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A16 Valmod Pack


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Well, for one thing it's super weak, It has a different texture, so kinda looks ugly, and has no support so not very safe for mining, it's no big deal if you don't feel like it, I could just use cobblestone frames or sommat....or remove the need of a cement mixer to craft it.

 

makes a lot of sense, using dependancies, it sorta reminds me of declaring variables in coding. [what tiny I know of it.] which explains why some blocks HAD the max heath and others didn't. cool beans.

 

I've seen them collapse too, but usually, it's because the prefab spawned floating on thin air, and then had a block update or something and splorch.

 

 

So....I know this would be a lot of work, and you're totally right about the "balancing" issues, thankfully I don't think any of those "partial" blocks are currently being used in any prefabs, since they strike me as being new. so shouldn't cause any crashes if we were to muck with their stats. but...I don't see why you couldn't get some help from some of the moderate modders, so we take the blocks, modify their stats, based on a formula, so a half block has a percentage of a full, quarter has a different percentage, and it's the same for all the types of blocks so it's all just busy work. I wouldn't mind grinding out ten or twenty block mods, sending them to you, and all you have to do is doublecheck, and insert. I could see that saving you eons of time.

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Your mod is god like mind adding this to it? https://7daystodie.com/forums/showthread.php?37626-Gambling-Machine maybe making a way to quickly lose or gain casino coins since they play quite the role in your modpack :p

I've been on the fence about gambling machines for a while now. The concept isn't new and has been around since A12 days. The thing that prevents me from adding them is still the same though: immersion. For some reason it just bugs me to have a player craft/place a gambling machine that is magically stocked with coins.

 

If I had custom prefabs then maybe it would be a special fixture in some of those prefabs. Though even then without NPCs... Who is stocking these things? And why not just break them open and steal everything? Its not like anyone is there to arrest you. Its a free-for-all.

 

That being said the mod is very straightforward and other than needing a degradation line added to the coins it should work alright in my mod (ensure that no id is taken). You could add it yourself without suffering any negative sideeffects. It wouldn't really need to do anything "special" to make it work with my mod.

 

 

 

Well, for one thing it's super weak, It has a different texture, so kinda looks ugly, and has no support so not very safe for mining, it's no big deal if you don't feel like it, I could just use cobblestone frames or sommat....or remove the need of a cement mixer to craft it.

 

makes a lot of sense, using dependancies, it sorta reminds me of declaring variables in coding. [what tiny I know of it.] which explains why some blocks HAD the max heath and others didn't. cool beans.

 

I've seen them collapse too, but usually, it's because the prefab spawned floating on thin air, and then had a block update or something and splorch.

 

 

So....I know this would be a lot of work, and you're totally right about the "balancing" issues, thankfully I don't think any of those "partial" blocks are currently being used in any prefabs, since they strike me as being new. so shouldn't cause any crashes if we were to muck with their stats. but...I don't see why you couldn't get some help from some of the moderate modders, so we take the blocks, modify their stats, based on a formula, so a half block has a percentage of a full, quarter has a different percentage, and it's the same for all the types of blocks so it's all just busy work. I wouldn't mind grinding out ten or twenty block mods, sending them to you, and all you have to do is doublecheck, and insert. I could see that saving you eons of time.

 

 

Stone has rather unusual recipe. It seems to require sand and cement. As you pointed out earlier I believe. Thus letting you craft it in your backpack would seem a bit... out of theme, I guess. What if I increased destroyed stones structure integrity to be onpar with stone? Visually still wouldn't be as pleasing but the support would remain.

 

As for taking on the mantle of balancing out all those "half" blocks... I mean, if someone goes to all that trouble I'd add it. Though if this is really a task you're wanting to tackle I recommend before anything we get into contact and discuss some of the finer details so we're on the same page as it were.

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Valmod after adding the Slot Machine mod I am getting this error and the server won't boot

 

Exception: Block with name 'rock05' not found! at WorldBiomes.P (System.String ) [0x00000] in <filename unknown>:0 at WorldBiomes.I (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes.I (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes.C (System.Xml.XmlDocument , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, Boolean _instantiateReferences) [0x00000] in <filename unknown>:0 at GameManager.SQ (System.String , System.String ) [0x00000] in <filename unknown>:0 at GameManager.BS () [0x00000] in <filename unknown>:0 at GameManager.StartGame () [0x00000] in <filename unknown>:0 at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0 at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0 at MainMenuMono.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) 2016-05-19T12:53:51 3.049 INF Load key config check2016-05-19T12:53:51 3.049 INF Load key configSetting up 2 worker threads for Enlighten. Thread -> id: 3344 -> priority: 1 Thread -> id: 3018 -> priority: 1

 

After looking in config it exists ...

