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Vanilla+ modlet collection

Not sure where to add it but would use the following code in defining the item, I think there is also a way to make a list but unsure how to do that.



Code:
<property name="DescriptionKey" value="What ever you want to write."/>
That property doesn't work like that, it allows you to show the description key that is in localization.txt and not whatever you want to type in there.

I don't think there is a way until they add localization.txt to being updated like xml with the xpath system. Until then, you will just have to post the info in the first post where your mod is and maybe in a text file that people can read that is in the mods folder.

 
Item descriptions require loc changes and it’s not anything modlets can handle currently. You need to petition the Pimps to either add an xml tag modders can use or a way to integrate with loc files. Either way no one can fix the problems magically with modlets currently. It’s giant gripe I have but would rather see pimps ship the game.

 
For Release 1.2 (@ soon™)

The startclasses

As first a explanation.

The starterclasses will come with Different Files you can swap

* No File = No Starterclasses and no Skillpoints

* Get 10 Skillpoints for crafting the bedroll

* Get 20 Skillpoints for crafting the bedroll

* All Starterclasses

* Only the 6 balanced Starterclasses

If you choose starterclasses you will get a crate when you arrive at the trader the starterquests lead you to.

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You can place this crate for random loot (What can be trash and can be really really nice)

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or you can craft a startclass

These boxes you get with each Starterclass are 5 Skillpoints each (so that you as player can decide to use them or not)

I cant change (with my knowledge) that items >Q1 have installed mods. I would have added 1-2 mods per class. But well, see it as gambling

As first 2 more special that can be deactivated (because a bit more powerfull)

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3687DBA9C00039928879C58EE4E37A37740F98FF


 
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And then 6 Classes i tried to balance that a choice is hard, they affect the startgame, but they are not so imba that you will think "Nice start in endgame"

Scrapper, wrench a few cars, make a club and Wrench and melee to the endgame

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Trader, well you can defend yourself, move arround a bit faster and you have some coins (but not really much) (and maybe people who never find beakers will prefer this)

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Soldier, hmm no vehicle, no workstation. Just what a soldier have. Have fun raiding some pois (added a Machete after i made the pictures)

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As builder you have all tools you need to start at day 1

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Start as farmer and have a working garden on day1

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The hunter, all you need as nomad ?

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Edit:

Changed the Cloth armor head from the Builder to a Mining helmet

 
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So about the respawning cars/boulders/nests etc... Why don't you use an invisible/no mesh object as the intermediate stage?

Also, what does "Respawning (over cross)" mean?

 
over cross means that these 3 different items can respawn a other item as example

Trashbag01 -> birdnest -> Birdnest -> Gore Pile -> Trashbag 05

I decided to use the bush to have something you can see and destroy.

As example if you want clean Base sourroundings

 
Sure adapt it to your wishes. (You can make your adaption public by the way, all stuff that is from me is free to use)

But my current testplay shows that this overcross is nice. Lategame you normally only harvest Birdnests and Gore piles. But because of the crossspawn you will have more and more trashbags this way and less of that you want. So you need to loot or destroy the trashbags too.

And sometimes they have nice loot ^^

 
My testplay is so far finished.

Now i try to add a (Optional) additional vending machine that offers Ammo, mods and other rare stuff rng sometimes deny you.

But leveled so that the offer is greatly different between level 1 and level 120 (well i guess i need to balance it over the Barter perk)

Someone asked to add the pillars to the undestroyable blocks, i guess i do that and the inner and outer corners for ramps too.

(I guess then we have all the necessary basic shapes ?)

If there are any requests please tell me, if not i guess i release 1.2 tomorrow

 
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OK, i will not release 1.2 Stable tomorrow. First it needs again many hours of testplay. So i release a experimental version that have the Quests that give you rare stuff overpowered to show how the rewards fit to the gameplay.

I try to make 1.2 a way that future updates will need no restarts. Sorry that this need more time as i hoped

 
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OK, i will not release 1.2 Stable tomorrow. First it needs again many hours of testplay. So i release a experimental version that have the Quests that give you rare stuff overpowered to show how the rewards fit to the gameplay.
I try to make 1.2 a way that future updates will need no restarts. Sorry that this need more time as i hoped
Take your time Deluxe. If I have enough patience for TFP, you can take your time too. :D Haste makes waste. :D

 
Question

Anyone who think adding Burning traps would be a nice idea ?

