===================================================================== ===================================================================== To Whom It May Concern: This file is a courtesy to modders, prefab builders, or anyone else incorrigibly curious and snooping around the XML config files. This information comes with no guarantees whatsoever. Tags and properties are added and removed in every major update and what they do or in which cases can change as well. Keeping all that information in "their" files started to become awkward because of the amount of notes so this file was added. Robert Hentschke aka Gazz. ===================================================================== ===================================================================== Index... kind of File: BLOCKS.XML Use of "Extends" in blocks.xml: Farming / Harvest yield of farmed crops. Trees growing to variable sizes depending on the soil. Upgrade and hit sounds Upgrade and hit sounds from textures Transparent / cutout meshes and frame blocks Global UV for dummies (A16) Blocks and light and plants. Textures and the map. Block default placement: Place + HandleFace Upgrading and downgrading to random block targets. (A17) SortOrder / Sort Order on the Creative menu. (integer) File: LOOT.XML Optional attributes of a lootcontainer: File: ITEMS.XML UMA Slots GENERAL computational order for determining effects and their magnitude, order of operations (OOO) Weather survival / temperature rebalance Items can be excluded from underwater use. How armor works in A14+ (Weapon) Degradation rate: Ballistic weapons with bullet drop. File: RECIPES.XML File: PROGRESSION.XML File: BUFFS.XML Icons usable for buffs: File: BIOMES.XML Icons for blocks and items: Armor value templates: File: SOUNDS.XML File: ENTITYCLASSES.XML Wandering Hordes / Gamestage Imposters / Distant POI Sleepers (A17) Stealth (A17) ISS - Integrated Survival System (A17) Weapons / mods (A17) Computational order for generating damage: (A17) Screen effects and particles In *my* opinion you should be allowed to shoot arrows through those if bullets fit. If you agree you can remove all occurrences of this with one search&replace. Keep in mind that this also allows rockets to pass so it *can* be a problem depending on your server settings and rules. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (A17) The Path property This is a shortcut for the AI pathfinding and quickly determines that this block (like a forge or pillar100) can not be pathed into from any direction. Blocks using Model cube, cube_glass and cube_frame are automatically flagged. May or may not work / be used: This is used for something like a cornered pole block where the AI is directed to look at the edges of the block space to find an obstacle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Butcher tools are currently not supported in blocks. Maybe later. Not a priority. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Disassembling (wrench) Both harvest and destroy events can be limited to only fire if the correct tool is used. This does not disable ungated events. They fire as well. Note that you do NOT get the "disassemble" animation with just a destroy event. You need to do it this way: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Farming / Harvest yield of farmed crops. This only affects block class "CropsGrown". The "fertile_level" (defined in materials.xml) of the block that the plant is growing on can affect the harvest yield. To use that you add (float, default=VeryLargeNumber) to the to-be-harvested block. This will generate bonus items when the plant is harvested. The number of additional harvest items is = ( "fertile_level" of the block directly below ) / ( CropsGrown.BonusHarvestDivisor ) So for a fertile_level of 5 and a BonusHarvestDivisor of 1.2 you get +4 harvest items. Now if you were to make some fertiliser and further increase the fertile level of the dirt... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PlantGrowing.IsRandom growth timers All the coders tell me that using "random" for the timer is much cheaper in CPU terms so that would be a good thing for a farm that can have thousands of plants. Unfortunately it was a bit short on the max duration so couldn't actually be used for anything. Now, when using PlantGrowing.IsRandom the max value for PlantGrowing.GrowthRate has been increased to 63. At the setting of 63 I timed that to be 43 - 106 minutes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Trees growing to variable sizes depending on the soil. Any plant/block using of the TARGET block first. If this PlantGrowing.FertileLevel is higher than the fertile_level of the block directly below then the upgrade will not occur. Score one for biome diversity. =) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Support and multiblocks (A15) On destruction, blocks with "MultiBlockDim" are properly cleaned up, leaving no invisible support blocks in mid-air. (Sorry! =) is obsolete. It's function is/was to create an invisible "supporting" block in mid-air over objects like trees so you could build on top of them. This is now solved better with MultiBlockDim. It may or may not continue to work. Try it first... Multiblocks and If the multiblock's Y dimension is >1 it will self destruct. In general, multiblocks can not have a horizontal dimension >7. Lead programmer said so and he knows things. He added a special exception for vertical dimension (trees). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Upgrade and hit sounds When you upgrade a block then the tool plays a sound on every hit. This sound is from the material value of the upgrade RESOURCE. This sound is played once when the upgrade is taking effect. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Upgrade and hit sounds from textures Any does NOT need a texture entry. If one is given, the sound attached to the texture in blocktextures (and baked into that other file I cant remember) WILL play when this block is hit, overriding the block's material assignment. Any DOES need a (dummy) texture entry. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Transparent / cutout meshes and frame blocks added to each master frame block. This marks the block as a frame so in the code it sends a multiplier to the inside rendering to either happen or not. If the property is there then it will render the back faces of the geo, shrink it slightly (so z-fighting doesn't happen), and flip the normals to point inside. Related: *Changed: Defaulted transparent blocks to have no backface culling per Joel’s request for glass blocks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Global UV for dummies (A16) WTF is that? It means that if a texture is "global", the block texture will ALWAYS display with the same side up even if the block is rotated in a way that would display this side upside down or to the right. This is defined per texture in blocktextures.xml. (which does nothing until the (opaque) atlas is baked) On some faces (the steps of stairs) this is not desired because they would look wrong in some rotations. There you set it to local. This setting can be overridden in blocks.xml on a per block / face base: All values are case sensitive. D = use default from blocktextures.xml L = force local G = force global A16 features all new UV code so in principle it does not matter at all which "side" is actually facing which way. The only blocks that were set to local UV are those that do NOT match any adjacent (other) blocks that they might touch. Like poles, supports or pillars. Their texture would never "continue on an adjacent block" and for diagonal polesthe wood texture might as well "run the right way". So these use the local override on the block. PS: Normal people don't need to know any of these weird graphics shenanigans so don't worry about it. I'm only documenting this for a handful of crazies. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Something *I* stumbled over recently: While \Assets\Textures\Blocks\blocktextures.xml controls the setup (global/local) per texture, it does not directly affect the game. Rebuilding the texture atlas also generates \Assets\AssetBundles\BlockTextureAtlases\ta_opaquexml.txt (for instance) and *that* file is what makes the textures use a default of local/global ingame. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shape="new" and plants. The new shapes do not allow to pass light through them. This means the corn will not get any "AO light" at the base of the trunk and thus "die" instantly after planting. Add the property "LightOpacity" where needed. Also, a block uses the higher LightOpacity value of MATERIAL and SHAPE ...and Shape="new" always has LightOpacity="255". - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Blocks and light and plants. There are 16 possible light values. Full sunlight = 15. Full darkness = 0. If the light is reduced by traveling through a block with LightOpacity="6" then the light value below this block is 9. Every square that light has to travel "sideways" to reach the block subtracts 1. Plants require 3 to grow. There may also be a max distance that light can travel horizontally. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Textures and the map. The "top" face of a block determines the pixel colour that it displays on the map UI. Here it's texture 277, bright blue. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Block default placement: Place + HandleFace Place overrides HandleFace so you can only have one or the other. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Upgrading and downgrading to random block targets. All of this... works now: Loot placeholders are defined in loot.xml. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (A17) SortOrder / Sort Order on the Creative menu. We changed the display order on the creative menu from "blindfold and dartboard" to something more organised. There are 2 properties for sortorder. (string - try to keep it short for performance) When deciding in which order to display items on the creative menu, the game concatenates SortOrder1 and SortOrder1, then sorts by the resulting string. In the above example the sort string is "xy" and would sort below "xf". The reason for this split is that major groups like "brick blocks" can extend their SortOrder1 from the master material block. Individual shapes have their own specific SortOrder2. That makes the system modular and gives me fewer headaches. 1. Category: This is the "main group" and material. 1st character: Main group, blocks 0 used for all items so they sort first 4 Building 7 Decor a Outdoor d Terrain g Construction k Loot n Level Design 2nd character: Main group, items 4 Tools/Traps 7 Resources a Ammo/Weapons d Armor/Clothing g Food/Cooking k Science n Books q Special 3rd character: Block material or other apropriate major-ish category 2 Wood woodNoUpgradeMaster 3 woodWeakNoUpgradeMaster 4 R Wood 5 RM Wood 8 Brick brickNoUpgradeMaster 9 Adobe a Flagstone stoneNoUpgradeMaster b Cobblestone e Scrap scrapIronNoUpgradeMaster f corrugatedMetalNoUpgradeMaster / Trussing g R Scrap k Concrete l R Concrete m Wet Concrete (potentially needed for players. Sorry, guys. Level designers come first. LOL) n bulletproof glass p Steel q St Steel r Awnings / camo / haybale t Wood Frames u Scrap Frames v Rebar Frames 3 Grass / foilage (billboard) 6 Shrubbery 9 crops c Tree d Tree stump / fallen logs e Cactus f terrain: stone h terrain: ores / clay k terrain: dirt m terrain: snow / sand / sandstone o terrain: radiated / destroyed / debris / bedrock 3rd character for decorations: 3 decals 6 Doors & Hatches 8 Windows / curtains a Lighting / Hardware c cables e control panels, fuse boxes g Traps i Workstations k Furniture / faucets m Fences, railings, road railings o sandbags s Signs t Specific Navezgane signs 4th character: Item material or other apropriate major-ish category 2 Tool 4 Weapons Melee 6 Weapons Bow 8 Weapons Ranged a Ammo c Thrown/Explosives e Armor Light f Armor Heavy h Clothing j Food l Drink n Medical p Workstation upgrades like Cooking Pot r Skill unlock books like painting t Special v (Weapon) Parts x Resource 2. Category: This is the "sub group". Could be the block SHAPE or a clothing TYPE like shirt vs pants. Sort order for standard building shapes: 0050 cube 0051 cube with 1 broken tile on top 0053 cube with 1 baseboard 0054 cube with 4 baseboard 0055 cube wit stone applications, cornerstone 0060 half 0060 half ctr 0061 HalfRampStairs50 0062 HalfRampStairs50Filler 0063 woodHalfCNRInside2 0070 quarter 0071 CTRQuarter 0080 q corner 0090 q 3way 0105 quarter S Ctr 0110 q T S Sctr 0110 q T ctr 0140 1/8 0142 1/8 CTR 0150 plate 0160 ctr plate 0170 half plate 0171 plate offset 0180 sheet / billboard 0181-0184 bent sheets 0200 ramp 0210 full corner 0220 inside corner 0230 ramp corner cnrramp 0240 ramp cnr filler 0250 gable 0255 gable_inverted_half 0260 pyramid 0265 gable_pyramid 0280 wedgetip 0290 wedge 0300 wedge full corner bott 0310 top 0320 steep crnn base 0330 top 0340 wedge inside corner bott 0350 top 0360 wedge steep inside crnr base 0370 top 0390 GableQuarter 0400 g inverted quarter 0410 gable 1m 0420 g inverted steep 0430 pyramid 1m 0440 wedge incline 0480 cnr round 0490 top 0500 arch 0505 Tunnel 3m Center/Corner 0509 Tube 3m Center/Corner 0512 WindowCircle 0515 WindowArch 0518 ArchCurve 0530 stairs 25 0540 rail left 0550 rail right 0560 corner 0570 wedge stairs bottom 0580 top 0590 Stairs50 0610 StairsBoard 0620 StairsBoardRailing 0640 Catwalk 0650 CatwalkRailing 0660 CatwalkRailingCNR 0670 CatwalkWedge 0680 CatwalkWedgeRailing 0690 Railing 0700-0705 Trussing Block 0710 IBeams 0732 pillar 100 0735 wood log (?) 0737 pillar 100 cap 0740 pillar 50 0744 pillar 0.05 0745 pillar 0.05 CTR 0746 pillar 0.05 SCTR 0750 pillar 0.025 0751 pillar 0.025 CTR 0752 pillar 0.025 SCTR 0780 pole 0790 ctr pole 0800 pole S ctr 0820 pole support 0830 pole support ctr 0840 p s 2 0850 support beam 0860 cross 0870 cross ctr 0900 arrow slit 0910 floor joist 0920 curbs ===================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Block Attributes: "count" "event" "id" "name" "prob" "stick_chance" "tool_category" Keys: "ActionSkillGroup" "ActiveRadiusEffects" "BigDecorationRadius" "BuffsWhenWalkedOn" "CanDecorateOnSlopes" "CanMobsSpawnOn" "CanPickup" "CanPlayersSpawnOn" "Class" "Collide" "Count" "CraftComponentExpValue" "CraftComponentTimeValue" "CraftingSkillGroup" "CustomIcon" "Density" "DescriptionKey" "DestroyExpValue" "DowngradeBlock" "EconomicValue" "EconomicBundleSize" "Extends" "FallDamage" "FuelValue" "Group" "HeatMapFrequency" "HeatMapStrength" "HeatMapTime" "IndexName" "IsDeveloper" "IsPlant" "IsTerrainDecoration" "LPHardnessScale" "Light" "LightOpacity" "LootExpValue" "Map.Color" "Map.Color2" "Map.ElevMinMax" "Map.Specular" "MaxDamage" "Mesh" "MovementFactor" "MultiBlockDim" "MultiBlockLayer" "PickupSource" "PickupTarget" "Place" "PlaceAltBlockValue" "PlaceExpValue" "PlacementWireframe" "RepairItems" "RotationAllowed" "Shape" "ShapeMinBB" "ShowModelOnFall" "SiblingBlock" "SmallDecorationRadius" "StabilitySupport" "Stacknumber" "Tag" "Texture" "UpgradeBlock.ToBlock" "UpgradeExpValue" "Weight" ===================================================================== ===================================================================== (integer) "EconomicBundleSize" : Was put in because the coder did not want a float there. =) A trader will trade this many items as the smallest bundle. You won't be able to sell a single small rock. The "EconomicValue" applies to the bundle. The price of an assembled item (gun) is equal to the sum of it's parts. First step was to figure out *some* rules to get some consistency into this and not having to reinvent the wheel for every item. Rarity of the resource. In my latest game I have some 500 brass scrap and just the excavation for my base's walls got me about 100000 small rocks. I'm trying to figure out a base value for "how long does it take to acquire this resource". Forge required. Resource value x 1.2 Common tool required. Cooking pot or grill - essentially free with a forge so does not stack with that bonus. Resource value x 1.2 Rare tool required. Crucible, beaker... Resource value x 1.5 Farming required. Not hard but time-consuming. Resource value x 1.33 