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Showing content with the highest reputation on 11/28/2020 in all areas

  1. I think the word petTEST is a clue not to use it some times when working on new ideas some old code gets left in Had a look and don't see it is connected to any quest line just remove it or comment it out
    2 points
  2. @magejosh I won't be any help related to this exact issue but I've had NRE happen so many times with mods and stuff in CM. Generally now days if I see an item I don't recognize in CM I wont touch it. Just had it happen the other day (grabbed something in CM related to a different mod, I should have known as item didn't have an icon...., got NRE). For fixing it I generally try this though: Let a Zed or player kill me (if reset doesn't fix it), then take item put into a box and destroy the box (if can't drop without NRE). If I have to I'll reset the Character (not the whole save) and then Admin
    2 points
  3. For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map
    2 points
  4. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose fro
    1 point
  5. Welcome! This will be the main place I post about new modlets for alpha 19. If a mod is labeled as requires restart, it means you will need to either make a whole new RWG world, or just a new world with the RWG you have now. I will also be posting in the thread title when new mods have been added. Mods will have the latest update in blue just below their names with a short description of what was updated and the date. [---If you have any ideas you'd like me to try and create, leave a comment with it. No promises, but I might be interested in trying some of them.---]
    1 point
  6. Was cruising around in my 4x4 doing a bit of exploring and lamenting on the late-game sameness... Day 54, level 51 and basically invulnerable, have most of the good loot, what now? Here's a thought: randomly generated, timer-based infestations of towns and cities. This event can happen from day 1, it picks a handful of cities and/or towns across the map and deems them "infestation sites; basically zombie hot-zones. In these zones, there are more zombies per sqft, the zombies are more aggressive in general (damage/speed), there are awful (new) boss-like zombies unique to these zones
    1 point
  7. There is a lot of frustration surrounding the looting progression of A19. Some hate the fact that sealed containers have primitive gear in them. I am not going to speak to that in this post. What I want to mainly address is the overall plan as it has been revealed for loot progression. I hope to alleviate fears but I also recognize that you can't please everyone so I'm sure that there will be those upset by even the overall plan and you are welcome to share your opinions here once you understand where this is all headed. Currently loot progression has been slowed down and gated by
    1 point
  8. Just popped on to the world and gotten some screenshots. https://imgur.com/a/ihzNqlP We're going to try the next horde night using iron doors only, to see if the same issue happens.
    1 point
  9. Not that I'm aware of. And this has been a really odd one to fix. It seems that the issue has something to do with the corrupted data stored in main.ttw from the improper shutdown extends to causing corrupt data in the region files when you load it in. Re-using the seed world doesn't seem to cause any problems. Replacing main.ttw doesn't seem to fix it because now the region files are corrupted. If I had a couple of days to just sit and play around with causing this kind of issue, and then troubleshooting it, I might be able to figure something else out. Unfortunately I don't haven
    1 point
  10. Personally I never play with mods. I tried them but I never find one "reasonable" enough to feel like vanilla. What I mean is that vanilla, even when still in need of some balancing, feels way more "professional" than whatever good/great mods are out there. I already said this before (I think on Steam): modders are great, sure, but the problem is they can't feel the pressure the devs have on their own game to not screw up, so they often go too far or let some very weird stuff slip into their mods.
    1 point
  11. Welcome to Project Slaanhatten Alpha 19 Update! - November 7 About me - "Hi I'm Slaan and I keep trying to build cities" New World: Project Demo Map New Prefabs: World Editor Prefab Pack / Project Slaanhatten World The Project Demo Map shows some of the ways we can use the prefabs included in the World Editor Prefab Pack to bring a little bit 'extra' to pre-generated or hand made worlds via the in-game world editor. The prefab pack is a compilation of props taken from vanilla/custom prefabs to fully custom sets made by myself to cr
    1 point
  12. Awesome! Thank you, as always, Chiko! I've updated the files to include this localization now.
    1 point
  13. Yeah, that's about the progression system, as already the threat title says. In the overall context, people complain about not being able to find fire arms early. Right... progression system enforces that. But in the context of the walking dead example you should also not find primitive tools in any safes or boxes, because they are REQUIRED to be handmade. Dunno if it occured in this thread, but in many other threads people also complain about that there ARE primitive tools in loot boxes. Removing primitive tools from all loot tables would solve that, but of cours
    1 point
  14. The problem with horses, and to be honest with ANY other domesticated animal, is that they were used to trusting men before the z-apocalypse. That's why you see so few of them in TWD series (and I agree with the authors on this choice), because they'd probably try to get near the zombies at some point thinking they were regular people and get eaten.
