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doughphunghus

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Everything posted by doughphunghus

  1. water we waiting for? H2O?... nooooo! Ice thirst for it daily until it drops. I hope the problem will not freeze development and can be solvent quicky or i will fluid my pants. I cannot jar this up inside for much longer and i Dew collector more anxious each day.
  2. A second pass, specifically for "caves"... so: caves are a "no go" because stability issues for above ground structures, and maybe "base building suffers if cave is below" and maybe "making randomly generated caves is "chaos" (or something where its too unpredictable and maybe looks bad in practice and just isnt "amazing enough"). Or maybe even "if we add some standard cave areas/pois, its just not interesting enough" ....many reasons to not have caves brought back. Well.... hear me out.. Peole really really liked caves. I loved caves. I loved crashing into the open holes, and making mini stashes in them, finding mushrooms/stalagtites (and mites)... its kinda a shame that in a voxel world, all the "voxel action" happens on the surface. Sure, you can dig and thats amazing (make your own caves) but its not the same as being underground and basically sort of trapped in a maze where you cannot get on or jump off a roof to safety. Theres this huge "underground space" thats basically never used/accessed other than to make valleys and mountains So: Maybe a "happy midpoint" would be to make "cave tiles" that are just like the tiles int he game today (with roads and POis on them) except these tiles just act like big underground pois (or just caves with lots of levels and stuff). Then you could have "cave cities" just like the regular cities. With this, you can still "reserve" areas above ground that have no cave beneath it, still giving the "look and feel" of an above ground town. Of course, all structures below ground have to he hand placed because its part of the tile, but make enough of them and the tiles connect... or maybe don't connect the "cave roads" at the center if the tiles, just have "standardized below ground areas" in the tiles that caves can connect, maybe a little spot suggesting "if you dig here, maybe you come out the other aide in another cave area.... maybe you dont. Anyway, this would make "making more tiles, with large underground areas" fun, and still allow pois to be placed on top of them, just not "as many" as a fully poi covered tile. So: caves could be brought back, and maybe feel sort of randomish (tiles connecting) and the "fps impact" not too bad as the tile surface only has a few (or none!) small normal pois on top of it. Currently any large underground stuff is still attached as part of a poi, and only a few times have i seem it done with the tiles (like shallow sewers). The only things i can see maybe being an issue is zombie spawning, im not sure how that occurs in/on tiles, or underground. The only "solution" to this (my guess, without changing any vanilla game stuff) is, on the tile surface have them spawn near cave "open holes" or "thin spots" so they spawn on top , and then crawl/dig to get you. And, of course, my original complaint: make it super dark underground. Like pitch black.
  3. Also: there are mods that let you go lower than 25%. Personally, i found that 10% was "loot is so scarce, that early game its almost pointless to loot, unless you are hiding in a place at night". This changes the dynamic so you start mining/harvesting/crafting a lot instead of looting. Of course, the trader "ruins" this with the abundance, so nerfing the traders would likely also be needed to make it a "difficult way to get stuff". To add more fun, mod out the boulders/rocks showing whats beneath the surface (like back in ... a16?) so mining is more difficult early game. Note: i usually like to nerf and mod the game to the point where when i play a test game i die so easily that i start having to play stealth to the point where i'm throwing rocks to distract zeds just to survive. Once i get there, its all about making the progression grindy so its a constant struggle, and "finally getting any decent weapon" a rejoicing moment. So its kinda a form of bringing back the horror/survival back as you have to stay on your toes and be careful a lot longer than vanilla.
