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doughphunghus

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Everything posted by doughphunghus

  1. I noticed this too. I was playing on a custom generated map and by default? It had 4 or 5 spawn points. I didnt test but i reasoned that maybe the "other spawn points". , being so few, were likely very spread out (maybe 1 per biome?) and thus since i had not traveled far from my initial spawn point, the game just chose the only point sort of close to where i died, vs deciding to randomly drop me on the other aide of the map. But yeah: on rng it would be nice to have a lot more spawn points generated anyway.
  2. Not posting a link as its easily searchable, but apparently today: "Unity was forced to close its offices in San Francisco and Austin on Thursday due to what it called a credible death threat" Anyway, just interesting. Seems a but much coming out of the gate.
  3. I wonder if it could be scripted somehow, at a client level. Like... to make it "neat" you could have a quest or something lead to a location , and upon quest completion (not necessarily going back to a trader) a mod loaded would sense the "win" condition and save the player/game, then disconnect and rejoin a new game at an ip address/port or simply restart pointing to a new map already loaded locally. If "player inventory" is not kept on map load (and it would not if joining a server.... so maybe "local game only") then the mod would take note of player inventory (skill points, etc) and gift it/put it back into the newly joined player inventory?
  4. I have brought this up for a slightly different reason: then modders could make custom (small) maps special built with a single quest (or something). Like "all snow with single large poi and soecial npcs/bosses/etc. onve you "play that out" you can then teleport to the next map (or teleport backwards to previous map). If this were possible, then you could link together multiple maps and "build out a story or campaign) put of all of them. Maybe 8 players start at map 1, then 2 choose "quest 1" and the others "quest 2" and they all go their separate paths, and meet up on a map and cannot progress until they all meet back up (with special items), etc. it only reall works "well" with vanilla and not mods as .... all items have to work/exist on all maps to move inventory... but imagine: an all underground map, that goes to a mountain map, that leads to an all forest map.... that leads to a boss map. And so forth. It would be really cool, and then modders would have not just a mod with stuff, a map could come with a specific mod.
  5. So....did Oracle or a VC firm buy Unity? (kidding, but also sorta not kidding maybe they did have a change in mgmt or something?) the "delete and reinstall is 2 licenses, if true, is complete BS and aside from 7D2D, i would "boycott" buying a Unity game ever again, much like I boycott anything associated with EA today (but for different reasons: basically they always have overpriced beautiful unfun games)
  6. Whelp, i learned something new today. Thanks for the update!
  7. Im on my phone, so i cant verify you entire append xml stuff, but in your "append" i believe you need a / before "progression", like this: xpath="/progression/...". i have a mod with a progression modification, for reference: https://github.com/doughphunghus/7D2D-Doughs-Mods-a21/blob/main/Doughs-Food-SousChefOfTheApocalypse/Config/progression.xml
  8. oof.. I don't know how to do that but... it appears? there is a way to have NPC's open doors using the NPC mods here to see the documentation ( I have no idea how to do this/modify much in these mods, you may have to join "Guppy's Discord server" (look on these forums for it) and maybe someone there might be able to help? Anyway: The "0-SCore" mod has this file in it: utilityai.xml and in that file it documents the ability to give NPC's (in the NPC packs) the ability to open doors: "If the NPC has ran into a door, it will open, and close the door, if the NPC is allowed." So I would assume instead of using the entity "rabbit" class/AI in my existing mods XML, you would/could be able to somehow change it to an "NPC" class that could open doors... but I'm not sure if it would act "like a rabbit" anymore ( jumping, hopping, just being adorable). But maybe you could hook the NPC "door opening" capability into the rabbit? The rabbit "is" a standalong entity, not part of the NPC pack,... but there are animal NPC packs. Maybe as part of a21 updating I can make it more "NPC pack compatible", but "door opening via this "NPC AI add-on/feature" I'm not familiar with, and I don't have a lot of modding time right now to try making updates. Maybe? I think they will go after players if they get "too close" but that was with the settings I had originally, I'm not sure if any of the settings for "attack from far away distance" actually work. Maybe you could turn on the "global" feral sense in the game options and they would hunt you from a long distance (and every zed too)?
