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doughphunghus

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doughphunghus last won the day on January 3 2021

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    Mediocre application support, bad sysadmin, terrible coder

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  1. I have on my grump face on today so...I have no idea how "true" this is but I *feel* (in my observations, I know nothing about the internals of the game) that its almost as if the RNG for lockpicking "changes/updates" slowly. Meaning: if you have bad "luck" its because the RNG has chosen a low % of success at that moment... and it stays that way for (example) a minute or so. So if you keep trying, you keep most likely failing. Once I break about 3 picks, I go do something else (loot a room for a few minutes) and come back and it always seems to open in a few tries. A "total 0 evidence but it feels like it" thing. But also: I agree: having it break over and over (and over, always at that last "15% or so" that you get once you get near the end) is quite annoying. I wish it felt better, maybe progressed differently or had "something" else I had to do to know it helped improve unlock success ( I don't know maybe "a set of tiered lockpick sets" so you just expect the lowest tier to break a lot. i mean: the timed charge/super pickaxe is "the top tier", why not have a middle tier that takes more resources to craft... or "buy/loot only"?). Additionally: sometimes with low lockpicking skill it just opens the first time and "yay!"... but also... it kinda feels wrong. I only want it to unlock on the first try when I'm super skilled or have super tools.
  2. Just me thinking of idea and things I have seen...if I know a mod specifically I'll list it (some are old),, else "I knew of or saw one"... NOTE: I'm not saying "take stuff from these mods" I'm just suggesting mods and/or "examples": of mods that had some mechanic or effect that was neat, obviously implying you can either ask permission to use their mod/XML, or "roll your own using that unique survival concept someone else did" 1. Fishing: There have been some mods that had a "fishing" element in them. Telrics had a working fishing pole and I believe MeanClouds just used "place fish catcher, block "grows" into a caught fish basket with random loot". 2. Grass/bush/soil harvesting: Some mods (Telrics had the worms?) have had "dig soil", and randomly find (items)" like worms and grubs. Others have "hit grass/shrub... you may get grasshopper or other bug like dead roaches". You could simply use these in recipes or maybe "bait' or food for animals? I think some chicken coop mods have you "feed" the chickens to "reset" the chicken coop block (block then "grows" into a coop with harvest-able chicks/chickens"). I think some mods have a baby chick you can find by looting birds nests. 3. Outdoor Ambiance, Animals: There is/was/were mods by Spherii? That had "butterflies and small insects flying around", and possibly fish in the water...("A better life" mod?). Also: the NPC mod has a Bird pack where they fly around, never attacking. 4. Outdoor Ambiance, Plants: I believe Gnamod and the Asia mod? both had some very nice "plants and other things" in them that really made the ground cover (and roads) look "rougher/fuller" with all sorts of plants and things that were "at different heights" than the standard grasses and small bushes in the vanilla game. SO when you were "not on a road" there was much less visibility and it looked "much more natural looking". Additionally there's OCB's mods for "custom textures" (seems to only be on Nexusmods? (https://www.nexusmods.com/7daystodie/mods/2788) . where there are examples of using this to get some outdoor "different shades for outdoor vanilla plants". personally: I wish someone would make a mod to must have "many different heights of grass and bushes/plants" because I think it wodul really amp up wandering off the trails experience. The PS4 console version seems to do this by lowering the player camera (or something... maybe plants were taller in old versions?) and it feels "good" 5. Boat mod. I think there is a primitive raft in it (feasible to craft as wilderness person)? but to really use it you will have to generate a map with quite a bit of water on it/long distance islands. 