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StompyNZ

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Posts posted by StompyNZ

  1. The idea with the Hidden dungeon quest is you have to loot the treasure chest it spawns to complete the first quest. The bit that hasn't been added yet is a follow-on quest to explore the dungeon, assuming you haven't already fallen into it, or broken the chest without looting it, which fails the quest.

     

    the follow-on quest could be attached directly to the success of the first quest, or by activating an item you get from the first chest

     

    The quest is likely to end when you fetch the item buried somewhere in the dungeon :)

     

    book 1.1 stuff :)

  2. and i have a doubt about the Yellowpurgecrystal, i crafted one and put it on my floor, what he do?

     

    It's a purge crystal not a protection crystal. You place it where the active blight is spreading and it will clear the blight in a radius (yellow is smallest, 10 blocks I think)

     

    It does also adds a 60 second protection from new blight, but its a waste to use it on an area with no blight

     

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    @StompyNZ:

    I think the second NRE I had might be one you already know about and might've had to do with spawning peasants rather than the spider horde, this is the error it kept throwing:

     

    NullReferenceException: Object reference not set to an instance of an object

    at Inventory.SetBareHandItem (.ItemValue _bareHandItemValue) [0x00000] in <filename unknown>:0

    at EntityAlive.ExecuteDismember (Boolean restoreState) [0x00000] in <filename unknown>:0

     

    Yep thats fixed.... apparently the game doesn't like it when you remove handZombie02 because its hard coded that any walker that loses a leg ends up with that hand, regardless of what it says in xml about using HandItemCrawler

     

    (try it with a burner, they will never set you on fire if they are missing a leg)

     

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    someone said they needed threatening challenges, so I added :p

     

    wandering horde are random, you gets what you gets ;)

     

    Using the wandering horde system is a placeholder for my new spawn system that ill be using for book2

  3. Hey, i have a doubt, where i can find clay? i am on day 2 and i did not saw one clay.

     

    Its a bug or i have to do something with the flower? http://prntscr.com/jntnxq

     

    clay you will have to do a little 'digging' for it :) No easy mode orange splotches on the map :devilish:

     

    The recipe is a bug... (naming conventions were not followed...)

     

    Will be fixed in b11 ;)

     

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    Guppy... If you can work out a way for this to be played on a Mac I'd be all over this dude.

     

    I could absolutely test the knackers out of this as I'm playing for about 6 hours a day as is.

     

    The mac guide will be the same as starvation i would expect... can starvation be played on a mac?

  4. Looks nice. Works better performance than I've expected.

     

    For some feedback, including bug report, which place is nice? here or discord?

     

    either is fine, I'll see it quicker in discord tho

     

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    Have seen 1 and 2.

     

    3: I saw a woman by a sort of cart just outside house I am staying in. When you get to her you can press e to talk. She seems to be a merchant, but not sure if she is considered the trader as I haven't been around much yet.

     

    Am looking forward to seeing others on when I am so we can compare recipes..........and I just realized how girly that made me sound....thanks guppy

     

    yup, thats a merchant, and where you can sell some stuff and maybe pick up a needed item :)

     

    'gold' is the currency atm

     

    I've just added code to make merchants killable too, so will beef up the hp and give them defensive ai for b11

     

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    Some Bugs/weirdness

     

    1. Villagers spawning in twos right in front of me

     

    2. Villagers hate boars and attack them on site to death, really funny.

     

    3. Traders? I see currency and the corresponding skills but.... can't tell if they exist.

     

    Day 1 play-thru

     

    1. it's a byproduct of using a new spawning system in a way it wasnt really intended, I'm working on an updated spawner block that will work better with what we are doing.

     

    2. working as intended, peasants gotta eat :)

     

    3. traders are in, 'gold' is the currency, look for the vendor booths as biome decorations and they spawn when you get real close (5 blocks atm)

  5. Hello, i am playing the mod since the release and a find some bugs.

     

    Horse: I can add a sadle bag without having one.

    Leather: I can craft Leather just scrapping it, I don't know if its right but i found i recipe to craft Leather.

    Traders: NPC Traders don't spawn some times this one http://prntscr.com/jnmyuv yes, this time spawned but i found another on a mountain and not spawn.

    I get a ERR Horse Hero Failed to write the stream:

    Potioncurebite: its used to heal? i make one and i did not saw whats the change

    POI's: Some are incomplete and I can go up without building, but I think it already knows.

     

    Btw, Sorry for my bad english, Hope this things are useful, i will report more if i find.

     

    I am enjoyng this mod thanks for the great work!!

     

    I've fixed some issues with the horse items so that should fix the stream error.

     

    Adding saddlebags is just a visual thing atm, so the item isnt used, once the inventory code is working the saddlebags will function like the basket does for a minibike

     

    We had a bit of back and forth on scrapping vs recipes. I'll review the options and remove the ones that we dont want.

     

    Poison cure is for when you fight spiders (and other poisoners)

     

    Thanks for the report ;0

     

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    I had 2 NREs, the first one when transfering the HorseHero item from a chest to my backpack, second one was during a spider horde, iirc I was not doing anything in that moment myself.

    There's a SDX mod out there that prevents NREs from locking down the console (NoExceptionHijack by TormentedEmu), can you maybe consider adding that to the next build so these errors don't have to mean a forced shutdown of the game?

     

    The nre from horse hero is hopefully fixed with changes I made last night, will be included in b11

     

    I haven't had time to test all the wandering horde groups which have been added to since I last tested, so I'll try and get that covered tonight.

