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Cranberry Monster

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Everything posted by Cranberry Monster

  1. Not a console command AFAIK, but I would usually lower the GrowthRate to speed up the stages in testing, and then turn it back to vanilla values when I was done (and leave myself a note beside it as to what the original/test value was). <property name="GrowthRate" value="60" /> <!-- was 0.4 for testing --> GrowthRate seems to be about 1 equals 1 minute real time, but the docs also say weird stuff can happen if you set it at 1. Also, haven't done this in A21 yet, but it's worked in the last 3 alphas or so.
  2. Holy "Event Horizon", Batman! That looks awesome! Thanks for sharing it with us.
  3. Yeah, you give your new vending machines the next available number in the list of vendor IDs. Then edit the Trader POIs in the editor to replace the vanilla vending machines with your new one. Pretty sure EAC has to be off to edit vanilla POIs.
  4. Yeah, from a quick glance, it looks like your tree is tagged as an electrical block. Here's how the first 3 tags should be set up in Unity: 0 New Tag 1 T_Block (for electrical system) 2 T_Mesh_B (for stuff you can pick up/hit) They have to be in that order, or they won't work properly. Or, save yourself headaches by using one of xyth's projects with the tags preconfigured. As I recall, having the tag and collider on the first level of the hierarchy inside the gameobject seems to work. Haven't done this for anything in A21 yet, though.
  5. Glad to hear it. I'll be updating it for A21 as soon as I get a chance, adding some classic wedgehead pinball games and optimizing textures, sound, and geometry for (hopefully) a smaller download and better performance.
  6. My number one screw-up with icons has always been failure to note what I typed in upper or lower case in the icon names. This is case sensitive in 7d2d, and if it doesn't match exactly, you don't get the icon. My number two screw-up would probably be failing to set the custom icon and getting a different icon because the item in question extended something that did have an icon set. If I recall correctly, if your icon name matches your item exactly, it should use that icon by default (in your case, you'd delete the "_icon" part of the filename). I don't really do it, but it's the way things work in the vanilla game.
  7. Experience is defined in materials.xml. There's an explanation at the top of the file explaining not to set values at less than 1 as they will round down to 0 (unless that's your thing). Maybe play around with that. <material id="MbarbedFence"> <property name="damage_category" value="wood"/> <property name="surface_category" value="wood"/> <property name="forge_category" value="iron"/> <property name="Hardness" type="float" value="1"/> <property name="stepsound" value="metal"/> <property name="stability_glue" value="20"/> <property name="Mass" type="int" value="5"/> <property name="MaxDamage" value="200"/> <property name="movement_factor" value="0.18"/> <property name="Experience" value="2"/> </material>
  8. Have you added raw diamonds as an upgrade material to the building tools (pretty sure you only need to add it to the stone axe, and the others extend from that)? Or do you just upgrade from a stack of diamonds on your belt that have a use action?
