Jump to content

doughphunghus

Members
  • Posts

    1,256
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by doughphunghus

  1. 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
  2. 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.
  3. Just some input: After you play it through a few times, these packs are exactly the stuff this game needs to keep it fun without changing any of the core elements of the game. Thanks to everyone who has worked on this!
  4. whups :') I'm not too good at forum-ing
  5. 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.
  6. 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
  7. 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.
  8. I like them Especially the AOE for radiated. I read on the forums that radiated Z's might go away in a19 though (or maybe just the glowing effect) For input: - I would assume 5 min is "real life minutes" and not "in game minutes". if "in game minutes" this seems really fast for sunburn/frostbite to kick in, and it also doesn't give people much tome to get out of a biome if they spawn in it. - Why not add that face wrap clothing item to "frostbite" issues. Lose your nose if not covered - I think it would be neat if you got "permenant debuffs" like losing fingers/toes that you could always see that specific stat somewhere. Like that's your characters "story" as long as they live vs "I have a 35% frostbite debuff and I forgot why"
  9. This is just lifelike AI. You'll never find me running towards a giant spider. Actually, can someone make a "giant craftable cup" that we can drop on top of them from the safety of a rooftop?
  10. Cool Understood (I totally didn't read all the OP info...my bad)! It was just something I noticed in how they behaved vs the traders. I'm not entirely sure if they (the robots) actively go to fight the Z's on sight (suddenly ignoring you after they were chasing you) or if the Z's actually attack them first causing their demise. I'm totally fine with the terminator-esque damage
  11. Just thinking... and I have 0 legal sense Question: For mod[lets] where the creator doesn't care about what happens to the mod[let] (in terms of other non-TFP people taking their personal work, graphics, etc) and also do not contain any externally licensed content (that they would need to declare), is there a good "default license/ToA" they should/could use if they want to throw one in the mod[let] source code or link to their own ToA post? There's a link above to https://creativecommons.org/licenses/ and for someone who may not be used to adding a license, but for one who wants to "do the right thing" it may not be obvious what one to choose. I've been picking "The Unlicense" for all my github modlets as its basically wide open usage and a simple drop down choice in github, and was thinking of also linking back to this forum thread just for the sake of it. I believe if someone (**who met the conditions above**) picked "the wrong license/ToA" it wouldn't really matter as TFP policy would override it, but it might help to be guided to choose a correct-er one by default than one that's obviously not enforceable/applicable.
  12. Some input after a few days of playing with these packs: The Good: - I love these packs The (not so bad): - The robots (specifically the one with the light saber) is a little OP against zombies. I had a robot trapped in a building (by accident, he...it? walked in. He has a dudes face IMHO) and he just murdered all the Z's for me (yay) but then he wouldn't leave the building. It was very early game (like day 2) and I couldn't take him on so I tried to lure him out, and more Z's came, so I just lured them inside and he wiped the floor with them. I don't know if there's really a fix for this (or if it's even an issue) but if you can get that robot guy to hang around your area you're kinda safe. I had a trader fight a bunch of Z's for me (also by accident) and it was nice but he had a much harder time of it, and he ran away pretty quickly. I like the robots being more powerful, so I don't think they should be nerfed, so maybe if they could just roam farther/not patrol as tightly it would alleviate being able to lead them around as easily?
  13. Done. I mean just buying them was easy and it took a while to finally get through all of them and (of course) all the related Dark Tower linked books in the King universe but short of buying an extra 4 feet of bookshelf space this seems a little light as a quest as I just completed it as part of my normal routine and.... ohhhhhhh .... you mean they're now IN the game? Squeeeee!
