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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
Added Nerf Flashlights and Player Crafted Lanterns

From the current v1.0.0 docs on Github:

Description This modlet makes it so flashlights/lanterns are a lot harder to obtain. Removes flashlights and flashlight related mods in loot and traders. Parts to create flashlights are found in loot/traders but should not be common.

Adds new items (recolors of existing items) that can be found or bought from trader:

Flashlight Case: An empty flashlight case. Can still melee with it.

Small Bulb: Small Halogen bulb, used for crafting flashlights.

NevRDie Cell: Small C Cell for flashlights and lanterns.

Modifies these recipes, to require different ingredients:

  • The melee flashlight
  • The placeable lantern
Adds new recipes:

  • Can make a car battery out of many NevRDie Cells.
  • Can scrap a working flashlight for NevRDie Cells.
Details:

  • Why? Because flashlights/placeable lantern are too OP/bright and I like a darker game. If brightness could be adjusted I would have made them easier to craft, but hard to craft a quality, bright one. This will force you to use torches (heat sources) and/or have a harder time looting (for awhile) vs turning on your headlight all day/night.
  • The new parts are not common in loot, so it should take a little while to get all the parts and craft, and by that time you should relish the fact you have anything related to a flashlight mod in your helmet/gun This also means those who loot a lot will be rewarded sooner.
Tested on:


Game version


This Mod version


Note


alpha 19.0


v1.0.0


 

 
Updated You've got Mail to work with a19

General Changes from last version:

- Made game pieces a little harder to find as they are more of a "collector" item with a secondary purpose of being a game (they were showing up more than intended).

- Added 1 "Geocaching" treasure map.  A standard treasure hunt and dig, but with a very small loot container (only 4 slots) that the RNG gods may bless you with good items....or stuff you would normally find in a geocache...or both.

- Added more Boxes/Parcels to open. Some give very good loot items.

- Added more notes/papers to read

- Added more books (these are not perk books).  Added EXP if you read them or the ability to burn them for fuel or sell to trader.

  Note: the purpose of so many extra books is for fun AND to dilute the loot tables in places you find books so perk books are harder to find.

- Added a few alternate recipes for vanilla items that use some of the "junk" items you can find, where it could make sense.

Junk Turret Ammo (Regular)

Blunderbuss Ammo

Armor Water Purifier Mod

Cloth Hat Armor

Leather Knuckles melee weapon

Candle

There are a few general types of items in this modlet:

  • ~60 "useless" items: Items that are not of any use, clutter up your inventory, OR can be scrapped or used in recipes. You never know until you try!
  • ~45 books. So you can find more in places you normally find books.
  • ~60 paper items/notes
  • ~40 unopened parcels/boxes: Contain various items. Some good, some bad, some really good.
  • 3 games to play: Soduku, Chess, Checkers, Tic-Tac-Toe. If you have time to burn. Specially sized containers for the game boards. Have to find or craft the pieces/puzzles depending on the game. Collect them all!
  • 1 "Geocaching" treasure map: Who knows what it will contain?
  • 1 Weapon: BB gun (and brass BB ammo).  May actually be semi useful if heavily modded in early game and bullets are scarce. If you find it.  Or give it to a "friend" and watch them try to reload it and realize it takes only BB's :)

 
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I love your weather mods 🙂

But I have the feeling that beeing inside a building or making a campfire is not changin the temprature - still freezing at -26° Celsius...

Any idea?

 
I love your weather mods 🙂

But I have the feeling that beeing inside a building or making a campfire is not changin the temprature - still freezing at -26° Celsius...

Any idea?
Short answer: "Maybe".  If you're in a cold area and you have heat sources, they should provide heat.  My weather modlets can possibly generate "you're going to die" temperatures, and I don't have any way (well, I didn't set anything in my weather modlets) to configure indoor weather protection conditions.

Long answer: I'll try to keep it short :)

General:

- My weather mods only modify the overall weather conditions of the biomes (but there's more than just this for weather!).  There's no (purposeful) lowering of the heat generated by objects like the campfire/forge/or just "being indoors" in my weather modlets. So in theory if you started a campfire or something with a heat source you'd get some heat.  I believe its the same if you go indoors (*but I'm not 100% sure*). Putting on clothes that protect against weather should be working as designed (no changes in my modlet for these either)

- I did have a "Survival" weather modlet that attempted to make it colder as your elevation went up (like going up a mountain), but I'm not thinking I can get it to work in a19.  So if you're using the "Survival" weather modlet I made this *might* be part of it, if you're high up in elevation on the map.  It looks like TFP changed where these configurations are so I'm waiting until I can learn more about how to change temp by elevation, so I'm likely going to suspend/deprecate my "Survival" weather modlet for a19+ for now.

