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Doughs modlets


doughphunghus

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~~~~~ Last mod updates/added: Mar 12 2021: Bugfixes and new mod UI-Hide-HPBarButShowName ~~~~~

(Descriptions and downloads for my mods can also be found here: 7daystodiemods.com)

 

Mod download repositories

Doughs Mods for a20

Doughs-Khelldons Mods for a20

Community Sound Packs for a20 (Stay tuned!)

 

My github repo. Older than a20 and decommed mods can be found here.

 

Tools

Modlet Generator: 7D2D-EntityRandomizer (see yellow text below!)

Summary: A script that makes copies of vanilla zombies with random properties into a mod. Interested? See also: Guppycur's Random ZombieGetterUpper

Note: If you'd like another version or build I can try to generate one. Just message me on these forums.

a20 status: Undetermined. BUT I ran across this, which is an update+rewrite+new features in python from trub64 "trubs-variants". Please use this if you can for a20 (though I have not tried it yet) my original attempt at the randomizer was in perl just so I could quickly prototype if it could even be done (load thousands of different zeds, logic) and what i can code in without thinking.  Its a mess internally.  I would like to clean it up/try to push more boundaries with it but I don't have a lot of time to devote to it right now.

 

Mod List/Summary

Community packs

Modlet pack: CommunitySoundPacks-a20 - Adding this here for now as I'm working on this when I can. An attempt at seeing if there is an appetite for building "Sound packs" that add new sounds/variety into the game. Currently still building this out, no packs yet as of 2021-12-7.

a20 status: Undetermined.

Are these mods server side safe?: NO. They will rely on custom resources which are not synced to clients from the server.

 

My personal modlet list (some are not available in all game versions)

 

Mods converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known.

Modlet: Craft-SantaHat - Adds a recipe for crafting the Santa Hat, per a request on the modding Requests + Discussions forum.

Modlet: Buff-PipeBombs - Add a few more types for early and some end game use.

Is this mod server side safe?: Some of these items do significant block damage. Not as much as vanilla TNT.

Modlet: Buff-Grenades - Add 2 steel grenades that are more block and entity damaging than the vanilla ones.

Is this mod server side safe?: Some of these items do significant block damage. Not as much as vanilla TNT.

Modlet: Buff-Infection - Makes getting infections much deadlier (you have less time to treat them before you die of infection) and the time you have to treat them is random each time you are infected. You won't know how deadly it is unless you pay attention to the rate of infection. See chart of infection time odds in mod documentation/README.

Modlet: GiveMeABreak - Increases falling damage so you cannot fall from as high without taking leg damage. > 3-4 blocks has chances to sprain/break/etc.

Modlet: Doughs-Food-SousChefOfTheApocalypse - "Food expansion" intended for YouveGotMail but can be installed by itself. Adds ~40 new food related items.

Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse.

Is this mod server side safe?: No, it contains custom icons

Modlet: Remove-TheMap - Map and all related map info is blocked out, forcing you to use only the compass and your memory

Modlet: Remove-CompassPoints - Removes the compass points and directional markers/ordinals. The 'Compass' is now just a useful area to see markers on the map. Companion mod to use with Remove-TheMap

Modlet: Doughs-UI-Hide-HPBarButShowName - Basically takes the HP bar and removes the HP stats and the bar itself, leaving only the zed name.

REQUIRES: loading a mod turning on the HP bar! Only tested with KhaineGB's HP-Bars mod, but there are a few more that turn this feature on.

Modlet: UI-Hide-TheDayAndTime - Hides the Day and time info from you in the game (from under the compass, and in the Map window).

Modlet: UI-LowerLootPercentages - Allows for more options below 25% loot in the game start options menu.

Modlet: UI-Remove-PlayerItemsFromCompass - Hides player crafted/placed items from appearing on the compass.

Modlet: UIAddFiveRecipeIngredients - If you use mods and run into a recipe you cannot craft this may help.