  14. Its interesting because it changes the gameplay so much. Its so dark you really can't go into POI without a light, so you wither carry a torch and attach it to a wall (or use it as a weapon) so it's a lot harder and challenging, until you get a helmet with a light on it, then your hands are free to carry a weapon. Honestly, I'm thinking of making a mod to make it a *lot* harder to get/craft a helmet light to extend the time you have to spend lurking around holding a light. I have a game going (on day 6) and I had a mod added to let me have a flashlight + duct tape "helmet" and I kinda regret I did it as I realize how much it takes away from the creepiness. Also: I'm on day 6, barely got a forge and workbench running. Found an underground bunker on Day 2 (just luck). I've looted about 6 small POI's. It *really* makes it more fun in the early game for those that like a challenge. As soon as you let go of a light source it turns pitch black indoors in a few seconds, most of the time. I went down into a mine and only brought 1 torch, died, and realized I respawned in my bunker...with 0 lights crafted or on me. Fumbled around in pitch black dark for like 10 minutes
  15. Note: For the modlet "One Hour of Daylight (or 0 up to 24)", I originally made it 1 hour (and some options) up to 23 as I didn't think about 0 or 24 hours as options . 0 hours is "Perpetual Twilight" for most of the time (it does get darker at times) and 24 hours would be "Perpetual Daylight" and I believe kills the blood moons (haven't tested as of now). Anyway, Apparently other people have had this same idea for a modlet, so I didn't steal their idea on purpose/directly . My modlet only allows changes to the Daytime length settings. I found this modlet from Claymore which made me realize you could have 0 or 24 hours of daylight (which 0 is awesome IMHO and what I play now) so I updated mine after naming it "One Hour of Daylight" Claymores "MORE OPTIONS" Modlet
  16. Added 2 more modlets: "Add more common sounds" "One Hour of Daylight"
  17. I noticed the same thing too. The weather isn't really an issue to deal with most of the time. I wanted something where I had more control (I wanted to be able to trigger the rain, sun brightness, etc) but a lot of that's not accessible with the XML modlets.. From reading the forums, I guess in older versions of the game a lot of people complained a lot about it "raining for days" and "not being able to see anything" so maybe they tuned it down a bit. I've also seen a few people asking for "snow in the forests" and other things. I'm thinking of adding more "override" modlets to override the core mod so you can choose your overall biome weather look/feel like "cold world" or "hot world". Since hot and cold are both generally buffered by the same clothing it doesn't really matter if you have both hot/cold in all the biomes (well, snow biome is likely going to need to be cold but you could have a "cold" desert). Maybe the snow on the ground could be colored to be grey so it could be wet ash or something so it could be hot.
  18. [Reserved for later] [Reserved for later]
