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Stallionsden Mods & Modlets

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@stallionsden

I pulled in your latest patch for the "invisible animal fix" and edited the values to the following:

Code:
<stallionsden>
<remove xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsForest']"></remove>
<remove xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsDesert']"></remove>
<remove xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsSnow']"></remove>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='EnemyAnimalsWasteland']/@respawndelay">1</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='EnemyAnimalsWasteland']/@maxcount">2</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>

<insertAfter xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='ZombiesBurntForest']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='SnowZombies']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='ZombiesWastelandNight']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>
</stallionsden>
After loading into a new game I am surrounded by 10+ friendlies and 5+ enemies (not counting zombies). Am I misinterpreting the values here? I figured I should be getting 8 zombies, 2 enemy animals, 2 friendly animals per biome with the above settings.

 
Last edited by a moderator:
@stallionsden
I pulled in your latest patch for the "invisible animal fix" and edited the values to the following:

Code:
<stallionsden>
<remove xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsForest']"></remove>
<remove xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsDesert']"></remove>
<remove xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsSnow']"></remove>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@respawndelay">1</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='EnemyAnimalsWasteland']/@respawndelay">1</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsAll']/@respawndelay">3</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='EnemyAnimalsWasteland']/@maxcount">2</set>

<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>
<set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">2</set>

<insertAfter xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='ZombiesBurntForest']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='SnowZombies']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>

<insertAfter xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='ZombiesWastelandNight']">
<spawn maxcount="8" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>
</stallionsden>
After loading into a new game I am surrounded by 10+ friendlies and 5+ enemies (not counting zombies). Am I misinterpreting the values here? I figured I should be getting 8 zombies, 2 enemy animals, 2 friendly animals per biome with the above settings.
You have enemy animals spawning every 1 in game day.

You have friendlies spawning every 3 days.

Then you have 2 enemy animals spawning at a time.

And then you have 8 friendlies spawning at a time per day.

The respawn values is how many days til an animal respawns. so if you kill a enemy animal it shouldn't spawn another theoretically if the code is working as intended til the next day. However you stand in a section bordering 2 or more sections it could have a few enemy animals or friendlies.

The max alive is how many animals alive per section at a time per day so down the bottom for example you have 8 spawning every in game day.

Adjust the respawning up and reduce the max alive down. Also go into the entitygrouos and lower the probs of each or increase the ones you want more of.

Ofc may not see changes instantly if you in the same area after making these changes.

 
Last edited by a moderator:
I guess I am a bit confused on the wording. What is the difference between the following two pieces?

Code:
<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">1</set>

<insertAfter xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="1" respawndelay="2" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>
 
I guess I am a bit confused on the wording. What is the difference between the following two pieces?

Code:
<set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='FriendlyAnimalsAll']/@maxcount">1</set>

<insertAfter xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']">
<spawn maxcount="1" respawndelay="2" time="Any" entitygroup="FriendlyAnimalsAll" />
</insertAfter>
Oh nothing lol they are the same... I will update my mistake all you need to do with the friendlies is edit the existing code of respawndelay and maxcount not drag the friendly ones up. The enemy ones tho you are required to drag up to change the values.

 
UPDATE INVISIBLE ANIMAL FIX

Thanks to born2bagamer.

I removed non required code from the commented out (green) section.

Had a double up of code. simply edit the respawn values and maxcount values in the friendly animals section so this part -

<insertAfter xpath="/spawning/biome[@name=pine_forest]/spawn[@entitygroup=ZombiesAll]">


<spawn maxcount="4" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />



</insertAfter>


 


<insertAfter xpath="/spawning/biome[@name=desert]/spawn[@entitygroup=ZombiesAll]">



<spawn maxcount="4" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />



</insertAfter>


 


<insertAfter xpath="/spawning/biome[@name=burnt_forest]/spawn[@entitygroup=ZombiesBurntForest]">



<spawn maxcount="4" respawndelay="1" time="Day" entitygroup="FriendlyAnimalsAll" />



</insertAfter>


 


<insertAfter xpath="/spawning/biome[@name=snow]/spawn[@entitygroup=SnowZombies]">



<spawn maxcount="4" respawndelay="1" time="Any" entitygroup="FriendlyAnimalsAll" />



</insertAfter>


 


<insertAfter xpath="/spawning/biome[@name=wasteland]/spawn[@entitygroup=ZombiesWastelandNight]">



