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doughphunghus

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Everything posted by doughphunghus

  1. That’s weird. It’s supposed to require using nails to upgrade wood frame blocks but only when building outward or “horizontally” greater than 1 block. And it only applies to putting down and upgrading wood frames (not whole wood blocks) . The frames themselves don’t require nails, only to get them to stick together when building out (but not up). Edit: Sorry, I was on my phone when I wrote this and thought it was GetFramed, not GetNailed. GetFramed is just for building/upgrading wood frames.
  2. @Life2Death, @MajorMunchy: I have attempted to contact @psouza4 on these forums to see if he intends on updating this modlet for a19, or if he wouldn't mind if I attempted to update it. He hasn't posted in awhile so I'm not sure if he will get the message.
  3. @xxx73FYI: Continuing to work on this and other stuff. Updates: - Patched Khelldon-AwwNuts to work with a19. Made some updates/additions for some blocks and items to keep up with the spirit of the mod as the recipe lists and a few other things were a bit out of date. The mod was out of date enough to consider it "broken" but I don't know what game version broke it. Thanks for reporting it! - Reduced blast radius from 35 blocks to 28 blocks for KhelldonHolyHandGrenade as the lag was especially bad at 35, but still trying to keep it very large by default. Hope to put it back to 35 if future game versions can handle the lag. - Updated Doughs-YouveGotMail to fix item issue reported above. Now at v2.1.2 - I tested Doughs-Buff-PipeBombs and it appears to be working on a19.2 for me. I'm not seeing the damage occurring to me when I throw a lit one and have one in hand. I know there was a bug in the vanilla game that caused *any?* explosives to blow up in your hand but that should be fixed in 19.2. The only thing I can think of is the steel pipe bombs are very powerful and have a large blast radius, but throwing them far should not be an issue. You have to be like 7-8 blocks away when they go off to not get hurt badly. - I tested Doughs-Electric-CapacitorBank ans it appears to be working properly in 19.2. The capacitor drops are relatively rare and only drop when you are wrenching a block that "cools things" (refrigerator, ice machine, etc.). Loot drops are very rare (found only in workbenches). They are sold by traders though. There are many ways to use it (in theory) but the most likely simple scenario would be this electrical connection setup: A "power source" (solar cell/battery bank/generator) ----> (relays, switches, etc) ----> capacitor bank ----> "final consumer of electricity" (door/hatch/blade trap/etc). Inside the capacitor bank, lets say you have 1 capacitor loaded in it. Let us also state you just got it so its fully charged. It is just like finding a car battery in the game, but imagine a very small car battery that can be charged fast (a few seconds to charge), and discharges fast (1-10 seconds maybe?). Lets say the "final consumer of electricity" is a light bulb. When you turn on the "power source", the "final consumer of electricity" activates (the light bulb turns on) and the capacitor fully charges (very fast). If you turn off or disconnect the "power source", the capacitor in the capacitor bank has a very tiny amount of power in it (being a very tiny battery like item). The light will continue to glow until the capacitor discharges. If you have a single tier 1 capacitor in the capacitor bank, it cannot hold much charge. So if the capacitor bank tries powering a light bulb (which does not use a lot of watts, maybe 5 watts. It is not a blade trap using a lot of watts!) it will power it for just a few seconds then turn off (because the capacitor is fully discharged). The setup here is not great because you only get a few seconds of light from the bulb... If you add more capacitors, or higher tier ones (a tier 6 capacitor might keep a single light bulb on for 10 seconds?), when you shut off the "power source" , you can now power the light bulb for much more time. So: Why do this? You could have it so .. - you turn off your generator, and the front door to your base stays open long enough (10-30 seconds?) for you to run outside, then the door closes by itself. Your base is now not running on generator and is sealed. Might be kinda fun. - a zombie (a player in PvP?) steps on a pressure plate, and charges the capacitor and something (an alarm?, a trap) activates. The zombie steps off and the alarm/trap continues to operate for a little bit (because the capacitor charges almost instantly, but discharges fast but not instantly). Maybe you could design a trap to use this cleverly. - You have a pressure plate (or motion sensor) that opens a door. Maybe in PvP or your own base. You activate the plate/sensor, a door opens (and charges a capacitor). When the person steps off the plate (gets out of motion sensor range) the door stays open for a little bit then closes automatically. In this scenario you could use it to power something (for a little bit just) far outside of the range of the motion sensor/pressure plate. - Its early game. You have a charged capacitor and capacitor bank. You buy a single trap from a trader. You hook it up and turn it on when a zombie gets too close for comfort, because you don't have many weapons...yeah you could just punch them but this would be more fun. - Its early game. You have a single car battery. You could (in theory) hook it up to some capacitor banks, turn the battery bank on briefly, and distribute the charge to capacitor banks, then turn the battery bank off, so your battery doesn't just use power idling and being drained by the relays (1 watt drain each!). Possibly unlikely, but might be fun/useful. Odds are you wouldn't have that many capacitor banks early game because they are not too easy to get. - For Doughs-Buff-Sounds-Common it appears (from looking at the code) that the conflict is likely just with Robeloto_LoudSoundsLowered, as that mod replacing some of the same sounds I am my mod is adding to (like open_cupboard/close_cupboard. metaldestroy, etc.).
