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BFT2020

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Posts posted by BFT2020

  1. 21 hours ago, pApA^LeGBa said:

    Well the fact that you need to rationalize it to make sense, does speak for itself imo.

     

    @meilodasreh Yeah, bookstores become the number one target for looting, double dipping is the norm. Crowded Public Servers must be a nightmare i imagine. It´s all about finding magazines fast enough to not fall behind the gamestage.

     

    Not necessary.  You could also tweak the magazine counts in the brand crates and that helps out a lot.  This would only require a server side modlet to accomplish.

  2. 3 hours ago, Jessy said:

    yes, I look already, but it does not change the stamina after having the virus

     

    Are you wanting it to behave like infection that applies debuff if left untreated and the condition worsens or do you want it to apply a debuff automatically as soon as it is applied, like the fatigue debuff you treat with vitamins?

     

    For hungry, I was looking at this section which is probably what you are looking for:

     

            <effect_group>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="set" value="100"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="add" value="@$PlayerLevelBonus"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="multiply" value=".133"/>
                <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusHungryBlockage"/>
            </effect_group>

     

    So in this case, there is a variable (cvar = buffStatusHungryBlockage) that is calculated and then applied to the passive effect StaminaMaxBlockage.  So if you were to do this same route, you would need to generate a new variable (for example buffStatusRabiesBlockage).  In the example above, say the person has a level bonus of 20 for stamina.  If they become hungry, the blockage value would be 15.96 (100+20)*0.133.   This is then added to StaminaMaxBlockage via the last line.

     

    You might be able to get away and use the same variable buffStatusHungryBlockage in your virus calculations.  However, since your goal is to set the max at 100 stamina with the virus, you would just add the @$PlayerLevelBonus to the Blockage variable which would limit it to no greater than starting stamina.

  3. I don't think insulting the developers because they won't implement the game mechanics you want is going to get you anywhere.  Usually it has the complete opposite effect.

     

    I don't see any form of LBD coming back to 7 Days to die, because that has been their constant message (it's not coming back) since A17 - that's been a full 5 development cycles now and they are planning on 2 more before final release.

     

    My suggestion would be make your peace with the vision of the developers of 7D2D and start looking into alternate means of getting what you want - like seeing if there is a mod out there or maybe even collaborating with a mod creator to bring your vision to fulfillment.

  4. 15 minutes ago, Jessy said:

    Bonjour
    J'ai mis en place le virus de la rage, il fonctionne bien, mais j'aimerais que la stamina soit limité a 100 jusqu’à la prise du vaccin, mais je bloque la dessus.
    Quelqu'un pourrais m'aider ?

     

    Hello
    I set up the rabies virus, it works well, but I would like the stamina to be limited to 100 until the vaccine is taken, but I block it.
    Can someone help me?

     

    Look at the hungry buff in game, that limits the maximum stamina of the player.  That's a good place to start if you want to add that type of debuff to your rabies virus.

  5. 5 hours ago, FramFramson said:

     

    Up above I suggested having a special item referred to as "Spare parts" you could scrap any one gun or tool part 1:1 at a workbench for them and they would be a third required component for repair kits. So basically what you're suggesting is very possible, you just need an intermediate step. Maybe a different term than Spare Parts? 'Machined parts', seems like it accurately describes the fact that you can't easily remake them and that they're a product of The Before Times?

     

    Is it unrealistic? Well it's not great, but it's sure better than everything being repairable by a lump of iron and a roll of duct tape, even if you very generously assume the iron's been forged into specific shapes and not just an ingot.

     

    There's the issue of vehicles, which must also be repaired, but maybe engines could scrap for 2-4 Machined parts. And you could add machined parts as rare finds in the world where appropriate.

     

    Icon could maybe be mostly fasteners (screws, bolts) and some generic tooled shapes (square block with circular hole, brackets), maybe a small spool of wire, to give them a distinctly different flavour than mechanical parts and an ambiguous position between those and electrical parts.

     

     

    This was my thought process and something I am probably going to try to implement in A21 in my mod (and return repairing but making it expensive).

     

    Like you stated, have a basic level of the components (for lack of imagination on my part, range weapons components, melee weapons components, armor components, engine components).  Then use those parts to either craft repair kits or individual components to start weapon crafting (so they are required to craft for example shotgun parts).  You can limit the amounts of different repair kits by breaking them up into a few - say have a repair kit for weapons, tools, and armor and requires the components of each to craft up, then a different one for vehicles that requires vehicle elements like engine components, oil, plastics, etc.

     

    FYI, in my mod from A20 that I am slowly porting over to A21, I had already changed how engines worked in it.  I change the engine drops to engine parts (and easy to do since I just use the parts master icon with the engine icon to give it the parts symbol in the corner) so then you had to craft it either into a small engine for certain recipes or a larger engine for other items.

  6. I use the majority of ammo in the game that you find in the loot, even go as far as modding in the HP and AP ammo into higher tier loot containers.  I also changed the ammo types of a few starting weapons (and one rifle) so I modded in 44 cal to start dropping as loot on Day 1.

