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doughphunghus

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Posts posted by doughphunghus

  1. 18 hours ago, TomGun42 said:

    loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance

    The Doughs-Buff-Ambiance-DarkerInside mod is just 1 line of XML inside the /config/worldglobal.xml file.  The latest version is setting the ambientInsideThreshold value to: 2

    <set xpath="/worldglobal/environment/property[@name='ambientInsideThreshold']/@value">2</set>

    The default value in the game ( a19 , latest as of today) is: .2 ( notice the decimal!)

    <property name="ambientInsideThreshold" value=".2"/>

    This mod is an attempt to get it as dark as possible, but is still very "work in progress".  I'm not really even sure what this parameter "does" other than it seemed changing it to 2 made it a lot darker indoors.  For what it's worth, I've tested these settings and this is my memory of the results:

    0 = seems to have no effect

    1 = Seems to darken the inside considerably more, then at times it "brightens up" indoors and then slowly darkens again. then "brightens up", etc

    2 = Seems to darken the inside considerably more, and appears to not have the weird effects as 1

    10 = no different than 2?

    20 = no different than 2, but FPS seems to be affected.

     

    Anyway, I'm not really sure what the setting "really does" or how high/low the acceptable numbers are.  It seems reasonable since the default is "0.2" that the min-max is 0 to 1.  Setting it to 2 was just an experiment and it seems to work.  Its weird.  Anyway...

     

    You ?may? be able to get the effect you want by setting it to something like .5 or .8?  If you want to try making changes to it on your system (just edit the line in my modlet) This modlet is hard to easily test for a couple of reasons:

    1. It appears that the "indoor brightness" is heavily affected by the outside/outdoor/world lighting/weather. This appears to change slowly "while playing" but can change a lot when restarting the game (I think).   Basically I had a lot of issues testing as I'd restart and it would be "bright outside" and the next restart would have some clouds rolling in.  The clouds, moon/sun brightness has an effect, and the "phase of the moon" also has an effect at night, which changes every day.  Even my current modlet has varying darkness inside because of this.

    2. The "starts to turn dark inside" effect isn't immediate when you go inside.  It takes a few seconds to start kicking in.  It also seems dependent on "how far inside you are".  For example: I tested with a house with an open garage door.  Outside it was "sorta dark" and I could see inside the entire garage.  When going into the garage...brightness didn't change.. When walking all the way to the back of the garage, it slowly got dark.

     

    Anyway, if you want to mess around with it and find a setting you like (or a combination of things headlights, etc), please let me know!  I'm going for "full darkness" but if there's a nice balance it would be good to document it for others.

     

    Also: The setting I have of "2" makes indoors on horde night "red darkness".  Just discovered that in my own games.  Its kinda neat, but not what I wanted ;)

     

     

     

     

  2. 11 hours ago, TomGun42 said:

    can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)

    I don't know the answer, but I don't think so *unless* you were able to do it with modding that's deeper than basic XML modding (DMT or Harmony I believe are the main ones people use), or use a server manager, hook it up to your game, and code it into that so it sends the weather commands at the specific times. Both require more coding/knowledge expertise than I have time to figure out.  Also: I don't think anything that's at the "XML only mod" can perform actions based on the time of day.

     

    Another terrible option, but sorta do-able and I'm not sure it would affect all players (just the person running the command?) would be:

    - Have the fog mod run with the settings like you show/have, where its mostly *not foggy* all the time.

    - When nighttime comes, pull up the command window, run "dm" to turn on debug mode, then run the weather commands you want to exist (there's a list of commands somewhere, and I think you can type "help" and a list of commands come up, sometimes with what options they need.  Basically whatever command "turns the fog on".  Then , if the fog doesn't dissipate in the morning, manually turn it off.  Kinda breaks the immersion though, especailly if it's just you playing in your own game without others.  With others playing it might be more fun as you'd be acting like an admin, so you're enjoying managing teh game for others, even though you'd also be in it. I've had some admins just start spawning hordes in when the game starts to feel "boring" to too many people (like the day after horde night, people shooting each other too much for fun, etc) and they start causing shenanegins, just to put focus back on playing the game.

  3. Modlets changed/updated:

    Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change

     

    Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.

     

    Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changes :( just a temp bump).