  4. @Davidos667 - FYI: Issue fixed and pushed to github, here: v2.1.2.zip
  5. Thanks for catching that (and finding the line(s) that caused it). I’ll update it as soon as I can (I don’t have power at home due to an ice storm) and give it all a look over to see if I messed anything else up in the last update I did. I’ll mention you so you’ll get a notification there’s an update. sorry about that
  6. Just to make sure this isn’t a factor: In the repository where this mod is located, there are actually 2 mods: “more vanilla food” and “more vanilla medicine”. Do not load/use the “more vanilla medicine” mod/folder! Also Something to try if you can: start a new game on your side (not server side) with only the “more vanilla food” loaded and see if the icons appear. This would rule out issues with the mod on your side, or some other mod interfering, or possibly some game files that are corrupted or changed. also: are you loading this mod from the mod launcher or from GitHub, somewhere else? Can you look inside the “modinfo.xml” file inside the mod (open in notepad or similar) and report back on what is in the “version” field (should be either A18 or A19 o think)
  7. Maybe add a “spawn near your body” option but if you don’t then it won’t spawn a corpse so it would work in multiplayer? . Otherwise anyone could kill your corpse before you got there, or corpse would need to despawn if too many existed, etc.
  8. Thanks! Please test away! When I play my own games (it has been awhile) I usually load most of my own mods and a lot more. There are some issues with my mods and darkness falls that I have not documented, just noticed them when I played it, and I would be interested in seeing your data should you have more. Darkness falls makes a lot of changes to the core game. also: I cannot do any tests for now as where I live has no power due to an ice storm for the last few days. Hopefully it will come back next week. Sorry for typos I’m on my phone in the dark The last time I loaded all my mods, all but a few worked ok with the others and loaded without errors on a19.2 b4. just FYI on the mods you mentioned: khelldon-holyhandgrenade: yeah, the explosion is massive and I get frame drops as well. I took over khelldons modlets and have been trying just to keep them updated without much changes, for people who like them the way they are. There is another modlet I have that has that grenade in it “rabbit of cerbannog” , and I turned down the blast radius there. The two mods are incompatible with each other though (I plan to fix this). The difference in the rabbit mod is a really hard to kill rabbit may spawn very rarely, and you can only craft new holy hand grenades if you kill it and harvest special flesh from it. I would like both mods to be compatible so you can craft/loot the grenades and/or kill the rabbit for grenades “parts” if you want both. Khelldon-awwnuts: I don’t know, maybe? Wrenching things like grocery carts I think gives nuts and bolts. They are not super common I think for every item but I got them when I wrenched items. I think all the mod does is add the nuts and bolts to certain blocks as a harvest possibility You’ve-got-mail: thanks! I’m trying to keep it safe for server side games and plan to keep adding to it as I come up with stuff. It’s possible there are some loot probabilities that still need tweaking. Electeic-capacitorbank: weird, I’ll look into it. This mod exists because someone asked for it on the forums and I thought it might be interesting. I have not played it in a game yet and have not tested harvesting capacitors. I will say the capacitors have very very little charge (early in game when you get low level capacitors). So they only run electrical items for a few seconds. The tier 3-6 ones run for a little longer. You’re supposed to put the capacitor bank just before the item to be powered (so they don’t run out just powering the relays) so when you cut power the item keeps running for a short time. The time is then adjusted by the tier and number of capacitors you put into the bank. It’s a terrible way to time things, but that’s on purpose I guess some people want to turn off power in their base and the capacitors buy them some time (keep lights on, doors open?) so they can run out. Or maybe something else. I wanted the mod so I could use it earlier game but only get a few seconds of usage, like for a single light, or