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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: Doughs-Food-SousChefOfTheApocalypse

Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse.

Modlet: Remove-TheMap

 
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Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: UI-Hide-TheDayAndTime

Modlet: UI-LowerLootPercentages

Modlet: UIAddFiveRecipeIngredients

Not updating these mods for a20 unless someone requests it. These are mods that were for very niche cases, or were requests from people and other existing mods do similar things, or they never worked well, or the current game settings renders them basically not needed anymore. Put another way: I stopped using them in my games or are using other peoples mods that do the same thing.

Modlet: Buff-Ambiance-DarkerNights Why? in a20 Nights are nice and dark and this mod washes out torches and lights a LOT now so personal lighting looks bad.

Modlet: Buff-Ambiance-DarkerInside Why? in a20 Inside of buildings are nice and dark and this mod washes out torches and lights a LOT now so personal lighting looks bad.

Modlet: Screamers-Spawn-More Why? Just a thrown together 1 liner that doesn't work like I wanted or imagined, and fixing it would be a chore.

Modlet: PunishingWeather-Rain-More Why? With a20 and PunishingWeather-Core it rains quite a bit in most places. I may make a mod like this that makes it rain all the time instead of "a bit more". This was really just a personal mod I used to have rain a lot, but the weather XML rework in a20 makes this so much easier to tune for.

Modlet: PunishingWeather-Temp-MoreInBurntForest Why? With a20 and PunishingWeather-Core its probably hot enough, and until I can see that making it 212 F can actually kill the player from heat I'm not bringing it back.  I'll likely test making a better mod after awhile.

 
Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: Doughs-Food-SousChefOfTheApocalypse

Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse.

Modlet: Remove-TheMap
Much appreciated. Sous Chef of the Apocalypse has been missed in the server; a little more so in A20.

 
Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: Buff-Infection

Modlet: UI-Remove-PlayerItemsFromCompass

Modlet: PunishingWorld-NewbieCoat-Remove

Modlet: Nerf-ItemStacks <- And lowered more base defense blocks, like doors/hatches

 
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Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: RabbitOfCaerbannog. Have not tested, but if you have Feral sense on you might want to tweak this thing to be easier to kill since its so tiny and you might not be able to avoid it hunting you. Its based off of the animal template so I don't think it will hunt you down (from a great distance) with Feral sense turned on.  Normally you have to shoot it or be pretty close before it targets and destroys you.  Tested running away and this still works to an extent on vanilla settings. Highest spawn rates are like 7% or less in "bad places" like wasteland, 1-2% or less in "normal places"

Modlet: PunishingWorld-BlockStability-Nerf

Not updating these mods for a20 unless someone requests it.

Modlet: RabbitOfCaerbannog-SpawnsALot Why? The spawn rates have been added to RabbitOfCaerbannog. If you're loading this rabbit, odds are you're going to want to fight ( or avoid) it so it needs the extra spawn rates as normally it was a super rare horde spawn and you'd likely never see it.  With "Feral sense" maybe this changes things up too much (have not tested).

 
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Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

Modlet: YouveGotMail

New a20 Mods:

Modlet: GiveMeABreak - Increases falling damage so you cannot fall from as high without taking leg damage. > 3-4 blocks has chances to sprain/break/etc.   It now might feel "more natural" to jump off of the roof of a house (for example) as you're more likely going to get hurt.

Modlet: Remove-CompassPoints - Removes the compass points and directional markers/ordinals. The 'Compass' is now just a useful area to see markers on the map. Companion mod to use with Remove-TheMap

 
Hi Doughphunghus

Thanks for all the updated mods.
Here are some of my favorites: Doughs-Screamers-Spawn-More, SousChefOfTheApocalypse, UIAddFiveRecipeIngredients and the one for Doughscommonsounds (I currently have the one for a19 and only have a few warnings in yellow).
By the way, will you update the sounds?
Regards
Happy holidays everyone

 
Hi Doughphunghus

Thanks for all the updated mods.
Here are some of my favorites: Doughs-Screamers-Spawn-More, SousChefOfTheApocalypse, UIAddFiveRecipeIngredients and the one for Doughscommonsounds (I currently have the one for a19 and only have a few warnings in yellow).
By the way, will you update the sounds?
Regards
Happy holidays everyone
I'm glad you're liking several!

