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Syrex

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Posts posted by Syrex

  1. Rather them take the time to get it right (as best as possible) the first time and personally have to wait, than for TFP to release a hot mess and have to wait for hotfix after hotfix. It has always been worth the wait with this team. Doesn't make the wait suck any less, never does. They'll release the Kraken soon enough :)

  2. Day 32: (difficulty 3/5, 2 hour days, loot (started at 50, then tried 75, parked at 100), 50% xp)

     

    Dislike: 1) the Over use of invisible triggered zombie wakeup.. kinda negates all my agility point spending - i like to play stealth. Am doing tier 3 quests, again (moved locations so new trader), and a good portion of the quests with previous trader and with this trader involve "triggered" swarms - not a fan, but to each their own. 2) Acid is a little too rare (day 32 and only found 3). 3) to me, the hitbox for direwolves head seems "off" or smaller than the graphic, alot of my shots (gun and crossbow) go thru the head but hardly ever register a damaging hit. That's it so far...

     

    now...

    LikeS: far too many to list, however my top few would be 1) RWG, heck yes (i do however dislike that the paint on the streets actually take up a block-space and can't place anything directly overtop of it, but thats a minor meh) 2) love the builders-love we received, Blocks-O-Plenty (maybe paint/textures next?!?! i know i'm pushing my luck lol) 3) the ChaLLenge.. I have a few hours invested overall in this game and in my play thrus i die maybe twice each go.... A20 I've died 12 times thus far (triggered swarms x3, an explosion in a farm poi (still baffled by this one) x1, Direwolves x7 <<-- LOL, andddd a Bear x1.. need that meat!

     

    I'm on the fence with the farming.. its good for what it is, but I cant see this as being "the" answer to whatever TFP is after. Something about it just feels off.. LotL 3 was a must to a "sustaining" farm - and thats expensive considering where points should go early on. This Alpha, I find myself hunting more (dont always go as planned hence the deaths lol). Still alot I havent seen yet sooooo, I'm looking forward to the next x-amount of hours. <<end update>>

  3. On 11/21/2020 at 4:38 PM, almus said:

    I'm having difficulty installing the Mod Launcher. I'm running a fully patched Windows 10 x64.

    I downloaded SetupInstaller.msi (and I also tried Beta-SetupInstaller.msi)

    The download goes fine, but when I double click the msi file nothing happens (no errors, nothing installs, nothing)

    I have tried disabling windows "real time protection" and that didn't make any difference. 

    I'm open to any suggestions or ideas.

     

    sphereii, a friend of mine is having an issue with this as well.. any ideas? I've had him 1) try right clicking >> run as admin (which is apparently not an option anymore).. 2) Told him to right click > properties > compatibility > run as admin -- it greyed out (even after selecting: change for all users) 3) turn off user accounts (change user account control settings) - no help 4) right click > open with... > click ok if "Windows Installer" is there (hoping it would allow him to select "run anyway" under "more info" in the Windows protected your PC screen) ... anything else to try? an .exe perhaps?

     

     

    edit: he's not even seeing the Windows protected your pc screen (Smartscreen)... I know thats a separate windows issue... I have him updating windows (he has build 1803) and we'll try again tomorrow..

  4. kinda missed the part where i said "when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure", plus it's saying "Trying to guess path from mod name". Is there a file that i should have him look at to make sure its pointing correctly? he showed me his 7daystodie_data (when he gets home from work i asked him to look in each of the folders to be 100% certain since it said there was a "/../Mods")

     

    imgur of _data folder: https://imgur.com/gkw9fVd

     

     

    **Edit**: I think i figured it out, he's gonna check when he gets home.. he said he created folders for each of the packs naming the folders "0-CreaturePackAnimals" (as an example), extracted the files (which already have a folder named as such in there) and moved each into Mods folder.. so his file structure is actually: Steam\steamapps\common\7 Days To Die\Mods\0-CreaturePackAnimals\0-CreaturePackAnimals.. so a install oops.. thanks for reply mr.devolver ^5

  5. heya Xyth. 4/5 players are having no issues with the packs thus far (thank you for work), however 1 player is having multiple errors upon entering the game. He has a folder structure that is correct as far as i could see: steamapps/common/7 days to die/mods/0-creaturepack*  . Couple things i noticed is a) its saying "[MODS] No mods folder found" b) when i did a console "killall" -- 2020-09-01T16:53:20 8086.060 INF Executing command 'killall' by Terminal Window - Gave 99999 damage to entity humanWhispererBetaHunter -- and he was able to enter game c) it keeps referencing: steamapps/common/7 days to die/7daystodie_data/../mods/0-creaturepack*/resources/harleysounds.unity3d failed , when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure.. If you can provide assistance I would appreciate it.. I'll provide whatever i can:

     

    output log: https://pastebin.com/XQKT3Wmb

    Imgur: https://imgur.com/a/MIqgdFr

  6. Ran into an issue "InvalidCastException: Cannot cast from source type to destination type". Some facts:

     

    1) it happened coincidentally as soon as a player read 2nd class book and chose mechanic class from blank class book

    2) its horde night right before 10pm'ish... This has happened once before, before I moved server to a true dedicated (the actual tool) on horde night before (this is a fresh game)...