  4. There are some mods that change the e vanilla "menu options" to allow more options. Of the hours per day os not in this example mod then you can likely edit the mod to add the hours you want into it. I think a lot of options ate just comma separated lists in the game as well as mods that add more options. i do agree it would be nice to have more options like this in vanilla, like "just have an hours slider for min/max allowed". Maybe when it goes gold they will improve options/selections as i have read the UI is likely going to get a revamp. Anyway: would this mod help/work? Im not 100% sure but if its configured on the "server" this type of setting should? Be set on the clients without needing the mod (as they cannot change game options, and its an XML only change for options so that should sync to clients) https://7daystodiemods.com/extended-game-options/
  5. Looks like i have some downtime today!.... chapter 1: these new hopes For me, 7D2D is almost 1,600 hours on steam, and i probably had 3-400? On PS4... the second highest hours i have on steam is factorio at 460 hours. Other than "galaga" from my childhood, rocket league shows the highest guesstimate of time played (5 minute games generally)... and i will not list as its my personal addiction...but anyway, i know I'm not a hardcore 7D2D player, but "yeah i have a lot of game time" in my life... and 7D2D is my personal favorite for all it does/is. Ive listed some of these on the forums, and i generally make mods for my own games to "fill in" what i want when no other mods exist... so moving forward, i think i would like: - more "interconnectedness" of the POIs. And by this i mean: its nice with the new tiling systems that POis can be close together, almost touching. So you can make bridges between them (or jump). But if there were any way to have more "underground things" like sewers or "basements with a wall broken out and some digging done, or indication it might connect to something" it might be nice. With the "poi randomness" it would be interesting as you might be underground in a sewer pipe and its blocked (as the boundary of that POI) but if the pipes had a standard placement in a POI (like tile street edges do), it might be possible the adjacent pois pipe/basement has a hole to dig to (or as just part of a tiles underground sewer network). I know the "voxel space" or whatever its called seems to impact FPS with lots of "voxel surfaces" and underground "holes" seem to be not opyimal...but i feel that having more "underground structures/discovery" would just feel cool. Obviously "caves" but this has been poo poo-ed for "land stability" reasons but if its part of a POI or a tile it could work? - the ability to mod and hook sounds (like repeating or "on hit/on destroy/on degrade/ etc) to blocks. Obvs this could create chaos (imagine adding a sound to every wood block) but. If it could he done in any fashion it would be cool because you could mod in a lot more "environment immersion" easily. Personal "wants" are "randomly": creepily ticking clocks, signs/electronics that crackle, tvs that make static sound, structures that "creak" naturally. Trees that have different bird sounds coming from them. The only way ive seen it "doable" with mods is to have a block "degrade" to a special block made with sounds attached (in unity?). - more electric options: the electrical system is fun but i really wish i could hook into existing poi lighting and power it on/off with my own wiring. If not, then the ability to craft "all the light choices" so i can break and replace them. Having some lights be "on forever" (like poi lanterns, yellow garage lights, etc) and no way to turn them off and pick up/power them feels weird. Of course "changing the color or type of light (blinking/bright/dim)" has been asked a lot but is mod only still. - boats and water hazards. It feels like this was wanted some time ago (the shark), and "boat" appears to he a dim possibility still... but i feel that if a boat exists, you need "water hazards" to make boating risky. Like zeds/gators/sharks just damage your boat and you cant easily kill them. Or spitting vultures come at you a lot. This keeps you "able to boat around, but not hide on a boat" and makes swimming "possible, but not easy at all". This would make water a nice hazard/barrier on maps. Today you can just swim forever to cross water and be bored. - more water pois/things. Just "on the edge or or in the middle of water. Like sunken boats/piers. Someone made "water tiles" for sunken neighborhoods and it looked really cool. Give people a reason to go into the water and be hampered by it while fighting. - More "environment sounds and visuals". Like leaves in the forest, birds chirping. Etc. Mask the sounds of zeds a little, make it feel more "nature is alive" - fix the "clipping" bugs so you cannot clip and see "everything underground". I don't play pvp because of this alone. Anyone can easily find my underground base. And they always do when I'm not online. If you pit a land claim down, they know where it is (invulnerable.... sometimes), and if you dont they can just look underground and see it. - more debugging info when loading mods. Its kinda annoying to see warnings/errors whe n mods are used and not a nice text that tells you what mod its loading/processing that caused the error/warning. Sometimes it does, other times its "failed to load items.xml" and you have no idea which mods items.xml it is. - the ability to mod and change the fog color, and bloodmoon color per biome/or day! Some people have asked to remove the lightening (for sensitive people). - hot and cold to be able to kill the player if they