Modlet: OneHourOfDayLight - Can have perpetual nighttime or daylight, adds additional hours of daylight options in between normally not available in the start game options.

clapSee also: Claymores Modlets "MORE OPTIONS"

Note: The Blood Moon may last a bit longer than is should, posibly a TFP thing on how day/night timing works? per this post

Modlet: Buff-Ambiance-DarkerInside - Makes it darker indoors

Modlet: Doughs-Buff-Ambiance-DarkerNights - Makes it darker outside at night

Modlet: Nerf-FlashlightsAndLanterns - Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders.   Keeps the early and possibly mid game darker.

Modlet: Nerf-Backpack-CarryCapacity - Blocks more default open slots (from 27 to 12). Adding Triple Pocket Mod to all armor AND maxing out Pack Mule perk unblocks all vanilla backpack slots.

clap"Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod

Modlet: Nerf-ItemStacks - Lowers the amount of items that can stack in a storage slot in backpacks/containers/etc.

NOTE: The stack lowering is extreme in many cases. This makes things more difficult/grindy. Most building blocks not changed. see the readme in the mod.

Modlet: PunishingWorld-BlockStability-Nerf - The worlds infrastructure is crumbling... This drastically drops the horizontal block stability "stickiness". Building is harder because you can no longer build out as far without supports. POIs and more dangerous as they can be more easily destroyed/collapsed as they were not built for this low stability. See the README for this mod before using!

Is this mod server side safe?: Probably not? Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining.

Modlet: Electric-CapacitorBank - Adds a *very* short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries).

clapInspired by post by @ausbrecher

Tutorial video of some use cases: Youtube: Use cases tutorial

Note: Ran across this similar modlet: CapacitorBank

Modlet: PunishingWeather-Core - Adds pretty dense dirt, winds, and temp changes to all biomes (a20 changes this up a bit from a19, I'll be trying to get the a19 "look and feel" back).

Is this mod server side safe?: It may have issues. May be bug?

Also, check out: khzmusik's Seasonal Weather mod (may only be for a19 only, per game API changes as of 2021-12-20)!

Modlet: PunishingWeather-Effects-Medium - An Override to Punishing Weather - Core modlet. Lessens visual effects? (may not work as well in a20).

Is this mod server side safe?: It may have issues. May be bug?

Modlet: PunishingWeather-Effects-Light - An Override to Punishing Weather - Core modlet. Lessens visual effects back to vanilla settings. (may not work as well in a20).

Is this mod server side safe?: It may have issues. May be bug?

Modlet: PunishingWorld-NewbieCoat-Remove - Removes the Newbie Coat buff. changed in a20 to always remove it, instead of leaving it if you already had it.

Note: Found this similar modlet, that behaves like my a19 one that leaves it if you already had it. No Newbie Coat

Modlet: RabbitOfCaerbannog - Adds a very very vicious zombie rabbit that rarely spawns, and a grenade to kill it. Best to run away!

Additional credits (See Github and forum for contributions):

clapMjoelnir.hh

clapMumpfy

Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server.  There is possibly a server side safe version that may be integrated someday into the Snufkins PLUS pack.  A download (someone else made) of just this rabbit is here

Modlet: YouveGotMail - Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases).

Additional Credits:

clapNetwit2008 - Text/Lore/Story contributions.

Note: If you like this mod, I found another with lots of lore/notes: The First 7DTD Chronicles by Rahanne (on Nexus mods)

 

Mods not yet converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known.

Modlet: Mech-Lucy - Adds a slightly different acting robot mech. Model and "base" extended from the 0-CreaturePackMechs mod in the Community Creature Packs

Is this mod server side safe?: NO. It relies on the 0-CreaturePackMechs mod, which is not server side safe.

a20 conversion note: Relies on Creature Packs, which are being reworked to the new NPC pack, which is getting frequent updates.  Will wait until it settles down.

Modlet: Prefabs - Adds some Prefabs I built. You might want to adjust the rwgmixer.xml file for spawn rates as I have not tested spawning rates.

