PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I played one of those mods a while ago, maybe I will try them all someday. Although, I must admit I'm getting spoiled by Steam's Workshop: Click. Click. Done! Oh, how modern programmers have made me lazy. :)

 
I’ll sing it on Bubo’s karaoke machine during his after party.
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I have played since A7 and still have never once used a mod...or wanted to...maybe once the game goes gold I might look into some...

Hell even Minecraft , it took me well past 1.0 to download any mods and that has pretty much just been the farming ones and mo'creatures...nothing completely game altering...

Now Planet Coaster on the other hand , I have added to and downloaded from the Workshop numerous times...so I can see the want and need for something like that here...but we are a long way off to that still and rather the game itself and all that entrails(so much more appropriate then entails) get completed first!

 
As for what modders can or can not do - one must not ignore the effort or qualification required to do something.

Sure, a small handful of modders can do crazy SDX mods but how many can not?

The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".

Want a hidden counter to increase whenever the player enters a new biome? That's XML now.

Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.

Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.

Unable to use 2-handed weapons/items with one broken arm? Yup, XML.

A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...

Just a few random examples.

I have no idea where all this angst is coming from.

This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)

Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P

A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.

And if some more wooden sticks bite the dust - cry me a river =)

 
As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?

The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".

...

Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P

A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.

And if some more wooden sticks bite the dust - cry me a river =)
I don't typically post in this thread, but those of us who actually produce something besides complaints appreciate all that you and the FP team are doing. Looking forward to all the new possibilities!

 
As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?

The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".

Want a hidden counter to increase whenever the player enters a new biome? That's XML now.

Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.

Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.

Unable to use 2-handed weapons/items with one broken arm? Yup, XML.

A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...

Just a few random examples.

I have no idea where all this angst is coming from.

This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)

Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P

A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.

And if some more wooden sticks bite the dust - cry me a river =)
This is all great to hear. :)

Some day you folks will have to make a bit more comprehensive list of what options are available in XML edits. It's easy to look at what is there and modify it but it isn't so easy to identify what *could* be there but isn't currently used or used rarely enough that you don't intuit that it could apply in other areas (like a property you only see used with containers but could also be used on non-containers).

Also... can you spawn entities with the new system? Could you have a large item, such as a bus, that spawns zombies one at a time every few minutes until it is destroyed? Or maybe have a rabbit hole that does the same for rabbits? Or maybe have a factory with a conveyor system that produces products that drop on to the conveyor and are transported around? Okay, that last one isn't likely, but whatever. :p

 
I think last year some of the Fun Pimps were in xmas day fixing bugs because of a release they did.

Im glad they do not have that pressure this year. Extended holidays all round I would say and dont come back till at least the 15th Jan because you deserve a break.

Thanks Fun Pimps for the news and for making tools for modders, it will be great to see what things people can come up with.

Someone the other day I spoke to said they wish more tools were made for modders and server admins.

 
Also... can you spawn entities with the new system? Could you have a large item, such as a bus, that spawns zombies one at a time every few minutes until it is destroyed? Or maybe have a rabbit hole that does the same for rabbits? Or maybe have a factory with a conveyor system that produces products that drop on to the conveyor and are transported around? Okay, that last one isn't likely, but whatever. :p
- plant a cristmas tree seed. (make sure it's fertilised ground)

- wait for it to mature.

- 1 present will spawn around it and then the tree dries out.

- Open the present and place the 1 million monkey christmas carol songwriters.

- There is a random chance one of them may produce the instruction manual (recipe) for the fabricator and conveyor belt with rabbit hole.

- if powered and turned on, the fab will produce random items and the conveyor belt / rabbit hole combo will automatically transfer them into the rabbit hole until you catch them on the way.

- items dropped into the rabbit hole have a random chance to spawn a rabbit.

See? Simple. But not doable in XML.

Someone the other day I spoke to said they wish more tools were made for modders and server admins.
Oh, yah. Something in there for server admins, too. (yes, we know that people actually run servers for this game)

 
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This is all great to hear. :)
Some day you folks will have to make a bit more comprehensive list of what options are available in XML edits. It's easy to look at what is there and modify it but it isn't so easy to identify what *could* be there but isn't currently used or used rarely enough that you don't intuit that it could apply in other areas (like a property you only see used with containers but could also be used on non-containers).

Also... can you spawn entities with the new system? Could you have a large item, such as a bus, that spawns zombies one at a time every few minutes until it is destroyed? Or maybe have a rabbit hole that does the same for rabbits? Or maybe have a factory with a conveyor system that produces products that drop on to the conveyor and are transported around? Okay, that last one isn't likely, but whatever. :p
I think what your looking for is a random event that enters the world. Spawns a zombie spawn point such as a bus or simlar. Sounds good I would opt for that idea. Farming I would like where you can breed pigs/chickens etc.

But options like this maybe can be modded in later as we still at alpha stage. Closer to release would be nice to see such things added or have the coding to possibly moddify so we could have it.

 
As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?

The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".

Want a hidden counter to increase whenever the player enters a new biome? That's XML now.

Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.

Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.