     

    I always use a bow weapon in game, regardless if I am perked into them or now.  Though typically I go with bow / compound bow if I am focused on agility vs crossbow / compound crossbow for non agility builds.  The ammo for the type of bow I am not using I generally scrap or melt down in the forge.

     

    Right now, my current playthrough is Agility build with no perks in other weapons.  But my day to day loadout includes a desert vulture, a pump shotgun, and a lever action rifle.  I am saving my 9mm for the SMG if I got enough to take it with me or  using it in my auto turret for horde night.

     

    The only ammo I haven't use yet in A21 is breaching rounds in the shotgun.  With the nerf of shotguns to blocks and the buff to breaching rounds against doors, I haven't come across any to purchase yet (or made any) to see if it would be worth it to "breach" a POI in that manner.

  7. You can modify the biomes file if it really bothers you.

     

    At the bottom, in the POI section, you have the roads.  Each line for a texture would be one of the blocks that get generated

     

        <poi name="City Asphalt" poimapcolor="#1" blockname="terrAsphalt">
            <decal texture="0" face="0" prob="0.001"/> <!-- 0 == 500 -->
            <decal texture="1" face="0" prob="0.001"/> <!-- 1 == 501 -->
            <decal texture="2" face="0" prob="0.001"/>
            <decal texture="3" face="0" prob="0.001"/>
            <decal texture="4" face="0" prob="0.001"/>
            <decal texture="5" face="0" prob="0.001"/>
            <decal texture="6" face="0" prob="0.001"/>
            <decal texture="7" face="0" prob="0.001"/>
            <decal texture="8" face="0" prob="0.001"/>
            <decal texture="9" face="0" prob="0"/>
            <decal texture="10" face="0" prob="0"/>
            <decal texture="11" face="0" prob="0.001"/>
            <decal texture="12" face="0" prob="0.001"/>
            <decal texture="13" face="0" prob="0.001"/>
            <decal texture="14" face="0" prob="0.001"/>
            <decal texture="15" face="0" prob="0.001"/>

     

    Setting the probabilities to 0 should keep them from spawning in, but I can't guarantee that right now.  Note this would only apply to newly generated worlds, not one you already generated or one of the pre-generated worlds

     

    And in case you are wondering / going to ask, it would take one line of code

     

    <set xpath="//decal/@prob">0</set>

     

    The different road surfaces are the only items in the biomes file that has decal as a node, so if you want to remove all decals that is how you would do it.

     

    If you are targeting specific decals, then you would need to do the following:

     

    <set xpath="//poi[@name='City Asphalt']/decal[@texture='0']/@prob">0</set>

     

    Assuming I wrote up my code correctly

  8. Yeah you do see the oddity here and there.  On my current map, I have a trader on the other side of the city next to one of the main roads leading out of the city.  However, his main entrance is on a side road that ends before it connects to the main road so you have to drive around the metal barrier to get onto the main road.

     

    But I just chalk it up to the people who were responsible for designing the roads in the world are the same people that led to the zombie outbreak  😄

  9. 12 hours ago, Krougal said:

    FFS! Yeah, stupid typos will get you every time.

    Somehow I borked up all the bundle names.

    I got it working now.

    Thanks!

     

     

    It happens.  For things like this, I have a reference file open so I can copy and paste the names in my modification file.  Cuts down on typos.  Even do it when I make new items so I stay consistent.

     

    Even doing that, I still make mistakes.  Took me about five minutes to realize one variable name was off because I was using tag instead of tags.

  10. 6 hours ago, Roland said:

    They're working on a pop-up message that will remind you periodically to remove any empty cups or mugs you might have on your desk near your monitor because they don't want empty containers in the game or near the game.


    @%$#, I had to clean my iPad after spitting milk on it

  11. You can mod in new repair kit items with those parts so that you have to use that specific kit for that item (say a Pistol Repair Kit for hand guns and the SMG), but it would just repair by a set amount.  You would have to do a lot of c# coding to get it to scale based off of Quality level.

     

    Resource kits currently have a repair amount of 32000 which is why it only takes one kit to repair everything.  You can adjust that value for kits to adjust how much it repairs (so increase the number of kits to fully repair vs light repairs).  Never tried that before so don't know it works or not.

     

    12 minutes ago, Syphon583 said:

    There are some players who mod the game to make it impossible to repair, but I think requiring additional parts is a nice middle ground.

     

    Probably talking about me there.  Personally I would like repairs requiring the workbench and taking time / resources to do (rather than a fairly instant repair in the field), but removing the ability to repair right now is the path of least resistance for my mod until I figure out / learn how to add that option (if I ever decide to try that is).

  12. 8 hours ago, Euzio said:

    Hi there, 

    If lets say I want to create a mod which overwrites the items.xml base file with the following. 