Is this mod server side safe?: NO. It contains prefabs, which need to be loaded on the clients as well.

a20 conversion note: I will do these at a later time, once I get into prefabbing again.

Modlet: Buff-Sounds-Common - Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound!

Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server.

a20 conversion note: Many sounds have changed in a20.  I will likely decom or rebuild this in a "Community Sound Pack" format, which is basically 1 sound type per pack. Details to come.

 

Decommed/older than a20 mods that may get a rework:

Modlet: Punishing Weather - Survival - Gets colder as your altitude increases.

Note: a18 ONLY. Not updating for a19

 

Modlets I am maintaining (written by others)

~~~~~~~~~~ Modlet Collection: KHelldons modlets ~~~~~~~~~~

An attempt to get them to work in other 7D2D versions.  See the Readme on the main "Github" page for current status of each modlet. See individual modlet README files for more description.

Doughs-Khelldons Mods for a20

Doughs-Khelldons Mods for a19

Doughs-Khelldons Mods for a18

Khelldons Mods for a17

 

Additional author contributions/credits:

clap Original mod author ->khelldon, for original a17 mods/repo/transfer of maintenance.

(Anyone else? Let me know!  Will require some proof.)

 

Working modlets are:

Mods converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known.

Modlet: Khelldon-BiggerBuckAndDoe - Increases size of these animals.

Is this mod server side safe?: It should be.

Modlet: Khelldon-BiggerChickenAndBunny - Increases size of these animals.

Is this mod server side safe?: It should be.

Modlet: Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows.

Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. 

Modlet: Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else bent.

Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server.

Modlet: Khelldon-ComplexCobble - Adds mortar and lime to make it. Needed to repair cobblestone and brick blocks.

Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server.

Modlet: Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen.

Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. 

Modlet: Khelldon-GetHorny - Changes horn sounds for each vehicle.

Youtube: Example mod horn sounds

Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. 

Modlet: Khelldon-AwwNuts - Adds nuts and bolts.  Needed to repair and craft various metal items.

Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. 

Modlet: Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion.

Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server.

Modlet: Khelldon-StarterCrate - Gives several low tier random items from several loot groups (Hat, Weapon, Tools, Armor,  Medicine, Food ).

Additional author contributions/credits:

clapThanks to @wolfbain5 for a working reference example here!

Is this mod server side safe?: It should be.

 

NON a20 or not working modlets are:

Note: if you really liked these mods, let me know and I'll resurrect them

Modlet: Khelldon-BabyBears (DECOMMING after a19) Why? Other modders have more expansive mods like this. Use: Baby Animals, baby-animals, animal-overhauls

Is this mod server side safe?: It should be.

Modlet: Khelldon-GetPiggy (DECOMMING after a19) Why? Other modders have more expansive mods like this. Use: telrics-animal-husbandry , farm-life-expanded

Adds old pig back to game.  Pig sounds TBD/WIP. Pigs can be found in other farming related mods.

Is this mod server side safe?: It should be.

Modlet: Khelldon-ScreamerBears (DECOMMING after a19) Why? Not sure anyone uses this. Makes bears (several sizes) spawn instead of screamers.

What the mod does: Moves screamers to other spawning group.

Is this mod server side safe?: It should be.

Modlet: Khelldon-GetGreener (DECOMMING after a19) Why? The new loot system gives bonuses for looting in different biome types, and not sure if anyone using this.  Likely can use KingGen once it gets a20 compatibility or TFP will update RWG options.

What the mod does: For making new RNG maps: Removes snow and desert biomes and turns them into Forest.

Is this mod server side safe?: It should be but it is unknown.

Modlet: Khelldon-GetFramed (DECOMMING after a19)  Why? The new block changes to shapes make trying to update this confusing, but there might be a better way. If you really liked this mod, let me know and I'll take anohter look at trying to convert it.  I may try again once I get teh feel for the new changes.

What the mod does: Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block.

Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation.

Note: You cannot use the stone ax to nail a frame together! Must use any other higher tier block upgrading item!

Is this mod server side safe?: It should be but it is unknown. 