  9. To add: Also no one wants to be accused of "stealing content" or "others ideas" or anything on top of respect as well. Its hard to tell a mod has been "abandoned" unless its been "a year or more" but its best to try to track down DBock and have them update their mod, or find some way for them to publicly declare it "abandoned and anyone can modify it", like put this type of declaration and a "free use user license" or something similar in the mods and then re-upload it to Mega... assuming the assets in the mod are "free" and not bought and/or non-transferable. Their 7D2D vehicle downloads mods files do not seem to indicate "how to contact them", and they are hosting their mods on Mega so there's not like a username there to message them. I don't see a "DBock" user here. However... - Their mods got onto 7daystodiemods somehow. Usually that site is scraping other sites for mods.. but I wasn't aware it can scrape Mega. Maybe DBock manually submitted to have the mods added there... but if not maybe the mods are hosted at another place, so you can message DBock at that other place if you can find them. I did a quick google of "DBock mods" and got several results, so maybe they can be found via this username and other mods/forums/discords/etc they frequent. If you can locate them and tell them their mod is liked/desired/cool/etc and then and ask nicely if they can update it for a21 when they have some free time, they might just do it. But just let them know/ask and then wait patiently. Some modders don't have free time anymore (it can take a lot of time to mod), or have moved onto doing other things. 7D2D is still not "gold" status so the games internals are always changing as the devs keep making changes, so modding and keeping the mods up to date right now (and for the last 10 years?... ha ha) is kinda a pain so maybe they will revisit their mods once it goes gold and stops changing.
  10. I'm looking at this now (loaded up a20 to get the correct vanilla files) and I believe a small part of the issue is that prob="100" works differently than it looks. Basically, this is a20's "EnemyAnimalsWasteland" entity group: <entitygroup name="ZombiesWasteland"> <entity name="zombieMutated" prob="2"/> <entity name="zombieSpider" prob="2"/> <entity name="zombieBoe"/> <entity name="zombieJoe"/> <entity name="zombieSteve"/> <entity name="zombieTomClark"/> <entity name="zombieMoe"/> <entity name="zombieYo"/> <entity name="zombieBusinessMan"/> <entity name="zombieArlene"/> <entity name="zombieDarlene"/> <entity name="zombieMarlene"/> <entity name="zombieNurse"/> <entity name="zombieSteveCrawler"/> <entity name="zombieFemaleFat" prob="2"/> <entity name="zombieFatCop" prob="2"/> <entity name="zombieBurnt" prob="2"/> <entity name="zombieMaleHazmat" prob="2"/> <entity name="zombieFatHawaiian" prob="2"/> <entity name="zombieSoldier" prob="2"/> </entitygroup> With your modifications set to all prob="100".. try visiting the wasteland for 10 minutes and see if you get some spawning... The "prob" numbers are not really a true "probability' but more of a "weighting that leads to a probability". Note: anything with no "prob" in the line, is defaulting to prob="1" As I believe it (someone correct me if I'm wrong!) the "final probability" of the spawning of something in the group is determined by doing this: 1. Add up all the numbers in the "prob" parts. Here we add up to ... ummm.. 28. 2. Take any entity (say "zombieNurse") and their "prob" (which is 1) then divide by 28 => 1/28 => 0.0357 (probably only uses to 4 or 5 decimals I'm guessing?) 3. Take that resulting number (0.0357) and multiple by 100 to get % => 0.0357 * 100 = 3.57% So, in theory, adding the caerbannong to the group with prob 100 makes it 100/128 = 0.781 => 78.1%, so it should be... spawning a LOT.. but not 100% But this is also probably the other 1/2 of the issue: I think the 'calling of those groups i have added the caerbannog rabbit to by the game" to spawn zeds does not get called a lot UNLESS you are in the wasteland ( for example). I set all the probs to 100 in my mod, and started a vanilla game. ran around in the forest = no caerbannogs. then I went to the wasteland, and they were spawning like crazy ( usually 3 on screen at a time) I think because the wasteland spawns from "EnemyAnimalsWasteland" (because the wasteland is full of dogs) a LOT more than the forest calls "ZombieAnimalsGroup" . So people have to either "be in the right location/biome", or you would have to add caerbnannogs ( with prob = 100 or something) to other entity groups that its not in currently (to groups that get called more often in non-wasteland biomes). In the mod, I made the spawning groups and rates "extremely low" as the rabbit is so hard to kill, and chases you, I wanted it to be like a "super rare random boss encounter", and originally I wanted it to only spawn in caves (when we had caves) so the act of "going into a cave" would keep it limited to those areas (so caves woudl be almost like a t5 POI.. if one spawned. if not, a t0.) Anyway: I used to have the rabbit spawn in some hordes, but it got messy so I took all the horde spawning out, except for the "ZombiesHoard" group.. but maybe the game is not using that group very much (or only on horde nights, and the rabbit runs away as they spawn kinda far from your base?)
