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A16 Valmod Pack


Valmar

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@Lictor70

 

The recipes.xml is the only file you need to touch to do that. If it isn't working then odds are you made a typo and broke them. They can be picky. The recipes.xml is kinda like a chain. If you break one then all the ones beneath it also break.

 

Next time you start up the game open the console and scroll up and see if you spot any red text that says something about an error loading recipes.xml

 

If that doesn't lead to anything then share the code you added here and I will take a peek at it myself.

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Hehe. Something had to offset the whole headshot thing. :)

 

Lowering the spawning rate should help. Though even with the spawning on lowest I suspect you will still get more than "normal".

 

 

Would a simple swap of the horde version spawning.xml return only the spawn rates to your overhauls default or would that alter other aspects unseen by me?

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Would a simple swap of the horde version spawning.xml return only the spawn rates to your overhauls default or would that alter other aspects unseen by me?

 

The spawning.xml files should be interchangeable, yes. Honestly any of the files are.

 

In the Horde version the only files that are changed are items.xml, spawning.xml and entityclasses.xml

 

The items.xml changes are only to increase headshot multipliers and decrease bodyshot (basically make weapons do less damage if its to the body).

 

The spawning.xml changes is to ramp up the spawn count of zombies in hubs, biomes and hordes.

 

The entityclasses.xml changes are to disable running and climbing.

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The spawning.xml files should be interchangeable, yes. Honestly any of the files are.

 

In the Horde version the only files that are changed are items.xml, spawning.xml and entityclasses.xml

 

The items.xml changes are only to increase headshot multipliers and decrease bodyshot (basically make weapons do less damage if its to the body).

 

The spawning.xml changes is to ramp up the spawn count of zombies in hubs, biomes and hordes.

 

The entityclasses.xml changes are to disable running and climbing.

 

 

Excellent - The Overhaul version for my players on my rented server is a hard sell. They tend to be uncomfortable with the 1st week difficulty based on lacking recipes and class lockdowns in the longterm.

 

I OTOH love the slight challenge increase and dependance on working as one, or at least in trade.

 

So I'm tossingthis horde version on them, but hope to assure it's tweaked to their liking.

 

I think I will replace entityclasses to keep difficulty higher and allow spawning to be the decrease to "normal".

 

Thanks for your enthusiasm in this mod Valmar, it's great!

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Hmmm it wasnt me derping. there is something wrong, not sure if I am to blame for it

 

 

2016-10-02T08:22:50 8.957 ERR Loading and parsing 'blocks.xml' (External 3D model with name 'Traps/trap_spikes01_damage05' not found! Maybe you need to create the atlas first?)

2016-10-02T08:22:50 8.957 ERR Loading of blocks aborted due to errors!

2016-10-02T08:22:50 8.958 ERR at BlockShapeExt3dModel.createVertices () [0x00000] in <filename unknown>:0

at BlockShapeRotatedAbstract.Init (.Block _block) [0x00000] in <filename unknown>:0

at BlockShapeExt3dModel.Init (.Block _block) [0x00000] in <filename unknown>:0

at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0

2016-10-02T08:22:50 9.078 ERR Loading and parsing items xml file (Unknown block name 'cntFridgeTop' in use_action!/ at ItemActionExchangeItem.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0

at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 )

2016-10-02T08:22:50 9.079 ERR Loading of items aborted due to errors!

2016-10-02T08:22:50 9.079 ERR at ItemActionExchangeItem.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0

at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0

Exception: Block with name 'treeTallGrassDiagonal' not found!

at BlockPlantGrowing.LateInit () [0x00000] in <filename unknown>:0

at Block.LateInitAll () [0x00000] in <filename unknown>:0

at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0

at WorldStaticData.AA (System.String ) [0x00000] in <filename unknown>:0

at WorldStaticData+YO.MoveNext () [0x00000] in <filename unknown>:0

at GameManager+BK.MoveNext () [0x00000] in <filename unknown>:0

at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

 

 

 

Using Expansion, and my game version is A15(b94)

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i dont believe that Expansion is compatible with 15, just Overhaul

 

Ugh :S hopefully he gets around updating the Expansion to A15 if that is the case, i really love hes mods, i just feel like the overhaul is too intrusive for my style of gaming, no offense Val, still love you man ;)

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Hi, I made an addon, which adds second merchant dropbox to the mod(Valmod Version 3.28).You can exchange various goods for casino coins there. Indeed, only rare items are exchangeable, like Tools&Dieset, auger/minibike parts and so on. Prices are kept lower for the balancing reason.