- I tried to my weather mods to be more harsh (but not insanely brutal) in terms of the possible weather extremes that *could* occur.  I did not test/calculate all extremes out, but if it does get hot/cold enough to kill your character that was considered to be 'ok' in terms of "this will be allowed".  More about this below...

- I don't know a lot of about how TFP handles the weather (more below). If anyone has any info on my unknowns below, or I'm wrong in some details, please call me out! All 'I believe' statements below are my beliefs/reasoning only and are *not* some sort of internal information I have about the game mechanics/workings.

Specifics:

- From what I believe, TFP has a "global weather" that cannot be modded with XML (my weather mods are all XML). Then they have a "biome" level weather that you can mod with XML (this is what I'm using).  They have it set up so for a biome (say, the "snow" biome) there are several things you can configure up to make that biome overall feel like a snowy area (make it cold, make it windy, have some snow fall, cloud cover, etc). HOWEVER these biome level settings *are relative to the global game weather settings not absolute for that biome*, meaning if you set "temperature = -10C" (or 14F), it will not necessarily be -10C/14F.  What happens is that the global game weather may be 21C/70F and the XML configuration for the biome is actually just an add/subtract from the global temperature!.  There's more to it (like you get to set a "randomness" in the biome to how cold it should be x% of the time), but essentially the global game weather runs the show, and the biome level XML is like a tweak to those settings. 

- From what I believe, the global game weather is the weather for the entire map, and the biome XML is to tweak the biomes.  If true, I believe that the global weather would not fluctuate wildly (like go to -10C" (or 14F)) but instead would fluctuate a little. I believe the starting and "base" temp of the global weather is 21C/70F.

*What I do not know* is how much the global weather fluctuates!  I also cannot control how the game chooses what settings I have in my weather modlets as several properties are just "make it this x% of the time" and the game chooses the percentage

- I believe the game has some sort of calculations it uses to determine if you are "indoors".  I don't know what this really is, but I believe if you're in a room and there's a hole in the ceiling, you have to be X distance from the hole or you can be considered "exposed"/outside.  Same with an open door.  I'm not sure if weather affects these (like if its windy or super cold does the X distance change).

- When I made my weather modlets, I tried to make the weather not be as nice as the default (but also allow niceness, for a short time. The % "nice possibility" is just rarer).  "Niceness" is subjective, but also there are several parameters to change, so the "real" odds of getting nice weather drop significantly because 1 parameter may be "no fog!" but another might be "its really, really, cold". Having them all line up to be "no fog, no wind, and not so cold!" should be rare. I also wanted to make the "harshness" for a biome match what it really was (snow = cold, desert = hot).  So, I basically just took the default biome level settings and added some extremes to them (both above and below the default...but skewed towards the biome.  Meaning: if its cold, skew towards colder), then made these extremes be the more common occurrence. Additionally, generally I then added a 1-10%? chance of "yeah this is over the top cold/windy".  So the "extremes" could all line up and happen all at once

- I made the weather modlets mostly because I wanted some visual darkness and gloom, but also because I feel that the weather in the vanilla game really isn't an issue to work around, meaning: if its cold, so what. clothes are easy to find, put them on, meh.  With more extreme weather suddenly clothing (and clothing modifiers) start to make a difference, or at least you might have to actually think about the values vs "take the best, all the time" and "take off my coat, I guess".  I wanted there to be a real chance you might die due to hot/cold and you literally might not be able to make it.  You'd have to choose to maybe try to build heat sources (there's no cold sources..hmmm) or maybe make a run for it and get out of the biome.  Generally this means (for my modlets) that the burnt forest and desert are bad places to put bases in them as you cannot cool down with anything but clothing). I can't do the math to figure out what specific settings in my XML modlets need to be (to avoid death conditions) because I don't know how to determine how much heat a forge/campfire puts out or how cold/how the global weather might get.  So I guessed and fudged a bit based on the biome level default settings so it seemed reasonable that it *could* get bad enough to kill you.   I don't know how much weather protection you get from being indoors either.  In general, I wanted you to worry about  your character being able to survive in every biome... but less so in the green forest (as its basically the safest biome).

- Its possible that there's a bug in the game that if the temp gets too cold, heat sources/indoors not work?

Anyway: If there's some way to determine (or someone knows) any of the unknowns about weather that I have, let me know and I'll tweak my modlets (likely with an override modlet) to try to remove any possible issues like the heat issue or "certain death conditions".  I just don't know what settings and values to change to "know" what the min/max values of weather are going to turn out to be after global weather is taken into consideration, or if there's a "too low/too high" temperature that negates heat from campfires/forges or weather protection from being considered "indoors".

 
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I love the sound of this, I am always looking for a way to spice up the zombies a bit!

Going to download it and give it a try!
Thanks!