  9. <Starting a translation for the OP here, will add more text as I get to it> ■A collection of mods for players with 200-300 hours playtime or those used to the game who don't need to rely on luck in the early stages of the game. To put it simply, it offers more choices in the early game, but since the methods of dealing with trouble are roughly the same as the vanilla game, we can't recommend it for beginners not yet accustomed to the vanilla game. Please note that this isn't the kind of mod where you just have to be good at combat, or one where you'll somehow get by if you just spend time gathering items. ■The changes are broad, but this is a server-side mod. Since this is a server-side mod, it only needs to be on the server for multiplayer games. ■Major overhaul to balance for food, drinks, and medical supplies In the Garbage Eater Origin mod (for solo play), you'll only get 1/10 to 1/20 what you would in vanilla playing at the recommended settings, making it much more difficult. You can't just suddenly make empty glass jars, you'll find almost no vitamins, and the water purifier mod has no effect. You can gain a fortifying buff by eating high quality foods. The Battleground mod (for multiplayer) has been given a wide range of adjustments, so it's not all that severe. ■The strength of infection The harder the biome, the higher the infection rate! And in the Origin mod, there are "Rad Creatures" running around that are guaranteed to infect you. Hazmat zombies and cops will also infect you for certain, so keep something on hand to treat it! The initial infection value is high and infection progresses rapidly, but the effect of items to treat it has also been boosted. With the addition of beds for treatment, it's easy to stay still for a while and let other players help you. ■6 monsters races with their own quirks Enjoy an exhilarating exploration from the early stages to the late ones. This is nothing like survival-based mods where the early early stages are sluggish! Enjoy starting out as different races! Vampires: Vampires are the emperors of the night. Extremely good at sneaking, they specialize in getting high bleeding damage with knives and assassinating foes with bows and arrows. They become strong at night, but are weak in daylight, limiting their actions during the day. Aside from blood bags, they have to rely on their own natural healing to recover life. Goblins: Zombies: Angels: Matango: Frankenstein: ■Adjustments and additions to weapons, armor, and tools ■Addition of icicle items Using resources that can be harvested in the snow and wasteland biomes, you can craft cold versions of items. Equipment such as roughly tier 3 items, tools, and bows have been added. You can also craft powerful cold foods. ■Skills overhaul ■Enemies have been made tougher The pointless soldiers with tough hides but little life, hazmat workers who are purely for flavor, puking cops who actually leave themselves wide open, the nearly forgotten wights, and my personal favorite the burnt zombies have become fearsome foes. ■Addition of enemy golems ■Addition of boss enemies They have special weapon mods, lots of food, and give lots of experience, but they're very dangerous creatures! Let's challenge them! Boss enemy locations are marked by a red skull. You won't just get jumped and killed by them! ■Adjustments to loot High tier items have a low chance of spawning even at low Loot Stages. The same goes for traders. When Loot Stages get higher, lower tier items you've outleveled will also appear. ■Farming overhaul Planting seeds alone won't make them grow! You have to fertilize them with a "hoe" and "fertilizer"! You can collect "flower bed dirt" from farm plots in POIs and potted plants and use it to craft farm blocks. (They can also be crafted the usual way) ■Temperature-related and clothing overhaul ■Vehicle overhaul ■Adjustments to blocks and some blocks make a return ■Changes to map generation ■Others
  10. The problem with that is that, due to the voxel nature of the game, you can only place one item per cubic meter and if your door takes up half that space, the rest of it is still unavailable for block placement. You can totally make a 2-block-wide door like you describe, have it straddle block lines, and what-not, but you wouldn't be able to fill in the spaces to either side. If you made the same door technically a single block wide, you could probably have the other side pieces extending into the space to either side, but they wouldn't have collision or be targetable, I believe, and if you had full-sized blocks there instead of half blocks, nothing would show of the glass panes to either side of the door.
  11. If you're just checking for red/yellow error warnings, load the POI editor instead of a new world--it's a lot faster, and it will still show you any errors it encounters on loading your mods.
  12. Is there a water source near the plants? Last time I played DF (A19), crops required a water source (such as a rain catcher) nearby to grow. Fruit trees don't need water, which is why your apple tree is working fine. Here's a great video explaining how to supply water to crops in DF:
  13. Is your problem that you want the shutter portion of window (green box in both pics) to take damage, whether it's open or shut? In that case, you might have to make it a multidim block 2 m wide, but then you'd have the problem of hits to the area next to the window delivering damage to the shutter even when it's closed. At work at the moment so I can't test it, but I'm pretty sure vanilla doors work the way you have it above--in closed position, you batter the door down, but in open position, you have to target the frame to destroy it.
  14. This is definitely a good idea, otherwise TMB's tutorial thread will quickly be overrun with mapping questions and requests and feature suggestions rather than feedback on his incredibly useful videos (watched the first three on my commute this morning).