 

https://drive.google.com/file/d/0B-vlMcoppR3LZ2JFbjdTaEt0dTA/view?usp=sharing

 

Hi Val! Your mod is the best. if you dont like my addition just delete this post, dont want to be boring.I made it for myself, maybe someone needs this too))

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Not sure whats going on, but after installing overhaul in b94 and try to craft something, the game freezes anywhere from 1 to 10 seconds when searching in the crafting window. Happens right after entering the first letter in search window.

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Valmar,

 

Done quite a bit of testing today. Generally it works great but when I finally got around to making wood spikes - 100 wood to make 1 spike to way too high a cost. Also, making gunpowder making 1k gunpowder takes 47m - is that just a tad too long?

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Valmar,

 

Done quite a bit of testing today. Generally it works great but when I finally got around to making wood spikes - 100 wood to make 1 spike to way too high a cost. Also, making gunpowder making 1k gunpowder takes 47m - is that just a tad too long?

 

100 wood reflects vanilla changes to increased damage, so thats a balance thing. I am more distressed about 10s craft time for a wooden club and stone axe :p 47m for 1k gunpowder isnt to bad either, get quicker crafting and higher skill to shorten the time.

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100 wood reflects vanilla changes to increased damage, so thats a balance thing. I am more distressed about 10s craft time for a wooden club and stone axe :p 47m for 1k gunpowder isnt to bad either, get quicker crafting and higher skill to shorten the time.

 

But 100 wood for 1 spike - thats too much!

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Ugh :S hopefully he gets around updating the Expansion to A15 if that is the case, i really love hes mods, i just feel like the overhaul is too intrusive for my style of gaming, no offense Val, still love you man ;)

 

That is fine and reasonable. Overhaul is not for everyone. Though I will argue that vanilla's changes are gradually narrowing the gap between the two. Afterall the "workstation exclusive recipes" thing is starting to make its appearance more and more in vanilla.

 

I will update to Expansion to A15. Thing is, A15 isn't out yet. The experimental build is out, yes, but technically A15 has not yet released. I do not plan to support the Expansion Pack on the experimental builds. It's simply too much work to keep both versions updated on the experimental branch. When A15 officially drops then I will work on the Expansion pack

 

Hi, I made an addon, which adds second merchant dropbox to the mod(Valmod Version 3.28).You can exchange various goods for casino coins there. Indeed, only rare items are exchangeable, like Tools&Dieset, auger/minibike parts and so on. Prices are kept lower for the balancing reason.

 

https://drive.google.com/file/d/0B-vlMcoppR3LZ2JFbjdTaEt0dTA/view?usp=sharing

 

Hi Val! Your mod is the best. if you dont like my addition just delete this post, dont want to be boring.I made it for myself, maybe someone needs this too))

 

 

Cool stuff. I have no qualms with this. I'm always in support/favor of modding, even other mods. Have at it, Hoss.

 

Not sure whats going on, but after installing overhaul in b94 and try to craft something, the game freezes anywhere from 1 to 10 seconds when searching in the crafting window. Happens right after entering the first letter in search window.

 

This I believe has to do with a vanilla change they did to the recipe sorting system. The game seems to recall all the recipes everytime you open the list. This in the past caused quite a bit of lag. But then I introduced the Artisan Decor Station which allowed me to move a great portion of recipes behind it to make the recipe list less cluttered and performance better since you didn't have so many recipes to render in. Now however the game reads EVERY RECIPE you can craft, no matter where you are. So if you're browsing campfire recipes its still loads all the wood recipes.

 

As such I suspect the only solution I could make for this at this point is to drastically reduce the number of recipes I have in my mod. I might remove the dye-station. I don't think its that widely used anyway.

 

Valmar,

 

Done quite a bit of testing today. Generally it works great but when I finally got around to making wood spikes - 100 wood to make 1 spike to way too high a cost. Also, making gunpowder making 1k gunpowder takes 47m - is that just a tad too long?

 

It was a vanilla change. I have since reverted it to 10. I suspect they did not intend it to be a hundred. I think, as the log spikes are 20 wood,they infact meant to make it only 10 wood. But added another zero. I don't know for sure though. Seemed a bit crazy either way so its back to 10 for now.

 

100 wood reflects vanilla changes to increased damage, so thats a balance thing. I am more distressed about 10s craft time for a wooden club and stone axe :p 47m for 1k gunpowder isnt to bad either, get quicker crafting and higher skill to shorten the time.