  11. If you're playing it in a21, the mod doesn't work in a21 yet . It's still an "unpublished work in progress" to be compatible for a21. I worked on it a little (for a21) and something is wrong with it that I have not identified yet (and I have not released a version compatible (or claiming to be) with a21 as it requires several XML tweaks to a20 to get up to date with a21s XML tags . IF you load the a20 version into a21, it doesn't throw any console errors (which is kinda weird), but it does not/cannot spawn spawn. The XML tag to get it to spawn ( in a21) doesn't even exist in the a20 version, so you can't even try to manually spawn it via debug mode (the Caerbannog entity isn't in the list of spawnable entities)
  12. Every time i got on my bike barefoot with these i was like "no prob, im careful!" And sometimes... a few times...i actually was. But it always hurt
  13. I like most of A21. In terms of water (i play sibgle player): ive never had an issue that was major, but i do loot a lot and dont build "a single permanent mega fortress" filled with dew collectors and workstations, i just run around and make sure i have a POI nearby reinforced enough to live through the horde and for crafting "enough". I do play a slow game though, not min/maxing so "the struggle" for something is always there. I personally think the magazine stuff is "not as fun as gun parts were" but i do like how it has "fixed" tool and weapon progression so it feels better and also better than just dumping perk points into things to advance tools/weapons. i also dont really "play a specific type" of game like "stealth" or "fists only" or "intelligence build this time!". I just put points into whatever i want. Some games i just want to build and farm for awhile, then i go "hih, probably should spend a week looting as im short of supplies. Mmmmm looks like im going to he using my knife, club , and shovel this time". Ive heard a lot of complaints about "debuff stacking too much" and "vehicle damage too much" but (as a long time player) i like that those things were made kore difficult. I dont mind dying IF i know i decided to take on a POI or a horde (and debuffing fast when multi hit) and i wasn't really "ready" for it, but the "stealth is broken" complaints seem to have more weight as ive been trying to he quiet (because low health, early game and all i have is a wet napkin wrapped around a stick and aome grass pants) and boom every zed wakes up and charges me. BUT "running away" almost always keeps me alive, so maybe thats the purpose: spice things up and get you killed if you're too cocky and never run away/prep? Like "you cannot always rely on stealth so, be prepared!"
  14. Im on my phone, and its just a guess,and it might be outdated info, but i think the "item repairing the blocks" (like the hammer, stone axe, nailgun) needs to be changed/modified as being able to upgrade/repair this block, or something similar. Like you may have to make an edit/addition to the item that is repairing the block to add this block type/mayerial? As something it can repair. If no one else has an actual answer I can try to validate to see if this is true but it might be late tonight. you might also be able to search the vanilla xml files for "nailgun" (or hammer) and see if you can find a place where there is a "list of blocks or block classes" and see if adding your block to that list makes it work. I vaguely remember there was a list attached to the repair items like this in a19/20. Its not "all blocks" its like "the parent block classes"
  15. Nerd slatting? nerd runging? nerd z-axis McClaineing? nerd pole side questing? Anti nerd pole nerd poling? nerd shafting? Nerd masterbraining? nerdopolis, god of anti needpoling? Nerd Easy Railing Decision? Nerd Elevating Radical Determination?
  16. **A complete guess** is that mod you loaded may have removed something like an item (or a block, or something as part of adding its own things) and you had "that something or item or block" in your characters inventory, or in your characters storage, and that item no longer exists in the game (as the new mod removed it) but the game remembers some things about that item, like it was in player inventory as ID 128 and ID 129 (which i guess would be something like 2 items) and those IDs no longer exist. personally, and i dont know how to fix your particular issue, i would shut the game down completely, remove that new mod, and start the game back up and see if its working better. Generally this is why you don't want to add or remove any mods once a game/map has been started: weird things happen as mods can do a lot of crazy things, and mod authors are unlikely to want to try to help by diagnosing or changing mods because, its jus not easy nor intended how the mods should be loaded (after a game has started). it may very well be that you have to start a new game/map, or even clean out all game files and start a new character. Its a way to "clean everything out and start fresh" but i dont know for sure with your exact issue. Just always keep this "solution" as a possibility when using mods, especially multiple mods and adding/removing them mid game.
  17. I have a mod called "Sous Chef Of the Apocalypse" where I managed to get a custom crafting skill tree in there that uses the games "reading magazine" mechanic. The mod has a lot of items (making the progression.xml look a bit "busy", but maybe the progression.xml and Localization.txt (and other supporting files for a custom skill tree) will help as it was a bit confusing to me to make a new one based on the ones in the game as an example.. The mod is here: https://github.com/doughphunghus/7D2D-Doughs-Mods-a21/tree/main/Doughs-Food-SousChefOfTheApocalypse
  18. @khzmusik has a "Rain Collector" mod here with documentation on changing the number of slots, so I think this will work? https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Rain_Collector?ref_type=heads See: "Changing the number of "slots"" in the README Also: On nexusmods? I think I saw a ?90? slot Dew collector someone made, so there is another example mod that changes the slot counts.
