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Everything posted by khzmusik

  1. Honestly, the fuel type isn't the hard part. The hard part is figuring out how to calculate food spoilage differently, depending upon whether the fridge (or any container) is "on" or "off." The current Core code simply won't allow that... and with good reason. The calculations for a container are "saved up" for the next time a player opens that container. Imagine how complicated it would get if you had to calculate how much of that time was spent "on" or "off." Especially if the player isn't even in the same chunk as the container. One possibility is to make the "freezer" a workstation that "crafts" normal foods into frozen foods. But I didn't even consider it an option, because a) it's a whole lot of work (you have to have frozen equivalents of everything), and b) it's not how people think of freezers, so most players wouldn't like it, therefore it's not worth putting in the game. If that appeals to you, though, then give it a shot. Core also has code to produce powered workstations (using the vanilla power system), so you could also make them powered if you're so inclined. But it doesn't appeal to me so I probably won't be much help.
  2. In case anyone else wants to make a food spoilage mode using Core: I made one myself. The Core code is very powerful, but the documentation leaves much to be desired. (You can tell SphereII is a dev and not a TPM. ) I wrote up a lengthy explanation of how it all works, in my modlet's README file: https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/blob/master/1-SphereIICore_khzmusik_Food_Spoilage/README.md Hopefully others will find it useful. And, about my own modlet - feel free to use it, learn from it, steal the code, and in general do whatever you want with it.
  3. @Zagan As it turns out, it's not a bad file at all. It's served over HTTP, not HTTPS, so Chrome is blocking it. EDIT: Here are the details, straight from Google: https://support.google.com/chrome/thread/77421860?hl=en Here's a non-Google link: https://www.ghacks.net/2020/10/08/chrome-is-blocking-downloads-here-is-why/ As it says in the article - and I've confirmed it - the work-around is to right click on the link and select "Save file as..." @SylenThunder Is it possible for you to change the link so it uses https rather than http? That will probably fix all the issues people are having with downloading this via Chrome.
  4. I'm in the U.S. and if I left-click the link it won't download for me either. I'm using Chrome. But if I right-click on the link and select "Save link as..." it downloads just fine. Maybe it's some kind of security feature in recent Chrome versions, to protect people from being tricked into downloading viruses?
  5. I'm guessing "under ground" means "where there is no light?" If so, look at the commented-out code in blocks.xml for "cropsGrowingMaster": <property name="PlantGrowing.LightLevelGrow" value="8"/> default, light required for growing up <property name="PlantGrowing.LightLevelStay" value="0"/> default, light required for not dieing off I think you should be able to set both values to "0" and it should do what you want. EDIT: Look at "plantedMushroom1" for an example.
  6. I'm pretty sure that's the increase in enemy penetration, not blocks. One would think you need to modify the "BlockDamage" property. The catch is that "perkPenetrator" doesn't have this property, so in theory it shouldn't increase block damage at all. (Other perks do, though.) So, I think what you want is "BlockPenetrationFactor". From the comments in buffs.xml: "This many block hit points reduce EntityPenetrationCount by 1. 251 is just enough to penetrate 1 wood block or door." This property is set on the ammo itself, and I don't see any buff that affects it. From the numbers, I'm guessing that's where TFP get the "1000" value? It's close to (3 + 1) x 251, meaning: AP ammo penetrates 1 enemy, the perk adds another 3 enemies, and each enemy is equivalent to 251 block hit points. I haven't tried this myself, but that would be my guess. Hope it helps.
  7. Yeah, there is no way to use multiple currencies either. The game's entire monetary system assumes only one type of currency. If you know programming: the name of the item to use as currency is kept in a static class variable. That same variable is used whenever any monetary transaction is made. A transaction involves creating a stack of items (Dukes in this case), and when that stack is created, it is created using the item name. So if you have any string in there that doesn't match the name of a single item, a stack can't be created, and errors ensue. That process happens throughout the codebase, so modding it is a practical impossibility. Also, the currency amount is displayed in the UI (above the backpack inventory), so you'd also need to modify the UI and hook it up to the modded code. ...If you don't know programming, then all you really need to know is that it's not possible. C'est la vie.