Unable to use 2-handed weapons/items with one broken arm? Yup, XML.

A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...

Just a few random examples.

I have no idea where all this angst is coming from.

This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)

Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P

A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.

And if some more wooden sticks bite the dust - cry me a river =)
https://youtu.be/jbRyo0j7CO8

- - - Updated - - -

I think last year some of the Fun Pimps were in xmas day fixing bugs because of a release they did.
Im glad they do not have that pressure this year. Extended holidays all round I would say and dont come back till at least the 15th Jan because you deserve a break.

Thanks Fun Pimps for the news and for making tools for modders, it will be great to see what things people can come up with.

Someone the other day I spoke to said they wish more tools were made for modders and server admins.
Coughs* kiss ass * Coughs

LOL

 
As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?

The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".

Want a hidden counter to increase whenever the player enters a new biome? That's XML now.

Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.

Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.

Unable to use 2-handed weapons/items with one broken arm? Yup, XML.

A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...

Just a few random examples.

I have no idea where all this angst is coming from.

This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)

Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P

A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.

And if some more wooden sticks bite the dust - cry me a river =)
I found your New Modding instruction video it worked wonders!

Thanks Gazz! :D

 
I played one of those mods a while ago, maybe I will try them all someday. Although, I must admit I'm getting spoiled by Steam's Workshop: Click. Click. Done! Oh, how modern programmers have made me lazy. :)
You want click click done then download sphereii’s modlauncher. He’s made it super easy to get them. It is pinned to the top of the modding tools section.

 
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behemoth dropped. no endgame. still no bandits in the to do list.but we will get some nice textures in the early-acces state. everyone needs them.

first i was like, "they should add more content" but now i feel you devs. we need no content. we need new textures and the already existsing bike with new textures, called in a different name

more textures pls. 2020 is a pretty number. we can wait until that, for the new content. im not disappointed at all! :) keep up the good work
Aww, sarcasm!

If you would have read any "Developer Diary: Alpha X" thread you would know why at this time of the development cycle there is mostly news of graphical content.

Did you not get any content update that extends the end game in alpha 16? IMO electricity alone is many times more then one behemoth.

Why do you actually assume there will be no updates to extend the end game in alpha 17? I've read at leas about 5 that i'm very excited for.

Why do you assume they're not working on bringing bandits in?

It's like you read none of this thread and watched none of the videos and have no clue what's going on.

 
Some day you folks will have to make a bit more comprehensive list of what options are available in XML edits. It's easy to look at what is there and modify it but it isn't so easy to identify what *could* be there but isn't currently used or used rarely enough that you don't intuit that it could apply in other areas (like a property you only see used with containers but could also be used on non-containers).
Right. Someone should write a proper manual. U up? =P

 
Right. Someone should write a proper manual. U up? =P
Manual writing isn't my thing, but then most developers/programmers would say the same.

But seriously, even just a few (dozen) more examples would probably be sufficient. :p

 
Check out the new SMX mod, 72 slots! Games4Kickz has a couple videos showing it off.
You know all they need to do is set the dll to save more inventory slots, then the player can just choose in modded options how many inv slots they want. Current inv mods rely on people editing the dll to get it to save more inv slots, and then also editing windows.xml to enable more slots in the windows themselves. Why can't the pimps just set how many inv slots it saves to like 128 or something max, to save people the time of having to edit the .dll everytime. If the slots aren't set in windows.xml they don't get used anyway, they are just regarded as empty inv slots in the save file I imagine.

Also don't give me about the save getting bigger, it'll be a few kilobytes bigger at most to save those slots item info, even less if its unused slots. Plus almost every console today (cept nintendo I think as they still haven't seemed to have gotten it yet), has a fairly decent size hard drive, as for the pc version well, we can pretty much have as much space as we want.

I'd also like to see more stuff added to modded options, like the option to shut weather survival off, admit it, weather survival offers nothing to the game other than just being something to annoy players. It'd be fine if it was just cold weather survival, but once you have both cold and hot it gets annoying because no game to this day has done it right when there is both. In fact if you look at real life, people are generally pretty covered in the desert as if they aren't they'd get massive sunburn, so the fact you can bascally fry in average clothing is pretty silly. The cold weather survival side is easy to do right, its the hot weather side where the problem always is.

I'd also like some monster-like enemies added to the game with an option in standart options to turn them on or off, The current enemies honestly are very boring, they are zombies so they are pretty stupid in fact I find the current zombies in game too smart already as they know what a door is, we could use monster enemies with the ability to: jump, run, climb, slash, bash, pierce, spit stuff at you etc to liven it up also have better ai, like busting in thru windows and such as its easier entry. Option to turn them on/off is so the purists won't whine, but they will be on by default.

More configurable diffculty be nice too, look at Ark survival evolved, you can modify a ton of settings to custom tailor how hard or easy you want it to me. Find the taming takes too much real time? you can change a slider to shorten it considerably. We used to have spawn rate, loot time, and craft time settings in there but they got removed. I used to set craft time to half myself. Quicker crafting takes care of that though, but the spawn rate should be a thing.

 
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