Skill / perk / recipe / special scavenging or disassembling required. There it gets muddy. Im thinking _up to_ x1.5 based on uhh... best guess? Can only be found: x5 For a start I assigned these values in Duke Coins: 5 brassScrap .5 paper .005 rockSmall .005 crushedSand .002 clay / dirtFragment .05 unitIron .2 unitLead 1 unitBrass .25 ironScrap .6 forgedIron 1.6 forgedSteel 1 leadScrap .005 yuccaFibers .4 coal .4 potassiumNitratePowder 1.5 bulletCasing .24 bulletTip 1.6 gunPowder .48 buckshot .0072 cement .25 cloth 3.5 ductTape .3 emptyJar 1.5 bottledWater 1.5 femur 24 for 100 gasCan 1 animalFat 1.5 bioFuel 1.2 tallow 2.4 grainAlcohol .1 feather 1 rawMeat 1 egg .1 corn / potato / blueberry / goldenrod / cotton .5 mushrooms 1 animalHide 1.1 leather 5 oil .11 ironArrowHead .37 steelArrowHead 12 spring 12 headlight ===================================================================== ===================================================================== File: LOOT.XML How random loot generation works now: A loot container defines a list of items and/or lootgroups, a count, and a size configuration. The size configuration is the strict limit on the what the container can hold, and this limit can be reached even if your container specifies a much smaller count value. The loot containers count value specified how many if the items in the containers loot list should be selected randomly. NOTE: that the same item could be chosen more than one time. If the chosen item is an item then the item is spawned into the conatiner according to its count. However if the chosen item is a lootgroup then a lootgroup is spawned into the container. Loot Groups: NOTE: if a lootgroup says count="all" then all subitems will be spawned. A lootgroup functions identically to a container in its spawning logic. A lootgroup has a count like a container does. The count value specifies how many items out of the lootgroup should be spawned each time the lootgroup is spawend. This can lead to multiplicitive behaviour if it is setup that way for example: ... The above example would spawn the contents of group1 8 times. Here's why: The container is told to spawn 2 items, since there's only 1 item in the container it will choose group1 2 times. Each time group1 is chosen, the container line specifies that the contents of group1 should be spawned 2 times. So on the first iteration of the container group1 is spawned 2 times, and then again on the second iteration. The group1 lootgroup specifies that each time it is spawned (recall 4 times in the example) that is should select 2 items from its list. So the above example would spawn 8 items into the container. NOTE: it is safe to specify groups and counts that exceed the containers capacity. If the containers space is exceeded excess items will not be spawned, and items will automatically stack to fill the container. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Optional attributes of a lootcontainer: "buff" "buff_chance" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Adjusting gun accuracy / spread (way obsolete in A17+) Crosshair_min_distance(int): the min size of the crosshairs on screen Increasing it also increases the spread of Magazine_item_ray_spreads Crosshair_max_distance(int): the max size of the crosshairs on screen Magazine_item_ray_spreads: The projectile spread, both zoomed and hip-fired Used for shotguns and pistols. "Magazine_item_ray_spreads" generates a wider cone if the player is moving fast. Rays_spread: Technically deprecated but still used because... it's what we got. This one works for launchers but has a completely different scale. Accuracy: Attribute, can scale with QL The spread of the weapon if hip-fired. If Accuracy is defined, Magazine_item_ray_spreads is floored to zero and aimed fire is dead on. Used for rifles. "Accuracy" uses a CYLINDER for the shot projection, not a cone. Zoom_max_out / Zoom_max_in: Those are plain FOV values Ranges measured at a FOV of 72. (only noobs use the default of 50) For FOV 50 multiply them by about 1.5. gunRocketLauncher s0.095, 8.5m, 1m spread gunSawedOffPumpShotgun / blunderbuss s0.74, 6m, 1m spread gunPumpShotgun s0.835, 11m, 1m spread (shell) = 5.2° s0.605, 25m, 1m spread (slug) = 2.29° Spread 5°: 2.6m @ 30m Spread 5°: 2.6m @ 30m Spread 15°: 4.3m @ 16m or 14.5 sqm A zombie standing inside a 1m spread cone covers 55% of the whole cone. ===================================================================== ===================================================================== File: ITEMS.XML Keys: "Active" "Armor" "Candrop" "Canhold" "Class" "Concussive" "Degradation" "DegradationBreaksAfter" "DegradationFloor" "DropMeshfile" "EconomicValue" "EconomicBundleSize" "Extends" "HandMeshfile" "HoldType" "ImageEffectOnActive" "Material" "Meshfile" "Pos" "Preview" "Puncture" "RepairAmount" "RepairTime" "RepairTools" "Rot" "Stacknumber" "Zoom" Attributes: "belt_range" "belt_strength" "duration" "heat_map_strength" "heat_map_time" "holster" "hordemeter" "hordemeter_player_only" "id" "muffled_when_crouched" "name" "newmodel" "player_only" "prio" "range" "ray_cast" "ray_cast_moving" "speed" "strength" "time" "two_handed" "unholster" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Material types material="wood|metal|organic|bullet" These *are* defined in materials.xml. If you need a new "scrapable" material it must be defined as such in materials.xml + recipes.xml. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hold types / timers / delays / rate of fire Hold types are in misc.xml Speaking of - what these do is not exactly obvious. misc.xml - hold_type - ray_cast is a delay in seconds. What it does depends on the item class/action. --- For the "Eat" (and probably "UseOther") action: - This timer is started when you click / use an item. - You cannot switch toolbelt slots while this timer is running. (to not mess up the animation) - When THIS timer has run out, any item effects and buffs are applied on an "eat" action. - It does not prevent you from spam-clicking the item. Doing so while the timer is running, both animation and timer start over. The item effects/buffs are not applied until you stop clicking and let the timer run to completion. --- For a pistol this timer has no discernible effect. --- items.xml - action - delay is a delay in seconds. - This timer prevents spam-clicking of a consumeable item and also is started when you click / use an item. - This controls the rate of fire of a weapon because you cannot "click" faster than that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UMA Slots EquipSlot: This defines protection values and general placement. Head, Eyes, Face, Chest, Hands, Legs, Feet Layer: This defines the index of the mesh that will be placed. 0 = base mesh layer, where the nude underwear model resides. any item put on with a layer of 0 will remove the mesh already in that Equipment slot. 1 = First overlay layer, this will lay over top of anything on layer 0 in the same EquipSlot. 2 = Second overlay layer, this will lay over top of anything on layer 0 or layer 1 in the same EquipSlot UISlot: This defines the slot in the character screen that this clothing belongs to and any slots that may need disabled. Headgear, Eyewear, Face, Shirt, Jacket, ChestArmor, Gloves, Backpack, Pants, Footwear, LegArmor :UI Slot mutex: Sometimes one item will cover another slot and we do not want to allow usage of that slot until the covering clothing/armor is removed. This can be done by prepending an 'x' to the UISlot name. Welding mask example WEAPON PARTS EXAMPLE (obsolete in A17+) Below is an example of the values that need to be added to a weapon to give it parts. Part list should coincide with recipe. All parts must be filled in or the weapon will not work, period. PART ATTRIBUTE EXAMPLES Below is an example of the properties that must be added (or set) for parts to work correctly. StackNumber: This must be 1 so we can use degradation. Degradation: Any default value, the weapon quality system will change this later, it just has to be set. Attributes: These currently will interpolate from,to (based on quality from worst to best) for each of the below attribute types. Atttributes/Damage: min,max damage as value. Atttributes/Accuracy: 1 being worse accuracy (full offset multiplier) to 0 being best accuracy (0 offset) eg value="1,0" is correct, value="0,1" is wrong Atttributes/FalloffRange: ray cast range in meters min,max Atttributes/Degradation: points each part is degraded per shot ARMOR ATTRIBUTE EXAMPLE Removal of the Armor class in the item is completely optional, it's reverse compatible like the others. If no Armor class or values it'll only read Attributes and any missing ones will have a default value of 0 percent protection. Each range for armor is a percentage value. 