 

<block id="301" name="rock05">

<property name="Extends" value="rock01" />

<property name="Model" value="Rocks/Rock05" param1="main_mesh" />

</block>

 

Upon additional inspection... this is also an issue.

 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

 

 

2016-05-19T12:53:50 1.874 ERR Loading and parsing 'blocks.xml' (Block with id=17 references a not existing material 'steel')

2016-05-19T12:53:50 1.875 ERR Loading of blocks aborted due to errors!

2016-05-19T12:53:50 1.876 ERR at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0

2016-05-19T12:53:50 1.965 ERR Loading and parsing items xml file (Unknown block name 'campfire' in use_action!/ at ItemActionExchangeItem.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0

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

2016-05-19T12:53:50 1.965 ERR Loading of items aborted due to errors!

2016-05-19T12:53:50 1.965 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 'fertileDirt' not found in block id 2

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

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

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

at GameManager.Awake () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

Edited by P3rf3ctVZer0
More info :/ (see edit history)
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@PerfectVZero

 

https://7daystodie.com/forums/showthread.php?37626-Gambling-Machine&p=438083&viewfull=1#post438083

 

Hope that helps.

 

 

 

Mod news:

 

Tomorrow might be an update-day, ladies and gentleman. My tester is sleeping now so he'll have to be whipped into testing it out tomorrow so for now, enjoy beta access for those who like such things.

 

https://www.mediafire.com/folder/12c9c8haesjsm/Valmod_Beta

 

 

New things to test out:

 

Masonry related recipes no longer use the workbench. They now use the Cement Mixer. The cement mixer is no longer gained by the perk but rather by reading the masonry basics book.

 

Many blocks that were more for decorative purposes rather than base defenses have been moved to a new workbench called "Decor Artisan Station".

 

Why have I done this? Its my attempt to reduce workbench lag. How often did you need to craft toilets or couches? Why have all these tons of recipes there that you rarely use making the table slower? Now that these "decor" items are in their own workbench hopefully it has a positive impact on the browsing lag some people experienced.

 

In the overhaul I have locked down cooking recipes a bit. You will need to find the cookbook and follow the questline it gives to learn more. Expansion gets this too but only for recipes I add, not vanilla ones.

 

In overhaul cobblestone now upgrades to flagstone - which then upgrades to concrete. Flagstone also now has more health. This doesn't cover every shape out there.

 

Theres more but I'll save it for the official announcement and changelog. For now Im more interested in how the changes effect performance. Hopefully its an improvement. Anyone who wants to try it out are welcome to do so, let me know of your results.

 

Expect official announcement/update tomorrow.

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They don't work on everything locked like doors and such? Couldn't you configure the lockpick to just make things unsecure with the exception of player claimed things?

 

So anything that says "locked" - or - "Secured" can be unlocked and then loose pick afterwords.

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Why have I done this? Its my attempt to reduce workbench lag. How often did you need to craft toilets or couches? Why have all these tons of recipes there that you rarely use making the table slower? Now that these "decor" items are in their own workbench hopefully it has a positive impact on the browsing lag some people experienced.

 

I had an idea that might help with some of the workstation lag, but I haven't really had an opportunity to figure it out and/or test it. Perhaps, it will be something that you might be able to do quicker that I could. If you have watched Kickz's videos much, you might have seen how typing gibberish into the search window makes all the crafting stations lag go away. What has also helped in my experience to a degree is when a tab is selected that only has a few items assigned to it. For example, if I open the workbench and select the food item tab, it moves quickly, I can search easily, even when crafting. If somehow there was a way to make sure that the "default" tab for each crafting station was a tab with only a handful of items, it should eliminate the lag somewhat. Also, I have noticed that the lag gets worse when more crafting stations are activated, even if they're not open, with inventory crafting having the most impact.

 

Not sure if this will help at all, but a thought I have been meaning to explore, and perhaps you would know more about the workings of it than I do.

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They don't work on everything locked like doors and such? Couldn't you configure the lockpick to just make things unsecure with the exception of player claimed things?

 

So anything that says "locked" - or - "Secured" can be unlocked and then loose pick afterwords.

 

The safes worth by using the "upgrade" system to, basically, upgrade the safe into an unlocked version. So it goes from LootSecure to just Loot.