<spawn maxcount="4" respawndelay="1" time="Day" entitygroup="FriendlyAnimalsAll" />



</insertAfter>


And ignore these 2 sections -

<!-- FRIENDLY ANIMALS ALL BIOMES RESPAWN DAYS -->


<!-- <set xpath="/spawning/biome[@name=pine_forest]/spawn[@entitygroup=FriendlyAnimalsAll]/@respawndelay">1</set>



<set xpath="/spawning/biome[@name=desert]/spawn[@entitygroup=FriendlyAnimalsAll]/@respawndelay">1</set>



<set xpath="/spawning/biome[@name=burnt_forest]/spawn[@entitygroup=FriendlyAnimalsAll]/@respawndelay">1</set>



<set xpath="/spawning/biome[@name=wasteland]/spawn[@entitygroup=FriendlyAnimalsAll]/@respawndelay">1</set>



<set xpath="/spawning/biome[@name=snow]/spawn[@entitygroup=FriendlyAnimalsAll]/@respawndelay">1</set> -->


&

<!-- FRIENDLY ANIMALS ALL BIOMES MAX SPAWNS -->


<!-- <set xpath="/spawning/biome[@name=pine_forest]/spawn[@entitygroup=FriendlyAnimalsAll]/@maxcount">4</set>



<set xpath="/spawning/biome[@name=desert]/spawn[@entitygroup=FriendlyAnimalsAll]/@maxcount">4</set>



<set xpath="/spawning/biome[@name=burnt_forest]/spawn[@entitygroup=FriendlyAnimalsAll]/@maxcount">4</set>



<set xpath="/spawning/biome[@name=wasteland]/spawn[@entitygroup=FriendlyAnimalsAll]/@maxcount">4</set>



<set xpath="/spawning/biome[@name=snow]/spawn[@entitygroup=FriendlyAnimalsAll]/@maxcount">4</set> -->





If you havent draged this up then you no need to worry. As only the enemy animal respawn and maxcount ones shopuld be used to drag up and edit etc since the friendly animals are already there.

Silly error on my part

 
Ahh I see haha. Well, I just started another fresh game with maxcount set to 1 for friendlies and respawndelay set to 2. I logged in and seen at least 4 friendlies in a single biome. Is the maxcount per type of friendly (rabbit, deer, etc.)? Or is it supposed to be 1 friendly randomly from the FriendlyAnimalsAll?

I am trying to figure out a combo that leaves me with a single friendly in each biome with a respawn of 2 days. Just an attempt to tone down the availability of easy meat. Even with 2-3 per biome seems to make things too easy.

 
Ahh I see haha. Well, I just started another fresh game with maxcount set to 1 for friendlies and respawndelay set to 2. I logged in and seen at least 4 friendlies in a single biome. Is the maxcount per type of friendly (rabbit, deer, etc.)? Or is it supposed to be 1 friendly randomly from the FriendlyAnimalsAll?
I am trying to figure out a combo that leaves me with a single friendly in each biome with a respawn of 2 days. Just an attempt to tone down the availability of easy meat. Even with 2-3 per biome seems to make things too easy.
It spose to be random animal per section. I say section not biome as the biome can be huge and have many sections. So the values reflect a section which could mean you have many sections per biome therefore the counts increase as i mentioned before you could be bordering on 3 or 4 sections and then those sections come into play.

It would be much better if you could set the code for per biome but atlas i believe many factors do factor into the amount of animals you have for example the noise you make (chopping trees killing zs etc) can bring more enemy animals.

But did you edit the probs in the entitygroups to to lower them altho the game will still choose the amount thats gonna spawn and the chance of said animal spawning etc. but you can have many rabbits and chickens but fewer deer etc if you so wish as chickens and rabbits are harder to kill lol one can easily ignore them.

But yeh its a matter of playing around with the values to suit your game play. and settling on how you feel which is why i put the code down under (in green) so you can set it to your way and others theirs) Minus my boo boo lol

 
It spose to be random animal per section. I say section not biome as the biome can be huge and have many sections. So the values reflect a section which could mean you have many sections per biome therefore the counts increase as i mentioned before you could be bordering on 3 or 4 sections and then those sections come into play.
It would be much better if you could set the code for per biome but atlas i believe many factors do factor into the amount of animals you have for example the noise you make (chopping trees killing zs etc) can bring more enemy animals.

But did you edit the probs in the entitygroups to to lower them altho the game will still choose the amount thats gonna spawn and the chance of said animal spawning etc. but you can have many rabbits and chickens but fewer deer etc if you so wish as chickens and rabbits are harder to kill lol one can easily ignore them.