     

    Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added.  If you already have spawned it does not remove the existing Newbie Coat buff.  I think some other people have written a modlet like this so if you know of them (or are them :)  , please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet.  If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.

     

    Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors.  It appears the brightness settings for nighttime apply differently to when you're indoors.  If you know of a better way, or something I'm doing badly/wrong, please let me know!

  4. On 7/23/2020 at 9:06 AM, TomGun42 said:

    any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

     

    <CloudThickness min="0" max="10" prob=".5"/>

     <Fog min="0" max="10" prob=".5"/>

     

    was 0.05, would this work?

    Update (see above post):

    So, here's a chunk of documentation about the weather and how the "probabilities" work. Note that this documentation may be outdated (TFP seems to update it, but there's some really old documentation/notes floating around mixed in with the new stuff) but it's all I have to go on.

    Example:
    	<weather>
    	<Fog min="0" max="0" prob="0.1"/>
    	<Fog min="20" max="30" prob="0.95"/>
    	<weather/>
    "This would mean there's a total probability of 1.05,
    by adding all the 'prob' values of the 'Fog' conditions.
    There's a 9.5% chance there will be a 0 fog condition and
    a 90.5% chance the fog condition will be between 20 and 30.
    This is because 0.1, from the first line, is 9.5% of 1.05,
    the total probability of the fog conditions; and 0.95, from
    the second line, is 90.5% of the total fog condition
    probability of 1.05."
    
    Note: It may be easier to visuallize your control if you make
    sure all your probability values for each condition add up to 1.

    given this, my "core" modlet has this (a random biome CloudThickness section taken just as an example):

        <CloudThickness min="0" max="10" prob=".05"/>
        <CloudThickness min="10" max="40" prob=".1"/>
        <CloudThickness min="40" max="70" prob=".2"/>
        <CloudThickness min="70" max="80" prob=".45"/>
        <CloudThickness min="80" max="100" prob=".2"/>

    All the probabilities add up to "1", so as I read it the probability of the CloudThickness being between 40 and 70% "thick" is 20%. On a side note: It appears that the weather changes really slowly (on vanilla game time settings) so I don't know if the CloudThickness was 0%, and the game recalculated the probability and it landed on 100% CloudThickness, exactly how long this would take to go from 0% to 100%.  Based on some games I've played, I *feel* it would take several "real life minutes", like 5-10 minutes. I have no idea how often the weather is "recalculated"!

     

    Anyway...If you changed the 0.05 line to to .5 (and did not add another line) we get this:

        <CloudThickness min="0" max="10" prob=".5"/>
        <CloudThickness min="10" max="40" prob=".1"/>
        <CloudThickness min="40" max="70" prob=".2"/>
        <CloudThickness min="70" max="80" prob=".45"/>
        <CloudThickness min="80" max="100" prob=".2"/>

    which means the probabilities add up to 1.45.  Doing the math above (warning: I could get this wrong!)  that's .5/1.45 = 0.3448.  This rounds to .34  which is 34% . So 34% of the time the CloudThickness will be between 1 and 10%. My guess in the above post of 30% appears close :).

     

    Honestly, I'd say try playing with the setting change you made and see if its close to what you want.  If the "clear days" are too many/often, simply drop the number of the line you changed until it feels right.  I didn't do a lot of testing to see how all the weather conditions "felt/played", I generally just took the "biome weather default" settings for each weather parameter and then worked around the average of that setting (for temperature for example), making the "nicest/cleanest looking" weather condition only a 5-10% chance of happening *for each metric*, so if there ever was "nice clear day with no wind and a nice temp" you could really appreciate it as the odds of that happening for all metrics combined are really, really low.  Likely only one of the weather metrics will hit the 5% "nice" probability at a time.

  5. 9 hours ago, Gouki said:

    Thanks doughphunghus


    A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
    Also thanks for the other mods (a great hit Darker Nights).

    Thanks! I love playing this game when it’s super dark and you don’t know what’s out there (well, the sounds usually give it away.  I tried making more zombie sounds that “fit” and it was a lot harder than I thought. I’m still chewing on that idea).  I also like that you can’t go into a POI or underground when it’s dark unless there’s lights in inside or you carry light as it can be pitch black at its darkest.  I wanted to do a “flashlight “ mod where there were batteries and “tiers” of flashlights so you mostly could only find weak/dim gun and helmet lighting (or parts), and would have to work up to crafting the flashlights that are the current brightness in the regular game.  It might be possible with a19.  When I first tried in a17? I couldn’t make it work, so I just didn’t use flashlights ;).  Also: Throw something like the community creature packs in near total darkness and it’s a lot of fun ;).