6. Ambiance: looting. Ravenhearst? and some otehr mods have made "trash containers" containers you can collect and store stuff in. like "this is my base for the first week.. yes, all my stuff is in trash bags and trash cardboard boxes" is kinda a fun look/feel. 7. Weather: Currently, being hot and cold will not really "kill you", just take stamina I think. There are some mods that make the weather lethal. too hot or cold and you are not dressed for it: you die. There is/was also an acid rain mod, might be a fun idea. 8. Fear/Mental struggle?: Ewhiaz? had a "fear" and stress mod (Stressed out?) and there is another mod.. (28 Alphas later?) that have mechanics to basically make you have to handle being stressed or scared or under duress. Basically it keeps building up ( s an amount) and if not mitigated in some way (being by a fire/in the light/smoking a cigarette/being dry etc) you eventually just "give up on life" and die. The "mental state" having to be a manageable thing a nice survival mechanic IMHO. 9. Animals: Iceburg71 has a "baby animals" mod. its just all the vanilla animals, but scaled down so you have tiers of them (babies, teens, adult: each with different health points, probably attack strength, speed, etc.). This way "every bear or dog or wolf is not a huge adult" and its fun to see an animal and have to put a second of thought into it be fore attacking or fleeing. but if you're planning "all different kinds of meats" for animals, you could probably tweak "amounts given" based on animal size. 10. Fire mod: wood catches fire. Explosions cause fires. I think trees might be exempt? survival goodness, especially if you are making a lot of things out of wood. However: I think the "put the fire out" items are fire extinguishers, but maybe there is a bucket of water in there.. if not you might have to make one. 11. SCore mod: There is a LOT of configs you can do in the blocks.xml file. You need to have it for the birds NPC add on, and you also probably? need it for the food spoilage mod, and need it for the fire mod. Things you can do in this mod: turn off nerd poling ability, have it generate caves (have to make a new map), make punching things with bare hands hurt you, etc. 12. Polluted water: There are mods to add "polluted water" to all "water sources" (by khzmusik?) that must be processed more than just "boiling murky water", if you want to make water a struggle. 13. Loot %: You can load a few mods to allow dropping the loot% way down. Personally, it seems making it 10% might be a good target for what you are looking for, but there may be a "more perfect number" (so when you perk up, loot is more abundant). Anyway: when you drop loot% waaay low you find that "looting" (without perking high the looting skill) is very pointless unless you are desperate or just want to mindlessly loot while in a POI. The point is: it forces you to harvest resources and craft. 14. No traders: There are mods for this... anyway: either "removes" the trader, or trader POIs or ( some overhaul...) makes the traders have no quests. 15: Misc crafting: There have been some mods (Khelldon had some) that add "little bits of items" to craft things. Things like nails, nuts and bolts. Things you have to scavenge/loot. Since you don't seem to want a forge to be "available easily" , then why not make it "I cannot upgrade or build a door without nails, bolts, doorknob" or "I cannot upgrade this frame without nails, cannot build a hatch without hinges/bolts. etc. Make looting and scavenging more "looting for basic parts" and then require those parts to build the simplest of things. If you want to go further,: make every block upgrade take substantially more than just "material". example: there have been mods requiring you to make mortar to make/upgrade wood to cobblestone. In this way, making all block upgrades "really painful", you kinda force players to build from wood and/or live in POI's and fortify them with wood for a long time, until you want to allow them to forge nails, or maybe "harvest/loot more efficiently" to find a lot more nails/screws/bolts
  3. Yep! All my mods for a21 are "public domain" and anyone can take them, make changes, and use them freely! I don't even mind (as long as any actual, meaningful changes are made to them, then I would mind a tiny bit but .. its "public domain" so it's still ok) if you rename them as yours and post them for others. Of course, I'd like a mention somewhere in the mod but the license I set on them does not require it . Also: The TFP modding agreement has restrictions on all mods, no matter what I say about mine
  4. Im not sure if ive missed this being talked about but: Will any of the POis and look/feel (like placing blocks/different assets) of the "7 Days to Die Bloodmoons" that i have already wishlisted and is listed as "coming soon" "in 6 to 12 months" on Steam be in a22?
  5. ummm... did I totally miss an announcement or something? I knew this "was coming someday" but it appears its on steam (coming soon) with some videos/images.... Search steam for "7 Days Blood Moons". I tried posting a link but it auto blocks me...