Modlet: aGulliversTravels (DECOMMED after a18) May decom if no one requests it be fixed)
Modlet: Khelldon-BadCompanyUMAZeds (DECOMMED after 18) a19 apparently does not support UMA/changing soon,

Look here instead: enzombies-more-zombie-variations and robelotos-a20-modlets and khzmusiks-modlets and snufkins-custom-server-side-zombies-plus-a20 )

Modlet: Khelldon-GetTheHerp (DECOMMED after 18) Of all things! Cannot get buff working
Modlet: zzz-Khelldon-GetBenched (DECOMMED after a17) Might look into it if someone asks.

 

 

Edited by doughphunghus
a19 updates (see edit history)
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I like the idea with the weather stuff ... not really played much proper gaming time in A18 as I rarely get past the first day whilst testing my various modlets and stuff in A18 lol .

 

I had noticed in the little day events I do that there are no changes to weather and its always sunny in my games lol

 

 

Ragsy !!

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I noticed the same thing too. The weather isn't really an issue to deal with most of the time. I wanted something where I had more control (I wanted to be able to trigger the rain, sun brightness, etc) but a lot of that's not accessible with the XML modlets.. From reading the forums, I guess in older versions of the game a lot of people complained a lot about it "raining for days" and "not being able to see anything" so maybe they tuned it down a bit.

 

I've also seen a few people asking for "snow in the forests" and other things. I'm thinking of adding more "override" modlets to override the core mod so you can choose your overall biome weather look/feel like "cold world" or "hot world". Since hot and cold are both generally buffered by the same clothing it doesn't really matter if you have both hot/cold in all the biomes (well, snow biome is likely going to need to be cold but you could have a "cold" desert). Maybe the snow on the ground could be colored to be grey so it could be wet ash or something so it could be hot.

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Note: For the modlet "One Hour of Daylight (or 0 up to 24)", I originally made it 1 hour (and some options) up to 23 as I didn't think about 0 or 24 hours as options :). 0 hours is "Perpetual Twilight" for most of the time (it does get darker at times) and 24 hours would be "Perpetual Daylight" and I believe kills the blood moons (haven't tested as of now).

 

Anyway, Apparently other people have had this same idea for a modlet, so I didn't steal their idea on purpose/directly ;). My modlet only allows changes to the Daytime length settings. I found this modlet from Claymore which made me realize you could have 0 or 24 hours of daylight (which 0 is awesome IMHO and what I play now) so I updated mine after naming it "One Hour of Daylight"

Claymores "MORE OPTIONS" Modlet

Edited by doughphunghus
Removed broken emojo after 2020-02 website update (see edit history)
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You're very welcome, buddy :) Glad you liked the option and yeah: It does make it feel more scary than having a sunny bright warming daytime most of the day. I have to admit: I never played with it that much. I created it just for shenanigans, to be honest :D

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Its interesting because it changes the gameplay so much. Its so dark you really can't go into POI without a light, so you wither carry a torch and attach it to a wall (or use it as a weapon) so it's a lot harder and challenging, until you get a helmet with a light on it, then your hands are free to carry a weapon. Honestly, I'm thinking of making a mod to make it a *lot* harder to get/craft a helmet light to extend the time you have to spend lurking around holding a light. I have a game going (on day 6) and I had a mod added to let me have a flashlight + duct tape "helmet" and I kinda regret I did it as I realize how much it takes away from the creepiness.

 

Also: I'm on day 6, barely got a forge and workbench running. Found an underground bunker on Day 2 (just luck). I've looted about 6 small POI's. It *really* makes it more fun in the early game for those that like a challenge. As soon as you let go of a light source it turns pitch black indoors in a few seconds, most of the time. I went down into a mine and only brought 1 torch, died, and realized I respawned in my bunker...with 0 lights crafted or on me. Fumbled around in pitch black dark for like 10 minutes :)

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  • 4 weeks later...

Added new modlet: You've got Mail

 