Long story short for sound mod: Yes... but...The sound mod is a bit more work than my other XML mods as sounds have changed and I wanted to redo some of them.

The sounds are a bit tricky (just takes time for me to make the sounds themselves). I have a mini-project I'm hoping to finish up (sooonish) to try to document "how to add sounds to the game" and hopefully make it a bit more accessible to others (I'll probably post it as a tutorial on the modding forum) to make their own mini sound mods with a tiny bit or standardization so maybe they will all mostly play well together (load without errors).  Should this "take off" it might be interesting to see if we get a bunch of new sound mods from people, especially ones for zombie sounds as I've struggled to create any of those (that sound good) and I feel people want more of those so maybe someone will be able to.

But anyway: I'm playing a bit of a20 to get a feel for it and have noticed several sounds (doors mostly) that have changed so I'm thinking of *maybe* re-doing my sound mod into multiple sound mods (wood doors, metal doors, zeds, the new "mining sounds", etc) so it might be a bit easier for people to mix and match what sounds they want ( like if another modder makes door sounds you can pick and choose easily which ones you like, assuming if both were added it might be weird if a door opens with a "creak", and then opens with a "quack"). Since the doors changed, I'll have to re-do most of them probably, hopefully I can keep a few of 'the best" sounds I had before or mix them in with the new door sounds (add little squeaks and such).

I have been trying to "automate" some of the sound processing so I can generate a few "unique-ish" sounds quickly from existing sounds, but it may not bear much fruit. 

Also: I'm happy someone is using the UIAddFiveRecipeIngredients mod.  I wasn't sure if anyone was and I was *really* lucky it just works in a20.  It was my first mod (a17) and it was not easy to make (for me).  I can't seem to smooth the rough edges out on it!

SousChefOfTheApocalypse seems to be a favorite of people so I was thinking of making more like this (adds extra "independent" perk trees, lots of unique stuff to do, nothing overpowered just fun, etc).  Any specific reasons you like it (a food mod, more crafting, the balance/challenge, server side mod etc)?  I'm not sure if its people just like cooking (like some people like building) or if there's something specific.  I personally just wanted more food (the "egg souffle" was a joke and inspiration... "hey, before we die, want me to whip up us up a nice egg souffle?")  but also wanted it to be a bit difficult to make the good stuff vs finding/buying everything.

 
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Greetings! I really like the concept of the buff infection mod so I thought I'd give it a try. The only issue I have is that it seems to be reducing the effectivness of the honey and probably the antibiotics, but I didn't have any of them to test. I loved the sense of urgency that the increased speed of infections spread induces and it really made me take it seriously after my first couple deaths lol. Anyways, I got infected this time around and it built up to about 4.6% before I made it to one of my last two jars of honey. I wolfed it down and continued on my way. I wasn't paying attention and just assumed that would do the trick but before long I see its at 4% and rising! So I take my last honey, wait and watch as only 2% gets removed before the honey wears off. Is that intended?

 
Greetings! I really like the concept of the buff infection mod so I thought I'd give it a try. The only issue I have is that it seems to be reducing the effectivness of the honey and probably the antibiotics, but I didn't have any of them to test. I loved the sense of urgency that the increased speed of infections spread induces and it really made me take it seriously after my first couple deaths lol. Anyways, I got infected this time around and it built up to about 4.6% before I made it to one of my last two jars of honey. I wolfed it down and continued on my way. I wasn't paying attention and just assumed that would do the trick but before long I see its at 4% and rising! So I take my last honey, wait and watch as only 2% gets removed before the honey wears off. Is that intended?
I had not noticed that!  I'll test it and see if I can figure out what's happening.  Its possible the counter (in some scenarios, like the lowest setting) counts so fast it burns through the "slow healing of honey/antibiotics" too fast.  I'll see if I can balance it out, hopefully I won't have to mess with the honey/antibiotic timers, but if I do I might throw in a new type of antibiotic or something you can craft with honey or sham sandwiches to make a more effective (faster curing) antibiotic to even it out. Not a great fix (especially early game as you're unlikely to be able to get these items) but it might keep it feeling the same where a "fast" infection is going to cause you to have to deal with it immediately.

