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FarmLifeMod

Everything is all squashed! I'll be releasing an update probably tomorrow or Friday for my modlet. I went ahead and renamed a bunch of things, and downloaded Stasis's modlet and ran through everything on my end, and we seem to be golden! :D
I know Stasis is updating a few things, and I sent him over a master list of all my unity asset names for once he dives into that aspect :D All of our work should now work nicely together now.

I'm very glad we had the chance to work together and mesh this out for everyone. Stasis, thankyou once again for being so receptive, and working with me :) I'll be sure to add a special note at the top of my readme's stating our work now works together.
Thanks Jayic. Shoot me your official link and I’ll add it to my readme files!

 
This right here is why modders are the best. Cooperation, sharing ideas, this stuff is what makes for amazing mods that blow away anything the "vanilla" version of a game has. I don't mean to take anything away from developers by any means, but they're in BUSINESS, and deadlines/cost/profit are the ultimate limits to what they can do, the game MUST come out in order to get paid, and often they just can't make things to please everyone. Modders do this stuff as a labor of love, spending insane amounts of time and effort creating entirely new aspects of a game simply for the love of creation. Brewing my own scotch and toting around an M1 Garand have utterly changed the game for me, all thanks to you two.

You two rock, nuff said!

 
This right here is why modders are the best. Cooperation, sharing ideas, this stuff is what makes for amazing mods that blow away anything the "vanilla" version of a game has. I don't mean to take anything away from developers by any means, but they're in BUSINESS, and deadlines/cost/profit are the ultimate limits to what they can do, the game MUST come out in order to get paid, and often they just can't make things to please everyone. Modders do this stuff as a labor of love, spending insane amounts of time and effort creating entirely new aspects of a game simply for the love of creation. Brewing my own scotch and toting around an M1 Garand have utterly changed the game for me, all thanks to you two.
You two rock, nuff said!
Unless your Bethesda lol. But yes very very true :-)

 
Thanks max and everyone. It’s definitely a labor of love. I do wish some things were easier to do around modding. But that fact that the pimps make it a reasonable affair, and especially Gazz give us awesome notes, and that everyone is positive on the mod forums encourages me to push on.

I’ll be honest when I did the very first post on this thread, I just was making a ton of little modlets. When I started getting feedback it made me want to do more and more. I never thought Farm Life would become so big when I made a wheat plant.

LOL

 
I'm eager to test this but I'm a noob on github. It seems to only allow me to download if I download from root, all your mods together. Is there a way to download one by one, like the farmlife ones specifically?

thanks!

 
Modders do this stuff as a labor of love, spending insane amounts of time and effort creating entirely new aspects of a game simply for the love of creation.
haha, you've got that right! I've hundreds of hours of time just on the models and item icons. More to come though! Stasis is testing out a custom workbench I made for brewing and the verdict will be in tomorrow. I'm also working on other projects too, I'm in the process of learning Maya and 3ds Max since I want to stir away from Blender. It's not so very game-friendly. It tends to flip normals (the way a face ultimately faces. If it's flipped: that part of the asset will be see-through. Not good) which gets annoying when I open it up into Unity. Plus Unity doesnt recognize the materials that Blender puts on the mesh. Go figure, right? lol

 
Syn, your additions to FarmLife are outstanding. I've spent most of my life painting/sculpting as a hobby, and as hard as it can be, what you graphic artists go thru makes my head explode. Itr's tough enough to make a sculpture do what you need it to when its a physical object, but learning an entirely new language in order to make something on a screen just boggles me. My hat is off to you and all the other artists who make our mods look so incredible. :)

 
I'm eager to test this but I'm a noob on github. It seems to only allow me to download if I download from root, all your mods together. Is there a way to download one by one, like the farmlife ones specifically?
thanks!
The release files are posted as zips. Click into the zip link then click the green button and download as zip.

 
Hey all thought I’d give a quick update.

Work on my tool is going great and I’m exporting all my plants and trees dynamically. Just have to finish wiring up the harvest items. All trees will now drop seeds and there will no longer be recipes for tree seeds. This aligns better with vanilla trees and mixes things up from crops.

