Valmar Posted February 19, 2016 Author Share Posted February 19, 2016 @Chud I don't often do this - but I'm not reading through all of that. Appealing to my "amerca, rights!" does nothing to me - except turn me off of it all the more. I don't see any correlation between supporting "rights" and making naming conventions of ammo "realistic". That being said, I also really, really, really don't care. Like I said before, I don't want to get into a debate about it. Its not a subject I care about and frankly I don't feel comfortable talking to people about it - largely because of the type of people that tend to argue about it (calling people stupid morons or mocking them for example). I grew up surrounded by insane, hateful, bigoted crazy gun nuts. I've had enough of listening about their calibers and guns. Personal preference here, I'm just not interested. Though, in hindsight, perhaps I should had worded things better initially. My request for feedback wasn't asking for "this is whats more realistic, america, rights, guns" it was more for "I want names to stay" "I dont care" "I like the idea". That type of feedback. I already guessed gun aficionados would want the names to stay. More was trying to gauge how many of that particular demographic use the mod. You might notice that a lot of the servers that run my mod are not set in US. At the risk of generalizing, the rest of the world isn't as obsessed with guns as America. So given this demographic I wasn't sure what percentage of the players of my would care about such things. Loki's feedback on this was spot on for me and really delivered a point I care about - the in-game descriptions of guns currently tell you what ammo they take. This wasn't always the case and I didn't take that into consideration. This does a lot to remedy my initial reasoning for wanting to simplify things in the first place. As we are now able to edit past comments I will take that liberty and just remove the question. Link to comment Share on other sites More sharing options...
Deccypher Posted February 20, 2016 Share Posted February 20, 2016 Hi val, i know your not activl updateing the mod till A14, just thought id drop a line in to let you know adding a heat source to your lkight barrel and ovens is now possiable ( only just recently realised they didnmt have one) <property name="ActiveRadiusEffects" value="+heatSource(3)"/> where 3 is the radius of effect i lengthened it to 5 on the barrel light <block id="1703" name="Light_Barrel"> <property name="CustomIcon" value="oilBarrel" /> <property name="CanPickup" value="true" /> <property name="Class" value="Particle" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="Industrial/barrel01" param1="main_mesh" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.53,1.04,0.45" /> <drop event="Destroy" name="scrapIron" count="8" prob="1" /> <property name="ActiveRadiusEffects" value="+heatSource(5)"/> </block> then left the 2 ovens as 3 ( same as campfire) <block id="1680" name="Stove_Oven"> <property name="Class" value="Campfire" /> <property name="Stacknumber" value="1" /> <property name="CustomIcon" value="oven" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Place" value="TowardsPlacerInverted" /> <property name="Mesh" value="models" /> <property name="Model" value="Appliances/oven" param1="main_mesh" /> <drop event="Destroy" name="Stove_Oven" count="1" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="1.0" stick_chance=".75" /> <property name="Group" value="Food/Cooking,Decor" /> <property name="ActiveRadiusEffects" value="+heatSource(3)"/> <property class="Workstation"> <property name="Modules" value="tools,output,fuel,input"/> </property> </block> <block id="1681" name="Wall_Oven"> <property name="Class" value="Campfire" /> <property name="CustomIcon" value="wallOven" /> <property name="Place" value="TowardsPlacerInverted" /> <property name="Stacknumber" value="1" /> <property name="Material" value="wood_weak" /> <property name="Texture" value="346,345,341,345,262,345" /> <property name="LootList" value="130" /> <drop event="Destroy" name="Wall_Oven" count="1" /> <drop event="Fall" name="woodDebris" count="1" prob="1.0" stick_chance=".75" /> <property name="ActiveRadiusEffects" value="+heatSource(3)"/> <property name="Group" value="Food/Cooking,Decor" /> <property class="Workstation"> <property name="Modules" value="tools,output,fuel,input"/> </property> </block> Link to comment Share on other sites More sharing options...
kclobo2003 Posted February 20, 2016 Share Posted February 20, 2016 Is there anyway to make it so you can just choose your class and not start out with the books and items? Make it so you have to find the books in the loot? Link to comment Share on other sites More sharing options...
StompyNZ Posted February 20, 2016 Share Posted February 20, 2016 Hi val, i know your not activl updateing the mod till A14, just thought id drop a line in to let you know adding a heat source to your lkight barrel and ovens is now possiable ( only just recently realised they didnmt have one) where 3 is the radius of effect i lengthened it to 5 on the barrel light then left the 2 ovens as 3 ( same as campfire) Unless they changed it with 13.8 ActiveRadiusEffects don't work on <property name="Class" value="Particle" /> it's only on the blocks you can actually turn on and off. Link to comment Share on other sites More sharing options...