  6. 15 hours ago, user2010 said:

    Poorly!
    Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
    Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
    It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!

    Google translator

    I would love to do seasons.  I could imagine setting each season to last... 7.3 days ;)  that way you get to battle the horde in each season for the first 4 horde nights, then after that it gets a little unpredictable when seasons change. Additionally. I would start day 1 in spring to give you time to build up for summer and winter. 
     

    thr big problem I see with this is I have no idea how to control the weather like this in a plain xml modlet. The only way I can see it happening is via a DMT mod (which I cannot do but is likely a good option for someone with more skill than I have) or a server side process or mod to one of the server tools.  I might be able to pull that off but I don’t know how many people would want to go to the trouble installing it.  If I went this far, I’d likely put in some “random hellish weather” events, like rain for days, etc. or wherever the land claims are make it extreme weather for a day, etc. it would be a lot of work for me though.  I’ve looked into it just a little, and all of the tools are in languages I don’t use on a daily basis :(.  
     

    anyway, I might make some more override models to the core weather modlet for more rain, snow, wind, etc so you can tune it more to your liking without having to hand edit the xml.  I’ve looked a little into maybe making some biome mods to go along with it (like snow in all biomes.... or snow patches at least, for an “all cold world”, maybe like the Winter Project mod) but technically those are not “weather”. 

    13 hours ago, TomGun42 said:

    any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

     

    <CloudThickness min="0" max="10" prob=".5"/>

     <Fog min="0" max="10" prob=".5"/>

     

    was 0.05, would this work?

    I’ll check and see this weekend. Your changes might work (just guessing).  The last updates I did for a19 I tried to “standardize” all the settings so it would be easier to make and maintain override modlets for the core weather mod. I think I decided there would be a 5% chance of “nice weather setting” for each parameter, which is where the 0.05 comes from.  The o lot reason I’m not sure how well your changes would work is I made all the probabilities add up to 100%.  There are some notes in the xml the pimps made that indicate that it doesn’t have to be 100%, it can go over 100% (which your changes likely do, if the docs are right)  and that they do some calculations to figure out the final percentages/odds for that weather setting. So since you’re adding .5 (which is 50%) and taking away my 0.05 (5%) the total should add up to 145%.... and that’s where I’m frizzy as I don’t have their xml docs in front of me at this moment ;)  I do think it will work like you want, just not sure how well (will it be 10% like you set it or it will actually calculate out to be a lot higher percentage/odds which I suspect it is.  I’m guessing probably 30%?

  7. On 7/3/2020 at 7:11 AM, Life2Death said:

    are you gonna make punishing weather for 19? i love it

    Forgot to update you :)  I tested them, tweaked a little and they’re released (see above).  There are a few things I noticed I don’t like:

    1. the nights are not as dark anymore. I made another Modlet to try to fix this, so you may also want to load it: “Buff Ambiance - Darker Nights”

     

    2. the desert seems to have “intermittent sandstorms” with rather clear views, like every minute or less. It looks a little weird and I’m not sure yet how to make it better, e.g perpetual sandstorm visibility.

     

    Also:  There are some things I’m looking into to make these modlets “better”, but I don’t think I can change the FPS or density of the rain but I can make a “rains a lot” modlet.  Another possibility I’m looking into are some of the FPS “tweaks” people have posted.  Some of them cut out graphics of things far away.... so maybe if the rain/fog/etc were so thick and constant around you you could activate those tweaks and it wouldn’t hamper FPS As much and you wouldn’t be able to see anything far away anyway.

     

  8. 3 hours ago, Life2Death said:

    are you gonna make punishing weather for 19? i love it

    Thanks!

    I will if I can :)  I heard there were changes to how weather is handled in a19 (like literal changes to the xml files/settings/capabilities) so it might take a bit to figure it out.  I plan on attempting to make the a19 version as close to the a18 one as possible, though I did have some small changes I wanted to make which was mostly to make "override packs" for it easier to create.