 

When it comes to doors however this method does not work on two levels. Firstly the "unlocked" version of a door is "Door". It does not like it when you upgrade from "DoorSecure" to "Door". Last time I tried this it would give me null reference errors.

 

Another issue is that blocks can only have one "upgrade" path. You cannot have one block capable of upgrading to a variety of different blocks. What this means is even if I could get the lockpick to work on it I would have to sacrifice the ability to reinforce the door because you would no longer be able to upgrade conventionally. That would have to be replaced with the lockpick's upgrade system. This is not a problem with safes, however, as safes have no upgrade path in vanilla.

 

That is why you can only use lockpicks on safes and not doors.

 

I had an idea that might help with some of the workstation lag, but I haven't really had an opportunity to figure it out and/or test it. Perhaps, it will be something that you might be able to do quicker that I could. If you have watched Kickz's videos much, you might have seen how typing gibberish into the search window makes all the crafting stations lag go away. What has also helped in my experience to a degree is when a tab is selected that only has a few items assigned to it. For example, if I open the workbench and select the food item tab, it moves quickly, I can search easily, even when crafting. If somehow there was a way to make sure that the "default" tab for each crafting station was a tab with only a handful of items, it should eliminate the lag somewhat. Also, I have noticed that the lag gets worse when more crafting stations are activated, even if they're not open, with inventory crafting having the most impact.

 

Not sure if this will help at all, but a thought I have been meaning to explore, and perhaps you would know more about the workings of it than I do.

 

Yes, I've seen Kickz workaround. It is not a new trick, actually. The inventory lag has been present since A13. Even before workbenches were "officially" a part of the game. The popular solution back in the day was to "favorite" items you use often and then click the "Star" button to make the list only show your favorites. This filtered out all the clutter and made things faster.

 

I can assign items and blocks to only appear in specific tabs but doing so would also remove the functionality of those tabs - at least in the way they're intended. For example if I took all non-essential blocks and crammed them into the Misc tab then if you go searching for them in the tab they should fall in (such as Building or Cooking or whatever) they will not show up. Other than that I don't know of another way to make it "default" to one tab over another. Though I have not seriously delved into the workstation functionality since A13 so there may be features like that somewhere that I'm just not familiar with.

 

In the end of the day everything I do is just a bandaid that tries to numb the real issue which isn't something I can solve. Its an engine "problem" with the game or whatever.

 

I appreciate the feedback.

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Hey Val, just wanted to drop in and say thanks for all you do. We installed your mod recently and don't know what we would have done if we didn't find this!!!

 

Quick question (I was unable to find any results when searching)

We are running the expansion pack on 14.6 and with Archery 100 and Master Archer 2/2 and cannot find the repeater crossbow. I didn't see it in the recipes xml, was this removed?

 

also cant seem to find the armory workbench (study desk and brewery are working though)

any thoughts on what im missing?

 

Im also assuming that the butcher knife is lootable not craftable?

 

Thanks for your time and keep up the great work!!

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Hey Val, just wanted to drop in and say thanks for all you do. We installed your mod recently and don't know what we would have done if we didn't find this!!!

 

Quick question (I was unable to find any results when searching)

We are running the expansion pack on 14.6 and with Archery 100 and Master Archer 2/2 and cannot find the repeater crossbow. I didn't see it in the recipes xml, was this removed?

 

also cant seem to find the armory workbench (study desk and brewery are working though)

any thoughts on what im missing?

 

Im also assuming that the butcher knife is lootable not craftable?

 

Thanks for your time and keep up the great work!!

 

I believe the repeater crossbow is for future versions, never seen it implemented as far as I know there are only 2 variants, normal crossbow and Iron crossbow.

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I believe the repeater crossbow is for future versions, never seen it implemented as far as I know there are only 2 variants, normal crossbow and Iron crossbow.

 

You can craft the repeater crossbow...is implemented. i dont remember when you can craft, if workbench or armory, but you can craft if you have the perks ;)

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You can craft the repeater crossbow...is implemented. i dont remember when you can craft, if workbench or armory, but you can craft if you have the perks ;)

 

It is craftable in the inventory with Master Archer 2, but I think you might need the overhaul version, not expansion.

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Valmod Update V2.7

 

Download Overhaul

Download Expansion Pack

 

This is a fairly large update that changes things up a bit. Everything is in the changelog but I will make specific notes to detail or bring to light some specific changes and additions.

