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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
It could be cool too if the items like action figures,etc  could be placed like decorations.

Also i found another console error at opening a working stiiff, now you're stiff box or something like that

Captura de pantalla de 2022-01-01 19-45-30.png

 
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Just a quick question, when I went to download the "add 5 recipe slots" it told me the zipfile was named "Doughs-UI-Remove-PlayerItemsFromCompass.zip."  Is that just a misnamed .zip or has the wrong file been uploaded to that mod's page?

 
It could be cool too if the items like action figures,etc  could be placed like decorations.

Also i found another console error at opening a working stiiff, now you're stiff box or something like that

View attachment 22503
I’ll try to fix it soon (maybe in a few hours). It might be similar to the other problem but the boxes have a defined list of items… so that’s weird.

Just a quick question, when I went to download the "add 5 recipe slots" it told me the zipfile was named "Doughs-UI-Remove-PlayerItemsFromCompass.zip."  Is that just a misnamed .zip or has the wrong file been uploaded to that mod's page?
Where are you downloading from? GitHub (like directly) or from another site like 7daystodiemods.com?

 
@RBN: I lied, I was able to get to it sooner.  I scoured the mod a bit closer this time and found 2 items that were renamed in a20.  Hopefully I got them all :)   The updated version has been uploaded to github just now.

"action figures,etc  could be placed like decorations": Welll.. currently they are just the images of the the large (human sized) "mannequin blocks" so if they were placed they would be huge (and they're action figures).  To make them placeable I'd have to add 3D models and that would "break" the mod for servers, which I'm trying to not do.  Maybe I can come up with something, but no promises on this one :)

 
Happy (and prosperous) New Year, Dough: Quick question if I may.   I've had the Pun. Weather. mods on each iteration of 7Days, (thank you - one of the best mods made) and have just dropped the Core into this one - A20. I'm at level 43-Day 36, and it's 20:00hrs in the evening following the Day 35 horde, and was out getting a feel for how the Core actually is, you know - Pine  compared to Burnt, etc., and whether I want to lighten it up a bit with one of the modifier mods, and was stuck by the power and ferocity of the wind: It looked and felt absolutely awesome, night closing in, storming, thunder, trees, bushes and grass whipping around, etc., but I was kinda 'nonplussed' by the lack of wind noise..  I looked in the sounds xml for a reference to it - but there isn't one, and no references anywhere (that I can find) to wind noise. Anything over 30 mph will produce good noise in the trees in the r/w, but it's missing here!!   Any ideas? Suggestions?

PS - on  doing some more Googling - it might be that I have the "Ambient sounds" too low...  I've changed it and will pop back here if I am satisfied: I don't want you wasting your time!

PS. Well - there is wind noise, but even at 100% it's not where I would call "Gale Force" - 60 mph. . . nor has the noise - the roar - that (I reckon) should be heard.

pj

 
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Any ideas? Suggestions?
Happy new year to you as well! :)

All of my mods that I’ve converted for a20 is a “first pass”, meaning “I hope they work as advertised”. I’m playing them in a game now and I usually treat based on ho things feel. For the weather mods, it looks like TFP has made changes to the weather and how it looks/behaves.  I did my best to convert but I’ve noticed some things don’t work like I thought they would. One of those things is the “dirt in the air” effect, which used to be very obvious (like a constant effect all the time) but now it’s almost as if it’s not working at all :( . I’m hoping a patch or two from the devs will put it back.

for all the other effects, believe it or not I didn’t make them, that’s what the “in game” weather now looks like. And yeah, it’s really nice (especially the lighting).My mods basically just “make the bad weather happen more often” and “make the extremes more extreme”.

for the wind, that’s interesting as the weather (in the old a19 mod) had multiple tunings and I generally made it always “at least a little windy” and almost never 0 wind” and It did feel like it worked/sounded correct. For a20, the reworked weather changes actually have “default”, “rain”, “fog”, and “storm” predefined, with some other settings.  What you probably saw was “storm”… but I did turn the wind and other things up a lot.  I’m wondering if the wind has some limit and visually it looks correct (grass and things moving with wind was an a20 update too) but the built in “storm” sound levels are not matching up. I’m not sure there’s much I can obviously do, as I didn’t set it above the internally documented limits…..

anyway: I’ll put it down as something to test for and see if I can reproduce.  If I can I might file a big report with TFP, if it’s obvious that it’s not something in the mod  I messed up as in theory it would happen without the mod… but maybe there is some “limit” that you shouldn’t go past that’s still in the acceptable range of values. Hard to tell. It’s a hard mod to test but there are some debug commands I can check to force weather changes so maybe I can find it quickly. 
 