  19. @caatalyst Currently the mod contains a single XML file: worldglobal.xml In this, there are only 2 variables being changed from vanilla, and I bet "ambientMoon" is the one you want to modify to make the outside a little brighter: <set xpath="/worldglobal/environment/property[@name='ambientMoon']/@value">0, 0</set> What I don't know is "how bright you want it"... The vanilla "ambientMoon" settings are this: <property name="ambientMoon" value=".9, .3"/><!-- add, scale --> So its likely the first number in my mod you will want to change. Mine sets the 0.9 to 0. I believe that 1 is "as bright as it can be" and 0 is "not bright at all" (0 brightness?) so we have a scale of 0 -> 1 to work with, and decimals are allowed. I don't know if the game would accept 0.85 (it probably will, as otehr vars use 2 or 3 or more decimal places, but I don't know the literal data type of this specific variable to say definitely). There is another setting I changed to make the "sky scale" be less bright, but the "ambientMoon" has got to be the one literally lighting up the night.... So: what to change it to? I would guess to try changing it to .3 first and see if that works, so the worldglobal.xml in my mod would like this: <set xpath="/worldglobal/environment/property[@name='ambientMoon']/@value">.3, 0</set> Then start up a test game and see if it "works". Then as days progress in the game, make note of if its still too bright or not, and adjust up/down by .1 until you like it. NOTE: you can change the day/time from the command console in the game (so you can immediately see nighttime, and on different days) by: - starting a game. - when the player enters the game, hit the "F1" key to being up the command console - Enter "debug mode" by typing in the console: dm - hit the "enter" key. It should say something like "debug on" or debug mode on" - use the "settime" command to choose the day and time of day (all at once). Type in the command console: settime 2 18 3 5 (and hit enter) to have the day jump to 2, the hour jump to 18, and the hour to 3, the minute to 5. You can jump back and forth in game time using this command. - When you are done, either close the test game down, or (to exit debug mode), type again in the command console: dm and it will say something like "debug off" - hit F1 again to close the command console (or the close button on the right of it). NOTE: It seems (to me) the darkest time to test night will ever get to is day 5 at 2 AM
  20. Ill look into it tonight. There are several settings, and i set all of them to "max darkness" however there are some things that cannot be tuned so there is quite a bit of variation in darkness depending on the "day" the moon is out. I believe in my testing its dark on day 1, but gets darker and darker each night until night 5 (or "every 10th day after that"?) and that is the "darkest night" due to the moon phases, but maybe it "resets" every 7 th day so the next darkest day is 5 days after the 7th day (not too sure). The mod has only 1 xml file in it, and i may have semi documented what i think the settings do if they were vague so it might be somewhat easy to change a setting, test it, change another and teat. But just remember the night/moon phase will affect it.
  21. Update: Added a few more mods converted for a21 (always lightly tested). Some mods renamed to a new "standard" I'm trying. Blocks: Lower Stability Blocks: Lower Stacking Amounts Items: Lower Stacking Amounts Lights: Harder To Craft Food: Sous Chef Of The Apocalypse <- "Client Icons" mod for this not ready yet. See readme for several new updates to this mod. @Hayran: The "Nerf Item Stacks" mod has been split into 2 mods (1 for items, the other for blocks) and are now the "Lower Stacking Amounts" mods above
  22. Yeah, i agree. I don't know the true answer but i feel its something along the line of: - batteries (and anything with a "quality" to them that degrades) cannot stack because the qualities of each item may be different. - 6k stacks for "mined resources" is probably because they want it to be "painless" to mine and carry it back, as well as pick up a stack and build a base/repair it. The 125 jars vs 10 water ... Im totally guessing here based on the above resource stacks possible logic: it was probably to make it as painless as possible to harvest water and bring it back to base. there are some "weight" tags in the XML so maybe they had planned on making items have weight and the stacks were based on this some time ago? Like "yeah, if you're not careful you will have 6k rocks and its heavy but you can carry it"? but then again, radiators, engines, clothing with no quality: then the logic makes no sense. So the lat guess is: as the game versions evolved, no one want and cleaned up old "ideas" as stacking and weight considerations are too low on the priority list at the moment, so its all kinda bonkers right now... but its more of a minor inconvenience vs breaks game vs OP stacks?
  23. Its coming very soon, prob this week. I have a few mods almost ready i have been testing "lightly". Getting "Sous Chef" updated has been more work than i anticipated, and i just finished it tonight, so i just have to update docs and do a few more things hopefully. For nerf ItemStacks i need to see if any of the stacks are too "low" to sell to traders and if they are, if having 2 stacks will work. It appears that traders now have (or its working now?) a "buy stack" minimum. A made up example would be: trader will only buy 100 nails at a time (you cannot sell 1 nail). Nerf item stacks makes a stack 50 nails. So ... can you sell any nails to the trader as all nail stacks are just 50? Hopefully ill figure it out. If you have 2 stacks of 50 nails and then the trader will buy both ... it would be annoying if a stack was super low but it would work. Id rather have at least the sellable stack limit be the same as a stack as that feels better, but well see how it works out!
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