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Thread: Stallionsden Mods & Modlets

  1. #16
    Tracker Baobab's Avatar
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    Quote Originally Posted by stallionsden View Post
    Added Combine feature to the backpack in modlet form.
    Great thx, all Windows are good, but if you in the charcter window it appears right buttom,is this fixeble ?

  2. #17
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    Deleted
    Last edited by stallionsden; 11-26-2018 at 01:45 AM.

  3. #18
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    Quote Originally Posted by Baobab View Post
    Great thx, all Windows are good, but if you in the charcter window it appears right buttom,is this fixeble ?
    It is fixable lol. Sorry didnt read your question correctly. In windows.xml search for windowscombine and play around with the pos

  4. #19
    Reconstructionist Exxodous's Avatar
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    Quote Originally Posted by stallionsden View Post
    Simply download, unzip and place in MODS folder located in main game directory
    Where is this MODS folder? I can't seem to find it.

  5. #20
    Guppycurian Forum Whore Guppycur's Avatar
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    Make one.

    7 days to die/mods

  6. #21
    Hunter
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    i really like the concept of the pallet modlet, since you would assume that some of those pallets would have something usable in them (other than breaking them down for raw resources like stone and iron), but i dont even know where to begin on balancing. As someone said above, like 4 pallets filled my inventory with end game items like mil armor and full vehicles.

    I even tried to set all of the pallets to a count of 0,1 or 0,2 and although some were empty, most were still overpowered. Maybe i will try to put the lists aside and try to fill them with junk/trash mostly and a small chance of a single "nicer" item. maybe i can keep the lists you have and just add a few high probability junk items...since i "think" that the loot lists use weighted average for the probability (like if you have 4 items with 0.05 each...there is not an 80% chance of nothing...each basically changes to 25% since there are 4, it will keep rolling until it gives you the number of items you define)

    More research is needed...or someone who know better how the loot stuff works now/before

  7. #22
    Reconstructionist Exxodous's Avatar
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    Quote Originally Posted by Guppycur View Post
    Make one.

    7 days to die/mods
    So by dropping the modlet (the unzipped folder StanllionsDenHomeBrewing for example) into the folder it will automatically be used by the game instead of replacing or modifying files like we used to?

    Thanks for the reply Guppy and to Stallion for updating the OP
    Last edited by Exxodous; 11-26-2018 at 02:25 AM.

  8. #23
    Guppycurian Forum Whore Guppycur's Avatar
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    Yep, and this way, assuming the modded xml doesn't change, the mods will work after updating the game. Modders and mod users win. =)

  9. #24
    Tracker Baobab's Avatar
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    Quote Originally Posted by stallionsden View Post
    It is fixable lol. Sorry didnt read your question correctly. In windows.xml search for windowscombine and play around with the pos

    A17.0_2018-11-26_04-52-49.jpg


    its only the character window , all other are fine. do i play in your mod or in A17 to find the correct position ?
    Last edited by Baobab; 11-26-2018 at 03:59 AM. Reason: screen

  10. #25
    Colony Founder LuckyStar's Avatar
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    Stallion,

    I have a question about making modlets.

    So if I wanted to adjust say a stack size of honey:


    <append xpath="/items/item[@name='foodHoney']">
    <property name="Class" value="what goes here?" />
    <property name="Stacknumber" value="100" />
    </append>

    Kinda thing?

    Also... what about adding entire items/recipes/buffs etc?

    I'd like to mod the @#$% out of A17 and would prefer to do it in modlet[s] rather than have to re-edit XML's every time the game updates.

    Any help you could offer would be appreciated, and of course, I would offer those modlets to you.
    I've got some pretty cool crops/food items/recipes/tools/weapons... and many other things than you might find interesting.

  11. #26
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    Quote Originally Posted by LuckyStar View Post
    Stallion,

    I have a question about making modlets.

    So if I wanted to adjust say a stack size of honey:


    <append xpath="/items/item[@name='foodHoney']">
    <property name="Class" value="what goes here?" />
    <property name="Stacknumber" value="100" />
    </append>

    Kinda thing?

    Also... what about adding entire items/recipes/buffs etc?

