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This repository is archived as I am no longer working on MC. Feel free to use its assets if desired, within the limits of the license.

The-Dawn-of-The-Dead-Modpack

Repository for the dev team of the "Dawn of The Dead" modpack. Also for bug reports. See the to-do list at the bottom.

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Links to each section:

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Summary of the modpack:

"Dawn of The Dead" is a hardcore zombie apocalypse horror themed modpack that, as is usual with my packs, was inspired by my dislike of existing zombie modpacks. Whether they were lackluster in not properly utilizing Lost Cities, didn't purely focus on zombies, or didn't support single player; I've not found a pure zombie apocalypse pack I've enjoyed at the time of writing. So I made my own. And I made it in the theme of hardcore realism. Setting: In the near future, there has been an outbreak of a fungus in the fictional city of Shiwagane. Officials dub the fungus the Lyssa-8, which turns people into aggressive drones that relentlessly attack anything that moves.
The city is overrun in a matter of days and the infection has started to slowly spread across the country. The military's attempts to quarantine the affected cities succeeds at first, but leaks in the perimeter leading to outbreaks in surrounding areas causes more towns and cities to fall each year. With the quarantine zone continuously growing larger, it becomes clear it will only be a temporary solution. A rare few are discovered to be immune, and many attempts at a vaccine are made, but none succeed. They are missing something, a key component to understanding the Lyssa-8...

(Outdated, pending edit)

The player takes the role of a scientist who is immune to the infection. Your theory is that the key to a vaccine can only be found within Nalova city, where it all started. After several attempts, you have managed to convince a faction within the government to support your mission. With limited resources, they're unable to send any soldiers with you, but allow any immune volunteers (players) to accompany your mission. In a last ditch effort, you travel to ground zero in search of answers. You are air dropped into the city with minimal resources near an abandoned lab that will serve as your base of operations, and allow you to conduct your research. With only occasional supply drops from the outside, you will be forced to scavenge supplies from abandoned buildings while trying to collect samples from the infected, and avoiding any remaining survivors that may be left in the city! With limited ammo and food, you'll have to conserve your bullets by collecting materials to craft make-shift weapons with an entirely new crafting system; go on supply runs to collect non perishables or start your own rooftop garden; fortify your base with traps to protect against the unrelenting hoard; and conduct experiments with samples collected from the infected. But zombies aren't the only thing you'll have to watch out for. Temperature, starvation, sanity, injury, other survivors (NPC, or even players!), and even unpredictable weather could all be your downfall. In a more forgiving hardcore mode, all players will have a limited number of lives representing their true injury level. When you "die," your character simply manages to escape, albeit injured, back to your base (respawn). You keep your inventory, but you lose a life. In a race against time, your goal is to find a cure before you run out of lives and die for real, marking the failure of your mission and the spread of the virus across the globe!

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(All following sections relevant to dev team only):

Remember to make any new txt files you create plain text! Json, .book, cfg, etc must all be plain text files!

So, I would like to start off by saying, for those that haven't used GitHub before, you must check the documentaion linked in the Discord. It is relatively short and explains how to upload files, request your files be merged into the "accepted" files (called a pull request), and how to download individual files for clientside testing. Also as a reminder, never submit/ commit files directly to the main branch or someone elses. Submit your files by adding them to another branch. The option is at the bottom of the page after you upload your files.

The Main branch is by default blocked from direct commits, but other peoples branches are not (branches are like seperate directories you can merge files between, and allows editing of files without messing with the main branch until you are ready to submit for approval). Remember to make sure you check which branch and file path you are currently on before uploading.

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LostBooks:

For writers of the team. This is where all .book files go (in config/LostBooks). Make sure you read the format.txt file for useful formatting tips and to learn the limitations of the LostBooks mod.

All contributers will be credited in the authors file in the primary directory of LostBooks, but if you want to be credited for each specific works you upload, it is up to you to do so. To do this, download the current authors.txt file (check GitHub references channel for how), and then add the name of any books you submit under the section for your username, using one line per book (you can commit changes to authors.txt as many times as is needed to list your contributions). If the authors.txt file in the Main branch has been edited since you copied it, you will be asked to resolve conflicts before you can commit your version of the file. Simply click on the resolve conflicts button (or, preferably, resolve manually) and move some stuff around (don't mess up the formatting or move other peoples lines). Don't forget to remove the text inserted by GitHub marking the moved lines.

As for books themselves, they are split into two folders/ categories: common, and unique. Any books in the common folder can be dropped multiple times, based on chance. Books in the unique folder will only drop once per player, per world. So determine the purpose of your book before choosing which folder to submit to. Things like news paper articles, "non-special" short stories, or things you would expect to find multiple times should all go in common. Something like a journal should go in unique. Logically only one copy of these would exist. As far as the length of .book files go, you should limit them to under 1000 words, and they should never exceed 2000. If your book is longer than this, you must introduce some kind of scene break, torn off section that is continued in the next volume, etc. Book files that are all volumes or parts of a single book should go in a folder inside common or unique, e.g LostBooks/common/TheMarsIncident/.book files (folder name must not contain numerics!). This helps reduce clutter, but do note that this does sort of change the drop chance. E.g when a book from the common folder is dropped, they are all rolled dependent on their weight. Folders however are considered one book. If the roll lands on that folder, a second roll is then determined to decide which book in the folder is dropped.

You should follow the naming conventions laid out in format.txt, and should avoid using numbers in the name of the file. When uploading your files, add a description to the commit notes of what the book is about, whether it is whitelisted for certain mobs, and any relevant lore it pulls from or adds to (to avoid contradictions from differnet authors).

The last thing you can do with your books, is control their drop conditions using a .txt file and giving it a name identical to the .book file that it is changing values for. The .txt file must be in the same directory as the .book file it's paired with. Things like how often the book drops relative to the others and which mobs they can drop from can be modified using these text files. For example; if a book is specific to a planet and should not be obtainable until reaching it, you can make it drop only from mobs on that planet (if it is an uninhabited planet then you can specify in your commit notes when you upload that the book must be added to a structure loot table). Note that weight values that are extremely low, like 1, will cause the book to likely never be seen. Check the DropSettings text file in the LostBooks folder for a more detailed explenation of how to do this, and do not use weights higher than 100.

Scripts:

For all the script files. If you are adding a new script file that doesn't already exist, each mod or major function should have its own file. E.g any removals or modifications to Minecraft recipes should go in MCRecipeRemoval.zs, Thermal expansion in ThermalEdit.zs, etc. For certain mods, it may be necessary to seperate its machine recipes into seperate files for each one. Never mix recipes with other script functions, these should each go in their own file (compatSkills, JEI edits, etc). For things that aren't obvious like non recipe scripts, loops, or other functions; remember to add in file comments to make sure other devs reading your scripts know what does what. Footnote: Where possible, use recipes.remove() instead of typing out the full recipe with all its compenents. This abbreviation works in most cases and makes things more readable. Only use the longer removal script that specifies the recipe items if this doesn't work (sometimes it doesn't), or if the item has several recipes and you only want to remove a specific one.

Config:

Obviously where configs go. Make sure to keep file names and file paths if they exist in a subfolder. Do not make edits unless you know what you're doing, and have been assigned. All other mod editing exists in this folder unless otherwise specified. If merging conflicts during a pull request, make sure you keep correct file formatting. Json files are extremely touchy about incorrect formats. Pay close attention while doing conflict resolution. Make sure you check the commit notes to see what was changed. All commits must have a description in the notes of what they changed. This is required for any commites that modify files, but is especially important with configs.

TO-DO list

See the Trello board.