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i_robot73
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1) If you use the 'TrashStays' w/ the 'EmptyNest', they'll conflict. The nest will never get destroyed to 'seed/grow' I modified the XPATH to exclude the 'birdNest' lootcontainer (the 'and not(@<attribute{name}>=... I didn't find that 'birdNest' had a container w/ the 'destroy_on_close='true', but shouldn't hurt if you want to CYA & put the conditional on both lines) <configs> <removeattribute xpath="lootcontainers/lootcontainer[@destroy_on_close='empty' and not(@name='birdNest')]/@destroy_on_close" /> <removeattribute xpath="lootcontainers/lootcontainer[@destroy_on_close='true']/@destroy_on_close" /> </configs> 2) I didn't like that the EmptyNests 'seeded' using the nest model (when scouring the landscape for nests to loot, it sucked when I came across a 'growing/seed' nest that I couldn't loot). To mitigate the confusion, I changed up the mod so the nest 'seed' was a grass model that you could find in any biome. I also gave it some HPs so you could stop the nest from re-spawning if you wanted. Just remember to change the 'GrowthRate' as needed New to the tweaking, so excuse any problem(s) I wasn't aware of creating & thanks again for the quick & useful A21 MODs <configs> <append xpath="/blocks"> <block name="BirdNestGrowing"> <property name="Class" value="PlantGrowing"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <property name="Extends" value="treeBrownGrassDiagonal"/> <property name="MaxDamage" value="100"/> <property name="PlantGrowing.Next" value="cntBirdnest"/> <property name="PlantGrowing.GrowthRate" value="270"/> <!-- In-game minutes (presumes 90-min days [3 days]) --> <property name="SortOrder2" value="0007"/> <property name="Texture" value="201,306,371,201,306,371"/> </block> </append> <insertAfter xpath="/blocks/block[@name='cntBirdnest']/property[@name='StabilitySupport']"> <property name="DowngradeBlock" value="BirdNestGrowing"/> </insertAfter> </configs>
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I found the same thing happen while building a small platform base on another's server. I laid out a 5x5 pad on top of 4 pillars @ 4 blocks high, then use 1/2 blocks for the walls (2 blocks high) and 1/2 block 'L' for the corners (no ceiling/roof) It started to rain & I backed up into one of the corners == no rain sounds. Moved into the middle of the pad, rain+ sounds returned.
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Summary: Sounds (weather) get muted in (on) 'collision center' POI Game Version: A21 b317 OS/Version: Linux 5.19 Linux Mint 21.1 64bit CPU Model: AMD Ryzen 5 2600X Six-Core Processor (cores: 12) System Memory: 32030 MB GPU Model and VRAM: NVIDIA GeForce GTX 780/PCIe/SSE2 (3072 MB), OpenGL 4.5.0 NVIDIA 470.182.03 (shader level 5.0) Screen Resolution: 2560x1080 Video Settings: Defaults (haven't changed anything since A21 install) Game mode: MP on Dedi Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes EAC on or off? On Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Wait for rain storm (or start one) 2) Head to POI & get to the roof (clear zeds) 3) Stand under the 'umbrella' covering the loot Actual result: Environmental sounds disappear (no rain, no wind, etc.) & can clearly hear all zeds walking+ Expected result: Hear all sounds in area
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Using 'webpermission list true' & noting the defaults provided, I settled on janking w/ the perms as little as possible
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For anyone wondering, to remove CONSOLE & SETTINGS it's the "webapi.Command" that needs tweaking Still playing, but I think keeping the parent as 2000 & setting just the GET to 1000 (instead of INHERIT) would work better-er (does take a reboot of the server to kick in)
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You can do the 'webpermission' or modify the serveradmin file directly. Didn't take a reboot of the server to kick out (for me?) I'm working on noodling out how to remove the SETTINGS and CONSOLE from public (2000) access
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i_robot73 started following News & Announcements
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Ran another few...all gen's properly. Thanks again for the time/assist
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Well, I setup a 12GB swap file. Give it another go...By damn, it worked! (~10min) I'll give it another few attempts but this one was most promising (appeared to hang on 1s Saving Roads/final data, but I held tough to see it through ;D ) Give that man a beer, whomever suggested
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I used the server to gen, not the client (which is where I'm getting this issue). Here's my gen from A20 I tried to replicate <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="10240,10240" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.0.313" /> <property name="Generation.Seed" value="Last of Us, The" /> <property name="Generation.Towns" value="Many" /> <property name="Generation.Wilderness" value="Default" /> <property name="Generation.Lakes" value="Few" /> <property name="Generation.Rivers" value="Few" /> <property name="Generation.Cracks" value="None" /> <property name="Generation.Craters" value="None" /> <property name="Generation.Plains" value="8" /> <property name="Generation.Hills" value="5" /> <property name="Generation.Mountains" value="3" /> <property name="Generation.Snow" value="5" /> <property name="Generation.Forest" value="3" /> <property name="Generation.Desert" value="4" /> <property name="Generation.Wasteland" value="7" /> </MapInfo> I'll give that a whirl. I haven't run w/ a swap in a while (running w/ 32GB)
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I blew it all away (client files, userdata & used the Launcher/TOOLS -> select ALL) & re-installed. Ran RWG again, blew up Installed 'simplescreenrecorder' (screen capture) Ran RWG (tried to duplicate the settings as best as possible) Completed successfully *hmmm*. Doesn't give me the warm/fuzzies, so I'll be trying again after I'm done w/ work. Maybe the slow-down via the video-capture?? I'll update after a few more test runs. Log of success: https://pastebin.com/21CdqQiG
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No, it crashed (hard). Dropped me back to the desktop where I had to spin up the client to try other attempts. I understand there are certain steps in the process that appear 'hung', so I let it be & chug away.
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i_robot73 started following Random world generation crashes at start of 'saving roads' step
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Summary: Random world generation crashes at start of 'saving roads' step Game Version: (A21 b3313) OS/Version: Linux 5.19 Linux Mint 21.1 64bit CPU Model: AMD Ryzen 5 2600X Six-Core Processor (cores: 12) System Memory: 32GB GPU Model and VRAM: NVIDIA GeForce GTX 780/PCIe/SSE2 (3072 MB) Screen Resolution: Using native desktop resolution 2560 x 1080 Video Settings: Default, as I wiped EVERYTHING using the Launcher/TOOLS & started fresh Game mode: RWG Did you wipe old saves? (Yes/No) Yes. Wiped it ALL using the in-game launcher TOOLS Did you start a new game? (Yes/No) Yes Did you validate your files? (Yes/No) Yes Are you using any mods? (Yes/No) No EAC on or off? On Status: NEW Bug Description: Random world generation crashes at start of 'saving roads' step Detailed steps to reproduce the bug: 1) Attempt to generate world 2) Wait (couple steps known to appear to be 'stuck' but are not) 3) Crash to Desktop Actual result: (description of what is occurring) Generation starts but crashes to Desktop during process Expected result: (what you expect to occur) World generation completes successfully Log of last attempt:https://pastebin.com/hLRnn7rc
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Can the 'Car Respawn' mod be tweaked to read the LootRespawnDays from the Server's CFG?? Idea was each type of vehicle == a different rate based off the LRD EG: if LRD == 10, wrecks could respawn every 7 days (.7) while Mo-Power every 20 days (2.0)). Maybe even a range (.6-.9 for wrecks 2.0-2.5 for Mo-Power)??