I would love to do seasons. I could imagine setting each season to last... 7.3 daysPoorly!
Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!
Google translator
I’ll check and see this weekend. Your changes might work (just guessing). The last updates I did for a19 I tried to “standardize” all the settings so it would be easier to make and maintain override modlets for the core weather mod. I think I decided there would be a 5% chance of “nice weather setting” for each parameter, which is where the 0.05 comes from. The o lot reason I’m not sure how well your changes would work is I made all the probabilities add up to 100%. There are some notes in the xml the pimps made that indicate that it doesn’t have to be 100%, it can go over 100% (which your changes likely do, if the docs are right) and that they do some calculations to figure out the final percentages/odds for that weather setting. So since you’re adding .5 (which is 50%) and taking away my 0.05 (5%) the total should add up to 145%.... and that’s where I’m frizzy as I don’t have their xml docs in front of me at this momentany way that some days it can be sunny and clear (low prob) but crappy foggy days mostly. Im trying to balance it out and have changed the following lines
<CloudThickness min="0" max="10" prob=".5"/>
<Fog min="0" max="10" prob=".5"/>
was 0.05, would this work?
Thanks! I love playing this game when it’s super dark and you don’t know what’s out there (well, the sounds usually give it away. I tried making more zombie sounds that “fit” and it was a lot harder than I thought. I’m still chewing on that idea). I also like that you can’t go into a POI or underground when it’s dark unless there’s lights in inside or you carry light as it can be pitch black at its darkest. I wanted to do a “flashlight “ mod where there were batteries and “tiers” of flashlights so you mostly could only find weak/dim gun and helmet lighting (or parts), and would have to work up to crafting the flashlights that are the current brightness in the regular game. It might be possible with a19. When I first tried in a17? I couldn’t make it work, so I just didn’t use flashlightsThanks doughphunghus
A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
Also thanks for the other mods (a great hit Darker Nights).
Update (see above post):any way that some days it can be sunny and clear (low prob) but crappy foggy days mostly. Im trying to balance it out and have changed the following lines
<CloudThickness min="0" max="10" prob=".5"/>
<Fog min="0" max="10" prob=".5"/>
was 0.05, would this work?
Modlets changed/updated:
Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change
Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.
Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changesjust a temp bump).
Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added. If you already have spawned it does not remove the existing Newbie Coat buff. I think some other people have written a modlet like this so if you know of them (or are them, please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet. If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.
Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors. It appears the brightness settings for nighttime apply differently to when you're indoors. If you know of a better way, or something I'm doing badly/wrong, please let me know!
I don't know the answer, but I don't think so *unless* you were able to do it with modding that's deeper than basic XML modding (DMT or Harmony I believe are the main ones people use), or use a server manager, hook it up to your game, and code it into that so it sends the weather commands at the specific times. Both require more coding/knowledge expertise than I have time to figure out. Also: I don't think anything that's at the "XML only mod" can perform actions based on the time of day.can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)
The Doughs-Buff-Ambiance-DarkerInside mod is just 1 line of XML inside the /config/worldglobal.xml file. The latest version is setting the ambientInsideThreshold value to: 2loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance
Added 7D2D-EntityRandomizer
Basically: I'd working on a script to clone existing game entities (currently just zombies) and give them some randomized properties, but still make them playable (e.g. no 2 story tall zombies). The script is not yet released, but I put out an example modlet that it generates that just clones the vanilla zombies in a19 b173 with some random properties. There are 332 randomized vanilla zombies in the modlet (4 cloned copies of every vanilla zombie). These are not new skins or colors or anything, just randomized behaviours and some other properties so when you are approached by a zed you probably won't know specifically how its' going to attack/approach or how much health it has. It also may be just a vanilla zed![]()
The generated modlet (that I made) doesn't interfere/modify the game other than adding in the new cloned entities (zombies) and adding them to existing entity groups, so it should work with any modlets that don't remove zombies or entity groups.
If you're interested, read the docs on Github first before trying to load it!
Also: In theory, it could also be used against any other loaded zombies (like the Creature packs, overhauls like sorcery, anyone elses zed/animal packs, etc) but I'd like to get some of the animals cloned and randomized in a similar way before cleaning up and documenting how to do that with the script before making it available as to run it against anything but vanilla is going to need to be run on the client side. Not sure if it will work on servers (would love if someone could test it for mebut its pure XML and only 2 XML files so in theory it should work?
Thanks, I'm glad you like it!FYI, Doughs Randomized Entities does work with modlet's which remove/replace zombies/animals such as REV678 Reality Check modlets. It also works very well with all Creature Packs (Standard and DMT Versions), Stallionsden's Zombie Modifications 2 and Stallionsden's Invisible Animal Fix. It is now a must have in my game because as you say, every zombie acts differently and therefore their actions are unpredictable, scary and fun. I hope TFP pick up on it and add it as standard fare because imo this mod is a must have asset.
It is pretty awesomeI downloaded the Holy Grenade mod as the description had me in tears of laughter and HOLY CRAP! damn near took down a whole church (and me) with a single grenade. Couldn't play after that, was laughing too much![]()