    3) did someone move to an area thats bugged

     

    **Edit**: I'm having individual players enter to see where and who is initiating the error.

     

    **Edit 2**: doesnt matter who enters individually, the console spams this error

     

    **Edit 3**: Just went in solo and admin'd settime 9 13 0 and the errors arent there, so horde night bug??? Going to settime to close to horde night time frame for test...

     

    **Edit 4**: did a settime 9 21 45 and errors popped and spammed again

  7. Hey Khaine, should I only extract and overwrite these files from your zip into the existing folder I have for you or delete all files/folders i have currently and replace only the folders/files that are in your zip. I ask because there are folders/files in the current setup that arent listed in the zip. Just as an example, I see a "Bluffs" folder in my current setup but I dont see that in the zip you referenced me to (there is other examples, but referencing this one as prime example). Just asking to make sure I don't mess things up beyond repair.

  8. Ran into an issue where I logged out in my mine (base above ground).. Logged back in and there was dirt in my way back up into my base, when I dug up 95% of my base was gone as if it was never there -- grass and untouched bags in its place. but there was 3 of my walls and the spikes i put around it.

     

    Image is too big for forums

    https://i216.photobucket.com/albums/cc261/Psyrex0/20190818060442_1_2.jpg

     

    I shut the server down and brought it back up hoping it would "fix itself", but alas that didnt happen and I don't have a backup saved so I'm guessing its toast

  9. one thing i was confused on is with the auger it was using the electric tools perk but that perk doesnt have a harvest bonus like mining tools does. Oops or intended? If intended, can you explain why please. I understand the auger is sorta faster (though it didnt feel like it even the diamond auger).

  10. well, alrighty then, lol. wouldn't have thought to change out of the nailgun.. thanks for the clarification Jax. ^5

     

    Couple things I ran into last night I had questions about: the sewer grate, early on (like day 1 or 2) i was able to "loot" it though it took a while to find the sweet spot. Last night, i got near one and tried to do the same and couldn't. Actually, now that i'm typing this wondering if i need to break the sewer and theres a box underneath. Secondly, when I made the military generator, i tried to use the wire tool to connect it to a relay and it wouldn't connect, no wire was produced. I then made the police generator, same thing happened. Tested further to see if my placement was wrong by placing a regular generator. The regular generator was able to work.

  11. 2.2 note: when upgrading log spikes, right after the steel tier it asks for fuel to upgrade further (gas can icon (not barrel)) however, even with either gas container it doesn't upgrade.

  12. any way to rebuild/make the homemade guns? can make the ammo but not the guns.. Currently trying to do the handgun quest and misplaced mine so.. lol.. Thought i could build a pistol from scratch, but cant reload homemade bullets so i guess that wasnt the way to go

  13. (Ingame stats: 90 min days, 18hour daylight, 200% loot, currently day 50)

     

    Heya Jax and team. Small group of us has been trying mods out recently - so far in order: Valmod, Starvation, WotW's, and now yours. A very quick overview would be: Valmod was a great after vanilla play-through experience, Starvation was a nice mod for ultimate survival, and WotW's was nice for loot/exploration/building. We wanted the mods to have a baby and my friends and I are in agreement - Ravenhearst is it. Couple of things we've seen is (none meant as a complaint at all) :

    (1) low loot - makes sense as items are scarce and we're essentially not the first survivors to go looting (though we are when we "start" the game + adds backstory).

     

    (2) Animal sparsity - makes choosing what food to prepare and what to plant on the farm a thing.

     

    (3) Speaking of farming it takes a long time from planting seeds to harvest, 4 in game days (90min days) i believe it calculated out to be. Which I've noticed has made players build much bigger farms than previous play-throughs.

     

    (4) Most, if not everything, is locked behind perks (aside from some of the normal books/recipes), which artificially slows progression (again, not a bad thing) though we are a bit confused by a couple instances - one being Tool crafting. Scrap iron tools seem to rule for quite a while even after getting the iron tools perk. Currently it seems Iron tools dont start to shine until level 90-100.

     

    (5) a few of the new mobs/zombies/bosses(?) are scary. (the one zombie that sings in a whispering haunting voice "ring-around-the-rosy" sent chills up my arm first few times hearing it) and don't get me started on what we call the "White Walkers", and the big fluffy afro dude.

     

    (6) the vehicles added are a nice touch albeit they dont break down in 3 phases like the normal ones (sedan, damaged sedan, to frame of sedan)

     

    (7) The class selection is a nice touch - makes working with others as a team a thing (until people can start blueprinting their way to the other classes). And longer probably for people playing Singleplayer.

     

    (8) Ores are more defined in their biomes, can't tell ya how long I mined in the desert looking for iron and came up way short LOL. It wasn't until I googled and found a post here telling me the biome/ore definition to help me to stop looking in desert. Which brings me to augers (this was my chief bewilderment) initially are a little lacking (469 quality). Havent made steel/diamond yet so, we'll see what happens as days go on.

     

    All-in-all, thanks team for the mod, enjoying the heck out of it!

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