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doughphunghus

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Posts posted by doughphunghus

  1. They could be like a "spray paint" ( like a user places them), but unless its vanilla you couldnt have POis have them easily built in as it would have to replace an existing block (like those groups that randomly choose from a list of blocks, like the trash groups would work) but they  couldn't be built/baked into a POI scene (like a yellow locked room of corpses, zeds, and all hand prints all together)?

  2. 46 minutes ago, HB_H4wk said:

    How about some Graffiti to add to walls, along with some blood splatters and bloody drag marks.

    Yes yes yes! and also: i dont think they can do a "paint overlay" of this (because they cant add more textures, due to unity limitation,i have read) so i think it would have to be "as blocks" like the "flat letters" the game has (a block with the graphics as "flat" on only one side of the block). It would be super cool if they could do it with some transparency (or just careful manipulation of the graphic) so you can see through it at a lot of places. Like "a bloody handprint with splayed fingers and then drips/drags down the wall raggedly" so you can see the colors/textures of the block under/behind it.

     

    Also: hey if this is the way (via blocks), why not add severed 3D body parts like "just a hand" or "a shoe with a foot in it" or something as additional "people were here" decor! Walkijg down a swmewer tunnel and just seeing bloody dragged handprints, then about 5 more blocks a single severed hand and a bloody drag mark Might be a nice touch.

  3. On 11/2/2023 at 4:55 AM, Swordsman said:

    Hi all. Please help, I have almost no experience with mods, how can I get this mod to work? I created a Mods folder in the game folder, and placed the Doughs-Ambiance-DarkNights folder there with the mod itself inside. I checked it in the game - it doesn’t work, the nights are still light. Then I read somewhere that I need to create a Mods folder in %APPDATA%/7DaysToDie/ - ok, I created it there and also put the folder with the mod inside, it still doesn’t work. What am I doing wrong?

    I'm not sure actually where mods go on Windows systems as i am not using Windows and i put mine in the game folder (under the "7 Days to Die" folder) and it works on my system.  I think they did make changes on windows but someone else is probably more able to help you on the Windows location. Be aware though that in game the darkest night seems to be 2 AM on Day 5 (the game naturally has different lighting each night, darkening from day 1 to seemingly day 5 (darkest) and then it starts getting lighter, and day 10 should be another darkest night.

     

    What version of the game are you running? I have not tested the mod on the latest experimental builds

     

  4. The Gnamod overhaul mod has this. The zed is a sleeper and underground and gets triggered when you are very close to it. I think it attacks upward, destroying the single level of blocks/dirt/sand/etc above it and then jumps put of the "grave" to get you. These spots are located all

    over the ground in open areas (but not too densely populated). Its not exactly "crawling out of the ground" but its the closest ive seen in this game.

  5. 4 hours ago, Megamoula said:

    Hi, I have a question regarding the dark night mod.
    I would like to make the night even darker, I would like to know what value I should change to make it even darker. ty

    Im not going to be near my pc until next weekend but ill look into it when i get back. My mod only changes a few things to make it darker but it might be best to make a second "companion" mod to change all the other variables to put it down to total darkness, which would then document all the variables and provide something for everyone to make changes to hand tune the darkness to what they want. My "darker" mod is made to be dark but "sorta realistic" though there have been some comments the moon ambience is too low and is unrealistic, which i agree with. I made it super low as the "moon phases" change over 7 days in the game and day 1 moon is much brighter than day 5 moon, and my settings make day 1 much darker, and day 5 very dark, but not total (i think).

  6. @Rambo311

    Mod uploaded here: 7D2D-Doughs-Mods-a21 as "Doughs-Food-SousChefOfTheApocalypse-ClientIcons"

    I was planning on adding custom icons for all the new items, using some AI tools, but it isn't working out too well, and is more work than I thought. I tried adding some more using good ol' "manually doing it' and I have lost my barely practiced image manipulation techniques ;)  Anyway: I updated the Sous Chef client icons mod with the original icons I had and tested it out on 21.2 ( latest experimental) and it looks like it works.  You should be able to add it to a running game as it just replaces the referenced vanilla icons in the 'Doughs-Food-SousChefOfTheApocalypse' mod, but since its "icons" being added if you're playing multiplayer the mod needs to be on the server running the game AND everyone connecting to it.