Update/Edit: Confirmed. I've been staring at the XML and I can't figure out what is causing this,  yet. I hope to be able to fix it as it does look like a bug.

It looks like the faster the infection is, the less the % cure effect is when you take it. like, the cure effect % changes to be less effective the faster your infection is.  Based on your numbers, to "cure' your infection mentioned above, you would have had to drink about 2 honey at the same time to get to about 5% as it seems (and I validated it acts like this) like its being cut in 1/2.

Note; the %infected and % being cured stats show up on your character screen, so at least you can see how ineffective the cure % really is at the moment and how much you will need to actually cure yourself.

 
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I'm glad you're liking several!

Long story short for sound mod: Yes... but...The sound mod is a bit more work than my other XML mods as sounds have changed and I wanted to redo some of them.

The sounds are a bit tricky (just takes time for me to make the sounds themselves). I have a mini-project I'm hoping to finish up (sooonish) to try to document "how to add sounds to the game" and hopefully make it a bit more accessible to others (I'll probably post it as a tutorial on the modding forum) to make their own mini sound mods with a tiny bit or standardization so maybe they will all mostly play well together (load without errors).  Should this "take off" it might be interesting to see if we get a bunch of new sound mods from people, especially ones for zombie sounds as I've struggled to create any of those (that sound good) and I feel people want more of those so maybe someone will be able to.

But anyway: I'm playing a bit of a20 to get a feel for it and have noticed several sounds (doors mostly) that have changed so I'm thinking of *maybe* re-doing my sound mod into multiple sound mods (wood doors, metal doors, zeds, the new "mining sounds", etc) so it might be a bit easier for people to mix and match what sounds they want ( like if another modder makes door sounds you can pick and choose easily which ones you like, assuming if both were added it might be weird if a door opens with a "creak", and then opens with a "quack"). Since the doors changed, I'll have to re-do most of them probably, hopefully I can keep a few of 'the best" sounds I had before or mix them in with the new door sounds (add little squeaks and such).

I have been trying to "automate" some of the sound processing so I can generate a few "unique-ish" sounds quickly from existing sounds, but it may not bear much fruit. 

Also: I'm happy someone is using the UIAddFiveRecipeIngredients mod.  I wasn't sure if anyone was and I was *really* lucky it just works in a20.  It was my first mod (a17) and it was not easy to make (for me).  I can't seem to smooth the rough edges out on it!

SousChefOfTheApocalypse seems to be a favorite of people so I was thinking of making more like this (adds extra "independent" perk trees, lots of unique stuff to do, nothing overpowered just fun, etc).  Any specific reasons you like it (a food mod, more crafting, the balance/challenge, server side mod etc)?  I'm not sure if its people just like cooking (like some people like building) or if there's something specific.  I personally just wanted more food (the "egg souffle" was a joke and inspiration... "hey, before we die, want me to whip up us up a nice egg souffle?")  but also wanted it to be a bit difficult to make the good stuff vs finding/buying everything.


Hi Dough

Take as long as it takes for the Soundscommon mod, there's no rush.
What I like about mods is the balance and challenge, I like to build and mine, that they don't give you everything on a silver platter, apart from adding more things to the game, for me it's great, that's why I have the mod fiveIngredients, gives a different touch in recipes.
Regards
Happy New Year

 
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doughphunghus said:
Update/Edit: Confirmed. I've been staring at the XML and I can't figure out what is causing this,  yet. I hope to be able to fix it as it does look like a bug.

It looks like the faster the infection is, the less the % cure effect is when you take it. like, the cure effect % changes to be less effective the faster your infection is.  Based on your numbers, to "cure' your infection mentioned above, you would have had to drink about 2 honey at the same time to get to about 5% as it seems (and I validated it acts like this) like its being cut in 1/2.

Note; the %infected and % being cured stats show up on your character screen, so at least you can see how ineffective the cure % really is at the moment and how much you will need to actually cure yourself.
Thank for looking into this. Take your time as well, please. I was kind of thinking that that is what was happening. I have no idea the length of time that the honey's curing effect usually lasts in vanilla so I couldn't be sure, but I was wondering if it essentially isn't coded to cure a fixed number but rather for a fixed time. Vanilla infection rates would then lead to the honey's curing effect removing 5% of the infection. Speed infection up by double and honey is suddenly half as effective since it lasts the same amount of time it always had. I don't know if that is how its working, I don't really have any coding knowledge, but it seems reasonable. Good luck hunting the answer down and let me know if I can be of any help. Thanks again!