  6. Personally: the magpies have a bit high hit points for a bird. They killed me a lot, which is fun, but thats my only input so far edit: other than i love/appreciate any mod that adds any new animals/zeds. Snufkins server aide zeds used to have a "geist" flying zed that shot at you and had like ... 1200? 1800? Hit points and yeah i dropped that down to 600 i think. I couldn't handle that day 1 with stone arrows, and it hunted you mercilessly
  7. I want a few sets of "i was not a serious survivalist but i am managing thank you". Kinda like the cloth armor set we have today +flannel shirt +jacket +football helmet, basic shoes/boots etc. kinda a "i am living off stuff i salvaged and made" look. having a nice "set thats all put together" is cool once you spec into something and work at it or achieve a high level and buy/make everything, but i really like the "looting and dumpster diving" look and feel. In theory: its the junk clothing we have today that you actually use for the first week or so in game before you can craft/buy/loot better things. But making a few sets out of this "look" would be nice. Benefits? Maybe ... err... speed or looting or something... but the sets they have probably cover all the stats so maybe a hybrid non OP skillset of the "nicely put together" sets? and yes: wearing pieces of "the other sets" will kinda look like this but its not the same as "human who just started out"
  8. This link is weird, it just shows a "doc"? With 3 more links. I opened the top one and see there are several errors that are similar to this one: " 2024-03-10T16:39:45 1334.432 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-03-10T16:39:46 1335.742 EXC Class 'PassiveCollector, IDCCoreV2' not found on block cntAdvancedDewCollector! at BlocksFromXml.CreateBlock (System.Boolean _bEditMode, System.String blockName, DynamicProperties properties) [0x00078] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0..." anytime you have a "loading and parsing" and its a "xyz.xml" file, odds are high the game wont even start, or if it does, it will start streaming red console errors and be unplayable. You have several .xml files that are having this error. one thing i dont like about the modding/debugging that comes with the game is that they dont say what mod the "thing" that causes these types of errors comes from, so it can be hard to track down.BUT my guess for this specific error is its in the "IDCAdvancedDewCollector' mod (because of the "IDC" beginning in the mod name and the IDC text in the error. Fyi: you are loading a lot of mods, and it can be difficult to get this many to all "play nicely" together. There is no way (today at least) mods to easily be able to tell if they are compatible/incompatible with other mods and send a visible warning or "not load".... other than just having failures in the log as the warning. Most modders (i personally believe) make all their own mods to work together, but generally dont put much thought in them being compatible with those written by all the other modders and on top of that theres no real way to quickly check compatibility of a mod with "all known/released mods", so when adding mods its a good idea to add "some" (preferably by the same author) and load the game and make sure everything looks good, then shut the game down and add the next batch from another author. Repeat until you get errors and then you have a smaller list of "mods that might not work well together" to troubleshoot.
  9. He's the guy i wish was present on the board when Arby's was deciding to stop selling potato cakes. Because then i would still be able to buy potato cakes. Maybe: Nicolas Rage? it does look really good though, a very nice upgrade.
  10. Just posting to say: IMHO the fire mod is awesome. Random unplanned chaos/terror occurs at the worst of times. Simply Wonderful. Thanks for (you and spherii and whomever else contributed) for making/posting it!
  11. Just a thought: maybe it's possible the graphics quality is being automatically lowered by the game because additional assets are being loaded. Like the mod loads and memory usage hits some threshold and the game downgrades graphics quality? If this was the case, i would assume it would be only depend on the available memory (possibly graphics card memory?) capacity of the machine running the mod, not "everyone" (meaning it would only affect someone running the game with less memory available when the game starts up). I know there are "graphics sliders" in the game options and some get auto set (to lower amounts) based on the system available cpu and memory.... but not sure if loading mods (any mods with new assets) causes it to auto adjust downward in quality.
  12. If the 4x4 could be made to "drive forward forever with no driver" (still using gas) could imagine some sort orshort block (flat, like a 1/2 block) that could be used to "guide it" in between its wheels as a "track" in a straight line, and for turns you would have to have a tunnel or "walled slow turn" it could be sent into and guided back onto the "track". Then.... reskin the 4x4 as a train (or maybe use the bus vehicle). ? Or maybe just leave it as the 4x4. in this way, you have a train. Not a fun train, prob not a good train) except maybe you could be in and shoot from it. You would need a way to fill it up and stop it (manually). Also: hilarious if it gets off track as unless "caught" it just keeps going, i guess ramming into something or flying off the map. The only part i find unappealing is not being able to build on it, but the vehicles already have "storage" (which could be increased) so that might be nice As you could "send the train off" from a mine and the at the end just have it hit a wall and "stop at the station" where another person could turn it off, unload, pick it up and send it back. not sure about the chunk loading being an issue.... maybe the train would not go far until a player got near it to load the next chunk of track, so maybe you would always have to "ride the train" to get it to move around the map. But not having to drive manually would be fun (and shoot zeds from it as it moves and a great "massive base mover" for a large storage. Even if you didnt put down a track it might be fun if its block damage was high (just jump in and let it go straight until you hit a building "found a new town!" Or fall into a pit and die. Gotta pay attention while riding. anyway: just thoughts Addendum: if it could pull anything at all... it would have to be the big "propane tank" prop that blows up when damaged. Then you could use the train as a remote zombie destroying device (release and shoot at it... or modify the timed charge to go off after a long time, attach it to the propane tank, send the train off.) and: yeah it needs a train horn sound and the chugga chugga chugga sound while its running.. all see very do-able. so: just need vehicle to travel forward but not player controlled? Option to have large propane tank/block attached behind it?
