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| #Post#: 12624-------------------------------------------------- | |
| Anyone have modding suggestions? | |
| By: Wolfenix Date: June 12, 2018, 3:37 pm | |
| --------------------------------------------------------- | |
| I'm going to be putting some time and effort into modding some | |
| things into (or out of) Ground Zero. I've touched base with MM | |
| and he gave me permission to get some discussion going. | |
| What I'm interested in (descending priority): | |
| 1. A17 compatibility! I'm not interested in modding skills, gun | |
| parts, qualities, or anything that is being drastically changed | |
| in the new alpha. | |
| 2. Anti-exploits. There are currently several minor loop holes | |
| in the game that I intend to close op. I know there are plenty | |
| of people that would rather keep these things in existence | |
| because they are convenient, but I'm asking you to come forward | |
| and confess knowledge of various things that can be exploited. | |
| For example, things like the wood log exploit are silly and | |
| easily fixed with a few minor recipe or harvest adjustments. | |
| 3. Quality of Life tweaks. Again, I'm not aiming to make the | |
| game easier. There are a few things that make sense, though. | |
| Being able to craft cans (we can make buckets but not cans?) at | |
| a workbench, for example. Removing the fire particle from | |
| flaming arrows so we can actually aim with them. | |
| 4. Balance changes. Think things are too weak or too strong? | |
| Talk about it here. | |
| 5. Adding content. I already have a few interesting ideas. | |
| Adding content is NOT an easy task when working only with XML | |
| files. Please keep this in mind when making suggestions, but if | |
| you've though "I feel like there really should be a thing that | |
| does the thing" let me know. I value my time, so simple | |
| suggestions are more likely to catch my interest. | |
| Thank you for your suggestions! | |
| #Post#: 12625-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: guest215 Date: June 12, 2018, 4:09 pm | |
| --------------------------------------------------------- | |
| What is your experience in modding? | |
| #Post#: 12626-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Madman Date: June 12, 2018, 4:16 pm | |
| --------------------------------------------------------- | |
| I want to make clear that this is just a discussion to come up | |
| with ideas for things that may or may not be implemented on our | |
| server. I will have have final say and I will be the one adding | |
| anything directly to the server files if I decide it's something | |
| we should have. When A17 drops, the server will start | |
| essentially vanilla, with very few mods if any. Then, I will | |
| slowly add those I deem fit for our server. | |
| #Post#: 12627-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Madman Date: June 12, 2018, 4:19 pm | |
| --------------------------------------------------------- | |
| [quote author=h0tr0d link=topic=2084.msg12625#msg12625 | |
| date=1528837799] | |
| What is your experience in modding? | |
| [/quote] | |
| Wolfenix asked if he could dabble and see what he can come up | |
| with. He had some ideas that he wanted to take a stab at. Far | |
| be it from me to discourage anyone from exploring their | |
| creativity. If anyone's ideas can benefit the server, then we | |
| all come out winners. :) | |
| #Post#: 12629-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Kethzen Date: June 12, 2018, 7:03 pm | |
| --------------------------------------------------------- | |
| - Slightly bigger inventory, maybe larger stacks of some items | |
| like minerals, rock, dirt and the like. | |
| - I have seen some mods around that make zombies bullet sponges | |
| while also making headshots deadlier, could be fun with fast | |
| zombies. i see how it could make day or slow zombies a walk in | |
| the park. Anything that could make engagements with npc more fun | |
| or unique would be welcome. | |
| � Non lore friendly mods with a quality of life impact: | |
| This server has made several rules to prevent server lag. So: | |
| - A mod that adds the ability to plant leafless trees could be | |
| good. Something like a seed recipe you can make from any tree | |
| seed and it would grow just a log (same growth-time and yield). | |
| It is very unrealistic but if it helps with server lag it is a | |
| price I would be willing to pay. | |
| - Better crop yield: This make seem like easy mode but let's | |
| face it, after a while we all have more food than we will ever | |
| need. This might result in smaller plots and less frequent | |