    1 point
  15. @magejosh Reference to pettest has been removed. It looks like it was to be a quest that never quiet made it. @PeNa1979 It is safe to download now and use F6 as the NRE entries have been removed. Here is a small update for the Party Plus mod. A small starter kit as this mod is certainly more of a challenge with the elevated group spawns. https://github.com/arramus/Snufkin-Party-Plus-Starter-Kit-A19 A bit of lore. And some simple goodies.
    1 point
  16. Yes, thank you magejosh. This is an antiquated reference that hangs over from Snufkin's original mod and can be removed from the next update if there are no connections to it. In fact, reference to the old shark entry was also removed as that would also cause NRE if it was opened in F6. Thanks for bringing it to everyone's attention. I hope you were playing in SP and it didn't cause too much damage.
    1 point
  17. I mean you're not wrong. Curiosity killed the cat as they say. It's in the items.xml lines 10-16. I commented them out and have had no problems on server or sp with it since. It's been in every version i've downloaded. I wouldn't worry about it, like oakraven said it's not connected to anything else in the mod so as long as someone isn't using the creative menu and spawning it into an inventory, then it will never come up in gameplay anyways. I just felt it only responsible to let far better modders than me know it was there and may be unnecessary. That
    1 point
  18. So I haven't replaced the PSU yet, it's still sitting in its box. I offloaded the 7 Days server to my laptop and turned down my settings a bit in the game, and I haven't had a shutdown since then. I plan to replace the PSU next week when I have a day to tinker.
    1 point
  19. If you're looking for the links to the streams, just type in "7D2D A20 Stream 2" in either YouTube or Twitch. It's not that difficult to locate them. If you cannot access them, then that's Chinese censorship for you.
    1 point
  20. Hi Kandrathe. Love some of those ideas. Especially the radio. Ever since playing We were here (2 player cooperative where you both needed radios to communicate), I've loved that idea and it could be tied so well into the game, although I see the strengths mostly through mods. Other ideas I'd love to see would be to retrieve a password (and have a dialogue box upon return of trader or bandit or someone else) Remove some radioactive material (at obvious danger to you but a worthwhile prize) so a NPC can live in their house again. If you could add a camera into the
    1 point
  21. Oh crap! Yhea, that is supposed to be enabled. Forgot to remove the <!-- --> after doing some testing on other stuff. Thanks for pointing this out! NICE!
    1 point
  22. I got some bad news for you.....I canโ€™t speak about, just show you a clip from a witness The power supply was just too much for it....... And this is my one a day bad dad joke๐Ÿ˜€ Thank you and good night everyone!!
    1 point
  23. yellow is fine. it is from the way I am searching to add them to the appropriate groups (which is extensive on some of them). No issue with them being yellow.
    1 point
  24. For the life of me, I donโ€™t recall any references to pettest in this mod. I agree. I donโ€™t know what pettest relates to and I hope mage josh can shed some light on it.
    1 point
  25. @Kuosimodo I saw that you reacted with a heart emoji for one of my posts. Remove it immediately.
    1 point
  26. @magejosh thanks man ! so glad i dont put that on my server too ...uff...that was close
    1 point
  27. did I say you that I can't play solo game without your rules ? trying to convince my mate to put it on our server ๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘
    1 point
  28. 1.0.4 Update Added: Block, icon, and localization for cntPlayerGarmentBag Block, icon, and localization for cntPlayerClosetRod Block, icon, and localization for cntPlayerToolBoxClosed Block, icon, and localization for cntPlayerRollingToolBoxClosed
    1 point
  29. For those who celebrate this holiday, everybody else, have a great day. I'm thankful for lockpicks, and the blood moon slider. Go!