 

Firstly the Overhaul-specific changes:

 

The biggest change is perhaps the introduction of the Decor Artisan Station. This is a new workstation similar to the workbench which is used for crafting décor blocks such as beds, couches or other non-essential things. This change was made to hopefully reduce some of the workstation lag some players were experiencing.

 

The recipes in the workbench that used to require a chisel have now been moved to the cement mixer. This is again to tackle some of the lag but also because it makes sense to make the cement mixer more useful. The cement mixer is also no longer locked behind the concrete mixing perk. It is now behind the Masonry Basics book. Those who have already read that book will need to re-read it to get the recipe.

 

Axes now have their own skill group and no longer use construction tools skill. There is also now an “unarmed” skill that lets you scale up your unarmed hand-to-hand damage. In the future there might be some “fist” weapons like brass knuckles to capitalize more on this new skill.

 

Arrows and Bolts now also have their own skill called Fletching which improves their crafting time.

 

Cobblestone blocks now upgrade to flagstone blocks – which are now stronger than cobblestone. The flagstone then can be upgraded to cement.

 

 

Now for other changes that effect both:

 

Bartering is now a skill. This is tied to several of the items you can purchase from the merchant. Not all of them are effected but some are, mainly the parts. This skill should help determine the quality of items you receive and the time it takes for them to “arrive”. This skill may need some balance chances to make it quicker to level due to the nature of how you level it. I welcome feedback on it.

 

I've introduced new steel blocks to the game. They are tagged with “decor steel” and the benefit of these blocks is that they provide the defense benefit of a steel block but have the texture is of other blocks. So you can have wood blocks that have the durability of steel. Purely cosmetic. You can “cycle” through the different versions by upgrading the block with with a can of spray paint.

 

You can now scrap recipe books to get a survivor note.

 

The Maniac Powder now no longer hurts your wellness and has been revamped to also make you immune to bleeding and stun temporarily. Go nuts.

 

Expanded cooking recipes have now been locked behind a cookbook questline (in overhaul the meat stew is also locked). Search cupboards to find pieces of the cookbook to begin the quest. The quest will require you to find more pages, with each added page unlocking new cooking recipes.

 

I've added a new drug to medicine cabinets called Stims. These will give you a boost to your run speed for a short duration.

 

Metal trussing blocks can now be upgraded to concrete.

 

There is now a concrete hidden door.

 

The wood round corner blocks I've added now can be upgraded from wood to metal.

 

The Quicker Crafting perk can now teach you how to make woodblocks and cobblestone blocks – to skip the need to use frames.

 

Aloe cream can now be used like sunscreen to cool you down a little.

 

Thats the only significant things worth mentioning, that I can recall. Enjoy. Please let me know if you have any problems or spot any possible oversights. While it may not sound like much this update actually has a ton of code changes.

 

 

Changelog:

 

http://pastebin.com/C3G5pdPi

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Hey Val, just wanted to drop in and say thanks for all you do. We installed your mod recently and don't know what we would have done if we didn't find this!!!

 

Quick question (I was unable to find any results when searching)

We are running the expansion pack on 14.6 and with Archery 100 and Master Archer 2/2 and cannot find the repeater crossbow. I didn't see it in the recipes xml, was this removed?

 

also cant seem to find the armory workbench (study desk and brewery are working though)

any thoughts on what im missing?

 

Im also assuming that the butcher knife is lootable not craftable?

 

Thanks for your time and keep up the great work!!

 

Hello there Phenriss. I'm please you're enjoying the mod.

 

In the expansion pack master archer 2/2 should have unlocked the repeater crossbow. Though now that you mentioned it not being there I checked the expansion pack and noticed... I never added the recipe for it in the expansion pack. Doh! Well, thats clearly going to be a thing in the next update. Thanks for telling me. If you want the fix immediately here is the recipe:

 

<recipe name="crossbowRepeater" count="1" scrapable="False">

<ingredient name="forgedIron" count="4"/>

<ingredient name="leather" count="2"/>

<ingredient name="wood" count="10"/>

<ingredient name="spring" count="5"/>

</recipe>

 

Sorry for the oversight.

 

 

The armory workbench only exists in the Overhaul as in the Overhaul the armory is the only place a player can craft armor.

 

The butcher's knife is loot only. However the Feed The Mole quest does reward you with one.

Edited by Valmar (see edit history)
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Hello there Phenriss. I'm please you're enjoying the mod.