| farming cycles. This principle could also be implemented as | |
| better fertilizer yield or a new and higher form of fertilized | |
| soil. Again, easy mode but if it helps with sever integrity it | |
| may not be a big price to pay. | |
| #Post#: 12630-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Rabid Date: June 12, 2018, 7:04 pm | |
| --------------------------------------------------------- | |
| Could you add some sort of bursting flame graphic to the flame | |
| thrower? Maybe copy the one from Scorched Walkers? One would | |
| expect a weapon applying a -170hp dot to have a more visual | |
| effect. | |
| Also cops and ferals should have a better loot drop. Currently | |
| they mostly just eat ammo with very little reward. | |
| #Post#: 12632-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: KaRnAgE Date: June 13, 2018, 1:22 am | |
| --------------------------------------------------------- | |
| I would love to see a AirPoweredDartGun here is what i used this | |
| ver. uses a scope in 16.2 stable it may need some work haven't | |
| tried to use it on 16.4 also i have mods for pure colors of most | |
| cloths shirts pants shorts hats coats blue green red black | |
| yellow white and a black trench coat mod if you are interested | |
| its mainly just changing the color numbers but some items were | |
| not in the game so i made a script for them | |
| <item id="1604" name="AirPoweredDartGun"> | |
| <property name="Meshfile" | |
| value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefa | |
| b"/> | |
| <property name="Material" value="metal"/> | |
| <property name="CustomIcon" value="airPoweredDartGun" /> | |
| <property name="RepairTools" value="Co2Refill"/> | |
| <property name="HoldType" value="5"/> | |
| <property name="DegradationBreaksAfter" value="false"/> | |
| <property name="SoundJammed" value="weapon_jam"/> | |
| <property name="Attachments" value="flashlight02"/> | |
| <property name="CrosshairOnAim" value="false"/> <!-- aimTest | |
| --> | |
| <property name="CrosshairUpAfterShot" value="true"/> <!-- | |
| aimTest --> | |
| <property name="Sound_Sight_In" value="rifle_sight_in"/> | |
| <property name="Sound_Sight_Out" value="rifle_sight_out"/> | |
| <property class="Parts"> | |
| <property name="Stock" | |
| value="partsAirPoweredDartGun_stockShort"/> | |
| <property name="Receiver" | |
| value="partsAirPoweredDartGun_cylinder"/> | |
| <property name="Pump" value="partsAirPoweredDartGun_parts"/> | |
| <property name="Barrel" | |
| value="partsAirPoweredDartGun_barrelShort"/> | |
| </property> | |
| <property class="Action0"> <!-- AttackAction --> | |
| <property name="Class" value="Launcher"/> | |
| <property name="Hitmask_override" value="Arrow"/> | |
| <property name="Delay" value="0.7"/> | |
| <property name="Crosshair_min_distance" value="23"/> <!-- 23 | |
| --> | |
| <property name="Crosshair_max_distance" value="28"/> <!-- 28 | |
| --> | |
| <property name="Magazine_size" value="6"/> | |
| <property name="Magazine_items" | |
| value="steelDart,pyroTipDart,poisonTipDart"/> | |
| <property name="Magazine_item_ray_counts" value="8, 1"/> | |
| <property name="Magazine_item_ray_spreads" | |
| value="0.835,0.605"/> <!-- .835 / .605 --> | |
| <property name="Reload_time" value=".6"/> | |
| <property name="Bullet_icon" value="uzi"/> | |
| <property name="Sound_start" value="nailgun_fire"/> | |
| <property name="Sound_repeat" value=""/> | |
| <property name="Sound_end" value=""/> | |
| <property name="Sound_empty" value="weapon_empty"/> | |
| <property name="Sound_reload" value="shotgun_reload"/> | |
| <property name="Particles_muzzle_fire" value="nailgunfire"/> | |
| <property name="Particles_muzzle_smoke" value="nozzlesmoke"/> | |
| <property name="DamageBonus.head" value="3"/> | |
| <property name="DamageBonus.glass" value="1"/> | |
| <property name="DamageBonus.wood" value="2"/> | |
| <property name="DamageBonus.earth" value=".2"/> | |
| <property name="Buff" value="shotgunWound"/> | |
| <property name="Buff_chance" value="1.0"/> | |
| </property> | |
| <property class="Action1"> <!-- UseAction --> | |
| <property name="Class" value="Zoom"/> | |
| <property name="Zoom_overlay" | |
| value="Items/Weapons/HUD/sniper_zoom_overlay"/> | |
| <property name="Zoom_max_out" value="40"/> | |
| <property name="Zoom_max_in" value="15"/> | |
| </property> | |
| <property name="LightSource" value="lightSource"/> <!-- Start: | |
| Needed for the attachment flashlight --> | |
| <property name="ActivateObject" | |
| value="Attachments/flashlight/lightSource"/> | |
| <property name="AttachmentFlashlight" value="flashlight02"/> | |
| <!-- End: Needed for the attachment flashlight --> | |