Description: The mailman cometh! This modlet adds a bunch of "fun" items into the game that you can find in places where mail would be found (mailboxes, desks, dressers, trash) in order to add a bit of backstory to the residents of the city, the outbreak and fall of civilization, and a bit of much needed whimsy. This modlet is purposefully designed to not add any custom graphics/sounds. so at times you may have to be a bit imaginative. The idea spawned from the fact that some containers like mailboxes/desks/trash *should* be full of all sorts of interesting nonessential stuff that no one has looted and makes these places ideal for a place to find things relating to/about the former residents.

 

If anyone has any interest in me adding more to this modlet, please let me know! I have more ideas for stuff, I just wanted to get a working modlet posted. If you have any ideas or requests (that I can pull off) I'll try to entertain them. :)

 

 

Details: There are a few types of items in this modlet.

  • 80+ "Fun? things to just read"
  • 50+ "Fun?, useless items"
  • 30+ "Parcels to open". Some actually contain useful things.
  • 4 Games to play: Soduku, Chess, Checkers, Tic-Tac-Toe
  • Weapons: BB gun

Things I might add when I have time, or if anybody generally requests "more stuff":

- More puzzles/games

- More fun weapon "reimaginations" + ammo

- More backstories

- More items (useful and useless), books, etc

- Quests with some storyline.

Edited by doughphunghus (see edit history)
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I originally planned on adding quests to this, and a lot of other stuff, but I wanted to spend more time testing out how to make a decent quest (and a backstory) vs "find the loot, bring it back, get something". Right now it's a lot of XML for a single quest and I wanted to put some thought behind it (and testing).

 

Yeah, I kinda like finding junk (there are some other "junk" modlets around) as it makes you stop and deal with them and makes it a little more random vs "everything I find is useful". I kinda enjoy the "I'm starving... (opens cabinet) ..dammit, a paper bag and a pencil" :). I also find it a bit "dry" to be raiding people houses and not finding any evidence of "people".

 

Also: The games were more of a "hmmm" for me too. It's extra junk to find but has a purpose. I don't forsee people dedicating a lot of time to it, but it might be fun if you have a few hours at night and want to just do something funny. I made all the game boards basically out of glass so a single stray bullet/zombie/punch destroys the game ;)

Edited by doughphunghus (see edit history)
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Added new modlet: Nerf Junk Turret

 

Description: This modlet makes the vanilla junk turret much less powerful, especially in early game. Hopefully only a high tier modded junk turret will actually be capable of causing real damage to enemies vs a warning signal. The lower unmodded tier junk turrets are more of a "watch your back" item than a "can destroy all Zombies for me" item. It is basically much slower, less scaning range, and weaker.

 

Details:

Junk turret damage to entities has been reduced.

"Recoil" from manually firing it has been increased.

Range (entity detection, ammo, and player activation) has been reduced.

When deployed its "movement speed" and "scan area" and other movement related things have been reduced.

Firing rate has been left alone.

Junk turret ammo stacking has been reduced. Some modding bonuses have been dropped.

 

In order to compensate (slightly) for all the above, more items can now make ammo for the junk turret so when carrying one around its more likely you will have something available to can quickly make ammo from. These make the same generic "Junk Turret Ammo":

 

Scrap Iron <- Vanilla recipe. The cost of scrap iron for ammo has been increased.

Scrap Brass

Cobblestones

Scrap Lead

Mechanical Parts

Glass <- Can only be made in the forge with crucible. Basically "crude blobs of glass".

 

Note: The items were chosen as "weighty/chunky" resource items. I cannot find a good way to make the junk turret ammo do different damage per ammo type. If I can figure this out I'll maybe make separate ammo types, add broken glass, etc.

Edited by doughphunghus
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  • 1 month later...

I like the Get Greener mod. Having less snow and desert is not always  a bad thing. But does this actually completely remove them? I use the desert to get extra sand rather than using the cement mixer to make sand from rock. Other than that desert is just a heat pain. But are all the effects: heat. cold, resources still the same in the areas where they were? Curious how this actually works, its not explained in the 7D2D mod pages.

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16 hours ago, Hogweed said:

