dreamdancer
Refugee
I... also seem to have done something very, very wrong. Uhm. Hold up on those files, I have made some kind of very weird mistake and Idk where it went wrong. I'll fix them and reupload.
Works now, thank you for doing this, and as for this being a fancy version of a campfire, I am fine with it. I just like to have the look of the stove and not a campfire sitting in a corner for cooking on especially once I find where I want to settle down and actually have a decent built place to call home. The sink giving dirty water just means I don't have to run down to the "watering hole" every time I need water(I actually prefer that it gives dirty water)....These files should now work fine...
Thanks!Works now, thank you for doing this, and as for this being a fancy version of a campfire, I am fine with it. I just like to have the look of the stove and not a campfire sitting in a corner for cooking on especially once I find where I want to settle down and actually have a decent built place to call home. The sink giving dirty water just means I don't have to run down to the "watering hole" every time I need water(I actually prefer that it gives dirty water).
Tin, great mod so far, having fun running for my life more times than not.
It depends on how much of mine you wanted to keep.Hey Tin if i wanted to use your Random World Gen, what files would i use?I kinda have an idea but better ask than breaking my game!
Are We There Yet!![]()
Awe Thanks! That means A lot to me. Glad You came out of the shadows and made your fist post in this thread, I appreciate all the kind words. Maybe someday, once I feel I have a better understanding of reading code, Ill gather up the courage to apply at some places. Till then! I'll be here twixing and tweaking whatever TFP give me to play with. :02.47-tranquillity:Tin,
Salutations!
I just wanted to write you and give you mad props for this mod! I have over 300 hours on PS4 version and then recently came to the PC version, and so glad I did. As some have mentioned before, this mod has just the right changes to make this game even more awesome than it is. Feels much more immersive and like a true zombie apocalypse. I am only through the first day but already see the benefits and I am again excited to play the game. very refreshing. I love what you did with it. Fun Pimps do an amazing job with this game, but I think they should really consider employing you full time! LOL
Keep up the great work and I admire your commitment to a great game! Survive the Nights team (A2ZInteractive) could greatly benefit from your work as well!![]()
I am a huge fan of the survival genre, this mod tops anything I've played!
With pleasure my friend!Awe Thanks! That means A lot to me. Glad You came out of the shadows and made your fist post in this thread, I appreciate all the kind words. Maybe someday, once I feel I have a better understanding of reading code, Ill gather up the courage to apply at some places. Till then! I'll be here twixing and tweaking whatever TFP give me to play with. :02.47-tranquillity:
@Tin,You have 2 areas that are giving you the error (I believe)..This line:
<!--<poi name="Water" poimapcolor="#0063ff" blockname="water" ypos="56" old water set method/-->
and this line:
<!--blockontop blockname="potassiumNitrate" prob="0.02" offset="-1"/-->
They both need to be like this:
<!--<poi name="Water" poimapcolor="#0063ff" blockname="water" ypos="56" old water set method/>-->
and this line:
<!--blockontop blockname="potassiumNitrate" prob="0.02" offset="-1"/>-->
I believe.. maybe xD This is just off the cuff so don't take this as gospel. Just what pops out at me atm.
Pretty neat. Currently working on some new types of threats atm. Ill try to remember to come back to this and plug it in and see if it's something I'll add.![]()
Oh! you could always copy the vanilla biome generator and plug that in since it's a little more forgiving.
Yeah certain aspects are still in flux so don't know when we'll get to change the roads make up like that. Right now for town/city streets it's a all or nothing type thing. Either make it all asphalt or gravel or dirt etc,.@Tin,
Using The Dying Lands Biomes file as-is. XD If it helps, neither the poi-name="Water" nor "potassiumNitrate" are giving errors thankfully, haven't touched them.
Here's what the street-fill looks like; https://i.imgur.com/26rLHnZ.png Perhaps sans shopping cart - set it low enough to get few of them, might bump it up. Not too worried about shopping-baskets spawning - they give about 7 iron each, and can only be used for a late-game vehicle so it's free scrap right now. As before, I don't oblige you to use this at all, admittedly got back into modding due to this however, something extra to bring more life/un-life to localities.
The three things that bug me right now, is;
1] Not being able to force-spawn gravel beneath the grass-blocks growing on roads, seems more logical given the time that has passed, and would make the roads look more decrepit/detailed. I've tried using 'blockontop', 'blockbelow' and just 'block' with no change, or throws a parsing error.
2] Not seemingly being able to have gravel line the edges of the town roads, as it does for between-poi or country roads.
3] Not knowing or being able to have different filler-rates for town streets and between-poi roads, as it stands having filler for the towns, has the same amount for the roads which means either too little in town or too much in the countryside.
Definitely curious to the threats, did recently wonder if it'd be more fitting to use the Feral-type zombies for the feral horde, or wandering hordes at night time, while during the day Fodder mostly spawn. Likewise, the Military zombie or Wights are pretty threatening in areas they spawn as sleepers, had a visit from the latter one night and it was... interesting. XD
It's in it, it's just all tied to a couple different templates I use.So, a couple things.
1. Love the mod, the RWG is breathtaking. TFP could learn a few things from this mod!
2. Cops I feel are set a bit high as to spawn in the wilderness.
3. I was looking thru xml to find the range from which a z will see you and come attack and could not find it. I see in vanilla entityclasses they have a "sightrange" of 30 but in the mod this value is missing completely. Does that mean all z's loaded in a chunk know where you are and will approach then the territorial value kicks in at range 10?
hehe it's all goodIn the 'entityclasses' file, search for 'sightrange'. The sight-range or how far zombies can see in The Dying Lands is set to 500, compared to the default 30.Same file, search for 'maxviewangle'. In The Dying Lands it is set for 270' degrees, compared to the default 180.
For my personal preference, I tend to lower the values so they generally can see as far as I can see them being rendered (90-100ish range, 45-90' max-view-angle, or forget to do so), while boosting numbers if zombies spawning during the night (or forget to do so, again).
Edit; much late, very ninja'd. XD
yeah adding the pois to a biome is no problem..will just take sometime finding the magic prob="" so they don't spawn that often. Not sure about the mini wandering hordes deal. hehe, I just made the night pretty dangerous in a future update... once all the kinks are worked out that is.Alas, as you were happy for suggestions, may I throw out some mini-poi ideas?
1] Similar to the 'grave sites' or small rock/bush groups you have filling in towns, would it be possible to add one or two of them into the wilderness as a semi-rare spawn? Would be spooky to find a opened burial in the forest, or natural mini-pois.
2] Small pit-poi's, 3-9 blocks wide, 1-3 blocks deep being empty, containing rock, grass, sleepers, genericzedgore blocks, coffins, broken wood-spikes with a corpse in the middle etc. There are multiple small poi-spawns that add a little height to the terrain like rock formations, dens, etc, but not many that act as trip-hazards.
3] Tiny pond poi's? There are docks and ponds, but thinking 1-3 block wide puddle/ponds, adding some bushes or rocks around it to make the water less apparent.
Random zombie idea; What might you feel about night-times having a high chance of spawning tiny wandering hordes? 1-2 individuals that pass through. I saw quite a while ago, a setting that determines how close they might pass - something like 0-30 radius or something, in theory every night you'll see a few zombies moving through the local area, either near-ish or in the background. I remember this way back in alpha... 12-ish or something, playing Navezgane, hiding in a small metal shed in a burnt little town, watching a horde pass by in the distance, their footsteps muffled by distance, but it was quite unnerving despite being harmless.