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StompyNZ

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Everything posted by StompyNZ

  1. maybe move all the dumb talk of moderation out of the dev thread to the trashbin where it belongs?
  2. If you want to do the lights on dedicated only then an api mod can do it without the dll hack. You just need to use world.setBlockRPC and change the meta1 value to 2 on any light blocks. it does require using a console command rather than the 'E' interface though
  3. there is a pickaxe book. They also show up in loot and at traders
  4. We are not seeing any of these issues on the official server so it sadly might be a case of start a new save. We reset the map for b16, and it was fine going to b17, but anything b15 or older might be broken. This is the last major update before alpha17 so if you do reset you def wont need to again.
  5. Build 17 is on launcher. Will do patch notes for 16 and 17 in a bit b17 doesnt appear to have any issue with a b16 save.
  6. https://7daystodie.com/forums/showthread.php?57569-Bad-Company-Manager-(ApiMod-for-Servers)&p=824036&viewfull=1#post824036 Sylen had the same error for bcm, looks like it was an out of date system.xml file. Redownload bcm and fresh install of it should clean up the problems.
  7. There are some bcm errors on load there. Most likely the configs are not correct for it. Make sure the Configs are set up as per this folder in the Mods folder: https://github.com/7days2mod/BadCompanySM/tree/master/BCManager/Mods/BCManager
  8. My current todo list for b16: bug: DragonGore has no loot when the body downgrades bug: paladin and baby dragons make the sound but dont fire ranged shots todo: change beer barrels to work like the new tanning racks todo: finish quest localisation todo: finish item localisation for new quest items todo: icons - vials/blood/body parts and individual icons for quest tokens todo: icons - grapevine block, beer barrel half and empty, large hammer head todo: restrict blighters so they can only spread blight when aggroed, or at the least only when within a distance from a player todo: localise dungeon seed 3 note todo: remove old quest notes todo: change ingredient bloods to Lesser Blood, Strong Blood, Potent Blood, and provide recipes to create from the various blood types (i.e. goblin => lesser, dragon => potent) todo: creature loot review todo: review trader supply lists todo: add recipe unlocks to loot, and review the grouping of recipe locks to different teirs instead of just by type todo: add rewards for quests - including legendary weapon todo: review ingredient craft timers and exp, adjust recipes that are unbalanced for time. todo: review item weights where needed to get correct scrapping after ingredient review todo: create alternative options in rwgmixer for 5k, 10k, 15k, 20k worlds and zero towns, 1 central town, random small towns todo: tidy up ui changes for quest objective and reward windows todo: find a use for red flowers todo: add recipes for decoration blocks todo: add recipe limiter patch (only see recipes you know, only at station you can craft them)
  9. CHANGES FOR B15 (probably missed a bunch) Adjustments on stone harvesting Removed scrap iron frames and upgrade options New log spike model (thanks Random Person!) Removed some more modern blocks (morticians drawer etc) Fixed the 4 plants that were upgrading when fully grown Added Banded Chest as a player craftable storage Changed leather creation to use the tanning rack (build rack, place in sunlight, upgrade with animal hides, wait, loot leather) New block buffs added Improved Dragons Breath potion Dysentry, foodPoisoning and blight debuffs can be 'cured' with a certain plant Adjusted AI to ignore merchants since they cant be killed Added headshots to custom entities (untested) Adjusted dungeon spawns so they dont wreck the place Some creatures move faster now Ogres and Trolls went to smash school and learnt how to bust your house down Removed skill xp from medical items to stop them from leveling the medicine perk Removed hydration from potions so you can drink them when fully hydrated Adjusted economic values Buffed food healing (approx x2) Honey cures dysentry The mysterious plant has a new mystery(buff) Added a large hammer head for crafting bigger hammer weapons Remove machete blade, recipe now uses large balde Some schema's can be created from book pages found in loot Removed quality from frying pan, can still club a peasant with them Pitchfork can be repaired with scrapIron Woolen cloths can be repaired with wool Big buff to blunderbuss damage Buffed high end protection ratings on most armor. Full purple plate will let you slug it out with an ogre. Loot template changed to reduce quantity of purple drops a bit Leveled loot fully removed Overhaul of peasant and guard loot (creature loot still to be reviewed) New skill 'Slayer', gain levels by completing the Slayer quests. Gives a bonus to entity damage on all weapons Completely revampeds quests (still needs some localisation). Complete the first quest by opening your quest journal. Read the quests, important information is there to guide you if you get stuck with what to do next. Added Quest Tokens (dont lose them!) to track quest chain completion. Tokens can be dropped/traded, watch out pvpers Some recipes are now locked in quests as well as an option for unlock with looted schemas. Seed recipes return more seeds (temporary measure until the fertiliser changes are added) Vials can now be crafted in the furnace with glass Some scrapping is now only available at the workbench (cloth, leather, iron, wood) New prefabs for the spooky forest A new village prefab can be found in the wilds Many improvements to the horse (Thanks Emu!), to many to list. Don't be mean to your horse, it might eat you. Add horse reins to stop the horse from wandering.