     

    I'm starting to work on updating my mods for a19 so it shouldn't be too long unless I run into new game stuff and have to do a lot of testing

  9. 16 hours ago, Hogweed said:

    I like the Get Greener mod. Having less snow and desert is not always  a bad thing. But does this actually completely remove them? I use the desert to get extra sand rather than using the cement mixer to make sand from rock. Other than that desert is just a heat pain. But are all the effects: heat. cold, resources still the same in the areas where they were? Curious how this actually works, its not explained in the 7D2D mod pages.

    Good questions ;) 

    I was not the original author of the "7d2dModlets" mods, I'm just trying to maintain them as much as possible.  A few of them are a little obtuse for me as well.  I do plan on going through them again and updating once a19 comes out (in the next few weeks?) as they might not work in a19 so I have to retest/tweak them all.

     

    Question: (for the snow and desert biomes) "But does this actually completely remove them?"

    Answer: Yes, this completely removes the snow and desert biomes (and replaces them with custom Forest biomes)

     

    Statement: "I use the desert to get extra sand..."

    Reply: It appears the new forest biomes don't contain any sand :(

     

    Question: "But are all the effects: heat. cold, resources still the same in the areas where they were?"

    Answer: No.  This appears to change the new Forest biomes "local weather" (temp/fog/wind/etc) to what the normal "forest" biome has.  So the 2 new biomes are just like the normal forest biome is, weather wise.

     

    Statement: "...its not explained in the 7D2D mod pages"

    Reply:  I'll beef up the documentation a bit when a19 comes out and I retest all my mods.  I didn't touch the docs at all when I did the initial conversion from a17 :)

     

    Additional info:

    Anyways ... For "Get Greener" I freely admit I didn't do much beyond making some small changes just so the mod loaded without errors in a18, so I'm not intuitively familiar with how it actually works :)  It appears its doing this:

    - Removing the snow and desert biomes that come with the game. Well, not deleting them off your computer but just removing them as something that game can use when the game starts.  If you removed this modlet the game will once again have the snow and desert biomes.

     

    - Creating 2 "new" forest biomes BUT internally using the names "snow" and "desert".  I'm betting this is because the game is expecting there to be "snow" and "desert" biomes to make the maps so it's just reusing the names but changing what the biome actually is made of.  There's not much indication of where the new forest biome settings come from (I have not looked hard to see if they were just copy-pasted from the existing forest biome but it looks like it was) but there is a note that the one replacing "desert" keeps the oil shale that normally you find in the desert.  The one that replaces snow doesn't have any special notes.

     

    - I haven't had any user(s) input on the Get Greener mod.  If you have any idea or want tweaks (like "would like some sand") let me know and I'll see if I can either add it, or more likely make a "Get Greener - Plus Sand" modlet to tweak Get Greener (you would load them both).  I haven't messed with the biomes much so I might not be able to make anything work (or work well), but I'll give it a shot once a19 comes out.  I'm not sure what the original intent of Get Greener was (beyond adding more green forest): to make the game easier (no harsh biomes) or harder ( no sand, not easy to find oil shale, etc) or both.  I'm not sure if I added "sand" if it would be easy to make it "seen" on top of the ground (but still be a mostly forest biome) or you'd have to blindly dig for it underground.

     

     

     

  10. Doughphungus, really admire your work on v2.0.0 of StompyNZ's Bad Company mod..

     

    Thanks! If someone wants to "keep it up" or there's a process to migrate it into the Creature Packs, I don't mind doing what I can. I don't know who originally "

    owns" this so I just did whatever was needed to get them to load up. If you/anyone are making updates to it, I'll happily "archive" it on my github site and put a link to the maintained version!

     

    um, thought this was the creaturepacks thread?

    Yeah, I'm sorry :) I didn't want to hijack the thread

     

    I don't think you need to create a separate thread, unless it is audio clips for non-critters or you just want to have creative control vs submitting everything to Xyth for approval...

    I believe you may be right. I put a lot of thought into it today and I think its more work than I'm going to be able to handle.

     

    If anyone's interested, the gist of it was: Allow anyone with a forum account to contribute any sounds... allow just .wav and unity3d (less desirable) formats. Document a few required standards (maybe bitrate or something). Then, they hand over the sound files and (if deemed acceptable) they get put into a lightly structured github repository as the "Development Sound files" source repo called "CommunityPack-Sounds-SourceFiles". No one but pack admins will have access to update this repo. This way we will always have the source sounds, and anyone can remix them as they wish (or clean them up) and resubmit. Still a lot of thoughts here on naming/structuring standards and such as it could get messy.