    1 point
  30. Hey Riles, I was wondering why the rebundling of ammo is not enabled in v1.06? Thanks!
    1 point
  31. The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
    1 point
  32. I would like to see Sprint in all Movement Directions to return. Not as it used to be, but a minor movement boost when holding the sprint button, would feel more normal. Locking it to forward motion does not really make sense. People argue "you cannot sprint backwards" which is a stupid rebuttal, you can, it's not really hard. :f You can't go as fast as you can moving forward, but you can still go faster than walking speed.. not to mention strafing.. Perhaps the Parkour skill can allow the player to use 'sprint' in the 5 remaning direction
    1 point
  33. ๐Ÿคจ Looks like sleepers and wanderers to me. Simple enough to observe their movements and adjust accordingly without being seen or heard if you're paying attention. Not sure what there would be to rage about there... Or are you still straw manning about our hate for attack volumes that you're assuming a simple wanderer or two is somehow comparable to stepping over an invisible line and having every zombie it is tied to knowing exactly where you are at that instant and immediately moving to attack?
    1 point
  34. Hi, I don't often come here, so I'm sorry if this topic has already been discussed elsewhere. And I will certainly not take credit for this idea, because I've heard it floated around a couple of times before. If you didn't guess what I'm talking about from the title, I was wondering about the possibility of adding a gun to the back of the 4x4 truck. With Alpha 19's 'you-can't-just-plow-through-me with-your-truck' kind of hordes, this could be a real game changer. If your base gets destroyed or you're caught out in the horde for any reason, just stick a friend on the back have 'em go to town. W
    1 point
  35. It would still not fix the key problem which is an auto failure. I never really seen many people who advocate of auto failure systems, those are hated regardless of genre and gaming age. Your game could have an auto failure where if you dont escape within 1 minute the alarms go off and you now need to fight off the guards, an accuracy check where if you dont reach 90% your are now subjected to the harder mode, enemy design offering an undodgeable, sure-hit attack incase you cant remove a wall torch, etc... Simply giving the zombies a line of sight system where with
    1 point
  36. Another one fix for your modlet? <!--If you can craft exploding and flaming steel arrows and bolts then you can craft steel arrows and bolts--> <append xpath="//perk[@name='perkRangersExplodingBolts' or @name='perkRangersFlamingArrows']//passive_effect[@name='RecipeTagUnlocked']/@value">,ammoArrowSteelAP,ammoCrossbowBoltSteelAP</append> and Unlocks property One saving time tip:
    1 point
  37. Closing this thread until Magoli requests it to be re-opened. In the meantime, for continuing development of Magoli's Compopack, please go here: https://community.7daystodie.com/topic/21900-magolis-compo-pack-current-thread-by-wolfbain5-and-stallionsden/
    1 point
  38. @Life2Death, @MajorMunchy: I have attempted to contact @psouza4 on these forums to see if he intends on updating this modlet for a19, or if he wouldn't mind if I attempted to update it. He hasn't posted in awhile so I'm not sure if he will get the message.
    1 point
  39. Really thank you very much! I want to say is that I am not a stretch hand to the party. In China, such behavior by Chinese netizens degeneration of I address is: stretch hand to the party. Means: straight question, ask for the answer isn't thinking about myself. However, in the face of China's "green dam" project, Chinese netizens, including me, really helpless. Even if I hung the VPN want to turn on youtube's home page, need at least 5 minutes... It's pity to 56k moden dial-up s.
    0 points
  40. Hi, Mr Moderator. Sorry to bother to your work again. I just want to ask, A20 the latest issue of the live video uploaded to the Internet? If you have finished uploading, you can give me a website? In this way, I can find it directly. Do you know? In China, using VPN is illegal. And we these 7 d2d Chinese fans are calling A20. Some fans asked me to give you mean something like this: even if for a period of internal testing of the video, after all, this chip cookies.
    0 points
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