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magejosh

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Everything posted by magejosh

  1. I saw something on 7daystodiemods where it said you might be looking for a way to prevent them from being placed near each other. The only mechanic i know of that works in that way is the bedrolls and land claims. I'd suggest duplicating the land claim and applying your board model and questing code to that. In that way, it will double as their land claim, and automatically prevent more from being placed nearer than the individual game settings allow for. Also, how cool of an idea. I'm waiting for that update you just mentioned an hour ago and I'm gonna try this out. Such a cool mod idea, thanks for making it!
  2. Basically this exactly. So the game loads up each layer of the world file into a voxel block composite that we navigate through with our player avatar. Gore blocks are not part of the world file, but are instead stored in the regions files and loaded up into the ram whenever a player is near the region and could see it. It's not like any individual gore block makes much difference, but, compounding interest can take it's toll. Much like how having too many vehicles placed in the world strains the server, though that happens much faster because the vehicle manager takes more system resources. If you are on a server running 8+ regular players, with a blood moon every 7 days, plus all the zombies killed by player actions in the world, and even those which are killed by other npc entities, the number of gore blocks persisting begins growing exponentially faster than you would ever encounter in a single player game. Idk about you but most servers I play on, players see an average range of 50-300 zombie kills per horde night depending on server settings and player skills. Those are not particularly impressive numbers by any means, but using those you can see that by the end of the first horde night the number of gore blocks created can number over a thousand potentially. Just like any computer that has been on too long, and loaded, then closed, and then loaded, and closed again any app, the ram becomes inefficient increasingly until a system reboot. Mitigating anything adding to that should help server performances. Hence, while a timer does add another system process, it ultimately provides a net system resources gain once it's duration is complete. I could be wrong, but in my experience on my server leaving gore blocks and loot bags with no timer meant i needed more frequent server restarts. Either way, I absolutely love your work Riles. I'm currently using version 1.06 on my server. I wanted to update, but that caused conflicts i couldnt resolve for this maps playthrough. I'm hoping to do so for the next map though because I like what I see reading about it.
  3. IDK, my turret has killed a lot of zombies for me sitting in front of my door of my base. It may be that i'm just perked into turrets so it's working better than intended. I do like the bike though, and the beer. Special Jen is also awesome, seems like a full trader instead of one locked into a specialty. Been trying to figure out how to achieve the same effect without the yellow console warnings about the invulnerable blocks being over their downgrade limits. If you have any thoughts I'd love your assistance if you have the time. I hope your move went well and your new job is treating you kindly.
  4. If the intent is to show the aftermath, then a 6-12 hour timer should do the trick. That way the server isn't trying to maintain every gore block ever created that was not cleaned up by a player.
  5. i just spent a night playing on a darkness falls server with this mod installed and the bedroll places just fine. The server issue with placing bedrolls seems confined to my server.
  6. There seems to be an issue with the bedroll on server play, causing the bedroll to despawn after you place it. If anyone can point me in the right direction to what might be causing that issue I'd be quite grateful.
  7. I just spotted that the localization for the bedroll has one mistaken bit of text where it says the bit about there being no respawn locations. This code was developed for my server side overhaul mod first, and then extracted to be it's own standalone modlet. That was an oversight, and when I update it in the future I will fix that as well. On my server I'm running khzmusik_No_Bedrolls modlet and that removes the ability to have respawn points you set by placing a bed or bedroll, hence the localization text reading as it does.