if I could get like 2 electric poles. Then I could manually activate the trap and hit a few zeds for fun. Then later game it would be used for the timing capability. pipe bombs: yeah, I made this kid as I like them. The purpose was to have the plastic and brass ones easier to craft/buy early game. The plastic is mostly a noisemaker or for calling out zombies from a POI. The brass is similar to a regular one (damage). The steel is supposed to actually break/damage blocks and be for late game. In terms of “explosion radius” I purposefully made the plastic radius small, brass larger, and steel the largest (larger than a regular pipe bomb). I also made their throwing “weights” different. The purpose was to make the steel ones actually dangerous to you as they made a Big Bang and didn’t fly very far. Another user said they were a little too dangerous (he was dying a lot) , and I turned them down a bit and made them fly farther. So if you’re getting hurt, that is intentional depending on how far they are ;). But there was that bug in the game that blew them up in your hands. I’ll look into it just to make sure it’s working as intended as I only tested it loaded without errors in a19.2 niff-sounds-common: the last changes I made to this added a LOT of changes to the vanilla sound pitches (not new sounds) just to see if it would help. It makes some things like the stun baton sound cool, and when the player gets exhausted sound good but a little off. It’s still kinda experimental and hard to test. The only thing I tested in it was the new sounds I mixed/added worked and it should load without errors in vanilla. Due to all the pitch changing, I would not be surprised if there’s conflicts with mods that change sounds. Once I play it in a long game and “hear” what sounds good and bad I’ll trim it up and keep only the good changes, so there should be less conflicts. I’ll see if I can make it work with those other mods as I know some people have changed things like crouching (and the auger sounds) because some of the game sounds are a little annoying.
  9. Nice! I haven’t been able to work on much for awhile. Glad you were able to get it working!
  10. I think so. The names take up a lot of space so I would imagine more spaces could be crammed in there. What are you trying to accomplish? FYI: I tried really hard to get a “scroll bar” or any scrolling (without a bar) in the recipe area so the list could be infinite and I don’t think it’s possible with just xml.
  11. No one asked me, but I'll throw some in for consideration if requests are being requested Birds: - Grackle, because of the sounds: https://www.allaboutbirds.org/guide/Common_Grackle/sounds - Some sort of owls. Snowy Owl? There's a "Barred Owl" sound on this page: https://www.allaboutbirds.org/news/how-to-learn-bird-songs-and-calls/ and other unique bird sounds on the page/site - Some sort of yellow bird, just for visuals. - Quail? Even just for "faraway effect" like the circling bird swarms. Animals: - Skunk. Why? Because if you chase them, they can "attack" from behind, so you don't chase them. - Squirrel/mouse/chipmunk - Just something "small and fast". Maybe invisible but just have the sounds? It would be nice to visually see them though. - Raccoon. - Frogs? Kinda pointless like the small animals above, but I'm thinking just for the immersive sounds, esp. at night. - More snakes. Like "poisonous" colored ones that might need serious consideration vs "Look! its that pesky brown snake again. meh". - The only "large, unique" Arizona animal I could find (for hunting) is a Bison or a BIghorn Sheep
  12. "Soduku easy challenge #001..." - Hmm, I'll check that out. I also found quote a bit more "Soduku" stuff in my last game and its not supposed to be that much. I had a bunch of mods loaded so I didn't pay attention to which one(s) they were. "Are any of the other challenges added to the loot list...' - Not yet. Basically there's 3 "games" that are really just something to do in game for a quick bit of fun (because who wouldn't want to stop and play a game of checkers in side a zombie survival game?" or just to collect all the pieces. On top of that there's a few treasure maps. The intent of this mod was just to add a lot of "fun" stuff to collect/find, break up the monotony of looting the same stuff over and over ( and dilute the loot tables ), and maybe put some sort of backstories in the