lot... unless several zeds are in front of them and you don't see the barrel! - The ember piles I used are a bit too large visually, BUT they do burn the zeds periodically, just not enough to make it useful as a trap/danger to you or them. Burn effect needs increasing. I'm not sure how cool this would be with the Fire Mod (wood catches fire if flaming zed hits it?). - I feel there definitely needs to be more block drop variations. "mines" come to mind immediately. - I feel there needs to be some sort of "identifier" other than crawling to know its a special zed. but everything seems to already be used. It would be nice if we could put hats or masks on them (UMA gone ) - I am still ambivalent so far on "clear corpse/gore block" weapons but the timing of corpse -> gore -> block likely needs to be a bit slower to give time to react to the corpses (like in kill pits/kill corridors). @BFT2020's idea of molotovs/exploding arrows (the bonuses) feels right for clearing a zed corpse (instead of a shovel) before it turns into a gore block as its a throw-able. maybe "molotovs (corpse clear) -> pipe bombs (corpse block clear) -> some shootable (dropped block clear) EXCEPT gas barrels/mines/explodables prob need to be just picked up with no remote clear option? - I want to try out "very low health" zeds that run up to a wall and get easily killed by another zed hitting them, so "new zeds" will spawn faster. Maybe even "zed hits something once, it damages them and they die and drop their block". this way the special zeds will just keep coming. - in clusters/piles of corpses, blocks do not spawn, but also when some do they throw other blocks in the air. sometimes barrels blow up because of this I think. so you may be totally unable to stop explosions.
  17. Ooooo the "randomness" of embers dropping (maybe walk over it causes burning) i like but the gas barrel is definitely gong to he tried!
  18. @Cranberry Monster: I added your code posted above"as is" (and it works perfectly!) but I set the block drop to 100%, made the Upgraded.Rate to 10 (seconds? I have no idea..wanted fast block spawning). Then made a basic "open pen with 1 way out,some windows, with traps in front of the opening" and just spawned 25/50 (over and over) in the pen and shot them like I normally would , with "infinite" ammo. I feel with some tweaking this is going to have to be tested in a real game now, because it WAS kinda fun to watch it work. Results: - The zeds quickly died and "blocks covered up" the opening in the pen, and the trap(s), so they pathed to the windows/walls - Very soon, the windows were blocked/covered and they were climbing on the dropped terrain and pathing/climbing over the walls. So I added more blocks to put a semi roof over the holes. very sloppy patching, like if you were on blood moon and were not safe. kept spawning 25/50 at a time in the pen - They kept escaping (as expected) but in fun and unpredictable ways. - Explosive, especially in a closed area, made a lot of random corpse locations, and therefore, blocks. Thoughts so far: - Using the terrainFillerAdaptive block works well (the graphical look in game), except when you dig out the blocks (its sand sound, 200 health) you get a 'POI terrain filler' block... which is kinda nice to use anyway... buut prob not a great block to hand players? Yeah, the blocks stack weird ( I had some mini 2 block "towers" and floaters, but I doubt this can be avoided. - The "total carnage craziness" of breaking the base/pen was probably really only due to the high number of zeds I spawned, so its probably a "horde night only" defense/siege issue to deal with vs "playing the game on a normal day". Because of this, I could see *not* adding this mechanic to "all zeds" where random one off POI/open wilderness encounters would be weird (dropping like 2 blocks here and there, just making a small mess) and maybe adding it to zeds only on horde night would be the best way to add it to a game (like making special copies of zeds, adding to horde night spawns only. maybe drop the health of some zeds so they die very fast (like on first shot/trap hit) and others more health to get further. - Yeah making a way to clear (only?) the dropped block will be important. but maybe also... a way to clear the corpse *before* it spawns a block? Not sure yet about this or the timing of dead zed -> corpse block -> block. If you look at it this way, you almost could have 3 timings: dead zed -(slow timer)-> corpse block -(fast timer)-> block and then for maximum errr... fun?... use 3 tools/weapons/tiers to allowing to "quick clear" each type, so "clearing it all" can be a challenge: shovel for dead zeds? -> thrown explosive for corpse blocks? -> shot/ammo explosive for blocks? of course, the "block dropped" could be varied as well, for maximum craziness/clearing (like terrain for some, wood/ladders?etc for others). prob jumping the shark at this point. BUUUUT: if it was a "really really heavy block" this might make the newly added structural stability of your base go bonkers and randomly collapse things, which (to me) is kinda fun if you're not playing a "long serious game"
  19. Interesting! and its probably "close enough" to what im hoping it will do. I was hoping a zed would run around and drop blocks and make you want to target them as "more dangerous" (like spitters or exploders) but this (mostly) would have you not shooting them all in 1 place to avoid block build up. My only concern is how the blocks will work when zeds die due to traps, but i bet it will almost work better (than random drops) as it might help wall off the trap. Or "wall you in" a room if you're not careful. Other thoughts: the dropped/grown block can be anything (terrain makes the most "sense") but.... maybe its a "high health" terrain block, which (after a few drops) might make zeds stop attacking the weak spot they were at and run elsewhere.... hmmm. im also on the fence is there should be a way to "clear these blocks" from a distance (like a special pipe bomb (cause it rolls around) that is only particularly effective against terrain. I kinda like the idea of having to deal with it close up after its all "safe".