I like the Get Greener mod. Having less snow and desert is not always  a bad thing. But does this actually completely remove them? I use the desert to get extra sand rather than using the cement mixer to make sand from rock. Other than that desert is just a heat pain. But are all the effects: heat. cold, resources still the same in the areas where they were? Curious how this actually works, its not explained in the 7D2D mod pages.

Good questions ;) 

I was not the original author of the "7d2dModlets" mods, I'm just trying to maintain them as much as possible.  A few of them are a little obtuse for me as well.  I do plan on going through them again and updating once a19 comes out (in the next few weeks?) as they might not work in a19 so I have to retest/tweak them all.

 

Question: (for the snow and desert biomes) "But does this actually completely remove them?"

Answer: Yes, this completely removes the snow and desert biomes (and replaces them with custom Forest biomes)

 

Statement: "I use the desert to get extra sand..."

Reply: It appears the new forest biomes don't contain any sand :(

 

Question: "But are all the effects: heat. cold, resources still the same in the areas where they were?"

Answer: No.  This appears to change the new Forest biomes "local weather" (temp/fog/wind/etc) to what the normal "forest" biome has.  So the 2 new biomes are just like the normal forest biome is, weather wise.

 

Statement: "...its not explained in the 7D2D mod pages"

Reply:  I'll beef up the documentation a bit when a19 comes out and I retest all my mods.  I didn't touch the docs at all when I did the initial conversion from a17 :)

 

Additional info:

Anyways ... For "Get Greener" I freely admit I didn't do much beyond making some small changes just so the mod loaded without errors in a18, so I'm not intuitively familiar with how it actually works :)  It appears its doing this:

- Removing the snow and desert biomes that come with the game. Well, not deleting them off your computer but just removing them as something that game can use when the game starts.  If you removed this modlet the game will once again have the snow and desert biomes.

 

- Creating 2 "new" forest biomes BUT internally using the names "snow" and "desert".  I'm betting this is because the game is expecting there to be "snow" and "desert" biomes to make the maps so it's just reusing the names but changing what the biome actually is made of.  There's not much indication of where the new forest biome settings come from (I have not looked hard to see if they were just copy-pasted from the existing forest biome but it looks like it was) but there is a note that the one replacing "desert" keeps the oil shale that normally you find in the desert.  The one that replaces snow doesn't have any special notes.

 

- I haven't had any user(s) input on the Get Greener mod.  If you have any idea or want tweaks (like "would like some sand") let me know and I'll see if I can either add it, or more likely make a "Get Greener - Plus Sand" modlet to tweak Get Greener (you would load them both).  I haven't messed with the biomes much so I might not be able to make anything work (or work well), but I'll give it a shot once a19 comes out.  I'm not sure what the original intent of Get Greener was (beyond adding more green forest): to make the game easier (no harsh biomes) or harder ( no sand, not easy to find oil shale, etc) or both.  I'm not sure if I added "sand" if it would be easy to make it "seen" on top of the ground (but still be a mostly forest biome) or you'd have to blindly dig for it underground.

 

 

 

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  • 2 weeks later...
3 hours ago, Life2Death said:

are you gonna make punishing weather for 19? i love it

Thanks!

I will if I can :)  I heard there were changes to how weather is handled in a19 (like literal changes to the xml files/settings/capabilities) so it might take a bit to figure it out.  I plan on attempting to make the a19 version as close to the a18 one as possible, though I did have some small changes I wanted to make which was mostly to make "override packs" for it easier to create.

 

I'm starting to work on updating my mods for a19 so it shouldn't be too long unless I run into new game stuff and have to do a lot of testing

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16 hours ago, doughphunghus said:

Thanks!

I will if I can :) I heard there were changes to how weather is handled in a19 (like literal changes to the xml files/settings/capabilities) so it might take a bit to figure it out.  I plan on attempting to make the a19 version as close to the a18 one as possible, though I did have some small changes I wanted to make which was mostly to make "override packs" for it easier to create.

 

I'm starting to work on updating my mods for a19 so it shouldn't be too long unless I run into new game stuff and have to do a lot of testing