    I'd like to mod the @#$% out of A17 and would prefer to do it in modlet[s] rather than have to re-edit XML's every time the game updates.

    Any help you could offer would be appreciated, and of course, I would offer those modlets to you.
    I've got some pretty cool crops/food items/recipes/tools/weapons... and many other things than you might find interesting.
    haha lol I am new to xpath to lol. Have you got discord. WIll see Sir Guppy on adding you once you have discord. ALso at the top of the mods section is xpath explanation guide I am sure is useful

  12. #27
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by LuckyStar View Post
    Stallion,

    I have a question about making modlets.

    So if I wanted to adjust say a stack size of honey:


    <append xpath="/items/item[@name='foodHoney']">
    <property name="Class" value="what goes here?" />
    <property name="Stacknumber" value="100" />
    </append>

    Kinda thing?

    Also... what about adding entire items/recipes/buffs etc?

    I'd like to mod the @#$% out of A17 and would prefer to do it in modlet[s] rather than have to re-edit XML's every time the game updates.

    Any help you could offer would be appreciated, and of course, I would offer those modlets to you.
    I've got some pretty cool crops/food items/recipes/tools/weapons... and many other things than you might find interesting.
    Should just be this for honey.

    Code:
    <set xpath="/items/item[@name='foodHoney']/property[@name='Stacknumber']/@value">newvaluehere</set>
    Adding a new item would be like this.

    Code:
    	<append xpath="/items">
    		<!-- Adding the lockpick item -->
    		<item name="toolLockpick">	
    		<property name="Tags" value="knife,melee,light,tool,lockpick"/>
    		<property name="CustomIcon" value="Lockpick" />
    		<property name="DisplayType" value="meleeRepairTool"/>
    		<property name="HoldType" value="36"/>
    		<property name="Meshfile" value="Items/Weapons/Melee/Knives/boneShivPrefab"/>
    		<property name="Material" value="Mmetal"/>
    		<property name="RepairTools" value="resourceScrapIron"/>
    		<property name="EconomicValue" value="5"/>
    		<property name="EconomicBundleSize" value="1"/>
    		<property name="SellableToTrader" value="false"/>
    		<property name="DegradationBreaksAfter" value="false"/>
    		<property name="SoundJammed" value="ItemNeedsRepair"/>
    		<property name="SoundDestroy" value="wooddestroy1"/>
    		<property class="Action0">
    			<property name="Class" value="Repair"/>
    			<property name="Delay" value="1"/> 
    			<property name="Repair_amount" value="100"/>
    			<property name="Upgrade_hit_offset" value="0"/>
    			<property name="Sound_start" value="repair_block"/>
    			<property name="Allowed_upgrade_items" value="toolLockpick"/>
    			<property name="UsePowerAttackAnimation" value="false"/>
    		</property>
    		<property class="Action1"> 
    			<property name="Class" value="Repair"/>
    			<property name="Delay" value="1"/> 
    			<property name="Repair_amount" value="100"/>
    			<property name="Upgrade_hit_offset" value="0"/>
    			<property name="Sound_start" value="repair_block"/>
    			<property name="Allowed_upgrade_items" value="toolLockpick"/>
    			<property name="UsePowerAttackAnimation" value="false"/>
    		</property>
    		<effect_group name="Base Effects">
    			<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
    			<passive_effect name="BlockRange" operation="base_set" value="3"/>
    			<passive_effect name="EntityDamage" operation="base_set" value="0"/> 
    			<passive_effect name="BlockDamage" operation="base_set" value="26"/>
    			<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> 
    			<passive_effect name="DamageModifier" operation="perc_add" value="-.3" tags="stone"/>
    			<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
    			<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
    			<passive_effect name="StaminaLoss" operation="base_set" value="14" tags="primary"/>
    			<passive_effect name="DegradationMax" operation="base_set" value="70,200" tier="1,6"/>
    			<passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/>
    			<passive_effect name="ModPowerBonus" operation="perc_add" value=".15" tags="EntityDamage,BlockDamage"/>
    			<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
    		</effect_group>
    		<property name="Group" value="Tools/Traps,Basics"/>
    		<property name="ActionSkillGroup" value="Construction Tools"/>
    		<property name="CraftingSkillGroup" value="craftSkillTools"/>
    		<property name="RepairExpMultiplier" value="5.5"/>
    		</item>	
    	</append>

  13. #28
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    Quote Originally Posted by Dracos99 View Post
    i really like the concept of the pallet modlet, since you would assume that some of those pallets would have something usable in them (other than breaking them down for raw resources like stone and iron), but i dont even know where to begin on balancing. As someone said above, like 4 pallets filled my inventory with end game items like mil armor and full vehicles.