game. I have added more stuff (not yet published) and I'm waiting to put in "real quests" and possibly making all the reading material you find "coherently fitting into something larger" as soon as TFP makes it so you can get a quest to a specific POI. Originally I just wanted to be able to find a mailbox and get some excitement if there was anything inside vs "it always contains paper". I do intend on making it a "mostly useless stuff mod" (in terms of loot translating to buffs/XP/items/money) with a sprinkling of "amazing stuff" (like packages with actual useful stuff, which exists in the current mod at hopefully low spawn rates) as I don't want to have everything in it be some superman-buffmenow stuff. I'm hoping once quests get fleshed out more everyone will make a lot of cool quests and the quests in this mod will likely be 50% "sad apocalypse stories", 20% "interesting and hard", 20% "WTF did I do this for?" and and I'm not sure what the remaining will be ... maybe some funny stuff or some custom base building blocks or special (useful) you can only get by doing the quest, but nothing OP. "I also seem to be finding a lot of red and blue kings and rarely any pawns..." - Yeah, I noticed that too. I think I tried to nerf it again in the unreleased version, but I'll also look into that. The problem is that there are like 5? male pictures and 1 female so I made up some numbers to balance them out ( or so I thought) and its still too high for the dudes. I could have just used 1 pic of one of the guys (for balance) but it seemed "right" to include them all as I think they were some high level kickstarter backers or something. Thanks for the input! The mod is still "fairly new" and I have a lot of plans for it (like added reading all of the cheesy books give you like 5 XP as a joke. I tried to make the stupidest titled ones sometimes take away XP but it doesn't seem to work. Still planning on overhauling stuff and maybe trying to find "uses" for all the useless items Maybe I'll throw in a "arts and crafts" skill where you can throw together some macaroni art and display it on the wall...or eat it Edit: I forgot. I was thinking of adding "challenges" to collect some things that could be then used to craft special items (like non vanilla special items). I didn't want it to be a quest unless I can direct you towards a specific quest to get it. I haven't decided how far I want to go with this yet, but it seems more fun to have something like this vs everything being mostly junk/scrap. I need to add more recipes and kinda figure it out more though. Winter is coming, so I may have a lot of time on my hands
  13. That’s not supposed to happen . I loaded it up in 19.2 b4 and I don't get any errors. Based on the errors, do you have my "Doughs-PunishingWeather-Core" modlet also loaded? All of my "Doughs-PunishingWeather..." modlets require it to also be loaded. If the "Doughs-PunishingWeather-Core" modlet is loaded, and this is still happening: - Do you have any other mods loaded (that aren’t mine) that affect biomes or weather?
  14. I don't see anything where I messed with vanilla treasure maps, the mod is mostly adding new items to existing groups and looting groups. If it changes any vanilla loot groups, it usually just ends up diluting out the vanilla loot (because I'm adding more items). The best I can figure out is I made the geocaching maps show up too frequently, so you're finding them more than you should, vs. the vanilla treasure maps being missing or diluted out too much. The more I look at it, when I added the geocaching map concept I just wanted to start making treasure/looting/dig quests as a template for making a lot more quests (stories that went with it, with a quest as part of it). The geocaching is the only map I have in there right now, but I added it to several loot groups (you can find it in dressers, desks, places where paper is found, etc) at too high a probability. Thanks for the input! I'll make some adjustments to it. I want the geocaching maps to show up rather rarely, like you might find one every few days, maybe, with heavy looting. I was planning on putting them into some books so when you scrapped them a treasure map popped out, or something. Unless I play it in my own games (which I do, but I haven't had a lot of looting going on currently) its hard to pin down how to get the loot spawning numbers right on new stuff.