  20. This would be a great random poi christmas themed boss zombie encounter. With this, A new mechanic needs to be added: you immediately drop (throw?) all you backpack and toolbelt/weapons. The only option is to run. Its always too dangerous to return. In this way, you have become santa and leave SnowDog presents.
  21. I think a unique character would be cool. I have seen "wandering traders" in some mods/servers. I think It would be cool to generate 1 single wandering trader per map (not near the player spawns) with no quests to find him or anything. if you run across him, then you do. What does he sell/carry? Not sure (maybe nothing?) but it could be more of a chance to have some dialogue and maybe unique custom quests where you dont have to bring anything back to that trader. Maybe a single quest that sends you only to dishong tower (like marks it on the map, assuming the tower exists on every map but im not sure if it always does). Also: make the trader "untrappable" (teleports far away if boxed in) as people may try to box him in to keep doing quests?
  22. Specifically: Literally place blocks "randomly" as part of attacking something. Why: I wanted to see what happens if a zed attacks you or your base and puts down dirt blocks as they try to hit, or like a zombie cop, as part of the "vomit attack" it drops blocks instead of throwing up. Basically": I want some zeds to have a different type of "siege" mechanic, where they can possibly get over walls easier. Other ramblings: I have made some attempts at XML editing to change attack and vomit to "PlaceBlock" but cannot seem to get it to work. I've racked my brain as a way to turn any projectile like an arrow into a block (like after it sticks) and cannot come up with anything. Note: Even if a block was "thrown" and then hit the ground and was destroyed, this would work as it can leave "rubble" Note 2: even if something like an arrow doesn't turn into a block, if it could have "weight" and throw off the structural stability of other blocks only when it sticks to them, that would work as the blocks of a base/POI would fall "randomly" of not supported well, leading to unexpected holes. Note 3: I have considered "super jumping" as another possibility vs "dropping blocks" (like the spider zed jumping, but super high/far) but this feels weird for normal walking zeds, unless they are robots (like NPC pack bots).