I consider the ability to make a ember pile that give low but serious Fire damage. But burns only for 45 real minutes (and can be destroyed).

Means you would need to prepare the base before each bloodmoon.

 
Me! :D

I have been looking for any modlets that add traps/defensive items/blocks to the game.

I would love to see as many choices as possible when it come to building and securing a location. :D

 
Me! :D I have been looking for any modlets that add traps/defensive items/blocks to the game.

I would love to see as many choices as possible when it come to building and securing a location. :D
Allright, i look what is possible

--------------------------------------------

Here a screen again for modder and people who want to make a own modlet or adapt my modlets

Here the locations text from quests will show up

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---------------------------------------------

The bad news

I need to rework all quests. Sadly its impossible to make a Kill 500 Zombie quest. Means i make

(Following quests are given first time the player arrive at trader)

Kill 10 Zombies -> Reward Shotgun Q2 + 30 Bullets

Kill 50 Zombies -> Reward Q2 Wrench + modDyeBrown

Kill 100 Zombies -> Reward Q2 Bicycle + Q2 Magnum + 50 Bullets

Kill 150 Zombies -> Reward Q2 Ak + 50 Bullets + Q2 Chainsaw + modDyeBrown

Kill 200 Zombies -> Reward Q2 Auger + 1 Beaker + modMeleeStructuralBrace

Kill 250 Zombies(0) -> Reward Q3 Minibike + modMeleeErgonomicGrip

(The following quests are given when the 250 quest before is finished. 250 is arround a week in a mixed gameplay)

Kill 250 Zombies(1) -> Reward Q4 Chainsaw + modDyeBrown

Kill 250 Zombies(2) -> Reward 1 Beaker + Tool n Die set + modDyeBrown

Kill 250 Zombies(3) -> Reward Q5 Motorcycle + modDyeBrown

Kill 250 Zombies(4) -> Reward Q5 Auger + modDyeBrown

Kill 250 Zombies(5) -> Reward Q6 Truck + modDyeBrown

Kill 250 Zombies(6) -> Reward Q6 AK + Rad remover Mod + modDyeBrown

Kill 250 Zombies(7) -> Reward Q6 Gyrocopter + modDyeBrown

(until here 2000 Zombiekills, should be week 8+-2)

At least thats the current plan

 
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So i share my to do list (i hope for today) until i release 1.2 experimental

* Soldier startclass i add a Q4 machete

* Write the long term quests again

* Add ember pile traps

Anyone ideas, wishes suggestions ?

 
You can do a kill 500 zombies quest line. Just make a quest that is kill 250 zombies and call it part 1 and have a second quest that is called when the part 1 ends that is also kill 250 zombies and call it part 2 and that one gives the reward when you are done. A little more cumbersome but it will work, at least I am fairly sure it will work as long as quests can still call other quests. Since the original setup quest line calls the other quest parts, it should be doable.

 
You can do a kill 500 zombies quest line. Just make a quest that is kill 250 zombies and call it part 1 and have a second quest that is called when the part 1 ends that is also kill 250 zombies and call it part 2 and that one gives the reward when you are done. A little more cumbersome but it will work, at least I am fairly sure it will work as long as quests can still call other quests. Since the original setup quest line calls the other quest parts, it should be doable.
Thats what i currently do, at least until 2000 Kills, then theres the next problem by a max lenght of 8 for a questline.

But i appreciate the feedback. Currently i testplay the quests until 250 kills

After 2000 kills i maybe make a semi questrow by a questitem as reward but thats only a thought until now

Before that i need a testgame until arround week 10

 
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Testing looks good (still some issues but these i solve currently)

But want to share some pics ^^

At 250 kills what should mean end of week 1

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The fibers to divide the rewards

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Wuut zombies, i saw no zombies

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Well, except for the ember trap i have all done for a 1.2 Experimental release.

But for me its too late today.

So i go to bed and testplay all the stuff a last time tomorrow/in 10-12 Hours. And MAYBE fix the firetrap (sadly i doubt it) before i upload it.

I saw 2 issues for my to do list

* Firetrap buff works not as intended (and all firebuffs in the vanilla game are too strong or too weak)(i aim for arround 5 Zombiekills one fire can cause)

* Some zombies are not counted for the quests, but i am sure i added all to the lists, i guess i need to check that again

 
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