i wish there was a way to make it rain all the time, but like not lag the crap outta your game. that wet debuff, incentivices players to eat more often and be more careful going out exploring/looting

Edited by Life2Death (see edit history)
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On 7/3/2020 at 7:11 AM, Life2Death said:

are you gonna make punishing weather for 19? i love it

Forgot to update you :)  I tested them, tweaked a little and they’re released (see above).  There are a few things I noticed I don’t like:

1. the nights are not as dark anymore. I made another Modlet to try to fix this, so you may also want to load it: “Buff Ambiance - Darker Nights”

 

2. the desert seems to have “intermittent sandstorms” with rather clear views, like every minute or less. It looks a little weird and I’m not sure yet how to make it better, e.g perpetual sandstorm visibility.

 

Also:  There are some things I’m looking into to make these modlets “better”, but I don’t think I can change the FPS or density of the rain but I can make a “rains a lot” modlet.  Another possibility I’m looking into are some of the FPS “tweaks” people have posted.  Some of them cut out graphics of things far away.... so maybe if the rain/fog/etc were so thick and constant around you you could activate those tweaks and it wouldn’t hamper FPS As much and you wouldn’t be able to see anything far away anyway.

 

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Poorly!
Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!

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any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

 

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

 

was 0.05, would this work?

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Thanks doughphunghus


A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
Also thanks for the other mods (a great hit Darker Nights).

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15 hours ago, user2010 said:

Poorly!
Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!

Google translator

I would love to do seasons.  I could imagine setting each season to last... 7.3 days ;)  that way you get to battle the horde in each season for the first 4 horde nights, then after that it gets a little unpredictable when seasons change. Additionally. I would start day 1 in spring to give you time to build up for summer and winter. 
 

thr big problem I see with this is I have no idea how to control the weather like this in a plain xml modlet. The only way I can see it happening is via a DMT mod (which I cannot do but is likely a good option for someone with more skill than I have) or a server side process or mod to one of the server tools.  I might be able to pull that off but I don’t know how many people would want to go to the trouble installing it.  If I went this far, I’d likely put in some “random hellish weather” events, like rain for days, etc. or wherever the land claims are make it extreme weather for a day, etc. it would be a lot of work for me though.  I’ve looked into it just a little, and all of the tools are in languages I don’t use on a daily basis :(.  
 

anyway, I might make some more override models to the core weather modlet for more rain, snow, wind, etc so you can tune it more to your liking without having to hand edit the xml.  I’ve looked a little into maybe making some biome mods to go along with it (like snow in all biomes.... or snow patches at least, for an “all cold world”, maybe like the Winter Project mod) but technically those are not “weather”. 

13 hours ago, TomGun42 said:

any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

 

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

 

was 0.05, would this work?

I’ll check and see this weekend. Your changes might work (just guessing).  The last updates I did for a19 I tried to “standardize” all the settings so it would be easier to make and maintain override modlets for the core weather mod. I think I decided there would be a 5% chance of “nice weather setting” for each parameter, which is where the 0.05 comes from.  The o lot reason I’m not sure how well your changes would work is I made all the probabilities add up to 100%.  There are some notes in the xml the pimps made that indicate that it doesn’t have to be 100%, it can go over 100% (which your changes likely do, if the docs are right)  and that they do some calculations to figure out the final percentages/odds for that weather setting. So since you’re adding .5 (which is 50%) and taking away my 0.05 (5%) the total should add up to 145%.... and that’s where I’m frizzy as I don’t have their xml docs in front of me at this moment ;)  I do think it will work like you want, just not sure how well (will it be 10% like you set it or it will actually calculate out to be a lot higher percentage/odds which I suspect it is.  I’m guessing probably 30%?