    For example, for the Claw Hammer, in order to repair it, besides the repair kit, I wish to add in an additional say forged iron. When I do the mod, do I simply do the following:

    <append xpath="/items/<item name="meleeToolRepairT1ClawHammer">
            <property name="RepairTools" value="resourceRepairKit, resourceForgedIron"/>
    </append>

    Or would I need to copy the entire Claw Hammer item name and its properties and amend from there?

    Also, if i'm trying to introduce more than 1 resource required to repair an item, would the above line work? 

    Thanks!
     

     

    Some feedback (some critical but not going to be insulting):

     

    You got some fundamental issues with your coding above, so you need to learn a bit more about the basics so you can get the coding correct

     

    • Pathing
      • when you do the pathing so the program knows where to apply the new code, it needs to be in this format  xpath="/node/node/node/node" 
      • So using your example above, it should be
        xpath="/items/item[@name='meleeToolRepairT1ClawHammer']"

         

    • Using the right command
      • Based on what you stated, you want to add another resource to RepairTools.  However, based on your command, you are adding another property line of RepairTools instead of replacing the existing one.
      • In this case, you would be better to use set or setattritibute.
      • <set xpath="/items/item[@name='meleeToolRepairT1ClawHammer']/property[@name='RepairTools']/@value">resourceRepairKit,resourceForgedIron</set>

         

      • This is telling the program to go to this location and change the variable value to the values you have between the > and </

    Will this work?  I don't think so but you can try.  I believe it was tried before, but never gotten to work (adding more items).  This is why you have to have a repair kit which is composed of multiple items.  This is also why on the items that only require basic resources (T0), they only use one resource to repair.

     

    Now blocks use more items to repair, but they are structured differently (example below is from auto turrets)

     

        <property class="RepairItems">
            <property name="resourceForgedIron" value="12"/>
            <property name="resourceMechanicalParts" value="2"/>
            <property name="resourceElectricParts" value="2"/>
        </property>

     

    Notice that the repair property is a class.  You could try to setup the item to use the class itself, but I don't think that works with items.  Never tried it before myself.  In addition, since it is tied to the class, you will need another repair tool to repair your repair tool (assuming that class would work with items in the first place).  This is tied to the repair action from repair tools:

     

        <property class="Action1"> <!-- UseAction -->
            <property name="Class" value="Repair"/>
            <property name="Delay" value=".64"/> <!-- Repair actions still need the delay amount -->
            <property name="Repair_amount" value="400"/>
            <property name="Upgrade_hit_offset" value="-2"/>
            <property name="Sound_start" value="repair_block"/>
            <property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoorBlockVariantHelper,ironDoorDoubleBlockVariantHelper,vaultDoor01,vaultDoor01Double,ironHatchBlockVariantHelper,vaultHatch01,cellarDoorDoubleIron,cellarDoorDoubleSteel,shuttersIronBlockVariantHelper,shuttersSteelBlockVariantHelper,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/>
            <property name="UsePowerAttackAnimation" value="false"/>
        </property>

     

    There is a mod out there (not sure when it was last updated) where the mod creator make different types of repair kits for different equipment.

     

  13. 19 hours ago, Jost Amman said:

    After reading the last 10 comments or so, I'm happy it's The Fun Pimps developing the game, and not you guys.

    You wouldn't be able to tell fun from a boring if your life depended on it... :heh:

     

    Unless you were just bantering.

     

    Do you think I was just bantering?  😏

     

    Something about having to make choices and plan ahead, each day of survival, just appeals to me.

  14. Yeah I remembered A16, where you just had to move away from the damaged wall to get them to start attacking fresh walls.  While not predictable, you could easily exploit the zombie AI / spawning if you built your base big enough.

  15. 56 minutes ago, Riamus said:

    I can see it now... TFP listens to the feedback and in A22:

     

    No murky water or other drinks in loot or at traders or in vending machines.  No change to how you can drink water from lakes and rivers currently and still no way to carry it away so that you have no choice but to have a dozen dew collectors per person even if you aren't doing much crafting.

     

    Batteries and engines cannot be found in loot and must be crafted or bought to simulate the reality of them no longer being good after years of sitting around.

     

    All lights everywhere are out as there is no one running the electric grid.

     

    Practically all loot is gone besides scraps as it's already picked clean long ago.

     

    Won't that realistic immersion be so much fun! :D

     

    40 minutes ago, Krougal said:

    Don't forget that fossil fuels will go bad in a couple years too.

    Ever tried to use some old gas in your lawn mower?

     

    That's spooky.  That's almost what I modded

     

    • Gas is bad and has to be filtered (at a lost) for any you find while looting
    • Drinks and food has been removed from loot tables (just murky water, seeds, and canned goods)
    • Engines are replaced with engine parts in loot tables, and requires additional components to craft a new one
    • Batteries are dead in loot (just a source of lead)

    The only things I didn't do was to remove all power lights from the game in the world unless crafted by player (not sure if I want to go that route yet) and still kept items in loot so you can still find armors, weapons, and tools (though you can't fix them so they only last so long).

     

    And yes, I been having a blast playing this way  😏

     

    But this is definitely not wide spread fun for everyone  🤷‍♂️😄

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