Jump to content

StompyNZ

Members
  • Posts

    1,394
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by StompyNZ

  1. 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

  2. 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.

  3. 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

     

    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    Sylen had the same error for bcm, looks like it was an out of date system.xml file.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.

  4. 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)

  5. 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.

  6. Guppy, awesome mod!

     

    Do you have update notes posted anywhere?

     

    I'll post the highlights later today.

     

    - - - Updated - - -

     

    Guppy, the struggle with Healing is it by design or just not balanced? I've watched quite a few streamers/youtubes and put in good 30 hours into the mod and the struggle to keep yourself healed seemed quite real.

     

    In my game I finally found the books for healing items, but at this point I am lvl 30-35 now. I was just curious if you guys meant the healing to be the struggle? (not complaining at all, just found it interesting).

     

    food healing has been buffed in b15, but the lack of early healing is intended.

  7. 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.

  8. Well this mod has claimed top spot for me. Great work by everyone and the POIs are just amazing.

     

    One thing I have noticed. Has the timer on farming (plants) been lengthened or is it currently not working? I have had corn and aloe, in fertilized soil for over a week in game and still only get one item back. I have used both hands and a hoe to harvest them with the same results.

     

    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 :)

  9. 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

  10. Also since I'm thinking of it I made the Map larger for our server made it to 20,000 out. Ive noticed the crystal biome is out past this distance thought it was kinda strange does this biome and the other one that says to go North or South to get another item i forgot the biome that it is but are these suppose to be this far out or is it that we just haven't uncovered the map enough to see more of these biomes?

     

    Thanks For The Help :)

     

    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

  11. Thank You I'll look here in awhile to see if there is something I can do about the Horse.

     

    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 :)

  12. I do have to mention the overly aggressive towns folk. I have had them come out of there building to attack me.

     

    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 :)

  13. Hello once again,

     

    I am trying to help another player to get on Medieval Mod. We used the Mod Launcher, Installed the Mod, Synced the Mod, then clicked on Play button on the Mod Launcher.

     

    For me for example it takes me about 3 to 5 minutes to get to the Medieval Picture that shows just before the Menu pops up. On her computer the picture comes up in like 30 seconds or so and go through the loading of blocks and such when it gets to loading items it stops there and we waited about 5 minutes and it still stayed there? It took just seconds to go through the other things until it got to the Items.

     

    Anyone know what we can try to fix this? She should be able to play this mod easily. I even tried to download the master core and copy the files into a copy of the original game in a seprate directory and still the same thing happens. I feel so sorry for her she really wants to try out this mod.

     

    Please Help, Thank You.

     

    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.

  14. 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 :)

  15. 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

  16. Guards can die in a fire plz thx

     

    Killed one orc as I ran far north, cool...now I have a breast plate. Then some spider thingies killed me.

     

    yeh the guards were not working as intended, there was a spawner block being generated that wasn't working right.

  17. 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 - - -

     

    Where do you make forged iron? Been trying to figure it out for an hour and so far I got zilth.

     

    Forged Iron is made in the Ingot Press. I've just added a recipe for the press, as it was only findable previously.

  18. They're being checked on... You're only supposed to see them at specific pois, I'm not sure why they're out and about.

     

    There was still a spawner block in the biomes. I’ve removed the outside spawn blocks and increased the biome spawns to offset.

  19. 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

    Medieval_Book_1.0_2018-05-31_18-57-11.jpg

     

    5k map with adjusted biomes

    Medieval_Book_1.0_2018-05-31_19-33-23.jpg

     

     

           <!-- 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)

×
×
  • Create New...