The only big thing left for me to do before I start adding new content is importing buffs and managing those with my database. The main time sinks for my work will then be fool proof! Way less time debugging and more time to focus on content.

Still not sure when v2 will be done, but when it is will be 50 new crops and trees, hundreds of new recipes, and hopefully a dozen or so new food buffs.

 
Wow , seriously keep going! i want to see more! Can't wait for V2 of your mod! good job!
Thank you :)

I have a huge update for v2 planned. It will be about 5 times the amount of content of v1 and should have lots of new icons and models. And of course very detailed and realistic crafting paths for food and drink :)

 
Syn, your additions to FarmLife are outstanding. I've spent most of my life painting/sculpting as a hobby, and as hard as it can be, what you graphic artists go thru makes my head explode. Itr's tough enough to make a sculpture do what you need it to when its a physical object, but learning an entirely new language in order to make something on a screen just boggles me. My hat is off to you and all the other artists who make our mods look so incredible. :)
Thank you! It can get pretty confusing and does involve an intense amount of time and patience. I've been working with computer graphics for the vast majority of my life and I'm still learning a tremendous deal. I just started working with 3D art and sculpting in early January this year. Still trying to figure which program suits me the best, but each have their pros and cons.

 
Hey all. Been busy and haven’t posted an update so here it is!

I’m basically to the point where I’m adding in my dynamic food/economy system. I have some spread sheet work to do for a bit to figure out how I want this to work and still be based on the way pimps do their values.

I’m also focused on adding in content now that my tool is mostly finished as well. I’ll try to have something released in the next couple of weeks probably. I need to make sure and spend a bit of time doing some testing since all the xml has changed significantly. So far things are looking great though.

Till next time!

 
I promised I'd show some screenshots of the tool I'm building. So here you go!

After fighting mindless xml errors while manually editing modlet files, and also running into limitation of the current Xpath system. I decided to write my own tool to manage all the xml files. Its been a pretty massive undertaking but now I'm able to detect things like missing recipes, icons that exist for custom items but have overrides when they shouldn't, etc..

Also I can do things like query the game's xml files and have dropdowns to prevent naming errors. And of course I can write custom migration code to bulk fix any problems when pimps change stuff :D

Screen shots below (warning I am not trying to get UX design award, this is a dev tool!)

https://github.com/stasis78/7dtd-mods/blob/master/ModLife

Thumbs here:

blocks.jpg

buffs.jpg

items.jpg

recipes.jpg

 
Last edited by a moderator:
I promised I'd show some screenshots of the tool I'm building. So here you go!
After fighting mindless xml errors while manually editing modlet files, and also running into limitation of the current Xpath system. I decided to write my own tool to manage all the xml files. Its been a pretty massive undertaking but now I'm able to detect things like missing recipes, icons that exist for custom items but have overrides when they shouldn't, etc..

Also I can do things like query the game's xml files and have dropdowns to prevent naming errors. And of course I can write custom migration code to bulk fix any problems when pimps change stuff :D

Screen shots below (warning I am not trying to get UX design award, this is a dev tool!)

https://github.com/stasis78/7dtd-mods/blob/master/ModLife

Thumbs here:

View attachment 27605

View attachment 27606

View attachment 27607

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Oh very nice. Maybe a release be good hehe. I am Sure I not the only one that wants to play with this lol

 
Oh very nice. Maybe a release be good hehe. I am Sure I not the only one that wants to play with this lol
Some day!

Right now the tool only about HALF generic, in the sense that it would work with any mod.

I have a lot of hardcoded paths and lots of Farm Life specific code.

I *do* want to make a more generic version of this for other mods, but there are a lot of issues.

First, its a Mac app. I'm not sure how many Modders here would actually even use it. LOL

Second, I can fix the path issues but making a binary release on OS X Mojave is almost impossible without signing or notarizing. This means that realistically I would just have to release the source and folks would have to use Xcode to run it. Which isn't a big deal, unless you don't really know Xcode.

Third it is all written in objective-c, my language of choice, but I'd wager a fair bit that most folks wouldn't want to touch the source code with a 10 foot pole. LOL.

That said, some day ;)

 
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