I'm hopefully (this week?) going to be able to release the script that generates the modlet(s).  The first version was only a test and I wanted to make it so you could configure it more without having to edit the script (I have this set up already.  Still adding features I think will be useful to future proof the code a bit. I want to be able to randomize some things like demolisher exploding time and explosion power without having to write code that's too specific to them).  The unreleased script allows zed and animal randomizing. Once I get it and the "how to install and use" documentation set up I plan to generate a small variety of modlets with different configurations (maybe: easy, medium, hard?) for people who don't want to do all the install and "figuring it all out" work as you can always go into the pre-generated modlets and make your own changes.  I also want to test if it can work with the Creature Packs and any other "entity" mods (which I can write instructions for how to use, but cannot easily pre-generate mods for because of there being too many possibilities of what people will load into their game).

Anyway: Let me know what you think!  All input is welcome. I've made some decisions that may not work too well and am still tweaking things.  I'm playing my own game with it and it feels like the basic idea is working well.  I had a few zeds come running at me so fast I didn't know what to do (no way to outrun them), but then I had the nighttime settings on "nightmare" mode so I probably shouldn't have done that while testing :)

 
Understood so far 😉

I did not know that the indoor/firesource changes are just a subtraction and not a set to a certain temprature in a realation to the outdoor weather...

So if outdoor -50 you will die indoor as well even if you have a campfire on and a torch. 

A pitty that we can't change that...

Nevertheless I love that additional challenge a lot - maybe go for the medium setting of your mod  because I habve now -26° indoor 😉

 
Understood so far 😉

I did not know that the indoor/firesource changes are just a subtraction and not a set to a certain temprature in a realation to the outdoor weather...

So if outdoor -50 you will die indoor as well even if you have a campfire on and a torch. 

A pitty that we can't change that...

Nevertheless I love that additional challenge a lot - maybe go for the medium setting of your mod  because I habve now -26° indoor 😉
The medium and low settings are just for the "visual effects" because the more visual effects the more of an FPS drop you may get.  It won't change the temperature issues.

I'll see if I can make some adjustments to the cold (and likely the hot too) temp min/max values to make it less likely to get so low/high.  I'm going to see if I can get some input on the forums first though as it may help.

Curious: What biome are you in that you are seeing this?

 
7D2D-EntityRandomizer script and usage/docs released on github

Notes:

- WARNING: I'm still testing this myself.  It may be buggy or generate really bad zombies.  You are essentially testing a very new script on your system if you choose to run the script

- WARNING: The script was built on UNIX, and I haven't tested on Mac/Windows yet!

- WARNING: I highly recommend *NOT* using the script unless you know how to get perl set up and running properly on your OS. If the script deletes all your data, your computer teleports to my secret bunker, and everything you own bursts into flames, you have been warned!

- I will continue pre-generating modlets to use (so you don't have to run the script) on github.  The current modlets do not have randomized animals in them (coming soon!)

The randomizer script supports randomizing animal and zombie entities, and generating multiple copies of entities, all with random properties.  It then builds a modlet  for them that should hopefully be 'playable'. Only simple numeric properties can be randomized, nothing nested in the XML.  Some functions are provided to randomize entity health (which is a nested XML property), for example. The purpose is to make all zombies look the same but act different, and generate enough of them you never know what you're up against.

If you want to ride a road to hell with a big floppy blueberry pancakes for underwear, it *should* be possible to randomize any entity/zombie/animal (like in the Creature Packs) but this will take a specialized configuration I have not documented.  I'll document it or try to help if anyone asks.  This can get messy and may require custom by hand configurations. I can imagine certain entities ( like robots, or NPCs that are tagged as EntityZombie ) might not work or the randomizer will break them..

I'll try to support this the best I can, but it's not something I'm going to guarantee will work OR will generate a modlet that works!!!

 
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The medium and low settings are just for the "visual effects" because the more visual effects the more of an FPS drop you may get.  It won't change the temperature issues.

I'll see if I can make some adjustments to the cold (and likely the hot too) temp min/max values to make it less likely to get so low/high.  I'm going to see if I can get some input on the forums first though as it may help.

Curious: What biome are you in that you are seeing this?
Thanks, I am in the snow biome251570_screenshots_20200901212306_1.jpg...

 
@doughphunghus I tried your 7D2D-EntityRandomizer and it seems a little bit heavily weighted towards running zombies, lol. Nightmare speed even.

Might just been my general bad luck with this sort of thing, just thought I would ask if you had encountered the same.

 
@doughphunghus I tried your 7D2D-EntityRandomizer and it seems a little bit heavily weighted towards running zombies, lol. Nightmare speed even.