  23. Most of my mods were migrated from a20 to a21 and tested/playtested on a21.0, so its possible there is an issue with the latest versions of the game, but first we need to make sure the mod(s) are properly installed, and copying over game files is not the correct way (for my mods). It may be worth looking up "how to install mods" for a21: There are many ways I use Ubuntu, not Windows so I just make a "Mods" folder in my games install directory and put the mods there. One place I believe should have decent/current windows specific instructions for doing ths (but I have not tested on Windows) is here: https://7daystodiemods.com/how-to-install-7-days-to-die-mods/ . There is a note at the bottom about "Alpha 20.4 b42" (and probably any version above this) that has new alternative places for mods, and its possible the current "Mods" folder location will change or be invalid in future releases IMHO. Also: There are several methods to install mods/overhauls, one is a mod launcher/app which I have not tested but looks "up to date": Extra info if needed: All of my mods are supposed to be put into a "Mods" folder in the games base directory (this folder you may have to create if you have not created it, the game install does not create it), and not by replacing any of the games files. Replacing the games files I believe was an older way of installing/adding mods, or may be done for some large overhaul mods but that was a long time ago and possibly only for certain overhaul mods still today? All of my mods (and may other mods do as well) and should have this general structure (and more files/folders may be present, this is just an example to pinpoint the top level folder). NOTE: You have to unzip them if they are zipped, and sometimes? (depending on how they are downloaded?) unzipping creates an extra top level folder you need to not use! <modname>/Config/<files.xml> Where: <modname> = This is the toplevel folder and name of the mod, like "Doughs-Lights-HarderToCraft". Note: To prove its the toplevel folder, inside this folder is a ModInfo.xml that will contain more info about the mod "friendly name" name and version. If this file is not immediately inside the "toplevel folder" you put into the "Mods" folder, the game will not load the mod. Config = a folder literally named "Config" <files.xml> = any files that have an .xml extension. ADDITIONALLY: You will have to use Steam to repair the game/install if you have already copied over the game files with my mods and didn't make a backup. repair the game first ( where it runs without mods) and then try the methods to install mods I gave. If you still have issues, let me know. The fog mod (if this is what you are using) has pretty thick fog when its working which might not be to everyone's tastes, but its an easy mod to make changes to to lighten the fog up, or just make it day/night fog.
  24. Thanks! yeah, I wish I knew enough to be able to make one and I have a few ideas on ways to make it sort of work (in cheesy ways, not like a few overhaul mods have done and made nice watches). I was hoping that either someone would release a watch/time mod or the game will get out of alpha/go gold and then the modding API would be stable enough to want to spend time on making one. For me personally, I would want a "battery mechanic" where the watch will eventually need new batteries (or wear down/slow down/stop working in some way) so once you craft a watch you won't be "done with the time issue". I like the games somewhat subtle "crickets" sound cue for "nighttime is coming" (and the sun dropping tells you as well) so i normally use those to "determine if I have to run home, or make a temp base". Of course (at your base) once you get power up and can use timers you can have lights sort of tell you the time (like lights go on/off at a certain time)...but not the day, which is something that would be neat...it would be nice to be able to make a day based "horde night" alert (or even a "tomorrow is horde night" alert). I really wish the game had more "electrical" mechanics, like: - solar would work based on the cloud/sun strength. - more timer options (like a day based timer, or a timer with timing increments down to 30 seconds) - traps and any "electrical things" having large variations in wattage usage (like tiers of traps: a tier 1 blade trap using a lot more power than tier 3) - an "electrical block" capability to be able to enforce "powered workstations" (ovens, microwaves, toasters, better chemistry stations, power the cement mixer, refrigerator/cooling/heating, etc) - clocks and flashlights that required batteries - all Batteries ( flashlight, clock/watch, and car batteries) having a "quality' that was not just wattage/output but also "lifetime". Its kinda thrilling not knowing when your stuff is going to stop working, and then not have that stuff for awhile until you can recharge/loot/craft more batteries. - the ability to set a clock alarm (with a battery), and place it, and have it go off and attract zombies to it. This would make finding clocks in POI's and being able to pick then up (put battery in them) and use them as traps kinda fun and useful.
  25. My guess: I have never tried this but I *think* there is a file associated with a map (in the map files directory) with all the generated spawn locations in it (x,y,z axis?). It may be called "spawning.xml?" (Prob wrong on this, im not at my PC). Anyway, this contains the spawn points that are randomly chosen when you spawn in. To spawn into something as precise as a prison cell, i imagine you would just load the map and activate the debug command option to be able search for a jail building poi, teleport to it, walk through walls to get in the cell, then note your *exact* position (x,y,z axis), the debug may show these coordinates? Then go to that spawn file and remove all entries in the list and add only the single coordinate you want. Then start a new game and choose that map. this method should work for any map, but i would not edit Navezgane or any default game map just to keep them clean for troubleshooting. i have played wasteland mod a little and im not sure about the spawning but level 5 is very early in game. I remember running into "really bad foes" first when into into pois for looting, so maybe super early game they dont show up on the streets often .... buut yeah spawning into a poi may do it? Also: i believe streamers make a lot of changes to make the game "more fast paced" or "to he entertaining" so maybe more settings were changed to get the more custom npc/enemies to spawn early game?
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