EDIT: Verified in test game the wind "effect" and the sounds that go with it are way off when super windy. made issue on my a19 github to track for a20 "fixes" as that's where I'm working from at the moment.

 
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Ok.. Thanks for looking at it Dough: I did push the ambient sounds up to max, but the storm had abated as I got back in. The rest of the storm, though, is quite impressive, though I also noticed the "dirt in the air" wasn't as it was in 19.  I figured on playing with some of the numbers and moving some stuff in and out, but I'm just going on hunches. My biomes aren't 'normal' biomes, either: I've been doing the 'dot' blending technique since KingGen was released, and it makes for a terrific landscape that is quite unpredictable. One can create a map with lots of 'Pinery', but that gives too 'nice' an environment - not really 'apocalypse', and making the two hostile areas mix, with occasional patches of sand, or pine forest - some large, some small, makes for a very 'real' feeling of immersion.    There's nothing like trying to get home (on Bdub's dirt bike) at one in the morning, in the dark, and through a very varying mix of biome, with rain, thunder, wind and noise, with everything around moving. It's the first time I've experienced that in 7Days, so I reckon the Pimps have been successful in creating a hostile night environment. I like it, and actually - your mods - whichever alpha used, but especially this mod, in this release - have moved the immersion level up more than a few notches. 
ATB,
pj
 

Vozotoni_Biome.JPG

 
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I’ve been wondering how those “blended” maps look, I haven’t tried them yet, sounds like they work really well!

I’m hoping to get the “dirt” back as I really miss it, and on my system it “hides” the fact my graphics setting are so low that things don’t render in the distance, so I will be trying to fix it :)

FYI: I usually update this forum with “status” when I make several or major mod changes, so if I can get it fixed it will be posted here.  Currently I’m trying to balance the loot in my “you’ve got mail” mod as it’s really messed up in a20. Everything is supposed to be “rare” and every container I open has like 6 items in it… totally not how it’s supposed to be :)

 
Hahaha!  Yeah - the loot is crazy-good! But that'll get fixed.   Valmar's Perk-Survival Books everywhere!   ( 👍 ). 

For me - because the blending emphasis is on the two hostile environments and being the larger percentage of the map area - while the Pine Forest is fragmented - the PF is the best of only a few choices, and that creates a sense of urgency in finding that "preferred" safe haven in the PF.  It becomes apparent that it's now only a "probable" safe place. . .  Modifying the weather with your mod by making the PF more inclement adds a whole other level to the drama.  What was a cake-walk game is now changed. However - that might not be everyone's cup of tea!

Blended and Stormy. Three shots of Day 2 in my "normal" residence. . . . with a single blended shot from an A19 map, with water and biomes modded to get open spaces and wide shorelines.
  https://1drv.ms/u/s!AueVg7eVAeXMlTMan-QWEZPX1I8C?e=AgeyMC

The A19 shot was inspired by conversations with Tallman Brad and his video on making the water map in A19, where it was discovered that one's own newly-created water map prevented trees growing above it!

 
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@paulj_3: if you like “more harrowing ambiance” I have a few more mods that add to it.  I’m on my phone so I’ll just type a close enough name:

- darker inside: this mod makes it pitch black when you’re considered “indoors”. Transitioning in/out looks a little

weird, and standing “outside” looking in its actually not dark inside. So it’s got some quirks.  Anyway, when inside, and no light, you have to have a light source. The vanilla game has a “dim light” all the time, and this basically removes it.  It also seems to dim light sources a bit, but if you play in a dark room it’s much more useable.  Also: in early game you’ll find all you have is a torch, that you have to place on a wall to fight zeds when indoors.  Run away or lose the torch and you’re dead. It changes things up a bit :) . I find just entering anything but a small POI is kinda impossible for awhile early game.