  8. I had friends that said their biggest issue with playing on servers was the lack of a pause button because they have a life that has dynamic demands on their time. Others have mentioned the lack of a sleep system to skip past bits of time in the game sucks. I came up with a way to alter the bedroll to become something that could fill that role for them. As a part of this modlet I altered the recipe for the bedroll, and unless you are playing DF you will likely not have access to the fifth ingredient, which is the blessed metal mod. In that case you should comment out that ingredient or replace it with another difficult to craft/loot item to counterbalance the value of the bedroll. You have a limited time that the buff is active once you walk off the bedroll. If you run, you will likely ragdoll. Visual effects are to simulate the dream state, and to mitigate using the bedroll to try to cheese the horde with. They will linger for a few seconds after the buff fades. The buff is on a short duration timer, and will be removed if you use either primary or secondary actions. If however you just stand on the bedroll in a space that will make it hard for a zombie that may find you while afk to knock you off the bedroll, then you will be safe and can just think of the zombie attacks like a bad dream that you wake up to find is real when you return to your keyboard. If you have any trouble or questions feel free to reach out in DM or reply to this thread. A19.4 verified version here (yes it also works with Darkness Falls): https://gitlab.com/magejoshplays/7-days-to-die-a19-mods/-/blob/cf5698007cf7034c961a757f818839b3a9adc3de/mjSafeSpaceBedroll.zip
  9. Yeah, if you change the heatmap frequency back to 5000 and the strength down to 10 it will still be stronger than the vanilla but not rapid firing. You should watch that testing video i did with it. It will overrun anyone, sometimes the lesson is to run. Not all fights are worth the risk.
  10. That's probably death by campfire. I wrote it for my own mod collection intended to be a server side overhaul mod collection. I see ShoudenKalferas and I have similar tastes, I'd love to have you drop by my server and give it a try some time. Anyways, the idea is fire angers the zombies, the screamers most of all. I have another called death by light, that causes a similar if weaker effect from player placed torches and candles and burning barrels. I also include the ability to learn to make a working oven really early on, or salvage a working microwave with a wrench on a lootable microwave. The microwave and oven do not trigger screamer hordes.
  11. Okay, here's what I came up with. Tested on 19.3 and can confirm works and is both lootable and craftable. Renamed the item mod to OakravenEPS and OakravenEPSv2. Added localization as well modeled after how the hat mods were done in the snuffkins weapons expansion mod. Really liked how the weaker model worked, well sometimes and other times less well but still better than not having them on. I will have to add in the zombie buffs that affect vision from mikepewpew's server side zombies as well to this one for my server but I figured I'd show you this framework before I add that in. txNicehat2.zip
  12. works perfectly against the banshee. I'll probably just add in a loot and recipe xml for it. Thinking about making two grades of it though, one that has the full 1 value in buff resistance and the other having .5 and make the lower quality one lootable in junk containers. Will share when i get it balanced for my server. Thanks for your help with this oakraven, you are awesome!
  13. That would be awesome, both for being such a useful item when using entities like the banshee, and for seeing how something like that would work.
  14. How hard would it be to make a helmet mod that was called hearing protection or something like that and it made you immune to or greatly reduced the intensity of the banshee scream effect? Just a musing because I've had similar issues from players on my server.
  15. Yes I was going to try your new one on my server tonight and see if it will work. These remix zombies really thin out the boss zombies snuffkins zombies adds to the spawn list. And all the players have really enjoyed reading the dead zombies names as they move towards them to loot their bodies. I also wanted to mention as part of a conversation with @Aramus on the snufkins zombies thread they adapted the rabbit of caerbannog to be server side safe using the rabbit model and making it player size, and a snowball for the holy hand grenade. I love the model you made, but my challenge was to create an overhaul that was entirely server side safe, so my brother wouldn't have to install anything else to play on the server. It's still a work in process, but that rabbit is awesome. And that's good to know about the 1 hour of daylight. I didn't see anything that looked like it wouldn't work server side only so I've been running it, but yeah it's not working on the server and I couldn't figure out why.
  16. Yes I was using both the animals ones as well, still am. And my modified version that has a little over 400 zeds. Really love the added variety. I imagine seeing the name after they die is a lot like checking their wallet for their ID. As for the lootable zombies showing the name mod. I found that one on Nexus Mods. Idk if it's against the rules to post links like that but it is called A16 Style Zombie Loot for A19.1 by PerpetualHappiness. I wonder if it would be possible to apply names via localization to the vanilla zombies as well? As a server host, I was thinking it wouldn't be a bad idea to make multiple localization files so I can switch them out every week or few days to create the illusion of many more new zombies than there actually are. What's weird is my server panel never showed ram or cpu usage above 80% when trying to log in with the 4920 zed version. But I let it sit for more than a half hour and it never loaded in or progressed past the same point on 3 tries. I'm incredibly grateful to you for all your mods, my server is using 10 of them right now. Though technically all of them that needed it have been converted to be server side only. Aramus helped with the Rabbit of Caerbannog. I thought I had posted about this problem. It was a simple typo on line 60 at the end actually. Looks like dough was in the middle of editing and something got deleted. It read: when i believe it meant to read: But correct me if I'm wrong there. That's what I've been using on my server and am loving it. *Edit* Didn't see you already put out a fix. Thanks for being awesome Doughphungus!
