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0XP RolMod A18

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Any hope to see this mod in A18?

 

Is there any progress or is it abandoned?

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0XP is now compatible with A18 with the following known issues:

 

The xp bar annoyingly turns red because of the new death penalty of losing xp. Since we never earn xp this red bar will never go away. It doesn't really matter but it is annoying. I tried removing the penalty but it seems to be hardcoded in or at least aspects of it are. Instead, I will be working on removing the xp bar from the HUD. Any help on how to remove the bar would be appreciated.

 

I've trimmed a lot of fat since A17. I was experimenting with different things but for A18 I wanted to just keep to the core idea of 0xp. So please feel free to try other modlets with this pack if you want additional features.

 

I do plan on increasing biome spawning soon.

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WHAT THE HELL.....

 

 

Roland made a mod. The world is really ending isnt it lol Crap I need my survival pack pronto.....

 

Haha awesome stuff Roland....

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Roland nice to see this updated to A18 :) ,

 

Check out Red Eagle LXIX's A17 Modlet Collection (UI, Blocks, Quests).... There is a Remove Player Xp bar that I used in A17 should still work or at least give you an idea where to start.

 

Red-Eagle-LXIX-s-A17-Modlet-Collection

 

Ragsy

 

Thanks for pointing me in a direction! :)

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0XP is now compatible with A18 with the following known issues:

 

The xp bar annoyingly turns red because of the new death penalty of losing xp. Since we never earn xp this red bar will never go away. It doesn't really matter but it is annoying. I tried removing the penalty but it seems to be hardcoded in or at least aspects of it are. Instead, I will be working on removing the xp bar from the HUD. Any help on how to remove the bar would be appreciated.

 

I've trimmed a lot of fat since A17. I was experimenting with different things but for A18 I wanted to just keep to the core idea of 0xp. So please feel free to try other modlets with this pack if you want additional features.

 

I do plan on increasing biome spawning soon.

 

You can remove the XP debt, because I did it.

 

I'll go find my code for you :)

 

EDIT: Ok, looks like they changed something. What you can do is steal the code from NewbieCoat, which is this.

 

		<effect_group>
		<requirement name="PlayerLevel" operation="LTE" value="5"/>
			<passive_effect name="ExpDeficitPerDeathPercentage" operation="base_set" value="0"/>
			<passive_effect name="ExpDeficitMaxPercentage" operation="base_set" value="0"/>
	</effect_group>

 

In theory, if you just add this to buffStatusCheck01...

 

		<effect_group>
		<passive_effect name="ExpDeficitPerDeathPercentage" operation="base_set" value="0"/>
		<passive_effect name="ExpDeficitMaxPercentage" operation="base_set" value="0"/>
	</effect_group>

 

...then it should stop XP debt completely. :) You can also add it directly to playerMale in entityclasses and that should work.

Edited by KhaineGB (see edit history)

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What is the food poisoning percentage supposed to be? So far, I have cooked 12 items (charred meat and eggs and bacon) and found 1 blue berry pie. Out of those 13 cooked food items, got sick 11 times. Seems to be a lot higher chance then 4%.

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What is the food poisoning percentage supposed to be? So far, I have cooked 12 items (charred meat and eggs and bacon) and found 1 blue berry pie. Out of those 13 cooked food items, got sick 11 times. Seems to be a lot higher chance then 4%.

 

Dang....that's ironic given my recent posts...lol. You're not trolling me are you?

 

I never touched food poisoning. Wierd. I'll take a look.

 

 

EDIT: All the food items that are supposed to have: name="dFoodPoisoningRisk" value=".04"

like they should in their code so it was a case of the RNG getting stuck or something.

 

Try starting a new game using the same map and CM about 30 boiled eggs and start chowing down and see what results you get. I did in a new game and vomited twice trying to eat 30 boiled eggs (3 stacks).

 

If you are still vomiting a lot then for science try eating a vitamin and then eat more and see if it makes a difference.

Edited by Roland (see edit history)

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Changed: Removed XP bar from HUD using Red Eagle's modlet made for that very purpose. Thanks to Red Eagle for permission to include his modlet in my pack.

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Changed: Removed XP bar from HUD using Red Eagle's modlet made for that very purpose. Thanks to Red Eagle for permission to include his modlet in my pack.

 

Link please to modelet, I was going to try and figure out how to get rid of it with xml but a modlet would be a lot faster and easier. thanks in advance.

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Thanks for the fast reply. I found what was causing it. I had stalliondens "remove food poison" modlet installed. removed it and started feeling better right away. seems like that modlet had the exact opposite effect

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Change: Added Trolland's Moar Zombies which increases both biome spawns and wandering horde counts. Based on JrBarrio's modlet that I used for the A17.4 version. I updated it and changed it slightly so that that not only are there more zombies in general during the day, there are even more at night to simulate that the zombies are more active in general during the lunar influence. You can still move around at night but pay attention because it is crowded....

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Change: Added Trolland's Moar Zombies which increases both biome spawns and wandering horde counts. Based on JrBarrio's modlet that I used for the A17.4 version. I updated it and changed it slightly so that that not only are there more zombies in general during the day, there are even more at night to simulate that the zombies are more active in general during the lunar influence. You can still move around at night but pay attention because it is crowded....

 

 

Love it! You are officially the reason I came back to the game. Vanilla is unplayable IMHO.

 

I did notice one thing. No skillpoints when locating trader. Intended? If so I suggest that you add a few points somewhere, starting of totally naked is hard af. Imo 5 points or so makes it a smoother start.

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I will look at that next. The way they changed the starter quests completely messed up my starter quest mod. I like their change but now I do need to re-introduce some starting skillpoints. Thanks for the feedback and the kind words.

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Added: 4 Skillpoint reward upon completion of the tutorial quest chain

 

In your mods folder find "Roland's Zero-xp progression" modlet and then go into the "quests" xpath file in the configs folder. You should easily see the line for giving 4 skillpoints for doing the final quest in the training quest chain. Simply change that number to whatever pleases you for a starting amount of skillpoints if you feel that 4 is either too much or too little. :)

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Added: 4 Skillpoint reward upon completion of the tutorial quest chain

 

 

4 is good enough. I'm past the quest so wont get them, but I can handle it for sure.

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I noticed that even with the xp bar removed the red do deficit amount still shows up along with the grim reaper icon so I still need to do as Kaine suggested.

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Me and my friend are playing this mod, but whenever the 60 minutes passes, I get a skill point but my friend does not. We are both using the launcher. Any help would be appreciated.

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Me and my friend are playing this mod, but whenever the 60 minutes passes, I get a skill point but my friend does not. We are both using the launcher. Any help would be appreciated.

 

Are you the host? I'm not sure what would cause that. The only time I've experienced not getting a skillpoint is when the SDX wasn't compiled but the launcher should do that automatically. Is your friend going up a level each day? That is also SDX so if he is also not going up a level each day then it is because for some reason the SDX isn't working. Does he have any other modlets installed? If so could you list them?

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Roland, the mod is a big +1 for me. There's no benefit to killing random zombies if you don't have to, so I find myself just running past anyone I don't have to kill. It seems like a more logical reaction; there's no need to risk danger for no benefit. I think the risk of death is appropriately tuned. In previous games, I would put all my important stuff in a chest and go out at night to chop trees or kill random zombies for extra xp, but now I'm too scared to leave my base when death matters so much. Trollands may be a bit excessive on the zombie count, but it certainly keeps me on my toes while gathering resources, and shoutout to the 20+ count wandering horde that showed up at 9:30PM on day 7. No complaints so far.

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