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[1.0] khzmusik's Mods (survival, NPCs, add-ons)

Question? on Trader Progression ... Is it an Upgrade or Update to the OldTimer "Trader Biomes" that you have Nexus?? 

Thank You and enjoy your weekend, The OldGamer 😌

 
Any way to have the trader progression but always start in Forest cause I'm using a mod that has penalties in other biomes and can't start there. I created a new game for testing and started me in burnt forest? Maybe it's a bug?


I've never seen that happen. Nothing in the mod should touch the vanilla code that places spawn locations. (I don't even know if a mod could do that without using C#.)

Question? on Trader Progression ... Is it an Upgrade or Update to the OldTimer "Trader Biomes" that you have Nexus?? 

Thank You and enjoy your weekend, The OldGamer 😌


That's not mine. I didn't even know that mod existed.

I just took a look at it, and that mod doesn't solve the problem of different traders spawning next to each other. Mine does, to the extent possible. Also, it doesn't deal with biome progression - you're still sent from Rekt to Jen to Bob to Hugh to Joel, regardless of which biome they're in. But if that one works for you, then go for it.

EDIT: Forgot to mention:

Quick dumb question, For the food spoilage mod... I understand I need to instal SCore... does installing SCore change anything within the game? (I just want to add food spoilage but dont want additional changes).

Thank you! :)


The very latest version of SCore has one-block crouch turned off by default. So, now it truly changes nothing by default. (At least as far as I'm aware.)

 
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Is there any chance we can get a version of your No Crafting mod updated for v1.0?


Sure. It was a low priority because I didn't know that anyone actually used it.

It will take me a little while though. I am still working on the NPC mods, and the No Crafting mod is not a trivial mod to update (due to the new starting challenges). So, be patient.

 
khzmusik ... Thank You the Response

I will give yours a try and Yes ... I did have a problem with a couple Traders spawning next to each other or cross the street.

I will uninstall that one and make a New Map.

Thanks again ... The OldGamer ... BTW _ I have nearly 8000hrs in 7d2d ... Vanilla and Modded. But, I do love my Sweet JEN

Edit ...  ?? Just install your mod as normal .. nothing special I have to do ... I saw all the change notes and was wondering. Version date 7/31/24

 
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Edit ...  ?? Just install your mod as normal .. nothing special I have to do ... I saw all the change notes and was wondering. Version date 7/31/24


That's right, no need to do anything special.

I left notes about the trader POIs, because they're not needed after the world is generated, which means clients don't have to install them in multiplayer games. But it doesn't hurt to leave them in. They're exactly the same as vanilla, except for one tag added to "ThemeTags" in the XML, and that doesn't affect anything other than world generation.

 
I'm wondering if it's it possible to get a no-spitting patch for the extra zombies mod? That cop's acid spit is annoying.

 
Chunkimunki said:
To accompany your no xp for killing mod  have you ever thought of the same for mining/building?


Not really, for two major reasons.

1. That goes against the goal of the other mod. Granting XP gives an incentive to do an action, and in this case, I want the survival aspects (including mining and building) to be incentivized more than combat.

2. AFAICT, it can't be done through XML. I'd have to do Harmony patches, and probably a lot of them, which means it wouldn't be server-side nor EAC compatible.

I can still look into it, but it will be a low priority for me.

EDIT: Or did you want a "no XP" mod, where you don't get XP from any source? That's possible with SCore but it would need a whole lot of work. Roland did one in earlier alphas (A19 maybe?) and his mod gave people a skill point every day, plus a bonus skill point if they didn't die that day.

Canes said:
I'm wondering if it's it possible to get a no-spitting patch for the extra zombies mod? That cop's acid spit is annoying.


I added that because she spawns with the vanilla cop, and should be roughly as much of a threat. She doesn't explode, but does spit, because I thought that would be fitting yet different enough in behavior.

If you don't want her to spit, then you can just remove the "RangedAttackTarget" value in the "AITask" property. This XPath should do that:

Code:
<csv xpath="//entity_class[starts-with(@name,'zombiePolicewoman')/property[@name='AITask']/@value" delim="|\n" op="remove">RangedAttackTarget*</csv>
 
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I added that because she spawns with the vanilla cop, and should be roughly as much of a threat. She doesn't explode, but does spit, because I thought that would be fitting yet different enough in behavior.

If you don't want her to spit, then you can just remove the "RangedAttackTarget" value in the "AITask" property. This XPath should do that:

<csv xpath="//entity_class[starts-with(@name,'zombiePolicewoman')/property[@name='AITask']/@value" delim="|\n" op="remove">RangedAttackTarget*</csv>



Sorry, I'm no coder and have no idea what to do with that. Can you explain a bit more? Where do I put that line?

 
Sorry, I'm no coder and have no idea what to do with that. Can you explain a bit more? Where do I put that line?


If you're not making a modlet, then you don't need that.

In my mod's entityclasses.xml file, look for this:

<property name="AITask" value="
BreakBlock|
ApproachDistraction|
RangedAttackTarget itemType=1;cooldown=4;duration=5|
ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal|
ApproachSpot|
Look|
Wander|
" />




Remove the line that begins with "RangedAttackTarget" and ends with the pipe symbol ("|").

 
If you're not making a modlet, then you don't need that.

In my mod's entityclasses.xml file, look for this:

<property name="AITask" value="
BreakBlock|
ApproachDistraction|
RangedAttackTarget itemType=1;cooldown=4;duration=5|
ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal|
ApproachSpot|
Look|
Wander|
" />




Remove the line that begins with "RangedAttackTarget" and ends with the pipe symbol ("|").


Yeah, that didn't work by the way. She's still spitting.

Clipboard Image.png

 
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Yeah, that didn't work by the way. She's still spitting.

View attachment 31973


I just tried it myself, and it worked.

This is what the final XML should look like:

<property name="AITask" value="
BreakBlock|
ApproachDistraction|
ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal|
ApproachSpot|
Look|
Wander|
" />




Also, is this on a dedicated server? If so, the XML won't be reloaded unless you restart the server.

 
Hi KHZMusik

I am using the rain collector mod and running into an issue with this error, I think I pinpointed it to that mod since it started after I crafted the first dew / raincollector I wanted to see if you had any ideas or insights?

This is the error I am getting, let me know if I can provide more details.

Code:
2024-08-16T21:02:22 1296.098 EXC MissingMethodException: Method not found: UnityEngine.Color .WeatherManager.GetWeatherSpectrum(UnityEngine.Color,AtmosphereEffect/ESpecIdx,single)
 
Hi KHZMusik

I am using the rain collector mod and running into an issue with this error, I think I pinpointed it to that mod since it started after I crafted the first dew / raincollector I wanted to see if you had any ideas or insights?

This is the error I am getting, let me know if I can provide more details.

2024-08-16T21:02:22 1296.098 EXC MissingMethodException: Method not found: UnityEngine.Color .WeatherManager.GetWeatherSpectrum(UnityEngine.Color,AtmosphereEffect/ESpecIdx,single)

What game version? It's possible a recent update broke it.

 
V1.0 B336 It looks like this update just came out a day or two ago, After I got the server up and running but before I had a rain collector going.


OK. I never got that one. My dev environment is v1.0b330 and I'm playing on 1.1 experimental, which (perhaps ironically) came out earlier than b336.

I'll get the latest 1.0 build and see what is in there.

 
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OK. I never got that one. My dev environment is v1.0b330 and I'm playing on 1.1 experimental, which (perhaps ironically) came out earlier than b336.

I'll get the latest 1.0 build and see what is in there.
You are fantastic and I appreciate the quick replies! Thank you so much for taking a look.

 
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