 

In the expansion pack master archer 2/2 should have unlocked the repeater crossbow. Though now that you mentioned it not being there I checked the expansion pack and noticed... I never added the recipe for it in the expansion pack. Doh! Well, thats clearly going to be a thing in the next update. Thanks for telling me. If you want the fix immediately here is the recipe:

 

<recipe name="crossbowRepeater" count="1" scrapable="False">

<ingredient name="forgedIron" count="4"/>

<ingredient name="leather" count="2"/>

<ingredient name="wood" count="10"/>

<ingredient name="spring" count="5"/>

</recipe>

 

Sorry for the oversight.

 

 

The armory workbench only exists in the Overhaul as in the Overhaul the armory is the only place a player can craft armor.

 

The butcher's knife is loot only. However the Feed The Mole quest does reward you with one.

 

 

You are a god among modders....thank you friend!

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The safes worth by using the "upgrade" system to, basically, upgrade the safe into an unlocked version. So it goes from LootSecure to just Loot.

 

When it comes to doors however this method does not work on two levels. Firstly the "unlocked" version of a door is "Door". It does not like it when you upgrade from "DoorSecure" to "Door". Last time I tried this it would give me null reference errors.

 

Another issue is that blocks can only have one "upgrade" path. You cannot have one block capable of upgrading to a variety of different blocks. What this means is even if I could get the lockpick to work on it I would have to sacrifice the ability to reinforce the door because you would no longer be able to upgrade conventionally. That would have to be replaced with the lockpick's upgrade system. This is not a problem with safes, however, as safes have no upgrade path in vanilla.

 

That is why you can only use lockpicks on safes and not doors.

 

What I did to get my lockpicks to work on doors is this...

 

You create the upgrade to unlocked path (it no longer causes a NRE) from the very first version of a door. Meaning the player still has to break the reinforcements off the door before using the lock pick...then you upgrade the unreinforced, but still locked, door to a CUSTOM non-secure version, then on the custom unlocked version you allow an upgrade to the first "reinforced" version.

 

This allows lockpicks to be useful for opening doors, while still preserving the ability to upgrade them.

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What I did to get my lockpicks to work on doors is this...

 

You create the upgrade to unlocked path (it no longer causes a NRE) from the very first version of a door. Meaning the player still has to break the reinforcements off the door before using the lock pick...then you upgrade the unreinforced, but still locked, door to a CUSTOM non-secure version, then on the custom unlocked version you allow an upgrade to the first "reinforced" version.

 

This allows lockpicks to be useful for opening doors, while still preserving the ability to upgrade them.

 

So they fixed the NRE? Interesting. Very clever, Carlzilla, as usual. I'll make a note of that for the next update. Thank you for sharing, I appreciate it.

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I couldn't find anything on this. Have you seen any cases of the mod reaching a state where it basically disables the server. We're using compopack and the Valmod overhaul pack. Server hosting is GTX Gaming. The server runs just fine for a couple days, then starts crashing. And at some point it simply won't recover, kicking us out...and sometimes the control panel of the hosting won't even function.

 

They tell me it's the mod. I get the feeling its hardware glitching out after a while.

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The biggest change is perhaps the introduction of the Decor Artisan Station. This is a new workstation similar to the workbench which is used for crafting décor blocks such as beds, couches or other non-essential things. This change was made to hopefully reduce some of the workstation lag some players were experiencing.

 

Using the overhaul, I cannot find in the game, nor the XML, the recipe for the Decor station. :subdued:

 

For those who want to fix themselves, add to recipes.xml:

 

    <recipe name="workstationDecor" count="1" scrapable="False" >
       <ingredient name="wood" count="10"/>
   </recipe>

 

Bartering is now a skill. This is tied to several of the items you can purchase from the merchant. Not all of them are effected but some are, mainly the parts. This skill should help determine the quality of items you receive and the time it takes for them to “arrive”. This skill may need some balance chances to make it quicker to level due to the nature of how you level it. I welcome feedback on it.

 

With bartering being a crafting station based skill, it is a skill that will virtually never upgrade as it will only upgrade when the player has the mailbox opened when the item is finished/delivered. I believe this was a major change in A14 when they added the new crafting stations. With starting with 20 minute timers, my guess is this is going to almost never happen.

 

My suggestion is that an EXP book from the Study Desk would be a nice addition for this skill. Perhaps instead of the basic EXP - Bartering, some fun could be had and it could be called "Merchant Correspondence" or "Merchant Catalog". If that route is taken, it could be added to loot tables as well, perhaps to be found in places like bathrooms and mailboxes.

 

Aultra

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