  13. Edit 2:also i believe with ravenhearst loaded you cant just "start the game" from steam, you have to have steam running, then start the game from a special executable (see the ravenhearst docs). I think its "bepinex.exe" or something but i havent played it in awhile so maybe thats changed.
  14. On top of the other suggestions: this error here may be one (of many) things causing the issue. Basically: you have added too many mods that add new blocks (probably the deco mods) and its just too many blocks (block types/definitions/etc). Maybe try removing the deco mods (or the ones adding a lot of new vehicles?) first. The error: 2024-02-24T04:13:20 319.280 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-02-24T04:13:20 319.302 EXC Specified argument was out of the range of valid values. Parameter name: Too many blocks defined (48326, allowed 32768 Parameter name: Too many blocks defined (48326, allowed 32768 Usually when you get a "loading and parsing xyz.xml failed" the game is going to not load and possibly hang on loading. Its basically "mods did some changes and the file cannot load/parse, and this file is necessary for the game to run". Blocks.xml is very important to load properly because... its a voxel game and the world is made of "blocks". Also: - it looks like you are adding mods to the "Ravenhearst" overhaul mod. While its possible to add mods to an overhaul mod, it can be tricky as overhauls change a lot of things in the game, and the smaller mods (modlets) are generally only made to mod the vanilla game. Its generally recommended to jot add mods to any overhaul mod unless you know a bit about modding (or how the game and overhaul works) to know if a mod may conflict with the overhaul. An example is i see you are loading some UI mods. I rarely have gotten a random UI mod to work when an overhaul mod is loaded as overhauls usually change up the UI a lot. - my "guess" is that adding additional POI mods is unlikely to cause any issues, but may be pointless if the overhaul mod comes with its own maps. So check the docs on ravenhearst and see if making your own custom map is ok (so additional pois may be put on the map) - i have added a lot of mods to games (i have gotten up to about 120) but with this many i have always had to go in and manually "fix" mods as they generally start stepping over each other. Loading issues/errors/warnings. Similar to the issue you are having. Generally i will first start removing "groups of mods" from a single modder, just to make troubleshooting easier. You seem to have a lot of mods from bdubs, and JT and a few others. So i would just remove all of JTs (for example) and see if the problem goes away. or maybe remove ravenhearst? Just saying again: with ravenhearst being in there, any modding can still "load the game" but something in the game may break (like something not work, like "oh i cannot use this ammo" or something.). Its always an issue with modding (especially in a game in alpha) but for this game there are not tools for modders (yet) to put in checks to handle incompatibilities with other mods. Like a modder cannot make their mod "not load" because it sees ravenhearst and knows its not compatible with ravenhearst. All mods try to load (and make their changes) regardless if they work with other mods. Also: i think i saw an "improved hordes" mod in there. Just a guess but its probably not going to play well with ravenhearst as i think it has its own custom horde stuff (just from playing it). It probably isn't adding any extra blocks, but i would also remove it if you're going to keep ravenhearst.
  15. Actually, maybe a "swimming debuff" if wearing armor/clothes. You jump in with heavy armor... down you go. In this way "normal naked swimming" can be made faster/use stamina, but all clothing/armor weighs you down making it harder to swim "up" . Maybe even "no swim animation" if the armor/clothes is too heavy, so you never leave the ground and can walk around underwater (while holding breath). This would make a "scuba" apparatus/mod look correct: wear it without heavy armor: swim, else "walk" on bottom. and if boats are added, you wear armor and fall off in the middle of the ocean. down you go. this is why a sea creature (other than zeds swimming) needs to exist: to punish if swim slow or walk under water. My vote is "zombie turtle or alligator" but since snakes are in the game it would probably be just a snake. Of course, the shark will always be welcome (something has to tip the boat over.... if there was a boat)
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