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i_robot73

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  1. 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>
  2. 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.
  3. 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
  4. Using 'webpermission list true' & noting the defaults provided, I settled on janking w/ the perms as little as possible
  5. 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)
  6. 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
  7. Ran another few...all gen's properly. Thanks again for the time/assist
  8. 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
  9. 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)
  10. 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
  11. 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.
  12. 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
  13. 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)??
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