  19. Last Updates/News a21 news: ALL my a21 mods are and lightly tested (if you find a bugs, please let me know!). Last 3 mod updates/added: - Apr 14 2024: Added "Ambiance: Sky Is Burnt Forest In All Biomes". Small patch to "Lights: Harder To Craft". Github pull request by IronSharkInc for refactor to "Ailment: Infection Is Random And Quicker". Updated mod list below for District Zero v2.0.1 mods that seem compatible when playtesting. - Jan 14 2024: Added Doughs-InitialPlayerSpawn-AddSmallBundleWithT1Pistol, Doughs-InitialPlayerSpawn-RemoveMostVanillaStartingItems - Jan 01 2024: Added Doughs-Zombies-AddBirdsThatAreNotReal, Doughs-Zombies-AddLeapingLizards, Doughs-Zombies-AddSomeThatDropBlocksOnDeath Mod download repositories Doughs Mods for a21 (WIP/under development) github.com All Older than a21 and decommed mods. 7daystodiemods.com Descriptions and downloads for my mods can also be found here nexusmods.com I may mirror some mods here. Mods a21 TBD/WIP: Mods here are converted for a21 AND *should* be "server side safe" UNLESS specifically noted/known. The a21 mod(let)s mods below can be found/downloaded on my github site (above) or click on the mod name to go to its page on 7daystodiemods.com. For usage/licensing notes see the LICENSE file in the github repository the mod is in. Mod Name ~ Additional Info (if symbols, numbers, or letters are shown after the ~, see the lists below) Ailment: Infection Is Random And Quicker ~ !DZv1.1.1,?DZv2.0.1(14),!RH Ailment: Fragile Leg Bones ~ DZv1.1.1,DZv2.0.1(14),JM Ambiance: Dark Indoors ~ DZv1.1.1,DZv2.0.1(14),JM,RH(11) Ambiance: Dark Nights ~ DZv1.1.1,DZv2.0.1(14),!JM,RH(11) Ambiance: Sky Is Burnt Forest In All Biomes <- Direct link to 7daystodiemods coming soon. Go to githhub to get to it for now Ambiance: Whole Lotta Fog ~ DZv1.1.1,DZv2.0.1(14),JM,RH(11) Backpack: Add Encumberance To All Slots ~ !DZv1.1.1,!JM Blocks: Lower Stability ~ 7, DZv1.1.1,DZv2.0.1(14),JM Blocks: Lower Stacking Amounts Food: Sous Chef Of The Apocalypse ~ 10, !DZv1.1.1,?DZv2.0.1(14),!JM Food: Sous Chef Of The Apocalypse - Client Icons ~ 3,12 Grenades: Add More Damage ~ 4, DZv1.1.1,DZv2.0.1(14),JM Initial Player Spawn: Add Small Bundle With T1 Pistol Initial Player Spawn: Remove Most Vanilla Starting Items Items: Lower Stacking Amounts Lights: Harder To Craft ~ DZv1.1.1,DZv2.0.1(14),JM Newbie Coat: Remove ~ DZv2.0.1(14),!RH(13) Pipe Bombs: Add More Damage ~ 4, DZv1.1.1,DZv2.0.1(14),JM UI: Add Lower Loot Percentage Options ~ JM,!RH UI: Add More DayLight Hours Options ~ DZv1.1.1,JM,!RH UI: Remove Compass Points ~ JM UI: Remove Day And Time ~ 9, !DZv1.1.1,JM,!RH UI: Remove Entity HP Bar But Show Name ~ 6 UI: Remove Environmental Tool Tips ~ 8 UI: Remove Player Items From Compass ~ DZv2.0.1(14),JM UI: Remove The Map By Obscuring It ~ DZv1.1.1,DZv2.0.1(14),JM,RH Weather: Core ~ DZv1.1.1,DZv2.0.1(14),JM Zombies: Add Birds That Are Not Real ~ ?DZv2.0.1(11) Zombies: Add Leaping Lizards ~ ?DZv2.0.1(11) Zombies: Add Some That Drop Blocks On Death ~ ?DZv2.0.1(11), 4 Craft-SantaHat ~ ๐Ÿ˜ฟ(a20) Electric-CapacitorBank ~ ๐Ÿ˜ฟ(a20) UIAddFiveRecipeIngredients ~ ๐Ÿ˜ฟ(a20) RabbitOfCaerbannog ~ 3, ๐Ÿ˜ฟ(a20) YouveGotMail ~ ๐Ÿ˜ฟ(a20) Doughs-PunishingWeather-Effects-Light ~ ๐Ÿ˜ฟ(a20) Doughs-PunishingWeather-Effects-Medium ~ ๐Ÿ˜ฟ(a20) 7D2D-EntityRandomizer ~ ๐Ÿ˜ฟ(a20) Doughs-PunishingWeather-Rain-More ~ ๐Ÿ˜ฟ(a19) Doughs-PunishingWeather-Temp-MoreInBurntForest ~ ๐Ÿ˜ฟ(a19) Doughs-RabbitOfCaerbannog-SpawnsALot ~ ๐Ÿ˜ฟ(a19) Doughs-Buff-Sounds-Common ~ ๐Ÿ˜ฟ(a19) Note: a20 added several similar sounds this was trying to add! Doughs-Mech-Lucy ~ ๐Ÿ˜ฟ(a19) Note: may re-add and do better if NPC mech pack come back Doughs-Prefabs ~ ๐Ÿ˜ฟ(a19) Note: May re-add in a22, with more prefabs I have made. Doughs-Screamers-Spawn-More ~ ๐Ÿ˜ฟ(a19). Note: Not exactly like JaWoodles mod that was better...but they do spawn more. Doughs-UI-Add-2ModSlots ~ ๐Ÿ˜ฟ(a19) Doughs-UI-WindowCompass-FormatTime ~ ๐Ÿ˜ฟ(a18) Doughs-Nerf-JunkTurret ~ ๐Ÿ˜ฟ(a18) Doughs-PunishingWeather-Survival~ ๐Ÿ˜ฟ(a18). Note: May bring back if the XML this used is documented/updated in vanilla. Never worked great. Symbols: ! = NOT. Reverses the condition immediately after it. Example: !DZ means NOT compatible with District Zero ? = MAYBE. I have loaded it and playtested with mod and it seems it might work, or is not causing obvious issues. For when a mod was not compatible, and now it seems it might be or its not obvious it breaks anything. Have not proven its works as desired (meaning my zombies might not spawn, or an my items may not be lootable but you can still craft them, etc) (*) = Caveats, see numbers in list below ๐Ÿ˜ฟ(version) = Not updated/tested for latest version! Last known working version in parenthesis. Likely will not update unless someone wants/requests it or converts/tests it for me. *Possibly* and/or *Appears* compatible with these Large Mod/Overhauls UNLESS a ! or ? symbol is before it (in mods list above): DZv1.1.1 = District Zero, lightly playtested on v1.1.1 DZv2.0.1 = District Zero, lightly playtested on v2.0.1 JM = Joke Mod, lightly playtested on v3.0.0.0 RH = Ravenhearst Mod, lightly playtested on v9.1.0 Known Incompatibility/issue/requirement list. Assume "unknown or not tested" otherwise! 1. See issue X on github. 2. Known to be incompatible with non overhaul Mod 'X'. See issue X on github 3. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. 4. Is this mod server side safe?: WARNING. Some of these items do significant block damage. 5. Reserved. 6. REQUIRES loading a mod turning on the HP bar! Only tested with KhaineGB's HP-Bars mod, but there are a few more that turn this feature on. 7. Is this mod server side safe?: WARNING. Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining. 8. Mod requires you to edit the mod XML to work as desired/properly. 9. Mod has known oddities that cannot be modded out or use a known workaround. Read the mod docs. 10. Mod requires some biomes to be present for full functionality. Edit biomes.xml if you play a custom map with fewer than all biomes. 11. WARNING: Known variable/config conflict exists but my mod *may* work as documented but you may have to rename my mod to load AFTER this mod if you want to attempt it. This will override the configs in the referenced parent mod which may cause unintended effects (may introduce incompatibilities or break things)! 12. Requires another mod to be loaded before this mod. See mod documentation. 13. Mod basically has this exact functionality already or is very similar to it to some effect/level so loading my mod with it is pointless or not recommended. 14. Probably should rename the mod to load AFTER my mods OR rename my mods to load BEFORE this mod. I only tested it this way.
  20. Confirming the texture issue on Ubuntu: I was able to play the "rh_5_5_4_client" mod without it crashing. I have seen several missing/pink textures. Some new cars would load perfectly, some would just be pink blobs. Other textures, like carrots, would just have the tops pink. Update: Aaaaand apparently there's a new version out! I'll give it a try and post back if I see any missing textures Update 2: Now its crashing when I "look directly" at a pink texture on the ground. I believe I saw "Goldenrod flower" before it crashed. Happened 2 times in a row. Using latest "ravenhearst_6_2_client_files-master" of the mod. It may be "v6.2.1.0" per the "Ravenhearst 6 Development Notes.txt" file PC stats, if it helps: OS: Ubuntu Pop!_OS 18.04 LTS Graphics: GeForce GT 1030/PCIe/SSE2 CPU: Intelยฎ Coreโ„ข i5-6600 CPU @ 3.30GHz ร— 4 Memory: 15.6 GiB
ร—
ร—
  • Create New...