  10. I'll post the highlights later today. - - - Updated - - - food healing has been buffed in b15, but the lack of early healing is intended.
  11. Most of the b15 stuff is done, but still needs some testing and probably some bug fixes. Will def be this weekend sometime.
  12. The current version of the crystals are more for purging existing blight than protecting against new blight. The protection they do provide atm should last a few game days but the next time I work on that I'll be changing them to provide protection for as long as the crystal lasts, and entities will hopefully be made to target those crystals. They will eventually self destroy and lose the protection but at least you will have a visual to let you know that it has happened. The dragon blood crystal I might make permanant unless destroyed and the lesser ones are the ones that self destruct after a time.
  13. that reminds me, I needed to make the seed recipes give 2 seeds. Atm the fert doesnt do anything (only gives bonus for <e> pickup plants rather than hit to harvest plants). A future version it will act as both a growth accelerator, and a reduction to the chance crops fail (also coming later) The skills are pretty basic atm, as with the a17 changes there isnt much point in putting effort into them only to throw it all away. 100 in blade weapons is +10% harvest, and lvl 5 knife guy is +50%, but I keep forgetting to test if that will give a chance at two items at less than +100% as Emu said, you get a bonus harvest with certain weapons (i.e. sickle), and can raise your weapon skill to slice those plants better
  14. Currently looking at probably two or three more days before the final bits are ready for b15. Main holdup is the quests I want to re-work to flow better and guide you though the early stages and reward you with some unlocks etc. That will require a new save so I want to get it pretty much in place before we do the last save breaking update. b15 will essentially be the stable build for 1.0
  15. In the mixer you will find this cell rule: <!-- This cellrule contains the adjustable settings for Medieval Mod, prob is a float, but will be cast to int if required --> <cell_rule name="MedievalConfig"> <!-- mode 0 is spawnPoint, mode 1 is spawnArea random --> <hub_rule name="spawnMode" prob="1"/> <!-- X + is east, Z + is north --> <hub_rule name="spawnPointX" prob="0"/> <hub_rule name="spawnPointZ" prob="10"/> <hub_rule name="spawnAreaMinX" prob="-350"/> <hub_rule name="spawnAreaMinZ" prob="-350"/> <hub_rule name="spawnAreaMaxX" prob="350"/> <hub_rule name="spawnAreaMaxZ" prob="350"/> <!-- value between 0.1 and 1.0 --> <hub_rule name="southBiome" prob="0.7"/> <hub_rule name="eastWestBiome" prob="0.8"/> <hub_rule name="northBiome" prob="0.3"/> </cell_rule> the 0.7 for south means it will be 70% of the world radius to the south, so 7k for a 10k world, 14k for a 20k world etc. you will also need to move the world border biome that spawns constant necros and other nasties. <!-- BLIGHTED LANDS BORDER --> <biome_spawn_rule name="wasteland"> <distance_from_center range="9500,10000"/> </biome_spawn_rule> This provides a 500 block blighted border (non spreading, but not for long with all the necros that spawn there) before you hit the rad zone The radiation zone (aka deadly cursed blight) will be at whatever the world radius is, so you don't have to set that in the biome gen
  16. The horse is currently coded to not fade quickly so that you can recover your saddle and items from the dead horse if needed, but we can look at making the corpse take damage to avoid the exploit. The other option is to have a corpse block that the items transfer to. It's a gradual process but its getting there more and more each day
  17. The hostile peasants are essentially a placeholder until I can get to the code that will make them aggro when you wreck their house or loot their stuff. They may even summon guards They are however quite weak and can be killed with a torch after a few hits, or oneshot with just about any proper weapon. Consider them a bit broken in the head from being blight tainted if it helps
  18. check the console, you probably have some errors there. The mod uses Emu's no NRE hijack so it wont pop the console down by itself. If it loads that quick I would guess that the Mods/SDX folder isn't in the right place, as it is the unpacking of the unity3d files that causes the long load times.