  15. That's weird. When I hit f8 twice in debug mode, I see the heat map info pop up above the FPS, (in green text ). I tried on a19 and a19.2 b4
  16. You are correct. Apparently the Medicine modlet is WIP/Not ready yet and is currently mostly the same modlet as the Food one. I also didn't know that when I started the conversion process and made some small changes to it (and my editor made some spacing changes) so by the time I figured it out I couldn't easily undo my changes, so when the changes were merged into @ATLA5 's repository it shows an "a19 update" note for both ;(
  17. @CrazyAluminum FYI: I updated the mod on Github to use 8,8,8,8,8,8
  18. I have not tested it, but I believe to get the campfire to apply burning, you'll have to have it apply a buff. I looked at other blocks in teh game, and adding buffs to a block is a little different than an item. Try adding this to the campfire block as a test and see if it sets you/zeds on fire when they walk over it: <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/> And I'm guessing, but to make the campfire "raise the heat map quicker" you probably want to change this line: <property name="HeatMapStrength" value="5"/> The forge is: <property name="HeatMapStrength" value="6"/> so maybe set it to 10? I'm not sure how fast you want 1 campfire to raise the heat level. There's a console command, in the game, if you put it into debug mode where you can see the heat level, but I'm not sure what level(s) causes screamers to come out.
  19. @CrazyAluminum Give it a shot and let me know if it works as desired: Doughs-UI-Add-2ModSlots Direct download: v0.0.1.zip Check out the docs. Tier 1 and 2 items still have 1,2 slots. !f an item has 0 slots or an odd slot config)in vanilla it will get 0 slots or keep its odd slot config. If an item was modified for 8 slots, the "item tier -> slots available" is: 1,2,3,4,5,6 -> 1,2,4,5,7,8 Here's a screenshot of a tier 6 sniper rifle, with vanilla mods only Let me know if this works like you were imagining/needing or if tweaks are needed! Currently I'm considering it "beta" until I get some user/player feedback as its not a mod I plan on using for my personal games. I've got some stuff I'm trying but it's still failing. If you can find something that works, let me know and I'll add it to the mod. FYI: I have a pipe bomb modlet that one of its' purposes (side effects?) is that you can easy and relatively cheaply (materials wise) craft "plastic" pipe bombs for luring zeds out of houses (they don't do much damage) however, every one blowing up adds 5% to the heat map, so another side effect is you can call screamers with them and not waste bullets or have to have forges nearby.
  20. Ahh. So all I need to do is create a Mod Launcher Configuration File (pointing to all my repos, descriptions, etc) and then I contact you to add the URL to that file to the launcher...database? It seems this would make it easier on you to maintain a URL to 1 thing vs all the URLs to all my mods, and any future ones as mine are all broken up into individual repos.... You mention just pointing the launcher to a single repo and it can "index" all the mods there and I believe that's the "recommended" way of storing mods (many in 1 repo) but is that basically the currently only supported way other than requesting each repo get added to the launcher. I'm not trying to be dense just don't want to create a lot of extra work for anyone, but I also kinda don't want to condense all my repo's into 1 unless its the only option. I wasn't sure of the Mod Launcher Configuration file was something I could make and maintain myself for this (like as a file in a github repo), or if it was something the mod launcher created itself, or if people using the mod launcher generated this file when they used the launcher for other people to load into the launcher so they could all sync up their mods. I'm only on Ubuntu, so I don't (can't) use the launcher today, but I have enough mods out there figured I'd give it a whirl. I'm also considering setting up Windows on my system just for gaming purposes (like trying out some DMT mods, etc) so I could use it eventually