Might just been my general bad luck with this sort of thing, just thought I would ask if you had encountered the same.
Yeah, I have actually :).  I also noticed in my latest personal modlet generation (not posted on github) a lot of the zeds are "too small". I was afraid they might be too biog and get stuck in doorways but a lot of them seem like I'm fighting angry teenagers. There's still a lot of tweaking to do to get a nice "decent range" for the settings.  I did try to make the settings a bit on the harder side just so it was more fun (and noticeable) but I may have gone a bit too high.  Let me see if i can tweak the newest settings I have and generate another modlet and post it on github.

 
@ReckisI generated a new one with the newest settings.  I dropped all "top speeds" down a bit and bumped up the size average... assuming it all randomizes properly ;)

The new one is "Doughs-RandomizedEntities-For-a19_0_all-entities"

Changes are:

- 5x cloning. There are 410 randomized vanilla zombies in the modlet, 60 hostile animals, 20 friendly animals

- This one contains animal randomization

- I also made special customizations for exploding zeds ( cops and demolishers), so their explosions are random-er (block damage, radius, etc) and for the demolisher the time he takes to blow up is a little random as well. The "boom" properties of these is a little on the higher side as well...  I haven't run into one yet in my own game to see how it feels.

Let me know if you have any more input!

Also: if you load this one, be sure to remove the one you're using! Loading 2 of these at once probably won't work at all. :)

 
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I was afraid they might be too biog and get stuck in doorways but a lot of them seem like I'm fighting angry teenagers.
I thought this part was funny and zombie variety is one of the reasons I use this and 0-CreaturePacksZombies. For a game where you literally see and kill hundreds if not thousands of zombies, the models are sorely limited.

I did try to make the settings a bit on the harder side just so it was more fun (and noticeable) but I may have gone a bit too high.
Lol, both of these things are in the eye of the beholder. If this turns out the way you want it to, I cant wait to get my hands on it so that I can tweak it to my level of fun :)

Let me know if you have any more input!
I will be testing the newest this weekend . . . hopefully and will be certain to let you know.

 
Buff Ambiance - Darker Nights and Buff Ambiance - Darker Inside already looks like as 0/black, so there is nowhere to decrease. Lighting switching between outdoor and indoor is done specifically for optimization purposes.

 
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Buff Ambiance - Darker Nights and Buff Ambiance - Darker Inside already looks like as 0/black, so there is nowhere to decrease. Lighting switching between outdoor and indoor is done specifically for optimization purposes.
Interesting. Thanks!

In some of my "test" games it seemed like it was too bright (it would be dark(er) and then lighten up after a few seconds).  However, I did recently find myself inside some attics where it was 100% darkness, which is what I'm going for (in an enclosed space).  I think both the weather and "lightness" are affected quite a bit by how close you are to an "open hole".  Like, a single window, even if you are 5 blocks away,  will indicate "you're not entirely enclosed" and you'll have some light in the entire room as well as be affected by outdoor weather (and hear the outside wind) as I've seen the weather effects (hot/cold) come and go in strange ways when running around inside large buildings.

 
Nice work, love the sound mod :)
Thanks!  I've been thinking of adding more stuff (my last attempts to do doors and the forge didn't sound good so I didn't add them in) and it's a little time consuming but I still want to eventually do some more variations on:

- Door open/close (and maybe add fridge door/cooler)

- More glass breaking

- More "walking on trash"

- I've heard a lot of complaints about the vehicle/chainsaw/auger sounds.  Those might be tricky but if I could find some good sounds...

- More zed groaning, screaming, etc . So you're not quite sure which zed is "behind the door".  I tried this already and it was bad so I put it aside for a bit.  I think a lot of the zombie noises are slowed down/sped up sounds actual people made (like humans made them... TFP or friends of TFP?) and it's hard to splice and mess with them without it sounding really bad, and you can't really add any effects to them either.

- Maybe do more of the dogs barking. its a little repetitive when they're outside trying to get to you.

- Wood + metal "upgrading"  (and wood "breaking and downgrading") as its so common

- Cloth breaking as its a weird sound breaking up a lot of cloth (tents, etc.). to me the vanilla game cloth break sounds like a basketball bouncing

 
From the read me files in the mods Punishing Weather Rain More and Punishing Weather Temp More in Burnt Forest it looks like u either named them wrong or put the contense in the wrong mod folder.

 
From the read me files in the mods Punishing Weather Rain More and Punishing Weather Temp More in Burnt Forest it looks like u either named them wrong or put the contense in the wrong mod folder.
Oh crap!  I’ll take a look at it tonight and see what happened. When I’ve made the “punishing weather...” mods and overrides I usually copy one and make changes to it to make the new ones.  Thanks!

Update: Those 2 mods should now be properly referencing themselves ;)   Thanks @PaddoPaulus!

 
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