  17. I had issues with the 4920 zeds one. Mostly that I could load it locally just fine, but on my server it would run into a memory exception and get stuck in a loop while downloading configs trying to load in to the world. I went through and cut it down to a little over 400 and it works on the server just fine. Really love the zombie names, but my players didn't want health bars. Luckily since I'm also running a mod that makes the dead zombies lootable it shows the names then.
  18. Tested on my server and it works like a charm. The rabbit is so mean. It's perfect. That snowball ain't nothing to mess with, so much damage. LMAO, that should be reserved for a qroup of snuffkins zombies on hordenight.
  19. I love that one. If I weren't trying to use serverside only mods to make an overhaul experience on my server with new quests to try and tie up the different bits and pieces of story, I'd just use that one. I already have it, plan on using it for my navezgane meets fallout map playthrough. I'll look at how it works and see what I learn. You're the best arramus.
  20. Which I don't mind doing at all. A little copypasta-fu and it's done. Those drones are pretty wicked too! Oh yeah, how hard would a large as a dog almost rabbit with a bleeding attack that moves really fast be? I think that would be terrifying. If it could change scale from normal rabbit to dog size when it aggros that would be even cooler but sounds like a pipedream to me.
  21. I commented it out and everything worked fine after that. I did grab the new version though to keep up to date. I just have to add in my edit to the end that causes the banshee to have a chance to spawn any time a screamer would spawn. I really like not knowing whether that scream is going to come with vision issues. I also really love the Hell series of entities, and the Paindeer. Really great additions!
  22. I'm still using the .8 probability version on my server and sp, and not seeing them too frequently, but still seeing a couple every day that i get out and explore or trigger a screamer. But that's likely because the spawning pool is so much larger since i've got dough's randomized entities and mikepewpew's server side zombies working at the same time, in addition to iceburgs baby animals. I see the paindeer and the hellbear most out of this mod set, but i'm seeing all of them from this set. I know i'd see them more frequently if i took out dough's randomized entities. But my players like remixed vanilla zombies so I'll leave them for now. Was doing some testing of new server side mods and had updated to this version. Going the the cm and filtering for items to see what icons still needed fixed when i noticed one called pettest. Curious i took a stack. When I clicked on the item in my inventory though, game locked up in NRE red text and I had to hard close the game client. Had to delete that save as I couldn't remove the item from my inventory. Is it going to break anything to comment this item out?
  23. I mean you're not wrong. Curiosity killed the cat as they say. It's in the items.xml lines 10-16. I commented them out and have had no problems on server or sp with it since. It's been in every version i've downloaded. I wouldn't worry about it, like oakraven said it's not connected to anything else in the mod so as long as someone isn't using the creative menu and spawning it into an inventory, then it will never come up in gameplay anyways. I just felt it only responsible to let far better modders than me know it was there and may be unnecessary. That was my first instinct, but the NRE wouldn't let me interact with anything else. I could see there was no drop or scrap options in the inventory item preview either.
  24. Was doing some testing of new server side mods and had updated to this version. Going the the cm and filtering for items to see what icons still needed fixed when i noticed one called pettest. Curious i took a stack. When I clicked on the item in my inventory though, game locked up in NRE red text and I had to hard close the game client. Had to delete that save as I couldn't remove the item from my inventory. Is it going to break anything to comment this item out?
  25. Yeah, I really like FreakUK's beehive and chicken coop. But for this use, they won't function because they use new assets. Oh, i'm slow sometimes. You are suggesting retargeting that section of code to the treestump. That would be perfect. I will look into it. Thanks! Also, on the animal snares. Is there a way to slow them down so they don't produce so fast?
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