  8. Hm... I was wrong about the SphereII Core "ObjectiveGotoPOISDX" type. The example XML in the class only shows one POI/prefab value, but looking in the code, it will allow you to also set a list of POIs. Having a predefined list of POIs is certainly better than nothing. But, I was hoping that POIs could be dynamically chosen according to what POIs were available/installed - so other people (who are better at making POIs than I am) could add more of these kinds of POIs. I still have no idea if this is possible. So, even though I'm not totally blocked, I'd still appreciate any ideas that anyone has.
  9. Hi, all. I'm wondering if the following is possible. I'd like to introduce a new kind of quest. It would basically be a "clear" quest, but the quest would only send you to a specific kind of POI. For example, you could create a quest to clear out a POI full of bandits - but only those POIs, not POIs with zombies. Obviously this would need custom POIs to be added to the game, but I know how to create a new POI. I looked in the C# code, and it can't be done simply by adding a new value to the POI XML "QuestTags" property. TFP code only recognizes the quest tags that already exist. Does anyone know if this is possible with the vanilla code? (There is an option to use SphereII Core, it has an "ObjectiveGotoPOISDX" type, but that will only send you to one specific POI, and not one of many POIs that are the same "kind.")
  10. I just looked in the code. It does not look like this is possible, unfortunately. All "traders" (including vending machines) use the same currency.
  11. Yeah, I was doing the copy-all-rename method. But it's a huget PITA, I was hoping there was some kind of hidden "save as..." feature in the POI editor. Oh well. Thanks for answering though, appreciate it. (EDIT: The thanks goes to you too, stallionsden.)
  12. How would you save a copy of an existing POI? Specifically, a copy of a vanilla POI that you want to use as a "starter" for your own POI?
  13. Thanks! (Or, if you go with Khaine's, then I guess thanks from him.) I just re-read your post, and I did notice that you don't want the books or schematics to be reset. Neither of our modlets do this by default, but there is an easy way to set it. Instructions are in my README.md file, but here's the short version. Look in configs/buffs.xml (in the modlet) for this: <triggered_effect trigger="onSelfBuffStart" action="ResetProgression" reset_books="true"/> Just change "true" to "false". Happy hunting!
  14. Just so you know, I am only modifying the excellent work done by Xyth and company. I did ask Xyth about the NPC rate of fire, and how it could be modified. He did not know. Apparently that code is from vanilla 7D2D, and it works in mysterious ways.
  15. It would be very easy to mod in notes that can be found in zombie loot drops. Each now could be related to what the zombie was when alive, or possibly related to someone they killed. I'm planning to do that myself.
  16. Ah, so time passes normally, you're just sitting on your bed/bedroll? The Starvation mod did this, so it almost certainly can be modded in now as well. But it's not actually all that fun in my experience, and there are probably a lot of players who would agree. So I don't think it would be appropriate for the vanilla game. I've never crafted a bed, so I didn't know they can't be picked up. I agree that would be nice. Is it possible to pick them up if you place an LCB next to them? (Not that this is a great solution, but it might be a workaround.)
  17. TFP have said they will not introduce sleeping into the game, since it is too difficult to make it work in multi player. (Maybe possible but too much work to be worth it.) Also, beds do act as spawn points, but only player-crafted beds. Maybe that was the cause of the confusion?
  18. While I'm here, I might as well announce a couple of other modlets I created. Preserved Foods: Adds canned and preserved foods to the game: https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Preserved_Foods NPCPack Humans Adjustments: Makes a lot of adjustments to the NPCPack Humans modlet (requires DMT): https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/2-NPCPackHumans_khzmusik_Adjustments_DMT I've been spending most of my time focusing on the NPCs, so I will probably have another modlet or two coming that adds new features to them. My plans include: NPC POIs, different quests, dynamic factions, and deep dialog options. (We'll see how much of that I actually get done. )
  19. I think it's probably a language barrier, but I'm not sure what you're asking. It is possible to configure this modlet, and it is all done in XML. That is about as easy as I can make it. There are detailed instructions in the README.md file. But, if you don't want to read it, here are the values you want (I think): To shorten the meteorological year (the time it takes to pass through all four seasons), set the "DaysPerMeteorologicalYear" value in the modlet's worldglobal.xml file. For example, if you want each season to be two days long, set the value to 8 (4 seasons x 2 days each). If you want to make the temperature variations more extreme, set the "TemperatureVariation" value to a high number. BUT, the game is hard-coded to a temperature range of 31 degrees Fahrenheit. If you set it to a higher number, the temperature will "clip" at the high and low values. This will be perceived as a radical change in temperature between seasons. (It is not realistic, but might be what you want.) There are other limitations due to the game itself. For example: out of necessity, the global temperature is set on the server. The messaging that you see is the only way the server can send a message to the client(s). (I asked others about this, and they all concurred.) Also, things other than global temperature (like rain/snow) are hard-coded, and are not possible for me to change (or at least, I don't know how I could do it). I hope all of that makes sense.
