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sphereii's DMT Mods

The birds are in the CreaturePack animals now.  Betterlife is just fish and other water things..

 
Hi, sphereii. I would kindly like to ask you for some new features for your DMT core mod if I may.

After months of fiddling, I finally got an animation with an animator for my new weapon in unity and triggered it in the game via AnimatorFireTrigger. However, the animation is also played when the weapon is empty or broken.

I would like to have more requirement conditions, such as loaded ammunition and the condition of the durability of an item / weapon.

A new trigger, which is only activated when firing a weapon that is loaded and intact, would also be perfect for animations and easy to use.

While I'm on the conditions, these are very limited in the game and I would also like to be able to query whether there are items with certain tags in the backpack or the tool belt. Among other things, I would love to bring back the classic smell system. These would then be buff conditions.

Last but not least, I would like to have a way to create new terrain blocks with your own textures. Perhaps, similar to the zombies, assign a new unity material to a standard block using an XML code line?

I hope this is not too much to ask for and that you can help me. Especially all of the gun mods out there would benefit from a better gun fire trigger too.

Unfortunately I do not know C ++, I can just modify a little with dnSpy after a lot of time and trial and error, so you are my last hope for these new functions.

Thank you for your time and effort to offer the modding community more opportunities!

 
Is SphereIICore compatible with Alpha 19.3? The latest version in the Mod Launcher is 19.1.1.213 - which would suggest it was only updated for Alpha 19.1.

I ask because I'm getting a NRE after I install the modlet in an A19.3 game, and it's actually causing the game to hang. But this is a game install that I use for my own modlet experimentation, so I can't tell if it's due to the Core modlet or not.

If it is an issue with Core, and it's known, then never mind. If it's not known, and you want more info for debugging, let me know and I'll post what I can.

 
Is SphereIICore compatible with Alpha 19.3? The latest version in the Mod Launcher is 19.1.1.213 - which would suggest it was only updated for Alpha 19.1.

I ask because I'm getting a NRE after I install the modlet in an A19.3 game, and it's actually causing the game to hang. But this is a game install that I use for my own modlet experimentation, so I can't tell if it's due to the Core modlet or not.

If it is an issue with Core, and it's known, then never mind. If it's not known, and you want more info for debugging, let me know and I'll post what I can.


The exact same thing happens to me when I compile a mod and load the game, it crashes.
I have compiled with Sphereii-Core and without it, I still get the same NRE result.
Regards

 
The exact same thing happens to me when I compile a mod and load the game, it crashes.
I have compiled with Sphereii-Core and without it, I still get the same NRE result.
Regards
I actually asked about this in Discord. There is an A19.3 branch in the repo, which hasn't been merged to master yet. If you check out that branch (or download it) you can use it with A19.3, but you can't get it directly in the Mod Launcher until it's merged.

EDIT: Here's a link to that branch: https://github.com/SphereII/SphereII.ModsA19/tree/19.3

 
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question about the invisible layer in the Caves, its for structural support , but does that mean i can take out all the vertical column's  and it still wont collapse? im trying to figure out how much Leeway i have , as there's a Cave below the Trader and my base... i found out this later...  after building. (im playing Darkness Falls FWIW)

 
The caves layers have the same structural integrity as the rest of the ground system so if you take out enough support columns in the caves they should collapse.

 
I pushed a new update to the Mod Launcher's DMT copy which will allow it to work on Alpha 19.3.  The Mod Launcher itself won't update, but the new version of DMT will auto-update when you press Play again.

 
Question regarding this and server side requirements. Other than the DMT.dll file, is there anything I need to install on my server to enable this server-wide?

 
Question regarding this and server side requirements. Other than the DMT.dll file, is there anything I need to install on my server to enable this server-wide?
The general rule of thumb is that the DMT mods will need to be installed on both server and on client.

The following files need to be on the client:

7DaysToDie_Data\Managed\Assembly-CSharp.dll

7DaysToDie_Data\Managed\0-Harmony.dll

7DaysToDie_Data\Managed\Mods.dll

7DaysToDie_Data\Managed\DMT.dll

Mods\

The same set of files need to be on the server, using the 7DaysToDieServer_Data folder instead. Also, the Assembly-CSharp.dll needs to be different from the client's version, so be sure you are deploying the Assembly-CSharp.dll from the server's build, to the server. Same for the client.

 
Hey @sphereii

i've been playing your Animal Husbandry mod as implemented in DF and I'm loving it.

Whats the best Strategy to keep animals inside the pen?  I don't have doors but they all seem to go to a corner and eventually push eachother t'ill one glitches out.

Also, are some of these mods as you have them here compatible with DF as well?  

huge thanks and keep up the good work!

 
Hey @sphereii

i've been playing your Animal Husbandry mod as implemented in DF and I'm loving it.

Whats the best Strategy to keep animals inside the pen?  I don't have doors but they all seem to go to a corner and eventually push eachother t'ill one glitches out.

Also, are some of these mods as you have them here compatible with DF as well?  

huge thanks and keep up the good work!
They must be attracted to something if they are going into a corner like that. The logic to spread them out and path finding isn't that great. Hopefully I can polish it up a bit for A20.

I'm not sure which mods would be compatible with DF. A lot of my stuff is implemented in it as is.

 
They must be attracted to something if they are going into a corner like that. The logic to spread them out and path finding isn't that great. Hopefully I can polish it up a bit for A20.

I'm not sure which mods would be compatible with DF. A lot of my stuff is implemented in it as is.


I can't figure out what they're attracted to.  every fence block is of the same material and uniform.  I've put a water hole, water storage, and food storage bin with them.  I will however try to make the pen bigger.  Cheers!

 
I can't figure out what they're attracted to.  every fence block is of the same material and uniform.  I've put a water hole, water storage, and food storage bin with them.  I will however try to make the pen bigger.  Cheers!


They could be attracted to each other foot steps.. we've seen that with zombies. That can causes clumping.

 
They could be attracted to each other foot steps.. we've seen that with zombies. That can causes clumping.
I didn't realise that animals are attracted to the player.  When I move corners after a minute or two they will start changing direction.  Or maybe it's my footsteps lol.

 
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Is 0-SphereIICore all that I need for the food spoilage mod and if so can I include 0-SphereIICore in my mods?

 
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Is 0-SphereIICore all that I need for the food spoilage mod and if so can I include 0-SphereIICore in my mods?


In case anyone else wants to make a food spoilage mode using Core:

I made one myself. The Core code is very powerful, but the documentation leaves much to be desired. (You can tell SphereII is a dev and not a TPM. :)  )

I wrote up a lengthy explanation of how it all works, in my modlet's README file: https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/blob/master/1-SphereIICore_khzmusik_Food_Spoilage/README.md

Hopefully others will find it useful.

And, about my own modlet - feel free to use it, learn from it, steal the code, and in general do whatever you want with it.

 
In case anyone else wants to make a food spoilage mode using Core:

I made one myself. The Core code is very powerful, but the documentation leaves much to be desired. (You can tell SphereII is a dev and not a TPM. :)  )

I wrote up a lengthy explanation of how it all works, in my modlet's README file: https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/blob/master/1-SphereIICore_khzmusik_Food_Spoilage/README.md

Hopefully others will find it useful.

And, about my own modlet - feel free to use it, learn from it, steal the code, and in general do whatever you want with it.
I wanted to do the ice fridge idea but didn't  know to implement it, it would've been col to have to refill it up ice as fuel. 

 
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