| <property name="Group" value="Ammo/Weapons"/> | |
| <property name="ActionSkillGroup" value="Archery"/> | |
| <property name="CraftingSkillGroup" value="craftSkillWeapons"/> | |
| <property name="RepairExpMultiplier" value="10.8"/> | |
| <property name="PickupJournalEntry" value="alternateAmmoTip"/> | |
| <property name="LightValue" value="0.45"/> | |
| </item> | |
| ********* | |
| you will have to change the custom parts and icon to prefabs and | |
| the ammo type to the game darts unless you like the poison and | |
| pyro tips and so on | |
| ********* | |
| <item id="1605" name="Co2Refill"> | |
| <property name="Meshfile" value="Items/Misc/sackPrefab" /> | |
| <property name="DropMeshfile" | |
| value="Items/Misc/sack_droppedPrefab" /> | |
| <property name="CustomIcon" value="Co2Refill" /> | |
| <property name="Material" value="metal" /> | |
| <property name="HoldType" value="45" /> | |
| <property name="Stacknumber" value="50" /> <!-- STK repairKit | |
| --> | |
| <property name="EconomicValue" value="186" /> | |
| <property name="RepairTime" value="2" /> | |
| <property name="RepairAmount" value="2000" /> | |
| <property name="Group" value="Resources,Ammo/Weapons" /> | |
| <property name="CraftingSkillGroup" value="craftSkillScience"/> | |
| </item> | |
| ******** | |
| you will have to change the customIcon | |
| ******** | |
| <item id="1699" name="poisonTipDart"> | |
| <property name="Extends" value="ironArrow" | |
| param1="HandMeshfile"/> | |
| <property name="CustomIcon" value="poisonDart"/> | |
| <property name="Meshfile" | |
| value="Entities/Electrical/steel_dartPrefab"/> | |
| <property name="DropMeshfile" | |
| value="Items/Misc/sack_droppedPrefab"/> | |
| <property name="Stacknumber" value="500"/> <!-- STK ammo --> | |
| <property name="EconomicValue" value="54"/> | |
| <property name="EconomicBundleSize" value="100"/> | |
| <property class="Action1"> | |
| <property name="Explosion.ParticleIndex" value="1"/> <!-- no | |
| expl. --> | |
| <property name="Velocity" value="95"/> | |
| <property name="Gravity" value="-4"/> | |
| <property name="LifeTime" value="2"/> | |
| <property name="Explosion.BlockDamage" value="10"/> | |
| <property name="Explosion.EntityDamage" value="10"/> | |
| <property name="Explosion.ParticleIndex" value="7"/> | |
| <property name="Explosion.RadiusBlocks" value="1"/> | |
| <property name="Explosion.RadiusEntities" value="1"/> | |
| <property name="Explosion.DamageBonus.stone" value="0.3"/> | |
| <property name="Explosion.DamageBonus.metal" value="0.1"/> | |
| <property name="Explosion.DamageBonus.earth" value="0"/> <!-- | |
| should work? --> | |
| <property name="Explosion.DamageBonus.wood" value="0.5"/> | |
| <property name="Explosion.DamageBonus.water" value="0"/> | |
| </property> | |
| <property class="Attributes"> | |
| <property name="EntityDamage" value="22,45"/> | |
| <property name="BlockDamage" value="6,18"/> | |
| <property name="ApplyBuff" value="0.4,0.4" | |
| param1="infection3"/> | |
| </property> | |
| <property name="CraftingSkillGroup" value="craftSkillWeapons"/> | |
| </item> | |
| <item id="1700" name="pyroTipDart"> | |
| <property name="Extends" value="ironArrow" | |
| param1="HandMeshfile"/> | |
| <property name="CustomIcon" value="pyroDart"/> | |
| <property name="Meshfile" | |
| value="Entities/Electrical/steel_dartPrefab"/> | |
| <property name="DropMeshfile" | |
| value="Items/Misc/sack_droppedPrefab"/> | |
| <property name="Stacknumber" value="500"/> <!-- STK ammo --> | |
| <property name="EconomicValue" value="54"/> | |
| <property name="EconomicBundleSize" value="100"/> | |
| <property class="Action1"> | |
| <property name="Explosion.ParticleIndex" value="1"/> <!-- no | |
| expl. --> | |
| <property name="Velocity" value="95"/> | |
| <property name="Gravity" value="-4"/> | |
| <property name="LifeTime" value="2"/> | |
| <property name="Explosion.BlockDamage" value="10"/> | |
| <property name="Explosion.EntityDamage" value="10"/> | |
| <property name="Explosion.ParticleIndex" value="0"/> | |
| <property name="Explosion.RadiusBlocks" value="2"/> | |
| <property name="Explosion.RadiusEntities" value="1"/> | |
| <property name="Explosion.DamageBonus.stone" value="0.3"/> | |
| <property name="Explosion.DamageBonus.metal" value="0.1"/> | |
| <property name="Explosion.DamageBonus.earth" value="0"/> <!-- | |
| should work? --> | |
| <property name="Explosion.DamageBonus.wood" value="0.5"/> | |
| <property name="Explosion.DamageBonus.water" value="0"/> | |
| </property> | |
| <property class="Attributes"> | |
| <property name="EntityDamage" value="22,45"/> | |
| <property name="BlockDamage" value="6,18"/> | |