have not perked/defended against it. Yes: you should be able to die in the desert heat and the snow. - having the radiation and hazmat suit "protection" possibility brought back. Ive heard inklings it might. Having a radiated city/ part of the map you cannot get into without type suit would be cool, as well as a rad zone being a loot/zed damage/zed health multiplier as a "final biome to fight in". - going underground, like depth... say 6 blocks or more...should make it pitch black, requiring lighting. The further down you go the hotter it should get (or something dangerous, like oxygen dropping). Living/basing at bedrock should be a struggle but do-able. - more jumping/climbing abilities of zeds. Whatever works. Right now we have vultures, and a jumper. Climbing is "maybe 2 high" but its when they stand on top of each other. Make zeds (or just more/some) able to jump or scale walls easier. Make it so "building a near inpenaprable wall" isn't so easy as making it 2-3 blocks high, and falling off a tall wall "hurt you". make the zeds abilities more dangerous and less predictable as today there are only a handful that can do special things and its "bomb, air attack, and that 1 jumper" (ok the cougar can jump too). Having them all able crawl through 1 block openings was a great change! - more zed sounds. Like a ton more. Make them generic so you cannot always know what zed is around the corner by its unique sounds (unless it randomly plays a unique sound). - ability to shoot down the air drop plane. Have it land with a big boom, hole in whatever it hits. Maybe drop more than 1 cargo box. - theres a fire mod. Its beautiful (and a new trap type, sort of) Make it vanilla! - blood moon is fun (to me) and the concept of "defend the beacon" or similar is fun as well (and is in mods... and would be cool in vanilla) but maybe an extra special day (like every 3 bloodmoons?) where its like an all day horde (day and night) might be a fun challenge, and more days to track/prep for (and forget about and be slaughtered). - more "bodily harms". Like infections, issues to treat/fight through. Whatever they are. Right now these are fairly easily mitigated (mostly) but having a lot more and medicines to treat them (giving chem station some love) would be a nice survival challenge. Really kill that stamina/health/visibility if you aren't careful. Make it hard to "carry all the meds /treatments you need" everywhere you go. - more "holes/crashed car type of mini road fragments". Even just sinkholes would be neat, generated at map generation time. Make running/driving around a bit more dangerous, and interesting. - there are mods to randomly replace "trash" with mines, making every POi different and more dangerous to just run through once you know the layout. Add to vanilla as option! - mentioned quite a bit: either "random loot room locations" or (prob better) "loot room has a bit more loot, but move some good loot containers throughout the poi, randomly. Make "going straight to the known location of the loot" less rewarding. Make going through a well known POI more of a struggle no matter how much you play it. (Theres no chapter 2, just making a star wars joke above
  6. Ive asked (long ago) if there was ever planned to have a way to "travel to another map" and was told "no" (i think it might have been TFP saying that, but i cannot remember. The takeaway was "not as part of the vanilla game") The idea was essentially a similar idea as yours: if you could map travel, then people could make very small/neat custom maps and essentially "move forward" from map to map towards some new goal when you enter a new map. And "moving to a new map" would be gated/the gate so you would have to do/get something to activate map travel. You could daisy chain a lot of cool maps this way (like maps of all 1 biome, or a single city/objective, etc. like you mention). I suspect that it may he possible if you used custom server scripts/tools to copy a player and belongings to a new server running a new map (spawn in a safe zone?) and then disconnect the player and have the player rejoin a new game pointing to the new server/ip (player would have to be perma banned from the old server/map prob). Or something. But i dont know anyone who has gone to these lengths to implement multi map travel. Its been so long i might have even been told why it cant work but i dont remember.
  7. Omg. We can throw rocks...calculating...we NEED to be able to throw snakes. Poisonous snakes. Or maybe just freeze them in the snow, and use in the crossbow. and obviously, chickens and vultures.
  8. This is the way. (Accidentally select-quoted the wrong person though. Sorry!)
  9. Yep. Solo play using a poi as a base is quite a bit more fun as its "more real feel" and also frees up time you don't have to gather a ton of resources (all alone, so less time looting) to build a base early game (late game, so much more feasible) I also like it as sure, you can knock out stairs and hang out on second/third/etc floors and be "safe", but in larger pois the zeds always seem to find a lot of weaknesses you dont see and get to you, so you do spend some resources shoring up the holes/weak spots. Ive seen quite a few pois where i swear the designers purposefully made choices to give zeds multiple points of access to upper floors via "weak spots" they can easily break through (or just a block, and then jump up/over)... but i have no proof of that, i simply find out after it happens on horde night. Poi designers: if you are doing this.... thank you and more please ! With multiplayer, and a dedicated miner/harvester/builder it would be more fun and easier building a fresh base.