  21. Question: Is there a link/docs that describe what files needs to exist to get a modlet in a "launcher compatible format"? I'm thinking of requesting some be listed in the launcher. Details: I've looked around and I've found several different formats/explanations for launcher compatible mods and I'm not sure what's "current". There's this link How to make a Mod Launcher Configuration File but I've also seen references to people making a "mod.xml" file inside their modlet that has a different format than "ModInfo.xml" (they use both files?) and they don't have a mod launcher configuration file in their repo, and some people seem to be just using "ModInfo.xml"? Note: I have all my modlets in different Github repos, if that changes anything. I make a github "release" for every version that is compatible with the game, so if someone wants to play game version, say, a18.2 they can (in theory) manually clone a specific modlet release for a18.2 if I have one. I feel this setup means I should probably make a repository for just the single mod launcher Configuration File that points to all the modlets I want to list (and in each listing for the modlet, I can put the last supported game version of each modlet?). Do I have to do anything special inside each modlet's folder, like make changes to ModInfo.xml, or have another xml file just for the launcher in each modlet? I feel like I'm making things too complicated, but I also don't want to break anything if people start using my modlets in the launcher and I start making updates to my modlets
  22. sort of I was originally trying to determine a good "spawn rate" for each spawn group that was not "specialized" spawn groups ) like animal group spawns. This is because each spawn group has X number of zeds in it, sometimes with probabilities that are not "1". After messing with it, I said "hmmm, what if I just added it into *every group* and made it a 1 line modlet just to see if it will work well enough, as this is easily maintainable". I commented out all the original code in case I needed to go back and use it. But: Yeah, you can also uncomment it and try out whatever you like! If you do and find some good "numbers" to use, let me know and I'll update my modlet (and possibly use your settings as I have not yet played the modlet in one of my personal games ). Originally I thought just "have a lot of screamers" was the goal but now I find out that the JaWoodle stream had some additional changes to them which I'll probably try to add based on some comments. But I don't really have any idea what settings to use (like spawn rates, etc)
  23. @CrazyAluminum = 8 mod slot, 'initial test"... So, I was able to get 8 slots "there" and I hacked at it until I found a way to get the crossbow string to be a "gun" mod, just to prove it would install and show up in the 7the slot. However, a lot of things are coming to mind and I'm not sure that any? weapons would accept > 6 mods in vanilla with vanilla mods. And would their effects actually work? I don't know...But... to add more mods to the extra slots you'd have to: - Mod the gun/item to have 8 slots. - Make a item_modifier (a mod) that somehow fits into the gun that already has all its "parts" filled. I'm not sure how easy this is, but something like "burning bullets" or better aiming or something might be doable, but I don't think "visually" you'll be able to add a mod to a gun ( so like a handgun has a tripod or 2 lasers or something). But that's just me thinking about vanilla guns only allowing a certain number of items to occupy space on the gun (visually) Anyway, without trying to make it look "good", or even knowing if it works at all, here's what it looks like on screen. Still interested? I might be able to throw together a mod that would just "allow" 8 mod slots (with the wonky pop out on the right for every item? I believe I could only have 6 slots in the top part and it would be ok, just a visual thing (mod 7 + 8 would exist you just couldn't see them), and when you mod the item it would go into the extra slots on the left side), and then leave it up to you/others to make mods to fit into them/test/etc as I'm not sure what mods would/could be made. I don't think there's going to be a good way to get the extra slots to "fit" in the vanilla UI.
  24. Update: @ATLA5has merged the changes in Github so the mod should be working in a19, per original links above. Hopefully I didn't screw something up bump to those asking about it recently: @Gouki @mrjaj @Iirlyaccess
  25. I’ll see if I can. The ui stuff is not easy to mess with, and even if it works it can look “wonky” when trying to get it into the vanilla ui. I put in some requests to TFP a long time ago to make certain ui elements “auto scroll” with a scroll bar like the recipes window and the backpack window if they got full , visually , and I haven’t seen traction on it. Meaning: if a modder added more slots, it would show the vanilla slots but add a scroll bar. If no modder added slots, then there would be no scroll bar. This way vanilla would not change look/feel unless it was modded, and then the icons would be the same size and anyone could easily add any amount of slots they wanted. I feel , before going in and attempting it, that adding more mod slots will be a similar struggle as TFP doesn’t likely already have that to be a scroll like area in the ui. anyway, I’ll give it a shot (a slot?) when I get some time and update here.
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