     

    Then make a second repo called "CommunityPack-Sounds" that is just the /Resources folder and all <sound>_unity3d files built from the "CommunityPack-Sounds-SourceFiles" repo. Document all the sounds in the files so people can use them easily as these sound names/paths can never change!. Make "smaller files" by sound type vs 1 super big file. Easier to patch/update/distribute them that way.

     

    Then anyone go to the "CommunityPack-Sounds-SourceFiles"' to listen to them, then go to "CommunityPack-Sounds" and take the unity.3d files they need and put them in their mods as they see fit.

     

    Then, to take it to the extreme, its possible you *could* make a "0-CommunityPack-Sounds-Standard" modlet that is actually playable/loadable for general use. It would contain *only* the unity.3d files sounds that are "generic vanilla stuff" that adds ambiance to the game (like opening the backpack, breaking glass, walking on trash) that can be appended to the existing sound Nodes in sounds.xml.

     

     

    Anyway, That's all my thoughts on this if it helps. Someone else can run with it if they wish!

  11. Let me see if I can set up something for a sound pack on github. I'll make a new thread and post a link here. I already have some sounds I made in a small modlet I was messing with, so I can populate it with some stuff as an example, and maybe come up with some basic instructions to contribute to it. I have limited experience combining sounds to unity.3d, but if the source sounds were made available in some fashion (likely a separate github repo so you don't have to download all the raw sound files to use the modlet in the game) then anyone could rebuild/update//use them. I really want some more sounds for the Z's so you don't know whats "behind that door" when you hear something but I don't have the sound mixing experience to make good ones.

  12. So, after some thinking, this is what I've come up with:

    I can see 3 separate "modlets" that might be easy to be "communitized". There could be more, but for now these are the ones that at least sketch out how to possibly do it:

     

    0-CommunityDevPack-0-Materials

    0-CommunityDevPack-1-Sounds

    1-CommunityDevPack-1-Items-Resources

     

    Rationale:

    - Any modlets that do not rely on *any other* modlets (e.g their xml does not refer to any other xml files) have their names start with "0-"

    - Any modlets that ONLY refer to a "0-" pack, start with "1-"

    - If there are more modlets that use *only* those below them, name them "2-", "3-" respectively. This is unlikely to happen but that's the way to build it out if needed

    - Then all modlets are named "CommunityDevPack". This is because when you load them, nothing in the game changes (they are invisible "things" used only to build other modlets with). They are literally modlets to develop other modlets on, not standalone/playable modlets on their own.

    - Then, just in case (especially with the "items" xml, there are a lot of item types), we add a "-[number]" to hard enforce a load order within the group. Its a bit of overkill, but another "just in case"

    as load order id vital to any of this working

    - Then, you name the modlet after the XML file being modified, with a capital letter: "-Items" or "-Sounds", etc.

    - Then, if there is a particular "type" of thing inside the XML ( items.xml has a lot), you add that type. e.g.: "-Resources"

    - None of these modlets will modify any other modlet. They will not change vanilla XML, only extend it

     

    Having looked though things, I can only see this being the "easiest thing to do" and maybe a few more modlets that could be added:

    Maybe biomes.xml, music.xml? and a few other things. For example:

    0-CommunityDevPack-2-Music

    1-CommunityDevPack-2-Biomes <-maybe this would be a 2, at least temporarily

     

    The hard part is making these not have as little visible effect on the game and be "activated" only by other mods. Additionally, it might get really messy (a lot of xml to maintain) if Items-Food were added and all the buffs/effects/actions had to all be in there to properly support it. So, for now, not a good idea. Pretty much every other item type in the game besides "resources" looks too complicated.

     

    If anything, I would want this to be "as little xml as possible", and something that is lightweight but to test on/get feedback so when the game updates (a19, 20, ...) its not too hard to keep updated. If it starts working out as a useful concept then it can be locked down more as the game goes gold. If these packs go out of maintenance, it will be easy for modders to take over and/or just copy the xml they need out (because the XML will be simple).

     

    Additionally: I haven't thought of naming conventions of the XML nodes yet. Will keep thinking about it: input is welcome!