  20. Do any of these visually change the vehicles? Or are they similar to tools in workstations, that just affect functionality but aren't visible on the models themselves? I'm asking because, back when vehicle mods were first introduced to us, it sounded like they would introduce something like player clothing but for vehicles. Like, the "cow catcher" on the front of the 4x4 wouldn't be there originally, it would be a mod. If that is being worked on for vehicles, it might mean that progress is being made on replacing UMA for players. So I'm genuinely curious.
  21. I'm not 100% certain but this looks like an issue with the Mod Launcher, not with Darkness Falls. That DLL is the one that you would use to access SVN (an older version control system, similar to Git). I think the Mod Launcher uses it as a library to access some of the mod repositories. @sphereii Maybe you could weigh in here, since you authored the Mod Launcher?
  22. If you want to modify existing XML, then you're better off using XPath. It's also handy because you don't modify the vanilla XML (so easier to revert, won't get overwritten by updates, etc). SphereII wrote a very good tutorial about it:
  23. Hey, my ears are burning. If you want any kind of "dead is dead" scenario, then you can use either my modlets, or Khaine's. They are very similar but achieve two slightly different things. Khaine's ResetPlayerDMT modlet is for single-player only, and requires DMT. It is a "permadeath" or "hardcore mode" modlet, meaning that when you die, it does what it can to reset everything about the game: The player's skill points are removed entirely - they are given some starting XP to compensate The player's map is reset All players' vehicles are destroyed Land claim blocks are rendered inoperable Active quests are removed The player respawns with a quest to find a trader, which will reward them with the usual items you get when starting a new game (one bottled water, one can of chili, etc.) Probably some more stuff that I'm forgetting EDIT: I forgot to mention - you do not need Darkness Falls to use this modlet. It can be used on its own. My modlets have a slightly different goal. My intent is to do what I call a "mostly dead" play style (for lack of a better term). tl;dr - you start as a new character but at the same level. If you are really curious you can read Mostly Dead: A Manifesto. If you want XML-only modlets, I have two that you can use: No Bedrolls - bedrolls (and beds) are no longer spawn points and no longer keep zombies from spawning. Reset Skills On Death - resets, but does not remove, skill points when you die. Also removes all books read. (It's basically the same effect as Forgettin' Elixir.) If you don't mind DMT, then I have one called Mostly Dead. It is very similar to Khaine's modlet - in fact, I basically rewrote his code, since it didn't have the specific features I wanted. Here's what it does: All the stuff from the XML-only modlets (so you don't need to download them separately) Force "delete all" on death, regardless of what they player said in the options screen The player's map is reset, and all the player's waypoints are removed The dead player's vehicles are destroyed Land claim blocks are rendered inoperable Active quests are removed The player is given items upon spawning, scaled by player level The player's ACL is cleared - they no longer have any friends in their friends list (for multiplayer) It's your choice which one you want. I won't get insulted if it's not mine.
  24. In addition to code changes, they have to do an entirely new set of character models, clothing models, textures, etc. and put it all together into something that is going to replace the current (third-party) UMA system. So, even leaving programming aside, it's a hell of a lot of work. My guess is probably 10x the work that the new weapons require. p.s. Pretty sure MechanicalLens is messing with you. That's hard to recognize if you aren't a native English speaker.
  25. For TFP people working on RWG right now: From what has previously been said here, we are going to lose at least one major biome. But, to make up for it, biomes that were previously "major" biomes (like the burnt forest) will become sub-biomes. My question: how "deep" will the sub-biome differences be? For example, if the burnt forest sub-biome is going to look like the previous burnt forest "major" biome, the sub-biome would have to have its own block stubstitution rules. (Brown grass for green grass, dead trees for live trees, etc.) Will it go deeper than that? Examples: Will there be different zombie spawn groups for sub-biomes? Will POIs be able to target sub-biomes, not just "major" biomes? Will there be differences in atmospheric effects? Will a sub-biome have different weather conditions? I know this sounds a bit like a "wishlist" question. I'm just interested in what is planned for A20.
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