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Kodos The Executioner

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  1. In case this helps anyone experiencing the same problem (portals not automatically reconnecting after restarting game/server), I found a simple solution. Put a campfire near each of the portals, load it with fuel, and leave it burning all the time. The game will then look at that chunk of the map, and it triggers the portals to connect. Placing the portal on a surface 3 blocks above the ground, with nothing below that surface, seemed to work the best for us. You will teleport in at ground level, right below the portal. Some more info about the portals from another player that tested each of them:
  2. @Guppycur Errors when loading the current version 1.0 in Alpha 21 (b324): WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 4 at pos 6) WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 5 at pos 3) WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 6 at pos 3) WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 7 at pos 3) WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 8 at pos 3) WRN XML patch for "progression.xml" from mod "Guppys SCore Portals mod" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='5']/@tags" (line 9 at pos 3) These errors prevent players from constructing the portals.
  3. That's great. Thanks for fixing the issue with the first occurrence. When the other issue would happen, where no wandering hordes would spawn at all, we would watch the console at the scheduled times and there would be no activity or record of attempt by the mod to try to spawn the scheduled horde. We could still use the 'improvedhordes' commands to show the schedule. Fixing this was as simple as reloading 7D2D, which gives me the impression it may have been a problem with the game and not your mod. It has only occurred two or three times.
  4. On our modded streaming server, we have changed most of the settings from default to customize the Improved Hordes mod, including reducing the minimum hours between hordes to be 4, and the minimum and maximum number of hordes per week to be much higher to try to get 3 to 4 hordes per day. On the Day 1 Vanilla game though, I added a fresh download of the mod and left all the settings at default, and the "Next Occurrence 2" problem, where it skips the first scheduled horde, was in that Vanilla game too. It doesn't appear to skip other hordes in the schedule, except for the very rare occasion where it stops spawning them altogether, and we have to restart the game to fix it (that is probably a 7D2D problem; not your mod). Hope that helps!
  5. Myself and others have been enjoying using the Improved Hordes mod, but have been experiencing a problem where the mod doesn't trigger the scheduled hordes to spawn. If no hordes are spawning as per the schedule, restarting the game and resetting the wandering horde schedule seems to get it back on track, except for the first entry in the schedule. Even with resetting the schedule, the first horde in the list never spawns. That's when I noticed, after resetting the schedule, it always says "Next Occurrence 2" below the schedule in the command console. I even added the mod to a new Vanilla game on a different computer and on Day 1 it shows the next occurrence to be #2. Can you fix this so that the first horde in the schedule is not always skipped? Thanks!
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