  15. Thank you for making these--I'm so jazzed about the possibilities of this tool, and dying to learn more!
  16. Prefabs can be made using the prefab editor included with the game, which is one of the option you get when you first start it up--New game, Join a server, what-have-you. Think it's about the 5th option from the top. They're built with the same blocks as you use in game, plus others not craftable by players in the vanilla game. Physics seem to be off in the prefab editor by default, meaning you can build things that ignore SI (structural integrity) rules of the game until they actually get put in the game... where they may fall apart. The tile system introduced in A20 uses a very small set of POI footprints, so you'll want you building to fit one of those, I'd imagine. The game is made in Unity, but not the very latest version available on the Unity website. You'll probably want to install the Unity Hub if you plan on running more than one version of Unity. I keep 2 version on the Hub currently--the one used for A19, and the one for A20. Not at home at the moment, so can't give you the exact build, but I think it was something like 2019.1 and 2020.1, respectively. If you're planning on doing modelling, you'll want Blender, though you can also bring models and animations from Mixamo, MakeHuman, SketchUp, etc into Unity. For image editing, GIMP comes in handy. Image type doesn't seem as important as image proportions, as Unity can compress textures that are powers of 2 (so, 256x1024 pixels or things like that). That's just the tip of the iceberg, but I hope it's enough to get started.
  17. Hi, folks, just wanted to update you on future plans for the video game mod/mods, and to say I really appreciate all the feedback based on different players play styles. I'm currently making some fixes and improvements to the arcade models for A21, where I imagine I'll go with the tiered mod approach discussed earlier--a small, simple modlet that adds broken video games, change machine, and pinball games, and then a larger modlet that adds special salvage parts and craftable machines with sound and animated screens. I could even add a third modlet that would allow you to turn off things you don't like without digging into the original xml--such as turning off the arcade part drop from loot and salvage. Just an aside on the unused arcade salvage you get--the PCBs have their material defined as Electrical Parts and a weight of 22, meaning if you scrap a PCB you don't want or need, you get a (probably overly generous) 22 Electrical Parts. I'll try to keep concerned parties in the loop about progress on this, though side projects are keeping me kind of busy presently. Thanks again for your interest, though.
  18. An alternative approach might to make copies of the vanilla zombies, set it up so that "zombie_soldier_copy_level1" is always the same regardless of gamestage, then make additional groups of zombie sleepers where they're grouped by "_level1" etc, and change the spawns by POI in the POI editor so that level 1 POIs only used the new _level1 sleeper groups. It would be an insane amount of work, but it should give you level 1 POIs that were always easy, level 5 POIs that were always insane. As a bonus, you could set the level 1 POI zombies to only drop crap, and the level 5 POI zombies to drop better stuff, so that even if you couldn't control the container spawn by POI (well, you could, but it would mean copying all the containers, tiering them the same way as the zombies, and replacing them in the POI editor too), you could still reward players for taking on those tier 5 POIs instead of lower ones.
  19. That's awesome! Was not aware of that, so thanks for sharing that ray of sunshine.
  20. Good job on that cab, and for a good cause! Gotta share that old skool love!
  21. Yes, it certainly is. Ouch! Thanks for the good times.
  22. Material determines what something scraps to, and Weight is how many units of that material you get for each one scrapped. In your case, you'd need to define the perk book to be a Material such as Mbook that scraps in your new item "book", and the perk book needs to have a Weight of 1 so you only get 1 book when you scrap each perk book. Then, your "book" item should be set up as Mpaper for Material, with a Weight of 50, so you get 50 paper when you scrap one. At least, in my head that's how it should work. I'm at work at the moment, so can't test it for you.
  23. I can confirm, as Telric said, cntWoodFurnitureBlockVariantHelper2 is the block you want. 確認したら、Telricさんが書いたとうり、例のブロックはcntWoodFurnitureBlockVariantHelper2です。
  24. Thank you! We've been missing this in A20.
  25. I think inside your unity3d file, your models also need to have unique names from the original copy of the mod. I seem to remember trying this before, and it choked on two mods/unity3d files using the exact same model name.
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