- darker nights: the a20 night is pretty dark. This drops the moonlight and other things to make it “as dark as it can be” maybe a skosh above max just so some moonlight works.  In a18? A14? it was nice and dark and a19 it was bright all night long so I made this to compensate. It’s kinda not needed but if you have this loaded and are outside, shadows are pitch black. It’s a little odd but zeds can completely be in the darkness and you might not be able to see them.  Really painful in the burnt forest/wasteland as it’s already really dark there. I almost didn’t release it for a20 as a20 does a good job by default. 
 

- one hour of daylight. There are about 2 other mods I know of that do this, but basically it allows you to go to 0 hours of daylight (despite the name) in the game start settings. Personally, the lowest I ever played was 2-4 hours of daylight, as it’s nice to see the daytime and it gives you some “running away time” if you get trapped.

Note that horde nights are longer the less daylight you set, and you also start the game at night if you go low enough!

I have not tested but I believe all these mods above can be added/removed mod game. They don’t add any items or anything, just setting world globals and UI time pickers.

“Craft flashlights” mod: becAuse finding a flashlight and putting it in your helmet or gun kinda destroys the darkness (as well as making lanterns) I made a mod that makes it much harder to get to flashlights or lanterns. You basically have to get all the parts, then craft them. The parts are hard to find (if it still works properly with the existing loot tables). 
 

hopefully eventually I’ll be able to make the flashlight batteries “die” over time, so finding/crafting them might be made a little easier, and xyth mentioned a way to do it with car batteries… I might attempt this once I see how the other “degrade item” mods work once they get converted to a20.  I also wanted to figure out a way to make them “have varying degrees of brightness” so your first crafted ones might be very dim based on parts quality or something. 
 

anyway: glad you like the weather/darkness “challenge”! I like it too as it kinda keeps you amped up a bit as you can’t hear/see we’ll, so zeds can kinda get the jump on you at weird times.

 
Nice to know that you're still keeping them all up to date Dough: You've had a some of them around for a few years - I still have your "Daylight Hours" and Core mods in my A17 archive, and probably in A16 too...  I think Eihwaz had a "True Darkness" mod at that time too. There's a lot to play with.
A working Darker Inside will be great - but especially if it could be modified to recognise "underground" or "bunker"  When one is forty feet down,  it's quite bizarre to "see" dawn coming at 3:45. 
Darker nights: It'll give us "wanna-be" modders a new tool to play with!   I'm ok with this darkness - just messing around with your A19 version really!
And batteries that need charging. Needed too. I think Subquake may have something like it: it's been a while.
Anyway - enough of "long-winded" me. I'm sure there are thousands looking forward to seeing what's ahead from you for A20.
Thanks again Dough!

ATB.

 

 
@RBN: I lied, I was able to get to it sooner.  I scoured the mod a bit closer this time and found 2 items that were renamed in a20.  Hopefully I got them all :)   The updated version has been uploaded to github just now.

"action figures,etc  could be placed like decorations": Welll.. currently they are just the images of the the large (human sized) "mannequin blocks" so if they were placed they would be huge (and they're action figures).  To make them placeable I'd have to add 3D models and that would "break" the mod for servers, which I'm trying to not do.  Maybe I can come up with something, but no promises on this one :)
Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry. Then just make a spawner block and make that found item that, so you place it and it gives the preview of the spawner block which you can use the mannequin block to create i think so you can see facing and then place the block and the tiny version will spawn into that space.

edit- maybe even use the umazombie template for this so you can use the player archetypes and make action figures out of each of those.

Also, while i know this isn't your problem to deal with I'm at the point where i have to admit i may not have enough understanding to fix this particular issue. I've got the UI add 5 recipe slots mod installed and a larger backpack mod. I setup the inspect panel to match the width of the new backpack size, but i keep struggling to fix the layout of the ingredients list to match the new size of 807 for the backpack window. 251570_20220105065427_1.png

Any help or guidance would be greatly appreciated.

 
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I’ve been wondering how those “blended” maps look, I haven’t tried them yet, sounds like they work really well!

I’m hoping to get the “dirt” back as I really miss it, and on my system it “hides” the fact my graphics setting are so low that things don’t render in the distance, so I will be trying to fix it :)

FYI: I usually update this forum with “status” when I make several or major mod changes, so if I can get it fixed it will be posted here.  Currently I’m trying to balance the loot in my “you’ve got mail” mod as it’s really messed up in a20. Everything is supposed to be “rare” and every container I open has like 6 items in it… totally not how it’s supposed to be :)
You've got mail is awesome. I love that every other container is full of mostly junk items that will fill your inventory. However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability.  And if instead of using a prob number you used something like 

loot_prob_template="ProbT0"


then the items will show up low prob first few levels and grow until level 60 or so where it will drop off until level 65 where you will not find them anymore.