     

    I might try putting something small together and see if anyone interested/how it works out in real games. I'm still *very* interested if anyone has any input or a "Danger: Bears lurk here" experience to share

     

     

    Anyway: I don't want to take up too much space in this forum thread (sorry :) ) just wanted to hear from the people working on the CreaturePacks to see if this was a harder thing than it looks, or commentary on the naming "standard" idea

  13. Yeah, I'm trying to think of a good way to envision how to do it. Thoughts so far are:

     

    - It may be difficult to "categorize" every item. Like, is "sugar" a food item or just "an item". It seems like food, but if it was added early it might be categorized under a "generic" or something

    Some items like "vinegar" can be used in food, bot have other uses so maybe that's a better example

    - I personally the real challenge (with my own modlets) in adding new items was doing/getting graphics. For a few items its not a big deal, but if a bunch of people are contributing new items to a common pack the graphics are going to feel all "not the same style". I feel it would be a lot of work to make them all "similar", artistically, but then again, if people load a lot of random mods its going to look that way anyway. Personally I feel that maybe graphics may not need to be any sort of standard, at least for awhile.

    - "junk like" Items (like a gear, or pencil) are almost "stand alone" meaning, they only really have a dependence on anything other than a material, and you likely can use existing in game materials (scrap to steel, wood). Or, maybe they cannot be scrapped. I feel scrapping is going o be difficult without some standard as I wouldn't want to scrap a pencil and get 1 wood pack (its too much wood). So maybe the initial pack "framework" would need to define some "minimal scrap amount" and if an item was smaller than that it either cannot be scrapped, or it scraps to some very small thing that must be pooled to craft a bundle (like scrap 1 earring to get an iron fragment, craft 100 iron fragments to get 1 iron). i realize this could lead to severe "craft and scrap" overkill, but I feel that if some base amounts are not standardized then recipes are going to be really weird if you build on this stuff.

     

    In reference to your quote:

    Because if there are things you don't like about a package, deleting them can create conflict with other material, you don't think.

    THe best way to deal with it may to make all items not be "lootable" and have modders add where to loot them. That way you can add teh pack, and nothing happens unless you add another pack to actually populate/add the items to things... which deals with

    - Looting: I feel that an items pack may not include a loot pack (e.g a "0-Community Items Loot Pack" would be a separate pack? I mean, anything else building on this would be separate) Basically, maybe you load the items pack and no items "exist" to be crafted or found because none of them are lootable. Then modders can choose where they are lootable/craftable. This seems the most logical. This way the "items" pack is basically a "junk" pack (because there are no recipes or looting abilities) then you can load the loot pack just to be able to get all the junk (but nothing to craft with) and then if a modder wants to make a cool loot pack then they say "don't load the default loot pack".

     

    There's a lot of options, which is why it seems almost in reach to do (and I wouldn't mind putting a starter one on Github to see what happens) but then again it almost seems like it will be fraught with "growing pains" and very complicated for modders to actually use (want to use exp. if its wonky or a pain to use).

  14. Xyth (and anyone else working on these packs),

     

    Creatures seem like a lot of work to make vs other things, but also seem more "contained" in all the dependencies they need ( in terms of XML modding).

    Can you see a need or benefit or good "packs" (for someone) to create other "community" packs similar to these (but not for entities)? If so, any advice/thoughts on how to go about it ("lessons learned" from the creature packs. Most I've seen are around naming conventions). I don't want to have something pop up and then magically there's 7 community packs being maintained independently for a lot of the same stuff. I can imagine making some on github (so there's a core few people approving additions, making updates) and then having people just do pull requests to add stuff.

     

    I feel as though a "items" pack would be useful as it could contain a lot of the basic stuff modders are adding like sugar, nails, screws, other metals, "junk" items, etc. Basically, if you loaded a "0- Basic Items Community pack" you could get to name it 0- so it loads first, and then modders could just focus on making recipes, stat changes, etc. Long ago I though of making some "very complicated electrical recipes" to make stuff, but I kinda got burned out making all the base items/ I know if we had a lot of base "food" items (pickles, salt, vinegar, baking yeast, etc) then people could easily go crazy with recipes for new food items. I could see an items pack needing a "materials" pack to build off of ... maybe...but then that gets complicated

     

    "Blocks" is another, but I'm having a harder time seeing it be as "self contained" as an items pack

  15.  