 
@ate0ate: I found the issue, fixed it (hopefully) and uploaded the new version to github.  I'm betting this bug was there in a19 as well...

Your idea felt right (I thought I had gotten something cut in half) until I found what it was. The bug was weird but it took a bit for me to find as I'm not too familiar with how buffs work. I had a variable in the wrong place and it was always using my maximum infection counter time which is 3 hours for one calculation, and the RNG roll for infection you get for everything else.  The "cure" rates weren't being cut in half, it just appeared that way due to a few ways math and RNG hit more often.  Once I tested more I was seeing some cure rates were being cut into fourths and other odd small numbers....

Having looked at that... I also just noticed this in case anyone runs into this:  If you take a "cure" (like honey) and the infection % and cure % look identical in the UI: the cure might not completely cure the infection.  Its a close race but it looks like it can happen ( probably a tiny bit less rare with my mod loaded). It has to do how the game does infection and is not a bug. The "infection" and "cure" math doesn't work on "percent" with 1 decimal place like it shows in game, it has more decimal places in reality.  This means that you may see "you have 5.0% percent infection" but in reality it might be 5.09% so when you take the honey cure (5%, well it has all zeros: 5.000%) you can "see" it giving 5%, but when you hit 0.0% in the game UI it might actually be 0.09% (or something like that) so the honey won't cure it completely and it can climb back up.  Just pointing this out as its a likely rare edge case and the game normally works like this BUT since my mod adds to the "infection speed" a lot so its possible you might run into this edge case more often than in vanilla Even this description is a bit off on whats actually happening but its close enough.

Also: I might be wrong about this, just what I think can happen given the digits shown in the UI are cut off from the behind the scenes math which has more digits.  Maybe the game compensates for this with rounding or something and I'm not seeing it.

 
Well, that sure is convoluted! Sounds more akin to voodoo than mathematics to me lol. But seriously, what you say makes sense. I can understand that the math on display is simplified compared to behind the scenes and I can only imagine what TFP math looks like, especially after all those alphas. I would hope that TFP does have some rounding at play in there somewhere to prevent that edge case from playing out. It seems particularly likely to happen with honey as it is quite easy to get to 5% while hunting for it now, even with vanilla infection speeds. Well, I thank you for the fix and I'll give it a shot as soon as possible! 

 
Update: Quick and dirty conversion of some a19 mods to a20 b238 (stable). They are here: 7D2D-Doughs-Mods-a20

I wasn't going to update these, but after testing I figured I guess still like the effect these 2 can add

Modlet: Buff-Ambiance-DarkerInside - Makes it darker indoors

Modlet: Doughs-Buff-Ambiance-DarkerNights - Makes it darker outside at night

Update: Tweaked PunishingWeather-Core to not be so dark all the time ("foggy" spectrum makes everything *very* dim vs "looks like a fog"),  Changed "foggy" to "desert" spectrum in forest, desert, and snow biomes so it will be a little more muted in general.  letting weather effects make up for everything else.  Note: Particle effects don't seem to work in a20 b238? not sure but I expected what it looked like in a19 (a constant dirty windy look) and its not so just bear with me as I'll be checking this as the game gets updates, maybe something isn't working as it should (or was fixed!).  I want to balance it so there's "a bit of nice day/night here and there' vs 'its always gloomy 24x7 even in full sun.  If anyone finds any good settings for this mod ( or biomes in general) that keeps it mostly hard to see far and harsh *visually*, but allows for "rare clear and ability to se far at far at some times" I'd love to add it to this mod.

 
@ate0ate: I found the issue, fixed it (hopefully) and uploaded the new version to github.  I'm betting this bug was there in a19 as well...