 

Heh you know it used to take 30 seconds. I made that change to discourage spam-crafting. I'm mean like that.

 

The timer of gunpowder is an automatic calculation that is based off the ingredient time. As such it should always be perfectly balanced in that regard, even if it appears to be too much.

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Valmar...as always...thanks for the wonderful mod and the update to the Experimental Branch. Couple quick things: First, I'm a sucker for more zombies and I'm using your Horde Edition but...I see no icons (for your items). I looked in my folder and it doesn't have the mods/icons that you normally provide so I DLd it again and the same happened. It's not a big deal as I can just get those from your regular mod but I just thought you'd like to know (unless I'm just a complete noob and it's implied that that is what one is supposed to do, lol). Second...what's with the .gitattriburtes and .gitignore files from BOTH the Horde and Reg Overhaul editions? Are those supposed to be placed anywhere special or even at all?

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Valmar...as always...thanks for the wonderful mod and the update to the Experimental Branch. Couple quick things: First, I'm a sucker for more zombies and I'm using your Horde Edition but...I see no icons (for your items). I looked in my folder and it doesn't have the mods/icons that you normally provide so I DLd it again and the same happened. It's not a big deal as I can just get those from your regular mod but I just thought you'd like to know (unless I'm just a complete noob and it's implied that that is what one is supposed to do, lol). Second...what's with the .gitattriburtes and .gitignore files from BOTH the Horde and Reg Overhaul editions? Are those supposed to be placed anywhere special or even at all?

 

The .git files are just part of how github functions, you can ignore/delete those if you want

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Valmar,

 

Done quite a bit of testing today. Generally it works great but when I finally got around to making wood spikes - 100 wood to make 1 spike to way too high a cost. Also, making gunpowder making 1k gunpowder takes 47m - is that just a tad too long?

 

Im not sure on if Val has changed anything, but in vanilla the potasium has a craft time of 2, so thats 2x2(pot) + 2(coal) = 6 secs per, or half that if crafted in chem station (1 of each instead of two).

 

Max level gun smithing and quicker crafting will make that a quarter of the time, so 1k gunpowder would be 6s x 1000 x 0.25 = 25 minutes (12.5 mins in chem station for half the cost in mats)

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Valmar...as always...thanks for the wonderful mod and the update to the Experimental Branch. Couple quick things: First, I'm a sucker for more zombies and I'm using your Horde Edition but...I see no icons (for your items). I looked in my folder and it doesn't have the mods/icons that you normally provide so I DLd it again and the same happened. It's not a big deal as I can just get those from your regular mod but I just thought you'd like to know (unless I'm just a complete noob and it's implied that that is what one is supposed to do, lol). Second...what's with the .gitattriburtes and .gitignore files from BOTH the Horde and Reg Overhaul editions? Are those supposed to be placed anywhere special or even at all?

 

Well, keep in mind, the horde edition is meant to be used ontop of the Valmod Pack. As such you are intended to have installed it initially and THEN the horde edition. The Mods folder (hence, the icons) is with the Pack. It would be better to include it all, yes, but I don't simply due to harddrive space. My github folder is on my SSD which can scarcely afford the space all those extra Mods folder take up.

 

 

The .gitattributes and .gitignore files are, like Stompy says, something Github adds. Pay them no mind.

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Hey Val, suppose this shoulda been in a PM but - whatever - anyhow:

 

Firstly, I will be generating a blogspot/forum for my webpage. As I constantly rely on the brilliance of your mods to enthuse both my players and I it's only natural that I host a link to your mod right on my page.

 

If you allow; which link should I use, and may I use your banners as the link item?

 

Second, I've noticed I'm having issues creating the various fences, is there something I am missing on how to make 'em in the workbench or what? I have the handsaw and bought the skill.

 

Thanks again man

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That is fine and reasonable. Overhaul is not for everyone. Though I will argue that vanilla's changes are gradually narrowing the gap between the two. Afterall the "workstation exclusive recipes" thing is starting to make its appearance more and more in vanilla.

 

I will update to Expansion to A15. Thing is, A15 isn't out yet. The experimental build is out, yes, but technically A15 has not yet released. I do not plan to support the Expansion Pack on the experimental builds. It's simply too much work to keep both versions updated on the experimental branch. When A15 officially drops then I will work on the Expansion pack

 

Looking forward to the updates once A15 drops :) And yes, the gap is narrow, but, modders like you allmost allways have ideas that the Dev's were too affraid add, or even didnt think about. Anyways, good stuff allaround. Good luck surviving everyone o/

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