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9 hours ago, Gouki said:

Thanks doughphunghus


A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
Also thanks for the other mods (a great hit Darker Nights).

Thanks! I love playing this game when it’s super dark and you don’t know what’s out there (well, the sounds usually give it away.  I tried making more zombie sounds that “fit” and it was a lot harder than I thought. I’m still chewing on that idea).  I also like that you can’t go into a POI or underground when it’s dark unless there’s lights in inside or you carry light as it can be pitch black at its darkest.  I wanted to do a “flashlight “ mod where there were batteries and “tiers” of flashlights so you mostly could only find weak/dim gun and helmet lighting (or parts), and would have to work up to crafting the flashlights that are the current brightness in the regular game.  It might be possible with a19.  When I first tried in a17? I couldn’t make it work, so I just didn’t use flashlights ;).  Also: Throw something like the community creature packs in near total darkness and it’s a lot of fun ;).

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On 7/23/2020 at 9:06 AM, TomGun42 said:

any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

 

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

 

was 0.05, would this work?

Update (see above post):

So, here's a chunk of documentation about the weather and how the "probabilities" work. Note that this documentation may be outdated (TFP seems to update it, but there's some really old documentation/notes floating around mixed in with the new stuff) but it's all I have to go on.

Example:
	<weather>
	<Fog min="0" max="0" prob="0.1"/>
	<Fog min="20" max="30" prob="0.95"/>
	<weather/>
"This would mean there's a total probability of 1.05,
by adding all the 'prob' values of the 'Fog' conditions.
There's a 9.5% chance there will be a 0 fog condition and
a 90.5% chance the fog condition will be between 20 and 30.
This is because 0.1, from the first line, is 9.5% of 1.05,
the total probability of the fog conditions; and 0.95, from
the second line, is 90.5% of the total fog condition
probability of 1.05."

Note: It may be easier to visuallize your control if you make
sure all your probability values for each condition add up to 1.

given this, my "core" modlet has this (a random biome CloudThickness section taken just as an example):

    <CloudThickness min="0" max="10" prob=".05"/>
    <CloudThickness min="10" max="40" prob=".1"/>
    <CloudThickness min="40" max="70" prob=".2"/>
    <CloudThickness min="70" max="80" prob=".45"/>
    <CloudThickness min="80" max="100" prob=".2"/>

All the probabilities add up to "1", so as I read it the probability of the CloudThickness being between 40 and 70% "thick" is 20%. On a side note: It appears that the weather changes really slowly (on vanilla game time settings) so I don't know if the CloudThickness was 0%, and the game recalculated the probability and it landed on 100% CloudThickness, exactly how long this would take to go from 0% to 100%.  Based on some games I've played, I *feel* it would take several "real life minutes", like 5-10 minutes. I have no idea how often the weather is "recalculated"!

 

Anyway...If you changed the 0.05 line to to .5 (and did not add another line) we get this:

    <CloudThickness min="0" max="10" prob=".5"/>
    <CloudThickness min="10" max="40" prob=".1"/>
    <CloudThickness min="40" max="70" prob=".2"/>
    <CloudThickness min="70" max="80" prob=".45"/>
    <CloudThickness min="80" max="100" prob=".2"/>

which means the probabilities add up to 1.45.  Doing the math above (warning: I could get this wrong!)  that's .5/1.45 = 0.3448.  This rounds to .34  which is 34% . So 34% of the time the CloudThickness will be between 1 and 10%. My guess in the above post of 30% appears close :).

 

Honestly, I'd say try playing with the setting change you made and see if its close to what you want.  If the "clear days" are too many/often, simply drop the number of the line you changed until it feels right.  I didn't do a lot of testing to see how all the weather conditions "felt/played", I generally just took the "biome weather default" settings for each weather parameter and then worked around the average of that setting (for temperature for example), making the "nicest/cleanest looking" weather condition only a 5-10% chance of happening *for each metric*, so if there ever was "nice clear day with no wind and a nice temp" you could really appreciate it as the odds of that happening for all metrics combined are really, really low.  Likely only one of the weather metrics will hit the 5% "nice" probability at a time.

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