  19. Build 14 is up on gitlab and the launcher NEW SAVE IS HIGHLY RECOMMENDED There have been a lot of changes for the spawner blocks that are used to spawn the peasants in their houses, and you will only see those changes if you start a new save. Notable changelog: * Improvements to the horse, including inventory working in multiplayer, and a number of other improvements * Removed phase shifting ability from peasants (new spawner block that should eliminate spawning inside walls) * Purge block protection increased to 1 realtime day. They currently don't disappear when they expire (b15 will remove the block when they stop protecting) * blight spread rate slowed from 5 secs to 25secs for the necromancers * Peasants are now flagged as animals, this stops players from getting zombie kills on scoreboard for them, and hopefully removes them from the maxZombie count that was preventing wandering and feral hordes from spawning as much as they should have been. * Improved AI. There should be a lot more fighting between the factions, and added a missing aggro on players from several templates. * Limited guards to clubs and iron clubs as the weapon they use and drop on the ground when they die. * All workstations should have the correct tool slots * Moved a number of recipes around, such as ornate and enchanted weapons to the grindstone. * Added a chisel to the grindstone for the more advanced weapons. * Various loot changes such as making some items more readily available * Added saddle and saddlebags recipes * 4 new spooky forest prefabs added Still to come in b15: * Lots of loot balancing * Weapons and armor rebalancing * Quests improvements and content * More prefabs * Economic values balancing After b15, all going well, we will probably move out of experimental mode, lock down savegame breaking changes and start working on book 1.1 ideas while we wait for a17
  20. I will look to package up the changes for b14 tomorrow evening(nz) and I think maybe b15 as the last build before we settle with a stable build and start working on some book 1.1 stuff Main changes for b14 so far are improved AI settings, a new spawner block that should fix a lot of the issues with spawns in walls etc, 'maybe' killable merchants (Better build them some defences if you don't want hordes killing them Also some recipe changes, like a saddle and bags recipes
  21. yeh the guards were not working as intended, there was a spawner block being generated that wasn't working right.
  22. Build 13 is on the launcher Summary of changes: Removed outside spawnblocks that were populating the biome with a lot of peasants, guards, and bandits. You should not be getting angry guards away from the guard pois, and bandits should only be a rare solo spawn in the central area. Desperate peasants should only spawn in PoIs, however the spawner needs attention to stop them from spawning outside their house. Added the No Hijack script, so nre spam wont pop the console open. Peasants hands got a bit of reach worg particles removed Added a waterskin to replace the jar Improved stamina elixirs Revamped feral and screamer summon groups Improvements for the horse on multiplayer (still some bits not syncing) Reviewed recipes and moved some items to more appropriate workstations Alchemy Bench now has a philosopher's stone as a tool, which is required for some high end recipes GrindStone now has the ornate weapons recipes, and a mystical chisel as a tool Removed player level requirements from skills plus many other minor changes - - - Updated - - - Forged Iron is made in the Ingot Press. I've just added a recipe for the press, as it was only findable previously.
  23. Will do a b13 after family time.
  24. There was still a spawner block in the biomes. I’ve removed the outside spawn blocks and increased the biome spawns to offset.
  25. I've added the ability to configure the spawn system and biomes placement into xml for the next build. Here's a preview of a 10k map 5k map with adjusted biomes <!-- This cellrule contains the adjustable settings for Medieval Mod, prob is a float, but will be cast to int if required --> <cell_rule name="MedievalConfig"> <!-- mode 0 is spawnPoint, mode 1 is spawnArea random --> <hub_rule name="spawnMode" prob="1"/> <!-- X + is east, Z + is north --> <hub_rule name="spawnPointX" prob="0"/> <hub_rule name="spawnPointZ" prob="10"/> <hub_rule name="spawnAreaMinX" prob="-200"/> <hub_rule name="spawnAreaMinZ" prob="-200"/> <hub_rule name="spawnAreaMaxX" prob="200"/> <hub_rule name="spawnAreaMaxZ" prob="200"/> <!-- value between 0.1 and 1.0 --> <hub_rule name="southBiome" prob="0.6"/> <hub_rule name="eastWestBiome" prob="0.7"/> <hub_rule name="northBiome" prob="0.3"/> </cell_rule> This is a cell rule in the rwg mixer where you can edit the settings (cellrule was easier than adding an xml reader with a custom file) southBiome for example, is the spooky forest, 0.6 means world radius times .6 or 60% b11 is using a setting of 0.8 for south, 0.9 for eastWest and 0.3 for north If you do adjust the world radius, then you will need to adjust the world border biome <!-- BLIGHTED LANDS BORDER --> <biome_spawn_rule name="wasteland"> <distance_from_center range="4500,5000"/> </biome_spawn_rule> the 5000 is the same as the world radius setting, and 4500 makes the world border 500 blocks across (non fatal blighted lands), outside of 5k is the deadly cursed lands where nothing grows or spawns (i.e. rad zone)
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