Valmar Posted February 20, 2016 Author Share Posted February 20, 2016 @Deccypher Does that actually work now? As Stompy said, they didn't use to work. It would be great, of course, if they did "fix it" so it would work. @Kclobo Well, if you didn't start with a book or items... whats the point of the class? That's literally the only reason you choose a class - to get the related items and recipes. But yes, you can do that. Open the entityclasses.xml then find the male and female (both should be at the time at the time of writing this) and modify this: <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="Class Key,Class Selection" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="Class Key,Class Selection,keystone" /> To this: <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="bottledWater,canChili,firstAidBandage,torch" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="bottledWater,canChili,firstAidBandage,torch,keystone" /> Now players will not start the game with the class stuff and it will be like vanilla. Link to comment Share on other sites More sharing options...
Deccypher Posted February 20, 2016 Share Posted February 20, 2016 i pulled it off the campfire ill check it out i added it mine, ill make one and check ahh it works on the ovens not he light barrel, ( still nice to have it on them as it was missing) Link to comment Share on other sites More sharing options...
Valmar Posted February 20, 2016 Author Share Posted February 20, 2016 Well actually I never intended for the oven to warm you, hence why its missing. Link to comment Share on other sites More sharing options...
Tahoenvy Posted February 21, 2016 Share Posted February 21, 2016 the trouble is the game doesnt know what will happen untill it is encountered, the seed controls some aspecs the biome types the city placemtns, but what structures are within the sity, what poi is at the end of that gravel road, is anyone guess untill the map actually renders for the first time. it would be possiable on the nav map and player maps to be shared would be possiable. like i blueprint my map and then you read it and it reveals on yours, but having the system reveal a chunk of map for you would be difficult, unless the pimps set it up so we spend a good few hours setting up the initial login to render the enttire map beforhand. It wouldn't matter WHAT was in the portion of the map, you would just have to link each map piece or page to a region block or multiple regions. The regions stay the same no matter what. I would have no clue what the command would be to render that portion of the map though, so like Valmod says it may not be doable in xml Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted February 21, 2016 Share Posted February 21, 2016 @Chud I don't often do this - but I'm not reading through all of that. Appealing to my "amerca, rights!" does nothing to me - except turn me off of it all the more. I don't see any correlation between supporting "rights" and making naming conventions of ammo "realistic". That being said, I also really, really, really don't care. Like I said before, I don't want to get into a debate about it. Its not a subject I care about and frankly I don't feel comfortable talking to people about it - largely because of the type of people that tend to argue about it (calling people stupid morons or mocking them for example). I grew up surrounded by insane, hateful, bigoted crazy gun nuts. I've had enough of listening about their calibers and guns. Personal preference here, I'm just not interested. Though, in hindsight, perhaps I should had worded things better initially. My request for feedback wasn't asking for "this is whats more realistic, america, rights, guns" it was more for "I want names to stay" "I dont care" "I like the idea". That type of feedback. I already guessed gun aficionados would want the names to stay. More was trying to gauge how many of that particular demographic use the mod. You might notice that a lot of the servers that run my mod are not set in US. At the risk of generalizing, the rest of the world isn't as obsessed with guns as America. So given this demographic I wasn't sure what percentage of the players of my would care about such things. Loki's feedback on this was spot on for me and really delivered a point I care about - the in-game descriptions of guns currently tell you what ammo they take. This wasn't always the case and I didn't take that into consideration. This does a lot to remedy my initial reasoning for wanting to simplify things in the first place. As we are now able to edit past comments I will take that liberty and just remove the question. this game is made in America Link to comment Share on other sites More sharing options...
wolverine576 Posted February 21, 2016 Share Posted February 21, 2016 Who cares where this game is made? How did us enjoying a video game turn into a political rights debate? Its a game....doesnt matter where its made, and what the ammo type is, or is called....we are here to kill zombies.... Link to comment Share on other sites More sharing options...
Valmar Posted February 21, 2016 Author Share Posted February 21, 2016 @Chud I was speaking more specifically about my mod and its demographic, not the game as a whole. As I said before some of the "biggest" servers that host this mod are outside the states. So I know it isn't just Americans who play my mod. All irrelevant now though since the question is no longer on the table. @Wolverine Sound advice. Link to comment Share on other sites More sharing options...