Your idea felt right (I thought I had gotten something cut in half) until I found what it was. The bug was weird but it took a bit for me to find as I'm not too familiar with how buffs work. I had a variable in the wrong place and it was always using my maximum infection counter time which is 3 hours for one calculation, and the RNG roll for infection you get for everything else.  The "cure" rates weren't being cut in half, it just appeared that way due to a few ways math and RNG hit more often.  Once I tested more I was seeing some cure rates were being cut into fourths and other odd small numbers....

Having looked at that... I also just noticed this in case anyone runs into this:  If you take a "cure" (like honey) and the infection % and cure % look identical in the UI: the cure might not completely cure the infection.  Its a close race but it looks like it can happen ( probably a tiny bit less rare with my mod loaded). It has to do how the game does infection and is not a bug. The "infection" and "cure" math doesn't work on "percent" with 1 decimal place like it shows in game, it has more decimal places in reality.  This means that you may see "you have 5.0% percent infection" but in reality it might be 5.09% so when you take the honey cure (5%, well it has all zeros: 5.000%) you can "see" it giving 5%, but when you hit 0.0% in the game UI it might actually be 0.09% (or something like that) so the honey won't cure it completely and it can climb back up.  Just pointing this out as its a likely rare edge case and the game normally works like this BUT since my mod adds to the "infection speed" a lot so its possible you might run into this edge case more often than in vanilla Even this description is a bit off on whats actually happening but its close enough.

Also: I might be wrong about this, just what I think can happen given the digits shown in the UI are cut off from the behind the scenes math which has more digits.  Maybe the game compensates for this with rounding or something and I'm not seeing it.
Yeah i used it in a19 and always just assumed it was on purpose to represent how aggressive the infection is now, so you need to take more cure% than what is listed as your infection% and keep an eye on it.

 
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Hi @doughphunghus I had installed your YouveGotMail mod and i enjoying it so far, it gives variety and a touch of fun to loot.

I looted a tic-tac-toe game and when i tried to place it in a wall the console pop-up with a red line that said something about lootcontainer doesn't found or similar. Is because i'm playing alone or is a known bug?

And there is one thing that i can't figure it out, the cardboard box...i can't find the recipies, are there only lootables?

Anyway fun mod. I lol a lot of times in only a day playing with it.

 
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Yeah i used it in a19 and always just assumed it was on purpose to represent how aggressive the infection is now, so you need to take more cure% than what is listed as your infection% and keep an eye on it.
I kinda did the same thing too, I never really noticed the rates weren't matching properly, just that "well, sometimes its really bad!".  I just started using double (or more depending on how infected I was) of medicine to make sure it "worked".

Hi @doughphunghus I had installed your YouveGotMail mod and i enjoying it so far, it gives variety and a touch of fun to loot.

I looted a tic-tac-toe game and when i tried to place it in a wall the console pop-up with a red line that said something about lootcontainer doesn't found or similar. Is because i'm playing alone or is a known bug?

And there is one thing that i can't figure it out, the cardboard box...i can't find the recipies, are there only lootables?

Anyway fun mod. I lol a lot of times in only a day playing with it.
@RBN: Thanks for the info!  I have fixed this and uploaded a new version on github.  I guess the way loot containers worked and how they link to the blocks has changed in a20. Its the only mod I made with loot containers and I completely missed it during "testing".

Possible issue: Because I had to fix the game board blocks, I'm not sure if the one you already have is going to work once you load the new mod version (it may not update this property in blocks that already "exist" in game, *I'm not sure*). If it doesn't fix your existing game board, you're going to have to throw it away/destroy it and give yourself another one using the creative menu (or loot another).

game boards are pretty simple in real life... I should probably make some "fun" and semi tedious recipes to make them....hmmmm

 
Fixed. No need to take another from creative.

And about the cardboard boxes, cotton balls, etc...are they only loot items or can be crafted?

 
Fixed. No need to take another from creative.

And about the cardboard boxes, cotton balls, etc...are they only loot items or can be crafted?
Most things are only lootable right now but I am wanting to add more to the mod to make it as "useful" as possible even though most things are "useless" and just fun and to dilute the loot tables a bit.  I'll put this in as an "issue" on my github repo to remind me to look at it a bit deeper (i mean, you should be able to craft cotton balls from cotton plants, for example etc.). The current version is just an a19 -> a20 conversion and them I'm going to go through the a19 "issues list" and update all my mods to clear out the known "issues".

 
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