  7. 5 hours ago, RStarphoenix said:

    it gives me the first spawn all of the time solo even if i add some random spawn points in and start a brand new save file

    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.

  8. 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?

  9. 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.

  10. Found this: https://www.axios.com/2023/09/13/unity-runtime-fee-policy-marc-whitten
     

    Quote

    After initially telling Axios earlier Tuesday that a player installing a game, deleting it and installing it again would result in multiple fees, Unity'sWhitten told Axios that the company would actually only charge for an initial installation. (A spokesperson told Axios that Unity had "regrouped" to discuss the issue.) 

    • He hoped this would allay fears of "install-bombing," where an angry user could keep deleting and re-installing a game to rack up fees to punish a developer.
    • But an extra fee will be charged if a user installs a game on a second device, say a Steam Deck after installing a game on a PC.

     

  11. 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)

     

  12. 3 hours ago, JasonX said:

    Hi all,

     

    I'm trying to add a custom electrical recipe to the existing recipes... and I keep getting an error no matter what syntax I use.

    Anyone spot what I'm doing wrong?

    The error is: 
     

    2023-09-07T18:09:54 34.536 WRN XML patch for "progression.xml" from mod "Test" did not apply: <append xpath="progression/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item"  (line 14 at pos 2)



    The code I'm using is:

     

    <append xpath="progression/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item">,TestlightIndustrialRed></append>


     

    The code in progression.xml that I'm trying to add to is the first unlock_entry item.. basically adding the custom recipe after the recipe "ceilingLight07_player".

     

    <crafting_skill name="craftingElectrician" max_level="100" parent="attCrafting" name_key="craftingElectricianName" desc_key="craftingElectricianDesc" long_desc_key="craftingElectricianLongDesc" icon="ui_game_symbol_electric_generator">
    
            <display_entry icon="generatorBankA" name_key="electricianT1" has_quality="false" unlock_level="25" >
                <unlock_entry item="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player" unlock_tier="1" />
            </display_entry>
            <display_entry icon="motionsensor" name_key="electricianT2" has_quality="false" unlock_level="50" >
                <unlock_entry item="motionsensor,electrictimerrelay,pressureplate,pressureplateLong,spotlightPlayer,speaker" unlock_tier="1" />
            </display_entry>


        

    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

  13. 18 hours ago, blade muncher said:

    Oh yea I wanna find a way for these rabbits to open doors too :)))))))) how can I do that?

    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.

     

    19 hours ago, blade muncher said:

    Alright thanks! So after some time 6 rabbits spawned in the desert. they dont seem to presuade the player unless provoked which is fine I guess. My friend was freaking out when 3 rabbits started chasing him XD. I guess I just needed make a new file to make the spawn work? 

    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)?

  14. 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.

  15. 20 hours ago, blade muncher said:

    Im trying to change the spawn for the rabbits of caerbannog to be high but I cant seem to make them spawn even though I have their prob at 100. I have changed the spawn rate for animals but it didnt seem to work as well. Is there a way to have it spawn more frequently? 

     

    <Doughs>

    <!--
    ########## Mod vanilla groups ##########
    -->

    <!-- DOUGH: High spawn rates -->
    <append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWasteland']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWastelandNight']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWastelandNight2']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombieAnimalsGroup']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>

    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?)

     

     

  16. 10 hours ago, blade muncher said:

    Im trying to change the spawn for the rabbits of caerbannog to be high but I cant seem to make them spawn even though I have their prob at 100. I have changed the spawn rate for animals but it didnt seem to work as well. Is there a way to have it spawn more frequently? 

     

    <Doughs>

    <!--
    ########## Mod vanilla groups ##########
    -->

    <!-- DOUGH: High spawn rates -->
    <append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWasteland']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWastelandNight']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombiesWastelandNight2']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='ZombieAnimalsGroup']">
    <entity name="doughsAnimalRabbbitOfCaerbannog" prob="100"/>
    </append>

    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)

  17. 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!"

     

     

  18. 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" 

  19. On 8/20/2023 at 10:23 AM, Rotor said:

    If you attach a ladder to a block are you nerd poling or nerd laddering?

    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?

     

  20. **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.

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