| <property name="ApplyBuff" value="0.4,0.4" param1="burning"/> | |
| </property> | |
| <property name="CraftingSkillGroup" value="craftSkillWeapons"/> | |
| </item> | |
| ********* | |
| you will have to change the customIcon | |
| #Post#: 12633-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: KaRnAgE Date: June 13, 2018, 1:28 am | |
| --------------------------------------------------------- | |
| [quote author=MADMAN link=topic=2084.msg12627#msg12627 | |
| date=1528838396] | |
| [quote author=h0tr0d link=topic=2084.msg12625#msg12625 | |
| date=1528837799] | |
| What is your experience in modding? | |
| [/quote] | |
| Wolfenix asked if he could dabble and see what he can come up | |
| with. He had some ideas that he wanted to take a stab at. Far | |
| be it from me to discourage anyone from exploring their | |
| creativity. If anyone's ideas can benefit the server, then we | |
| all come out winners. :) | |
| [/quote] | |
| Notepad++ moders best friend makes scripting so much easier | |
| #Post#: 12637-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Wolfenix Date: June 13, 2018, 12:28 pm | |
| --------------------------------------------------------- | |
| [quote author=Rabid link=topic=2084.msg12630#msg12630 | |
| date=1528848246] | |
| Could you add some sort of bursting flame graphic to the flame | |
| thrower? Maybe copy the one from Scorched Walkers? One would | |
| expect a weapon applying a -170hp dot to have a more visual | |
| effect. | |
| Also cops and ferals should have a better loot drop. Currently | |
| they mostly just eat ammo with very little reward. | |
| [/quote] | |
| I'm not the one to talk to about the flamethrower or scorched | |
| walkers since those are H0tR0d's mods. Still, I might play | |
| around with particles for some other things I'm working on right | |
| now. I currently have a working on a late game blowtorch that | |
| does less damage to most things vs the auger, but extra damage | |
| to metal objects. I'm currently on the polishing phase with | |
| things like particles and sounds, so maybe I'll stumble upon a | |
| solution for the flamethrower I can mention to HR. | |
| #Post#: 12638-------------------------------------------------- | |
| Re: Anyone have modding suggestions? | |
| By: Wolfenix Date: June 13, 2018, 1:28 pm | |
| --------------------------------------------------------- | |
| [quote author=KaRnAgE link=topic=2084.msg12632#msg12632 | |
| date=1528870920] | |
| I would love to see a AirPoweredDartGun here is what i used this | |
| ver. uses a scope in 16.2 stable it may need some work haven't | |
| tried to use it on 16.4... | |
| [/quote] | |
| I don't disagree that darts should have more use than a single | |
| trap in the game, but I don't feel like adding a dart gun really | |
| adds much to the game other than just another thing to shoot on | |
| the cheap; a niche already covered by bows, crossbows, and the | |
| nailgun. I have, however, been thinking about making an | |
| "advanced" version of the dart trap, but only if it covers a | |
| niche that isn't already covered by another trap type. | |
| [quote] | |
| ...also i have mods for pure colors of most cloths shirts pants | |
| shorts hats coats blue green red black yellow white and a black | |
| trench coat mod if you are interested its mainly just changing | |
| the color numbers but some items were not in the game so i made | |
| a script for them. | |
| [/quote] | |
| I'm also not particularly interested in modding anything | |
| cosmetic. 7days is still an alpha game and I consider visuals | |
| as secondary to functionality. I've been thinking about maybe | |
| modding a rain coat into the game that has a very high exposure | |
| resistance since the only option we have for that is a pretty | |
| rare rad suit. Logically, trash bags would be plentiful in the | |
| apocalypse and there's no reason we can't tape them together to | |
| stay dry. | |
| [quote] [/quote] | |
| On a side note, I have every intention of modding some new | |
| arrows and crossbow bolts. My intention here is to add some | |
| longevity to archery as skill for people that like to go old | |
| school, as well as to give archery an actual use for pvp vs | |
| rifles. Currently in my sights are stun arrows/bolts, using | |
| standard steel arrow model for flaming arrows (so the flame | |
| particles don't make aiming almost impossible), maybe other | |
| options. Problem is actually equipping said ammo. I need to | |
| look into how that works. I might also make some custom darts | |
| since those are just placed in the trap. | |
| ***************************************************** | |
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