Brian9824 Posted February 24, 2016 Share Posted February 24, 2016 With your full mod Valmod are any recipes locked behind classes? Or can every recipe be either found or bought thru the study desk? Link to comment Share on other sites More sharing options...
Mvidualist Posted February 25, 2016 Share Posted February 25, 2016 New Valmod server Hi Val! I just setup my fresh Norwegian (NOR) server with your full modpack in it Works like a charm! Thank you If you would put my servers ip up with the others, i would appriciate it 91.236.116.14:25000 Link to comment Share on other sites More sharing options...
Valmar Posted February 25, 2016 Author Share Posted February 25, 2016 @Brian Technically, yes, one recipe is locked behind a class. Miners_TNT can only be learned by miners. This is a special tnt (normal TNT is still available to all) that has a larger explosion radius. Other than that any class can learn any recipe - either by reading the recipe book or using the study desk. @Mvidualist Of course. Link to comment Share on other sites More sharing options...
kclobo2003 Posted February 27, 2016 Share Posted February 27, 2016 I love this mod! Thank you! But my friends didn't want to use this mod anymore and want to another one and my question is, is it possible to take the zombies you added and add them to the other files? Thank you! Link to comment Share on other sites More sharing options...
Kenowa Posted February 27, 2016 Share Posted February 27, 2016 Silencer? Been searching the forum for awhile, and maybe it got buried somewhere, but where exactly can I find/make a silencer? We're 60 days in with 3 people searching, haven't found one yet, and I can't find it under any of the crafting stuff. (Valmod lite) - Kenowa Link to comment Share on other sites More sharing options...
Valmar Posted February 27, 2016 Author Share Posted February 27, 2016 @kclobo Yes, its possible. Though perhaps not the easiest thing to do. You'd need to copy over the related info from the following: items.xml for the zombie hands buff.xml for the buff loot.xml for the loot entityclasses.xml for the zombies enitygroups.xml for the spawning You'd also need to adjust the loot xml to insure it isn't being told to give any item that is not vanilla - like my survivor notes. @Kenowa They are loot-only and only drop from containers that have a chance to give "military" parts. Ferals can drop it. Shotgun messiah can drop it. The military munitions box can drop it. Gun safes can drop it. Survivor Briefcases can drop it (probably the easiest method, provided you find one and have a combination to unlock it) Link to comment Share on other sites More sharing options...
Puschpa Posted February 27, 2016 Share Posted February 27, 2016 Been searching the forum for awhile, and maybe it got buried somewhere, but where exactly can I find/make a silencer? We're 60 days in with 3 people searching, haven't found one yet, and I can't find it under any of the crafting stuff. (Valmod lite) - Kenowa Silencer is part of the loot group militaryWeaponParts, which can be found in Shotgun Messiahs, Ammo Boxes, Gun Safes, and on Ferals - but Silencer is a very rare loot, equal to the Choke. Link to comment Share on other sites More sharing options...
Kenowa Posted February 28, 2016 Share Posted February 28, 2016 Thank you very much for the reply! We'll keep searching then. - Kenowa Link to comment Share on other sites More sharing options...
whazi Posted February 28, 2016 Share Posted February 28, 2016 Silencer is part of the loot group militaryWeaponParts, which can be found in Shotgun Messiahs, Ammo Boxes, Gun Safes, and on Ferals - but Silencer is a very rare loot, equal to the Choke. on our server.. day 203.. more then 10 ppl playing.. not a single silencer found.. feels like something is wrong Link to comment Share on other sites More sharing options...
DrStrangechicken Posted February 28, 2016 Share Posted February 28, 2016 video I made a video displaying several of the valmod features. http://steamcommunity.com/sharedfiles/filedetails/?id=634271655 Link to comment Share on other sites More sharing options...
Valmar Posted February 28, 2016 Author Share Posted February 28, 2016 How cool, thank you Dr. Strange Chicken. I'd love to add that link to the topic description, if I may? Link to comment Share on other sites More sharing options...
DrStrangechicken Posted February 29, 2016 Share Posted February 29, 2016 sure. Link to comment Share on other sites More sharing options...
Valmar Posted February 29, 2016 Author Share Posted February 29, 2016 Updated the OP to include the Dr. StrangeChicken's video (thanks again!) Also did a sweep of sever IPs that were no longer online. If I removed yours by mistake let me know. At the time of writing this the ones I removed were offline when I tested them. Link to comment Share on other sites More sharing options...
Speedy2M Posted February 29, 2016 Share Posted February 29, 2016 Awesome mod Valmar keep up the great work Our server Full: (CA) 167.114.64.10:26900 Link to comment Share on other sites More sharing options...
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