1 being full protection but the armor will take the damage as degradation instead. So higher protection means faster degradation which balances it out. DegradationMin is the minimum percentage degradation that the armor can be taken down to. leatherBoots currently have been swapped to the scaling attribute system as an example. WEAPON ATTACHABLES Add the following property to a item to define it as a weapon attachable: Action Experience (default value = 2) (default value = 10) These go under an action, woodenClub is an example. That will handle actions. On kill or destroy events the multiplier is applied. And for the repair and upgrade actions, each swing for repair or upgrade will give ActionExp amount of skill/playerExp, the action bonus multiplier is applied when fully upgading a block to it's next level. In the case of a recipe book, when first learned the multiplier is applied and after then only the action exp is applied but it's applied for EACH item in the book. Also, you only get "reading XP" for items that have a defined. You get XP to THIS group, not the crafting group of the item. Now, as for crafting skill exp, add these to anywhere inside an item that will be used as an ingredient, it's like the old ones but renamed for clarity's sake. (default value = 1) (default value = 1) Then the recipe skill gain and craft time will be calculated internally - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Weather survival / temperature rebalance Wetness is ONLY affected by the coat and hat slot. All heavy armor has 0 temperature insulation. All light armor has a max of +2 (hide), making it useful wearing furry armor in a snow biome while not making it a liability outside. Face and eye slot items offer a little damage protection but have zero effect on temperature or wetness. The majority of the temperature mod is on the coat slot items. It's too warm? Take off that puffer coat. General clothing items like pants and shirts warm you from +1 to +5. HazMat 6. Some clothing items that cool you are t-shirts (-5) or cowboy hats (-10). The poncho is -20. Because Clint Eastwood looked good in it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Food healing balance when eating food Healing = ( Food + Food * Wellness ) / 2 Food poisoning counts as -1 wellness so 17 food with 100% Food Poisoning is 0 healing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Unlocking a recipe: Instead of unlocking a list of recipes you can now learn / unlock a list of skills and perks. 1 point or level per book and skill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note that item IDs CAN be moved around without icons, descriptions, or any references to them breaking. All but one. "handPlayer" must remain on ID 70. Because. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All items have a "Stacknumber" and tags for batch-modding: (you're welcome) Replace (using regex) value=".*?" /> with value="675" /> and you have adjusted everything that is used for crafting and does nothing useful (like healing or eating) beyond that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Buffs / Items / Critical hits / Melee : This is a bit tricky. A BUFF can have a property critical="true" That means that in addition to the (items) "Buff_chance" listed, the buff DOES NOT FIRE if it fails the SECONDARY roll against (items) "CritChance". "CritChance" listed is the base chance and can fluctuate up and down a bit depending on your current stamina. So with "Buff_chance" and "CritChance" both at 0.3 you have an average chance of about 0.09 to ACTUALLY apply the buff. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Items can be excluded from underwater use. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If an item adds a buff and this buff has no name_key assigned, neither the buff nor it's proc chance are listed on the item. This is useful to trigger random food effects, rarely getting an infection from a dirty needle on a blood draw kit... use the nasty side of your imagination. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use delay of items While an item action can define a delay, it does not block you from spamming the button. misc.xml: ray_cast is the delay that actually does that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "Stacknumber" If an item has or it's Stacknumber = 1 and does not need to be defined. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zombie limb dismemberment ===================================================================== This is work in progress. 15.1. Or later. A zombie limb has no defined hit points. A zombie only has one hit point pool and DAMAGE to a limb is tracked. The only hit point values that go into the formula are the zombie's max HP and accumulated damage to specific limbs. I collated and translated that into pseudocode... mostly so I'd have something compact to reference. =) private float GetDamageFraction(float _damage) { return _damage / zombie.GetMaxHealth() ;} GetDamageOverlimit = Max(0, GetDamageFraction(bodyDamage.RightLowerLeg + _damage)- ec.LowerLegDismemberThreshold) baseChance = ec.LowerLegDismemberBaseChance + (GetDamageOverlimit * ec.LowerLegDismemberBonusChance); totalChance = canDismember ? (baseChance + _weaponBase + (_damage * _weaponBonus)) : 0f; totalChance is the actual chance for limb dismemberment. ===================================================================== ===================================================================== Balancing, tool / weapon balance General balancing rule for tools: Iron should be 2x as good as stone, and steel 1.5x as good as iron. Steel to have great durability. Weapons: In general, the low end damage of a weapon will be 40% of the max damage. For "newbie" weapons, the low end damage may be higher because these weapons are supposed to be replaced "soon" anyway. Armor: In general, the low end armor will be 40% of the max armor. Maxed out armor skills will ADD 20% on top of item armor values. They no longer multiply the armor value. If accumulated armor values + skill buff exceeds 100% the player becomes invulnerable. Don't do that. Unless you want to. Then go nuts. Important point on armor balancing: The Mark 1 zombie does 10 damage. If your armor = 0.08 it reduces this damage by INT(0.08 * 10) or in other words 0 damage. Skills *can* multiply armor skills but this is a terrible idea because light armor will always suck and if you push the values, leather will be OP. I switched to adding flat protection from skill which is much easier to balance and let me make clothing or hide armor *work* as armor. Light armor at high QL and skill can actually be decent protection now which may just be useful in a snow biome. Heavy armor (+ max skill, +rare armor at max QL) can get up to 95% melee protection. Getting that is not realistic so hey... keep making those first aid kits. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How armor worked in A13: To be honest ahh... not too well. If equipment slots are empty but you *are* wearing a full suit of armor, hits can go through without impacting armor. If you wear armor (or anything), the AVERAGE protection value of all "connected" slots (chest armor, overcoat, shirt) applies. Wearing a shirt kind of halves the value of your iron chest armor. Because of reasons. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How armor works in A14+ (or A15 if it's not done in time! No promises!): Major redesign here that cost a lot of brain juice. And tinkering with graphs and mockups. And conferences. And maybe I should just tell you how it works. ;) Several slots like head or chest have multiple UI slots attached but are still only one hit location. For the Head hit location you got Head + Face + Eyes slots. These used to be a horrible PITA for balancing because if you stack all those values you either shoot balancing straight to lala-land or have to adjust armor to seriously screwy values. So we did it right. You can now mod any armor/cloth item in any slot and it will be used / degraded based on it's stats and protection value by the system. This clear up 95% of the armor modding/balancing headaches. For the Head hit location you got Head + Face + Eyes slots. If you are hit in the head the armor value to protect you against that hit is the *highest* armor value in *any* of these 3 slots. In most cases this will obviously be the helmet but if it breaks or you wear none at all, your bandana may be "the" armor value for the head hit location. In the early game that means that cloth items may actually *do something*. If not much. For the chest this actually makes more sense because your looted leather coat *could* be better protection than your cloth or plant fiber armor. The system simply pulls the highest protection value from all "connected" slots and uses that. Ranged hits: Ranged hits are applied per location. Someone shoots you in the head, *a* head slot is going to take the degradation hit. The choice is made like above. If you wear a plant fiber hat and a bandana, there's about an equal chance for either to take the durability hit. If you wear a "real" helmet it's almost always going to take the durability hit due to it's higher protection value. The protection value that "counts" is still the highest of either. No stacking. Melee / explosive hits: The protection value average on the character page actually means something! (Bet you didn't see that coming!) This is your protection value against *all* melee hits. You can not just skip leg or boot slots "because you never get hit there". That would bring down your average. The armor value that "counts" in each of the 5 hit locations is calculated like above. Highest value in a connected slot is "it". In the chest slot that will typically be your chest armor because armor pieces have much higher protection than generic clothing. The average is then taken of the highest value in those 5 locations. The armor degradation from melee / explosive hits is applied to a completely random item, *weighed* by each item's protection value. If you wear iron armor and some cloth items, the iron armor is almost always going to take the hit... until it is busted up so much that your cloth armor has a noticeable protection value in comparison. (it is set up like loot probabilities) However, no matter what you wear, every slot always has a chance to be picked. Do include Kinyajuu in your evening prayers because there was no way in hell I could have done this without him. We cooked up the design and got it approved against the evil forces of cumulative armor protection. It was a hard fight but it was a worthy cause. Now balancing armor values is all rainbows and unicorns. Seriously. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (Weapon) Degradation rate: Every hit/shot costs this much durability to a weapon or part. On the high end of the range you must add +1 to the value you *want* because the durability is an integer. Durability is an integer. With the exception of a single QL, the DegradationRate turns into something like 3.97... and is rounded down to 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A14: Durability for firearms and motor tools has been increased roughly x10. As a result it is now possible to largely balance durability (how many shots until broken) and cost (how many repairKits for a full repair) independently! (how cool is that?) A weapon with 4 parts and 6000 durability each can cost 6000 points or 3 repair kits to fully repair. If I want this weapon to break after 350 shots: If I want this weapon to break after 520 shots: In both cases the repair cost remains constant. That is a Big Deal for balancing. You will also see Degradation is actually HIGHER at higher quality levels. Now you have a choice. Use a low quality bargain-bin gun that is cheaper to maintain... or use the high-tech-chrome-plated-with-cherries-on-top version and deal with the maintenance cost. I'm evil like that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ballistic weapons with bullet drop. Experimented with and while it works technically it was canned due to... circumstances. By entering roughly the real muzzle velocity of a weapon you get a decent starting point. This was for a bullet drop of roughly 1 head at 100m. Not using that because the headshot mod then needs to be on the projectile and if I don't want to redo the balancing it means splitting the ammo types into .308 / 7.62x51 / 7.62x39... for even more inventory clutter. Note that a simple raycast gun ("Class" value="Ranged") can actually use a ("Class" value="Projectile") as ammo so you could have the sniper rifle have bullet drop but handwave it on the shorter-ranged AK where the recoil makes it largely irrelevant. ===================================================================== ===================================================================== File: RECIPES.XML Use of "Extends" is not supported for recipes. Usable craft areas ( = block name of the crafting station) and tools: forge [anvil | forgeCrucible | toolAndDieSet] campfire [cookingPot | cookingGrill | beaker] cementMixer backpack ? assembly (weapon screen) Note that (almost) all recipes have been changed to only output 1 unit. This is because the UI still does not tell you how many units would be produced and it was easier to just juggle the recipes. ===================================================================== ===================================================================== File: PROGRESSION.XML FORMAT OF PASSIVE SKILL RANGES: Good: Bad: Do NOT "skip" any skill levels. The code does not like it. You want to make the code happy. Unhappy code may want to use you as reactor shielding. Repair balancing Known A15.0 bug: Repairing simple items like clubs does not work the same way as repairing assembled items like firearms. *Should be fixed for 16 - at least it's on the list* Club at QL 600: no skills: 100 QL loss, max skills: 10 QL loss and no loss at QL 119 and below. QL is multiplied. Assembled items: (work in progress) no skills: 30 QL loss, max skills: 2 QL loss at every QL QL repair loss is strictly subtracted from the QL. Temporary workaround: Set all assembled items to "Gun smithing" and fudge the numbers to work out. Don't bother reporting that this is actually the case... ===================================================================== ===================================================================== File: BUFFS.XML General info: Buffs are not executed by "going down the list". Their order in the XML is irrelevant. Buffs do stuff all the time in an order that is complex and depends on a lot of things. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A "BuffsWhenWalkedOn" with a normal duration will flicker on/off as it is reapplied because such a buff DOES end. To have a proper display without tooltip spam you need to make the DISPLAYED buff work without a duration. How not to do it: See how it works in the A14 buffs.xml. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Drowning buffs used to be "half hardcoded". They no longer are. If you enter water, "cannotBreath" is cast. If you leave water, "freshAir" is cast. What happens inbetween can now be altered. TBH, I don't *quite* trust this, yet. If you manage to break this in a reproducible fashion, speak up! =) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Custom variables: buffif="myVar lequal 0" A variable needs to CHANGE for such a condition to trigger. All by itself this never triggers unless something else changes the variable. If you want to start any processes on player characters you need to trigger this off a variable that you know will change such as buffif="coretemp lequal 300" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FYI: actions="damage()" is currently bugged and does not affect zombies. I reworded the remaining buffs that should affect them to use "modify" instead. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Auto-gender player sounds on buffs are working... again! The game translates that into Player_Male/player1painlg1 Player_Female/player2painlg1 as needed. The sound still has to be assigned in sounds.xml. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Icons usable for buffs: (some may be nonsense or not even work but hey - not my problem) Checkmark.tga map_poi_editor.png map_spawn.png map_static_spawner_editor.png server_icon_vac.tga star 1.png star.png ui_game_filled_circle.tga ui_game_header_fill.tga ui_game_header_fill_gradient.tga ui_game_header_insert.tga ui_game_panel_header.tga ui_game_popup.tga ui_game_select_row.tga ui_game_shape_arch.tga ui_game_shape_cone1m.tga ui_game_shape_corner_round_1m.tga ui_game_shape_corner_rounded.tga ui_game_shape_cube.tga ui_game_shape_cube_half.tga ui_game_shape_cube_quarter.tga ui_game_shape_plate.tga ui_game_shape_plate_25cm.tga ui_game_shape_plate_wall.tga ui_game_shape_pole_0.5m.tga ui_game_shape_pole_1m.tga ui_game_shape_pole_square.tga ui_game_shape_ramp.tga ui_game_shape_ramp_corner_filler.tga ui_game_shape_ramp_inside_corner.tga ui_game_shape_ramp_outside_corner.tga ui_game_shape_stairs.tga ui_game_shape_stairs_filled.tga ui_game_shape_stairs_filled_corner.tga ui_game_shape_wedge60.tga ui_game_shape_wedge60_tip.tga ui_game_shape_wedge60_tip_corner.tga ui_game_shape_wedged_corner.tga ui_game_stat_bar_health.tga ui_game_stat_bar_stamina.tga ui_game_symbol_add.tga ui_game_symbol_airdrop.tga ui_game_symbol_all_blocks.tga ui_game_symbol_allies.tga ui_game_symbol_archery.tga ui_game_symbol_armor_iron.tga ui_game_symbol_armor_leather.tga ui_game_symbol_arrow_left.tga ui_game_symbol_arrow_max.tga ui_game_symbol_arrow_right.tga ui_game_symbol_assemble.tga ui_game_symbol_backpack.tga ui_game_symbol_battery.tga ui_game_symbol_beer.tga ui_game_symbol_block_damage.tga ui_game_symbol_block_repair.tga ui_game_symbol_block_upgrade.tga ui_game_symbol_book.tga ui_game_symbol_brokenbone.tga ui_game_symbol_bullet_point.tga ui_game_symbol_campfire.tga ui_game_symbol_cement.tga ui_game_symbol_chair.tga ui_game_symbol_character.tga ui_game_symbol_check.tga ui_game_symbol_chemistry.tga ui_game_symbol_climb.tga ui_game_symbol_clock.tga ui_game_symbol_club.tga ui_game_symbol_coffee.tga ui_game_symbol_coin.tga ui_game_symbol_cold.tga ui_game_symbol_compass.tga ui_game_symbol_computer.tga ui_game_symbol_cookware.tga ui_game_symbol_critical.tga ui_game_symbol_death.tga ui_game_symbol_defense.tga ui_game_symbol_diamond.tga ui_game_symbol_door.tga ui_game_symbol_drive.tga ui_game_symbol_drop.tga ui_game_symbol_drunk.tga ui_game_symbol_dysentery.tga ui_game_symbol_electric_generator.tga ui_game_symbol_electric_max_power.tga ui_game_symbol_electric_outlet.tga ui_game_symbol_electric_plugin.tga ui_game_symbol_electric_power.tga ui_game_symbol_electric_solar.tga ui_game_symbol_electric_switch.tga ui_game_symbol_electric_turret.tga ui_game_symbol_fire.tga ui_game_symbol_food_poisoning.tga ui_game_symbol_forge.tga ui_game_symbol_fork.tga ui_game_symbol_gas.tga ui_game_symbol_gunsmithing.tga ui_game_symbol_hammer.tga ui_game_symbol_hand.tga ui_game_symbol_horn.tga ui_game_symbol_hot.tga ui_game_symbol_hunger.tga ui_game_symbol_infection.tga ui_game_symbol_invite.tga ui_game_symbol_keypad.tga ui_game_symbol_knife.tga ui_game_symbol_light_armor.tga ui_game_symbol_lightbulb.tga ui_game_symbol_lock.tga ui_game_symbol_loot_sack.tga ui_game_symbol_map.tga ui_game_symbol_map_bed.tga ui_game_symbol_map_cabin.tga ui_game_symbol_map_campsite.tga ui_game_symbol_map_cave.tga ui_game_symbol_map_city.tga ui_game_symbol_map_civil.tga ui_game_symbol_map_cursor.tga ui_game_symbol_map_fortress.tga ui_game_symbol_map_house.tga ui_game_symbol_map_player_arrow.tga ui_game_symbol_map_town.tga ui_game_symbol_map_trader.tga ui_game_symbol_map_waypoint_remove.tga ui_game_symbol_map_waypoint_set.tga ui_game_symbol_medical.tga ui_game_symbol_mic.tga ui_game_symbol_minibike.tga ui_game_symbol_mining.tga ui_game_symbol_misc_crafting.tga ui_game_symbol_muscle.tga ui_game_symbol_natural_healing.tga ui_game_symbol_noise.tga ui_game_symbol_oxygen.tga ui_game_symbol_paint_allsides.tga ui_game_symbol_paint_brush.tga ui_game_symbol_paint_bucket.tga ui_game_symbol_paint_copy_block.tga ui_game_symbol_paint_eyedropper.tga ui_game_symbol_paint_roller.tga ui_game_symbol_paint_spraygun.tga ui_game_symbol_pen.tga ui_game_symbol_percent.tga ui_game_symbol_perk.tga ui_game_symbol_pills.tga ui_game_symbol_ping.tga ui_game_symbol_pistol.tga ui_game_symbol_player.tga ui_game_symbol_players.tga ui_game_symbol_quality_joe.tga ui_game_symbol_quest.tga ui_game_symbol_quest_remove.tga ui_game_symbol_radiation.tga ui_game_symbol_resource.tga ui_game_symbol_rifle.tga ui_game_symbol_rotate_advanced.tga ui_game_symbol_rotate_auto.tga ui_game_symbol_rotate_on_face.tga ui_game_symbol_rotate_simple.tga ui_game_symbol_run.tga ui_game_symbol_safe.tga ui_game_symbol_science.tga ui_game_symbol_scrap.tga ui_game_symbol_search.tga ui_game_symbol_seats.tga ui_game_symbol_service.tga ui_game_symbol_shirt.tga ui_game_symbol_shopping_cart.tga ui_game_symbol_shotgun.tga ui_game_symbol_skills.tga ui_game_symbol_skull.tga ui_game_symbol_sledge.tga ui_game_symbol_smell.tga ui_game_symbol_spatula.tga ui_game_symbol_speed.tga ui_game_symbol_splint.tga ui_game_symbol_star.tga ui_game_symbol_stunned.tga ui_game_symbol_subtract.tga ui_game_symbol_tailoring.tga ui_game_symbol_talk.tga ui_game_symbol_tea.tga ui_game_symbol_temperature.tga ui_game_symbol_thirst.tga ui_game_symbol_tool.tga ui_game_symbol_tool_smithing.tga ui_game_symbol_treasure.tga ui_game_symbol_trophy.tga ui_game_symbol_unlock.tga ui_game_symbol_vending.tga ui_game_symbol_water.tga ui_game_symbol_weapon_smithing.tga ui_game_symbol_weight.tga ui_game_symbol_wet.tga ui_game_symbol_wind.tga ui_game_symbol_workbench.tga ui_game_symbol_wrench.tga ui_game_symbol_x.tga ui_game_symbol_zombie.tga wedge_tip_half.tga ===================================================================== ===================================================================== File: BIOMES.XML Ore distribution: The terrain blending shader can only blend 3 textures so if you add more than 3 types it ends up having hard lines and looks horrible. This is the technical reason why ores are so strictly limited per biome. The gameplay reason is to promote some travel instead of staying in one spot all game long, looting the same town over and over. Ergo: It's stone + iron + something PER LAYER. You can still stagger different layers with different ores / distributions. If you make layers varied, small and plentiful you will get more seam lines where 4+ textures interact. Your choice. Another possibility is to generate subbiomes that look the same on the surface but have a different layer setup. This may or may not become a feature. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The world is saved / loaded as chunks of 16x256x16 (x y z) blocks. ===================================================================== ===================================================================== Icons for blocks and items: If there is a neither the icon nor a placeholder space are baked into the icon atlas. The icon atlas is generated at \Assets\Resources\GUI\Atlases\ItemIcons.png \Assets\Resources\GUI\Atlases\ItemIcons.txt ===================================================================== ===================================================================== Armor value templates: I used these templates to assign armor values to "other stuff". ===================================================================== ===================================================================== A15 stuff Weeeell, you may occasionally see the odd "A15" comment here and there. Some things just did not get done in time. It's real life's way to show you the finger. If you choose to "mod in" those totally-absolutely-not-QA-approved features or not is up to you. They may destroy your game or blow up planet Earth. I'm not saying it's likely but... ===================================================================== ===================================================================== File: SOUNDS.XML Sound Data Node "AudioSourceName" "ClipName" "Loop" "NetworkAudioSourceName" "audioclip" "audiosource" "crouchnoisescale" "heat_map_strength" "heat_map_time" "hordemeter" "ignoredistancecheck" "immediate" "localcrouchvolumescale" "maxentities" "maxrepeatrate" "maxvoices" "muffled_when_crouched" "networkaudiosource" "noise" "noisescale" "player_only" "prio" "range" "time" Attributes: "crouchVolume" "localCrouchVolume" "localVolume" "maxvoices" "priority" "rate" "volume" ===================================================================== ===================================================================== File: ENTITYCLASSES.XML Target parameters for AITask properties: EntityAnimalBear EntityAnimalRabbit EntityAnimalStag EntityCar EntityEnemy EntityFallingBlock EntityFallingTree EntityItem EntityNPC EntityPlayer EntitySupplyCrate EntitySupplyPlane EntityVehicle (unused in A16) see spawning.xml If an ENTITYSPAWNER has Territorial=true and TerritorialRange=distance and the entity_class (here) has AITask Territorial then an entity WILL return to it's spawn point (ignoring everything) when it exceeds this distance. In general there are 2 classes of tasks in this entity system. AITask- : movement task that decides what to do, possibly with the chosen target AITarget- : targeting task, it determines what the entity should target param2 : give up time If the entity is chasing a target for this long it will potentially give up... unless the target is still in range/sight, in which case the pursuit is continued. Essentially you have to break LOS for this long. An entity will be aggro again if attacked after it has stopped pursueing. (bug in 16.0: Zombies never seem to stop pursueing) XP buckets for balancing: Moved to here because HTML is particular about it's comments. ===================================================================== ===================================================================== Wandering Hordes / Gamestage Wandering hordes don't spawn until 28 hours into the game. Wandering hordes will use the player's gamestage... but wrap around at 50. If you are GS 57 you get the "07" wandering horde. This is kinda hacky but the best we got for now. Stay tuned for A17. To test them: shownexthordetime settime to that see the spawns on the console or ingame - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - maxAlive values in gamestages.xml are now per player, not per party. ===================================================================== ===================================================================== Imposters / Distant POI (prefab.xml) If your custom-built prefab HAS no baked imposter you can choose to display any of the EXISTING .mesh files in the prefab folder. It will obviously be the wrong building... but you can see that there is SOMETHING over yonder instead of nothing. (prefab.xml) Move the imposter up/down to deal with zfighting with the ground or the actual blocks. In the level editor use console command "prefab bulk" to generate all imposters. (A17) To update a single prefab's imposter in the level editor, open the Level Tools 2 page and click Update Imposter. ===================================================================== ===================================================================== Sleepers Sleeper volume dimensions. See gamestages.xml A volume can have a gamestage modifier. See gamestages.xml A loot volume is a sleeper volume that CAN intersect with ONE other non-loot volume. No other kind of intersecting volumes is allowed. (it may not crash but zombies will not know where they belong) (A17) Sleeper spawner blocks: Exclude crawlers from spawning in standing poses. ? The sleeper is "looking" in one of the 6 main directions of the block space. This needs to match the perceived look direction of the spawner block/pose. Sleepers / Sounds.xml / Sleepers ID= a completely bogus parameter that the game does not even read. I put that in to more easily sort sounds into buckets. The sound volume emitted by the player. Sorted by volume. Loudest is 100%, next added at 60%, next at 36%... OLD: If the player currently has 3 active sounds (ticking down their duration) of range 3 + 3 + 12 then zombies can hear that at a range of 18. Clamp means that the sound will be ignored if the meter is above this value. If you don't specify a clamp or it's 0 (default) then the sound will always add to the meter. If footsteps have a clamp of 10 and you are firing an AK then the footsteps are inconsequential" and would not make your sound emission any greater. ===================================================================== ===================================================================== (A17) Stealth (pretty identical to A16) Stealth has 2 separate components. 3 if you count the UI. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Light/Vision-based detection entityclasses.xml has the base stats for entities. sight distance in m over which the various light values will scale Awake zombies: How well lit you have to be for the awake zombie to see you at min,max range. At range 30 you'd need a light level of 150 to be seen by this zombie. Sleeper zombies: The sleeper stats are random for each spawned zombie. SleeperWakeupSightDetectionMin rolls one number, SleeperWakeupSightDetectionMax rolls one number, and so on. Just like for awake zombies, this scales across SightRange so the Min value applies to 0m and the Max value to 30m. SleeperSense CAN trigger a little groan sound but does not wake up the sleeper. If your light level > what the zombie CAN see at the current range, the relevant state is triggered. items.xml has light values for items like flashlights. When turned on, your light level is (added? multiplied? I forgot) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2. Sound-based detection Sound generates a volume around the player with a RANGE. Multiple sound events stack/add up to increase that range. Sound events remain separate. If one decays, all other events stay in place and their numbers add up to a new current total. All sounds are generated on the player. The sound source moves with the player. Thrown distractions are local and make zombies seek out the distraction for a while. sounds.xml has the stealth data for every sound. OLD: range="7" This sound ADDS 7 to your noise range which is basically also a volume. OLD: clamp="11" This sound is NOT ADDED to your noise range when your noise range is already 11. That's how minor sounds like footsteps can be prevented to add up to extreme noise values or add to the overall racket when such a minor sound wouldn't be adible at all. time="4" Every sound is active on your for so long. Then this sound finishes and no longer goes into the calculation. entityclasses.xml has the base stats for entities. These 2 generate one value each. Distance = range for sounds so a higher value means less hearing capability on that zombie. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3. Stealth UI The bar/number is a potpourri value for light+sound. It does not give you any definite information about either. The main use is to tell you THAT an action increases or lowers your stealth... by an unknown amount. F3 Debug Info: For Sleepers: Light 15/40 (30), Sound 20/27 (17) 15: the current light value of the player 40: The distance-modified SleeperWakeupSightDetection light value (30): The distance-modified SleeperSenseSightDetection light value 20: the current sound value emitted by the player 27: SleeperNoiseWakeThreshold (random for each zombie, fixed after creation) (17): SleeperNoiseSenseThreshold (random for each zombie, fixed after creation) For awake zombies: Light 15/40 [optional "Sighted" if valid LOS], Sound 20/27 15: the current light value of the player 40: SightLightThreshold. The distance-modified light level you have to be to be seen 20: the current sound value emitted by the player 27: the range to this zombie. you are instantly heard if your "sound bubble" touches an awake zombie - - - - - - - - - - - - - - - - - - - - - - - - You can also get a "distance to target" display with (console) "showrangeddebug". ===================================================================== ===================================================================== (A17) ISS - Integrated Survival System - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (A17) Weapons / mods Now this part is going to get messy and beautifully simple because it's a complete overhaul of what you're used to and a unification of the effects on items / buffs / skills as well as the use of cvars. For the most part it makes no difference whatsoever if you're attaching an effect to an item / buff / skill. Same syntax and everything. Obviously there are differences in scope because a buff would not have a primary/secondary action. Starting somewhere: the name property is meaningless and only there for readability. Any passive effect that changes a stat/variable does so using the chosen operation and value. For items with tiers you can assign a lerping (linear interpolation) value and be done with it. Or you can do this: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (A17) Computational order for generating damage: 1. Damage and effects on ammo, if applicable. 2. Damage and effects on weapons. (modifying or overriding) 3. Active modifiers from buffs and skills. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - GENERAL computational order for determining effects and their magnitude, order of operations (OOO) If NO ENTITY is known and ONLY an item is passed to the code: 1. the item in question including installed mods If AN ENTITY is doing something, using items, or merely standing around: 1. Entity Class 2. the item in question including installed mods (if an item is passed in) 3. held item including installed mods, if not equal to the item in question 4. worn items including installed mods 5. player progression (skills, perks...) 6. buffs 7. bonus damage such as for headshots or attacking specific block materials (see below) 8. game difficulty modifier 9. armor reduces damage On PASSIVE effects, the order is also affected by the TYPE of operation. - A "base_set" should be placed first in the OOO... because it overwrites any previous changes in the OOO. Duh. - Any base_set|base_add|base_subtract take effect immediately as the list is traversed. - Any and all perc_set|perc_add|perc_subtract are COLLECTED into a separate variable and applied after last as one modifier. target, stat[health,stamina,food,water,speedmodifier,coretemp], operation[], value operation: base_set: SET the absolute value of a stat, such as setting HealthMax to 100. Example: SpreadMultiplierAiming The base value for this is =1. What happens now is: 1. 0.8 2. +0.4 3. +15% 4. +30% Total of 1.2 + 45% = 1.74 If you were to switch the lines around like this the result would be a total of 0.8 + 45% = 1.16 ===================================================================== BONUS DAMAGE such as for headshots or attacking specific block materials (see below)(A17) This is a damage modifier on an attack that adjusts the damage based on target body location (entity) or target material (block). That for instance, will take in the damage amount after all other calcs but before the difficulty multiplier and before the armor check and at level one it'll be damage * 1.75. Stance can also be put in the tags: running,walking,idle,swimming,floating ===================================================================== ===================================================================== (A17) Screen effects and particles All of them are permanently loaded on the player. Set intensity to 0 to disable. Blur Bright Cold Dark Dead (no intensity) Distortion Drunk Dying (no intensity) Hot Posterize Underwater Vibrant VibrantDeSat burntZombieSmoke.prefab light_bullet_impact.prefab MinibikeParticles.prefab p_big_smoke.prefab p_blockdestroy_boulder.prefab p_blockdestroy_cloth.prefab p_blockdestroy_earth.prefab p_blockdestroy_glass.prefab p_blockdestroy_metal.prefab p_blockdestroy_organic.prefab p_blockdestroy_plant.prefab p_blockdestroy_snow.prefab p_blockdestroy_stone.prefab p_blockdestroy_water.prefab p_blockdestroy_wood.prefab p_blockdestroy_xt_leaves1.prefab p_blockdestroy_xt_leaves2.prefab p_blockdestroy_xt_leaves3.prefab p_blockdestroy_xt_tallgrass.prefab p_blood_death.prefab p_blood_decapitation.prefab p_blood_impact.prefab p_breath.prefab p_breath_thirdperson.prefab p_burning_barrel.prefab p_campfire.prefab p_candleWall_flame.prefab p_candle_flame.prefab p_chemistryStation.prefab p_critical.prefab p_distanceTest.prefab p_electric_fence_sparks.prefab p_electric_shock.prefab p_fat_cop_explosion.prefab p_fire_small.prefab p_forge.prefab p_generator.prefab p_hotembers.prefab p_hotembersZombie.prefab p_impact_bullet_on_cloth.prefab p_impact_bullet_on_earth.prefab p_impact_bullet_on_glass.prefab p_impact_bullet_on_metal.prefab p_impact_bullet_on_organic.prefab p_impact_bullet_on_plant.prefab p_impact_bullet_on_snow.prefab p_impact_bullet_on_stone.prefab p_impact_bullet_on_water.prefab p_impact_bullet_on_wood.prefab p_impact_bullet_on_xt_tallgrass.prefab p_impact_metal_on_cloth.prefab p_impact_metal_on_earth.prefab p_impact_metal_on_glass.prefab p_impact_metal_on_metal.prefab p_impact_metal_on_metal_harvest.prefab p_impact_metal_on_metal_repair.prefab p_impact_metal_on_organic.prefab p_impact_metal_on_plant.prefab p_impact_metal_on_snow.prefab p_impact_metal_on_stone.prefab p_impact_metal_on_water.prefab p_impact_metal_on_wood.prefab p_impact_metal_on_xt_tallgrass.prefab p_impact_organic_on_cloth.prefab p_impact_organic_on_earth.prefab p_impact_organic_on_glass.prefab p_impact_organic_on_metal.prefab p_impact_organic_on_organic.prefab p_impact_organic_on_plant.prefab p_impact_organic_on_snow.prefab p_impact_organic_on_stone.prefab p_impact_organic_on_water.prefab p_impact_organic_on_wood.prefab p_impact_organic_on_xt_tallgrass.prefab p_impact_stone_on_cloth.prefab p_impact_stone_on_earth.prefab p_impact_stone_on_glass.prefab p_impact_stone_on_metal.prefab p_impact_stone_on_organic.prefab p_impact_stone_on_plant.prefab p_impact_stone_on_snow.prefab p_impact_stone_on_stone.prefab p_impact_stone_on_water.prefab p_impact_stone_on_wood.prefab p_impact_stone_on_xt_tallgrass.prefab p_impact_wood_on_cloth.prefab p_impact_wood_on_earth.prefab p_impact_wood_on_glass.prefab p_impact_wood_on_metal.prefab p_impact_wood_on_organic.prefab p_impact_wood_on_plant.prefab p_impact_wood_on_snow.prefab p_impact_wood_on_stone.prefab p_impact_wood_on_water.prefab p_impact_wood_on_wood.prefab p_impact_wood_on_xt_tallgrass.prefab p_nailgunfire.prefab p_nozzleflash.prefab p_nozzleflashuzi.prefab p_nozzleflash_ak.prefab p_nozzleflash_m136.prefab p_nozzleflash_shotgun.prefab p_nozzlesmoke.prefab p_nozzlesmokeuzi.prefab p_nozzlesmoke_chainsaw.prefab p_nozzlesmoke_m136.prefab p_onFire.prefab p_paint_block.prefab p_paint_splash.prefab p_paint_splash2.prefab p_rocketLauncherFire.prefab p_sandstorm.prefab p_signal_flarePrefab.prefab p_smoke.prefab p_smokestorm.prefab p_snowstorm1.prefab p_supply_crate_gib_Prefab.prefab p_supply_crate_impact.prefab p_tiresmoke.prefab p_torch_wall.prefab p_treefall.prefab p_treeGib_birch.prefab p_treeGib_birch_15m.prefab p_treeGib_birch_6m.prefab p_treeGib_birch_small.prefab p_treeGib_burnt.prefab p_treeGib_burnt_55m.prefab p_treeGib_burnt_75m.prefab p_treeGib_burnt_small.prefab p_treeGib_dead_01.prefab p_treeGib_dead_02.prefab p_treeGib_maple_13m.prefab p_treeGib_maple_15m.prefab p_treeGib_maple_17m.prefab p_treeGib_sapling.prefab p_treeGib_small_dust.prefab p_treeGib_winter01.prefab p_treeGib_winter02.prefab p_treeGib_winter03.prefab p_treeGib_winter_small.prefab p_vomitMouth.prefab p_wire_tool_dust.prefab p_wire_tool_sparks.prefab RadiatedParticlesOnMesh.prefab SharkNato.prefab Smoke_Unlit.prefab TestParticle.prefab ===================================================================== =====================================================================