But yeh its a matter of playing around with the values to suit your game play. and settling on how you feel which is why i put the code down under (in green) so you can set it to your way and others theirs) Minus my boo boo lol
Ah, that makes much more sense. I thought it was per biome. I will set everything to 1 maxcount and also set the larger friendlies to a smaller probability.

Thanks for your work and for the clarification stallionsden.

 
Ah, that makes much more sense. I thought it was per biome. I will set everything to 1 maxcount and also set the larger friendlies to a smaller probability.
Thanks for your work and for the clarification stallionsden.
No worries ty and sorry for the mistake lol and the confusion.

 
UPDATE OPEN DOOR SYNDROME

FIXED issues with the containers where you craft a cabinet and place items inside and go to close it and it goes to open state losing all your items placed.

ADDED

New craftable containers matching the ones that you loot in the world however do not go to open state.

Added recipes for each container added

Removed vanilla recipes for containers that go to open state after looting.

 
Any chance of getting the tallon mod for generic ammo to work with the firearms mod? Perhaps an addon modlet to add them to the respective ammo boxes?

Will admit I haven't read the whole thread, just wanted to ask. If it's been asked before, sorry.

-- Lana

 
Any chance of getting the tallon mod for generic ammo to work with the firearms mod? Perhaps an addon modlet to add them to the respective ammo boxes?
Will admit I haven't read the whole thread, just wanted to ask. If it's been asked before, sorry.

-- Lana
Is this what you're wanting?

I made a quick version with the firearms modlet ammo added for you. I just used the generic ammo box icon for all of them for now. Also, I haven't done much balancing, only reduced droprate of the very rare gold ammo, since I noticed that had a very low chance of dropping in Mayics mod. Plus amount of ammo you get from the boxes should probably be tweaked, but I havent actually gotten around to try the firearms mod yet, as I've been busy lately. So not really sure what a good balance would be. Hopefully get to play around with that today tho, and can make some adjustments later if needed :)
View attachment 27309
 
Also @stallionsden - There's a mod to make cars respawn. In the XML they make the item "grow" over the course of the respawn timer. So you could have your own cabinets that "grow" into unsearched cabinets in 60 minutes or whatever the loot respawn is. Just a suggestion since I saw it in S420's car mod. That would not only allow you to have open doors when things are searched so you know, but also allow you to have them close and appear fresh to open again when they have stuff.

-- Lana

 
Also @stallionsden - There's a mod to make cars respawn. In the XML they make the item "grow" over the course of the respawn timer. So you could have your own cabinets that "grow" into unsearched cabinets in 60 minutes or whatever the loot respawn is. Just a suggestion since I saw it in S420's car mod. That would not only allow you to have open doors when things are searched so you know, but also allow you to have them close and appear fresh to open again when they have stuff.
-- Lana
Thanks erraticEngineer I shall look into it for sure :-)

But who refills then lol :-P

 
Last edited by a moderator:
Sasquatch from State of Decay 2, Crazy Jake, or Trader Joel's people are out being good samaritans.

*puts on tinfoil hat* Or the lizard people.

-- Lana. :D

 
Sasquatch from State of Decay 2, Crazy Jake, or Trader Joel's people are out being good samaritans.
*puts on tinfoil hat* Or the lizard people.

-- Lana. :D
Lol

On a side note not having much luck atm with the respawn. They work but they don't very inconsistent atm. Some respawn others don't next the ones that didn't spawn respawn and the ones that did don't lol. Still going tho sure will sort something

 
From what I've seen if you can search it and have the on search destroy it and replace it with your growable, which looks like open cabinets, and then have it grow into a helper (the one that determines if it'll be lootable again) it would work, but that's just going off of S420's mod for cars.

The timing isn't going to line up with days, it'll line up with whenever it was "broken" or "harvested" because it's acting like a plant.

So the workflow for searchables that have doors should go:

Helper -> Search (If helper returned true) -> search breaks the object (like supply crates) into an open cabinet with a growth parameter -> set the growth period to like one minute for testing -> growth into helper -> helper returns true or false.

Eventually this means that POIs will be unlootable as helpers won't always return true but it would close ones that can be searched again.

I kind of want to tinker with it myself, but I'm lazy as I said in my other thread, I want to play. though getting 2m exp per level is kind of stunting that. :p

-- Lana

 
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