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doughphunghus

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Posts posted by doughphunghus

  1. 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"

  2. I am pretty sure I wrote in the OP that no balance was attempted
    ...As far as adjusting roaming,

    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.

     

    They have brutal hand damage right now, I will tone that down when I push a new release later today.

    I'm totally fine with the terminator-esque damage :)

  3. 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.

  4. 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?

  5. Collect the eight Dark Tower series books

    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!

  6. 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 :)

  7. 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

  8. 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.

  9. 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:

    - Jun 19 2024: Updated mod list below for Afterlife v0.1.7

    - 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

     

    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,AL

    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

    Ambiance: Whole Lotta Fog ~ DZv1.1.1,DZv2.0.1(14),JM,RH(11)

    Backpack: Add Encumberance To All Slots ~ !DZv1.1.1,!JM,!AL

    Blocks: Lower Stability ~ 7, DZv1.1.1,DZv2.0.1(14),JM,AL
    Blocks: Lower Stacking Amounts

    Food: Sous Chef Of The Apocalypse ~ 10, !DZv1.1.1,?DZv2.0.1(14),!JM,!AL

    Food: Sous Chef Of The Apocalypse - Client Icons ~ 3,12

    Grenades: Add More Damage ~ 4, DZv1.1.1,DZv2.0.1(14),JM,AL

    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,AL

    UI: Add Lower Loot Percentage Options ~ JM,!RH

    UI: Add More DayLight Hours Options ~ DZv1.1.1,JM,!RH

    UI: Remove Compass Points ~ JM,!AL

    UI: Remove Day And Time ~ 9, !DZv1.1.1,JM,!RH,!AL

    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,!AL

    UI: Remove The Map By Obscuring It ~ DZv1.1.1,DZv2.0.1(14),JM,RH,!AL

    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 ~ 😿(a20)

    Electric-CapacitorBank ~ 😿(a20)

    UIAddFiveRecipeIngredients ~ 😿(a20)

    RabbitOfCaerbannog ~ 3, 😿(a20)

    YouveGotMail ~ 😿(a20)

    Doughs-PunishingWeather-Effects-Light ~ 😿(a20)

    Doughs-PunishingWeather-Effects-Medium ~ 😿(a20)

    7D2D-EntityRandomizer ~ 😿(a20)

    Doughs-PunishingWeather-Rain-More ~ 😿(a19)

    Doughs-PunishingWeather-Temp-MoreInBurntForest ~ 😿(a19)

    Doughs-RabbitOfCaerbannog-SpawnsALot ~ 😿(a19)

    Doughs-Buff-Sounds-Common ~ 😿(a19) Note: a20 added several similar sounds this was trying to add!

    Doughs-Mech-Lucy ~ 😿(a19) Note: may re-add and do better if NPC mech pack come back

    Doughs-Prefabs ~ 😿(a19) Note: May re-add in a22, with more prefabs I have made.

    Doughs-Screamers-Spawn-More ~ 😿(a19). Note: Not exactly like JaWoodles mod that was better...but they do spawn more.

    Doughs-UI-Add-2ModSlots ~ 😿(a19)

    Doughs-UI-WindowCompass-FormatTime ~ 😿(a18)

    Doughs-Nerf-JunkTurret ~ 😿(a18)

    Doughs-PunishingWeather-Survival~ 😿(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

    😿(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

    AL = Afterlife Mod, lightly playtested on v0.1.7

     

    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.

     

  10. 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: Intel® Core™ i5-6600 CPU @ 3.30GHz × 4

    Memory: 15.6 GiB

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