 
Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry.
interesting. I had not thought of that.  I haven't messed with the limits of how small something can get....... I'll see if this works.  Even if they're "kinda big" (not literal action figure size) it would still be neat.  I know there was a mod that had the "put an immovable zombie down as a trophy" so maybe I can pull from that one.

I've got the UI add 5 recipe slots mod installed and a larger backpack mod.
Yeah, the add 5 slots mod was a struggle for me.  I don't know how people are making the nice UI's (I would love to know how they're doing it) but I was literally making a change, loading the game, shutting it down, making a change, reloading... ugh... That mod has several things you have to mess with to make it even look remotely "normal".  I can't promise anything but I'll see if I can make it (or make a second one) compatible with the larger backpack. What is the larger backpack mod you are using?

You've got mail is awesome.
Thanks!

However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability.
Thanks again!  I will definitely try this.  I really wanted to get this working normally again. I really wish TFP added just a smidge of documentation in the loot.xml to explain what changed and how to convert to their new system, but I didn't examine too closely, just tried to merge it in with some of their named loot probabilities.  I have been testing in a game with a lot of other peoples mods and it appears several mods are also "broken" like mine.  waaaaaay too much loot (and repetitive loot, same stuff in every similar container) in everything.

 
Yeah that's because they are in the container and that makes them first in order of operations to check if they are selected to fill the count called for by the container. Then it moves on to the groups, because most of them are an unlisted perfect split probability balance that then calls on it's own list with weighted probability up to its count list, except when items are now throwing that balance off with their specific probability. Many of those lootgroups listed in the lootcontainers are in fact lists of more finely detailed lootgroups. Easiest fix is just finding a common item from the a19 container and seeing what group its in now and which one is the right fit if multiple is called on by the blocks you want it calling on. 

 
Mod Doughs-UI-Hide-TheDayAndTime

Hello.

Code:
Excuse me if I have not read all the pages, but I am not an English speaker.
I've been looking for a mod for a long time to stop showing days in the game.
Your mod is fantastic, but I want to let the hours and mintutes show.
What should I change in your file please?
Thanks in advance.
Code:
<configs>
  <!--
  Remove the day and time from under the compass
  Cannot make blank or a space :(
  Make it an arrow pointing to the compass....Its ugly, but it works for now.
  -->
  <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>

  <!-- This wipes out the map bottom left hand corner navigation data
  AND also seems to trigger it all to work properly!? otherwise you can still see the map kinda
  -->
  <set xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/sprite[@name='dayTimeIcon']/@color">[transparent]</set>
  <setattribute xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/label[@name='dayTimeLabel']" name="color">[transparent]</setattribute>
</configs>
 
Mod Doughs-UI-Hide-TheDayAndTime

Hello.

Excuse me if I have not read all the pages, but I am not an English speaker.
I've been looking for a mod for a long time to stop showing days in the game.
Your mod is fantastic, but I want to let the hours and mintutes show.
What should I change in your file please?
Thanks in advance.

Code:
<configs>
  <!--
  Remove the day and time from under the compass
  Cannot make blank or a space :(
  Make it an arrow pointing to the compass....Its ugly, but it works for now.
  -->
  <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>

  <!-- This wipes out the map bottom left hand corner navigation data
  AND also seems to trigger it all to work properly!? otherwise you can still see the map kinda
  -->
  <set xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/sprite[@name='dayTimeIcon']/@color">[transparent]</set>
  <setattribute xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/label[@name='dayTimeLabel']" name="color">[transparent]</setattribute>
</configs>

@noname835 I'm going to make a **guess** as I cannot test right now, but I believe you should change this line:

<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>


to this:

<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">{timetitle}: {time}</set>




If this does not work, let me know!

 
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@noname835 I'm going to make a **guess** as I cannot test right now, but I believe you should change this line:

<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>


to this:

<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">{timetitle}: {time}</set>




If this does not work, let me know!
Code:
It's fantastic, it works, thank you very much for such a quick response.
 
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