    Yep, too bad your follower NPC disappears when you die. It used to stay with you through respawn, but not anymore... :(

     

    its already been fixed but....wouldn't they mourn you, bury you using your backpack as a marker, and then move on ,,,, having been enriched knowing you for that short time ;). It would be kind of neat if there was an option to respawn as a different character each time, you find your old base, etc.

  16. @doughphunghus-

    The mod is only on the test server until its more complete. Until then the code doesn't get released to help make play testing faster and more productive. Everything will be released when the mod is ready for publication. Thanks for your interest, your welcome to log on to the test server anytime.

     

    Thanks for the info!

  17. Added new modlet: Nerf Junk Turret

     

    Description: This modlet makes the vanilla junk turret much less powerful, especially in early game. Hopefully only a high tier modded junk turret will actually be capable of causing real damage to enemies vs a warning signal. The lower unmodded tier junk turrets are more of a "watch your back" item than a "can destroy all Zombies for me" item. It is basically much slower, less scaning range, and weaker.

     

    Details:

    Junk turret damage to entities has been reduced.

    "Recoil" from manually firing it has been increased.

    Range (entity detection, ammo, and player activation) has been reduced.

    When deployed its "movement speed" and "scan area" and other movement related things have been reduced.

    Firing rate has been left alone.

    Junk turret ammo stacking has been reduced. Some modding bonuses have been dropped.

     

    In order to compensate (slightly) for all the above, more items can now make ammo for the junk turret so when carrying one around its more likely you will have something available to can quickly make ammo from. These make the same generic "Junk Turret Ammo":

     

    Scrap Iron <- Vanilla recipe. The cost of scrap iron for ammo has been increased.

    Scrap Brass

    Cobblestones

    Scrap Lead

    Mechanical Parts

    Glass <- Can only be made in the forge with crucible. Basically "crude blobs of glass".

     

    Note: The items were chosen as "weighty/chunky" resource items. I cannot find a good way to make the junk turret ammo do different damage per ammo type. If I can figure this out I'll maybe make separate ammo types, add broken glass, etc.

  18. I originally planned on adding quests to this, and a lot of other stuff, but I wanted to spend more time testing out how to make a decent quest (and a backstory) vs "find the loot, bring it back, get something". Right now it's a lot of XML for a single quest and I wanted to put some thought behind it (and testing).

     

    Yeah, I kinda like finding junk (there are some other "junk" modlets around) as it makes you stop and deal with them and makes it a little more random vs "everything I find is useful". I kinda enjoy the "I'm starving... (opens cabinet) ..dammit, a paper bag and a pencil" :). I also find it a bit "dry" to be raiding people houses and not finding any evidence of "people".

     

    Also: The games were more of a "hmmm" for me too. It's extra junk to find but has a purpose. I don't forsee people dedicating a lot of time to it, but it might be fun if you have a few hours at night and want to just do something funny. I made all the game boards basically out of glass so a single stray bullet/zombie/punch destroys the game ;)

  19. Added new modlet: You've got Mail

     

    Description: The mailman cometh! This modlet adds a bunch of "fun" items into the game that you can find in places where mail would be found (mailboxes, desks, dressers, trash) in order to add a bit of backstory to the residents of the city, the outbreak and fall of civilization, and a bit of much needed whimsy. This modlet is purposefully designed to not add any custom graphics/sounds. so at times you may have to be a bit imaginative. The idea spawned from the fact that some containers like mailboxes/desks/trash *should* be full of all sorts of interesting nonessential stuff that no one has looted and makes these places ideal for a place to find things relating to/about the former residents.

     

    If anyone has any interest in me adding more to this modlet, please let me know! I have more ideas for stuff, I just wanted to get a working modlet posted. If you have any ideas or requests (that I can pull off) I'll try to entertain them. :)

     

     

    Details: There are a few types of items in this modlet.

    • 80+ "Fun? things to just read"
    • 50+ "Fun?, useless items"
    • 30+ "Parcels to open". Some actually contain useful things.
    • 4 Games to play: Soduku, Chess, Checkers, Tic-Tac-Toe
    • Weapons: BB gun

    Things I might add when I have time, or if anybody generally requests "more stuff":

    - More puzzles/games

    - More fun weapon "reimaginations" + ammo

    - More backstories

    - More items (useful and useless), books, etc

    - Quests with some storyline.

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