    I even tried to set all of the pallets to a count of 0,1 or 0,2 and although some were empty, most were still overpowered. Maybe i will try to put the lists aside and try to fill them with junk/trash mostly and a small chance of a single "nicer" item. maybe i can keep the lists you have and just add a few high probability junk items...since i "think" that the loot lists use weighted average for the probability (like if you have 4 items with 0.05 each...there is not an 80% chance of nothing...each basically changes to 25% since there are 4, it will keep rolling until it gives you the number of items you define)

    More research is needed...or someone who know better how the loot stuff works now/before
    yeh I agree with you however i have lowered the counts to 1 or 2 items however it seems to be doubling the amount each time. it happens with other things to. I wanted at first like one or 2 maybe 3 random items appear but seems more are appearing in them, I will tinker with it some more hopefully i have succes

    here is a snipet of the pallet code -

    <lootgroup name="palletWhiteBagsBaseStash" count="2">
    <item name="terrStone" count="1,15" prob="0.05" />
    <item name="terrSidewalk" count="1,15" prob="0.05" />
    <item name="terrDirt" count="1,15" prob="0.05" />
    <item name="terrSand" count="1,15" prob="0.05" />
    <item name="terrSandStone" count="1,15" prob="0.05" />
    <item name="terrGravel" count="1,15" prob="0.05" />
    <item name="terrAsphalt" count="1,15" prob="0.05" />
    <item name="terrConcrete" count="1,15" prob="0.05" />
    </lootgroup>

    edit the count -

    <lootgroup name="palletWhiteBagsBaseStash" count="1">
    <item name="terrStone" count="1,15" prob="0.05" />
    <item name="terrSidewalk" count="1,15" prob="0.05" />
    <item name="terrDirt" count="1,15" prob="0.05" />
    <item name="terrSand" count="1,15" prob="0.05" />
    <item name="terrSandStone" count="1,15" prob="0.05" />
    <item name="terrGravel" count="1,15" prob="0.05" />
    <item name="terrAsphalt" count="1,15" prob="0.05" />
    <item name="terrConcrete" count="1,15" prob="0.05" />
    </lootgroup>

    change all those counts.

    then go to loot.xml and go to the lootcontainers 108 onwards and add this after the container that group is calling - prob=".5"

    so each container should look like this -

    <lootcontainer id="108" count="1" size="11,17" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    <item group="palletWhiteBagsBaseStash" prob=".05" />
    </lootcontainer>

    hopefully that will reduce the amount that spawns in the pallets.

    I will update also after some testing
    Last edited by stallionsden; 11-26-2018 at 12:10 PM.

  14. #29
    Colony Founder LuckyStar's Avatar
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    Quote Originally Posted by stallionsden View Post
    haha lol I am new to xpath to lol. Have you got discord. WIll see Sir Guppy on adding you once you have discord. ALso at the top of the mods section is xpath explanation guide I am sure is useful
    Thanks.

    Once I've gotten a little sleep I'll have a look and see if I can't figure this all out.

    Since making POI's in the editor atm is out of the question, may as well get modding A17.
    Might even restart my server for people with anxiety.
    [I know right? Let's play a survival game. No stress there.]

  15. #30
    Inventor wolverine576's Avatar
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    Quote Originally Posted by LuckyStar View Post
    Thanks.

    Once I've gotten a little sleep I'll have a look and see if I can't figure this all out.

    Since making POI's in the editor atm is out of the question, may as well get modding A17.
    Might even restart my server for people with anxiety.
    [I know right? Let's play a survival game. No stress there.]
    I made a few new items, with recipes and added to loot, if you want to check them out here

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