  10. I don't think anyone has attempted a "beatles" or "bieber fever" mod/stream.... though it might fit in with the Joke Mod perfectly as an add-in Game intro: "you are the last surviving member of the worlds most famous boy band, and now you're even more gorgeous and delicious than before."
  11. I believe the mod load order is still based on the folder names on the mods in the "Mods" folder. The "sort order" is basically alphabetical, with numbers being before letters. Im not sure about the sort order of uppercase vs lowercase, but you can usually see how the sort order by viewing the files on a file explorer UI. Usually to get a mod to load "first" you can rename the mod folder to have a number in front of it like "1", and to get it to load last you can put a "z" in front of it. Example: in /Mods aMod bMod aMod loads first. to get bMod to load first, rename it to anything "before the letter "a", which the easiest to choose would be to rename it to "1aMod" note that some mods that are already named with numbers in the front (like the NPc packs and supporting mods) likely do need to load "first" so of you have any, just make the number in front of the mod name bigger than their numbers, like "9aMod"
  12. I do, once a21 comes out. Ive been having quite a bit of real life issues to deal with so ive been slacking on my mods i think they may work with a20, at least in single player, as i have loaded them in a a20 game i played. but a few of them (i think the one that changes the temperature as you move up and down (climbing and digging) does not work anymore. here are the ones i have lightly tested and used in a20: https://github.com/doughphunghus/7D2D-Doughs-Mods-a20 i believe there may be an issue with them in multiplayer but that was a game bug the devs fixed in a21 (weather was different for different players on the same map).
  13. @faatal I assume speed is a factor but Is vehicle damage amount/percentage determined by the "material" of the block the vehicle hits (glass/steel/wood/organic/etc.)?
  14. One i have used: yeah its old, so ignore anything not xpath related. heres another with videos. Not explicitly xpath but some people like watching a video vs reading:
  15. For a "blackout": I made an unreleased/unfinished mod (too buggy and hard to maintain) that had a lot of "unknown drugs" in it you would find and/or make. Some were buffs, others were debuffs. You never knew until you took one what it would do, and the effects to start and go through the "course of action" lasted many in game hours. One of the "random effects" of a debuff was to sometimes give a slight warning message like "you dont feel so good. Maybe you should lie down" and then, randomly a minute or 15 later, the character ragdolls and stays down for a random time (10 sec to 2 minutes or something). it got interesting during testing as you would take pills, and then just have to wait, never knowing what would happen to you, other than buffs/debuffs were applied. It made trying to loot a poi while debuffed very interesting and deadly as you might just fall to the ground and lay there as zombies were going after you. Anyway, other than that i don't know how to even approach the other effects you mentioned. Im not even sure if the "ragdoll player" commands exist anymore (i think vomiting got removed as well)
  16. This is hilarious, but also true. Thanks for the chuckle! It would almost be worth it to mod in 5-20 types of toilet paper, and mod the dukes out so toilet paper is currency. Then you could put the better toilet paper in the better loot, and the best only tradeable. Maybe even a low tier perk tree that starts at "sloppy wiper" and maxes out 5 tiers later at at "anal sommelier", where each tier grants you the ability to craft different tiers of toilet paper, using less and less materials. I'm not kidding though, it sounds like a fun idea. Dukes would then just be smelted for brass. Crafted from Paper would be the low tier toilet paper, from "Cash money" could he the second lowest, from bandages/cloth the 3rd, and after that .... actual, real 1 ply. Then 2 ply, then 3 ply, then extra soft 2 ply, all the way up to "lavender scented, quilted, embroidered, individually packaged per sheet 5 ply". I also feel the need to have to use it on yourself, or other players, in game, say a few times per day so you have a constant burn of your precious money. Using the low tiers take some stamina and health damage to you, the high tiers actually give timed buffs like "ever fresh" (you move 10% faster), or "overconfident" (10% bartering bonus), etc...
  17. On ps4, i was joining a friends game and had never played before. - spawned in the snow, it began raining (i think, might have been heavy snow. ) and zeds were already near me. I died pretty quickly. - respawned in the wasteland, wandered a bit, tried running and died to dogs and a cop. eventually i was able to make it to their base, after a looooong walk, crouching in holes at night, etc. Have been hooked ever since
  18. Very nice write up! For anyone who thinks this may be a bit intimidating: it kinda is when you start. Just make a test "project" with some text files and a few directories/folders and mess around, change the files, commit them, push them, etc. see how it works. it may seem like "too many steps, why cant i just copy to Dropbox or copy my entire folder and rename it "v2" for the next version?" and those methods do work, just git /hub/lab usage is basically "because this is the next step up in development, especially from a mass copy". Once you het used to a few basic git commands or a workflow, you will likely never want to copy a project to a new folder to version it again. the links above are great, and theres a lot of "git documentation" on the web thats.... a lot harder to read, especially for a beginner. Also: If you're a "tools minimalist" that last link, "the simple guide" which is basically "how to use git using the command line" is essentially how i learned to use git, and for "a single developer doing personal projects" is all you need to get started even without using github/lab, just using local "on your pc" repositories. A big benefit of using github/lab for personal projects (other than sharing your project) is you have a nice easy "cloud backup" of it, accessible from anywhere. Another possible resource? if you do not want to use gitlab/github at first and want to play around with a "personal github/lab like environment" on your PC, try Gitea (the one you install, not their "try gitea!" Online sandbox). I use it for personal/test/junk projects that i don't want to share on github/lab yet. Gitea is free. Its just not as feature rich as the others.
  19. Im curious: Are you near (prob a few blocks = near) walls or windows that are facing the outside? Personally when it rains "indoors" it stops when i get away from outside facing walls/openings and its been like that for a long time, and i haven't heard of TFP addressing/announcing it as something they were fixing, but then again maybe its on the list somewhere as it can be a bit odd the way it is today
  20. I think it has to do when the game thinks you're "outside" or probably a better definition is "exposed" or "not definitely inside". I see this a lot when standing near walls with an open window/door, or sometimes when plates are used as a ceiling (like the game doesnt count them as a true roof or something?). I have a few mods that play with the inside/outside darkness levels and when used, and you go into a poi (where it should be dark) you have to go inside a bit before the darkness kicks in, and it kicks in "entirely" not some slow fade as you get further from the light of the door (usually 2 blocks it seems?) I believe its because the game determines you are "not exposed to the elements, therefore you are inside". Anyway, the rain effect is probably playing indoors because it thinks you're not 100% indoors and not exposed to any nearby openings or open sky above, prob within a 2 block radius from where the player is standing.
  21. I'm not 100% sure of this anymore... but 1. "worldglobal.xml" has some fog settings, and teh one you likely care about is "fogPower" but I believe the settings for it both default to '1', which ( ooddly enough) I believe means "visibility" , and "1" is 100%... so "no fog at the global world level. 2. The other place fog is defined is in the "biomes.xml" file. There is some documentation in that file ( search for "fog" and read comments), but essentially each biome has its own weather probabilities, and "fog" is set for each biome ( basically... it might not be set in all biomes). so here you want to turn the fog "off" (min and max values set to 0) or make its probability "0" in every biome definition. I believe the "worldglobal.xml" fog value is a "persistent fog" and the "biomes.xml" fog is "biome and weather dependent, based on probabilities", which adds to the fog in worldglobal.xml value
  22. There are mods to set just the fog "permanently" and at different densities (you have to set the density manually in the mods if you want it thicker/weaker). There are weather mods that also set the fog to be occurring more.
  23. I added them, and almost all of the NPC patch compatibility mods errorNull has, and guppys zeds and some other zed stuff i have. I ran a steam last night but a naked zed appeared very close up and im not sure how twitch/youtube feels about that so I'm going to edit that out of the vid and mods (its my fault for forgetting to check them) and then post it. fyi: other than changing NPC pack spawn probabilities to lower them (waaay too many humans were running around killing all the zeds) all the enNull zeds,NPC, guppys zeds, and enNull NPC/guppy patches have loaded without issue/warnings in a20.6 without modification! Thanks @ErrorNull for all of the zeds and patches!
  24. I uploaded some, and am attempting another one tonight with more mods added mid game...hope it doesn't crash. Youtube URL posted on my "Doughs Mods" mods page on these forums
  25. Since this is the NPC mod thread, i'll post a link to my twitch page on my mods page (soon) in the modding forums which is called "Doughs Mods". Or just search twitch for my user name. Almost anything i record for fun is modded/mod heavy and contains the npc mods because they are awesome!
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