  6. can there be a direct download as i dont use the mod launcher and cant for some reason :)

     

    gitlab.com/Medieval/Core is the now public repo that the launcher loads from. You can direct download from there

     

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    @StompyNZ You can flatten around 0,0 cell, if needed.

     

    https://7daystodie.com/forums/showthread.php?58582&p=802497&viewfull=1#post802497

     

    Cool I’ll have a look at that for the next wipe required update. Prob not this week :)

     

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    cooler mod!

    the icons in the toolbelt are quite difficult to recognize.

    a bigger backpack would not be bad.

     

    Heh, guppy was trying to convince me to make the backpack 12 slots. We won’t be adding backpack sizes for this book. A17 could see some new features for backpacks though.

     

    The ui for the horse saddlebags is close so that will eventually be an option for packrats too :)

     

    The icons, especially the auto generated weapons do need some adjustments to fit with the ui better. It will be worked on as time permits

     

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    On the plus side I’ve found the issue with horse saddle not always saving properly :)

  7. BUILD 10 - Known Issues:

     

    Human township does not always spawn - workaround: quit to menu and choose another seed (rw gen is quick, unlike loading to menu) - fix: book2

    Notes: There is a single town configured to spawn in the 0,0 cell. There are no towns anywhere else. All other PoI's are from wilderness spawns. If the terrain is to rugged where the town wants to spawn you will not get a town. This system is a placeholder until the a17 rwg features land.

     

    NRE caused by LightProcessor.UnspreadLight - A bug in vanilla code that Medieval mod exposes due to heavy use of deco prefabs in crystal biome - workaround: quit to menu and continue game, or reboot server if chunks stop generating - fix: requires patchscript - WIP

     

    At least one entity is misconfigured and has naughty hands causing an NRE - WIP

    Some entities need AI packages to be fixed - WIP

    Vial ItemAction needs a bit more work for anims and such - WIP

    Horse Saddle may disappear sometimes, like after dying - WIP

     

    Loot is not balanced, at all - WIP

    Weapons need a review for balancing - WIP

    Recipes ingredients, timers, workstations and tools need balancing - WIP

     

    Many items will have wrong/no descriptions - WIP

    Some items will be missing localised names - WIP

    Horde / summon groups need filling out more - WIP

  8. The is a bug in vanilla code that is resulting in an nre due to the quantity of prefabs used in one biome, and it needs a patchscript to prevent it (light updates not being thread safe and crashing the chunk generator thread). Other than that I think we've sorted most of the nres in code and just need a small adjustment to the horse to prevent the saddle from bugging out sometimes when you die.

     

    Outside of that there are plenty of bits that need work in the xmls, but nothing that is preventing it from being playable :)

     

    a17 will change large parts of the mod so even after a17 drops it will take a while to get it back up to speed, so consider this first book to be very much a test of all the parts but in no way streamlined or balanced :)

     

    I've discovered no issues so far with the dedi build, so should be as stable as the SP version; )

     

    It's a big beast tho... 4gb ram just to hold all the assets after server finishes loading ;)

  9. well i can run undead legacy for about 4 hours before that lags out so

     

    This mod has a large number of assets that load into memory, so that will be your biggest issue. I didn't even know you could run the game on 4gb ram.

     

    To be honest I'm surprised you can run 7days in vanilla, and will likely not have a lot of luck with medieval... but you can always try :)

  10. no i haven darkstar my comp would prob cry and blowup lol and only way to stop us udnerground mole people is by making the underground 2 blocks deep :)

     

    - - - Updated - - -

     

    and ill make an above ground concrete bunker if neccessary when mod comes out :)

     

    heh, I really do have plans for you :)

     

    I have plenty of ideas for how to boil a mole ;) I sure you will curse my name :p

     

     

    and as for above ground bunkers... they might work... for a time... but if you think passive defense will cut it then it wont work for long :)

  11. awesome and ill be honest stompy and guppy u guys did this mod alot faster than i expected :)

     

    It would not have been possible without the help of many, and I do mean many, of the great modders of this game helping out.

     

    It has been a huge learning curve for pretty much everyone involved. My first look at sdx modding, Guppy's first real mod of any sort outside of prefabs and xml tweaks, and a huge commitment to learning the methods for importing assets (not to mention the 100's of prefabs constructed from nothing). TormentedEmu has done an incredible job with the horse and troubleshooting various bugs and patchscripts. Xyth and Morte with their help for both code and asset stuff. Sphere for the animation classes and help with patchscripts (and Hal9000 indirectly). DarkstarDragon and Spectral Force for helping on the xml. Dust for the kickass UI. Tin for the wicked new terrain gen. All the prefabbers who have made some very cool looking PoI's to explore, and more still to come! And I'm probably forgetting a number of people who deserve a mention ;)

     

    Having said that, this is just book 1. There are some big plans for future version of the game and a17 will see a lot of them implemented. Everything from feral dragons hunting players for stealing eggs and setting towns on fire, to hatching said stolen eggs and raising a rideable dragon of your own, to dangers lurking in the depths of lost ruins and massive raid events.

     

    The orcs are stirring... the Necromancer has arisen... the blight is HERE!

  12. Then what am I doing wrong? =/

     

    Just connected to my Telenet and here's what the console said:

    WRN Steam OpenID login result did not give a valid SteamID

     

    I downloaded the server files from this link: http://illy.bz/fi/7dtd/server_fixes.tar.gz

     

    I also tried this version: http://illy.bz/fi/7dtd/server_fixes_v14_17_24.tar.gz didn't help, same issue. (I did reboot the server after uploading the new files before trying)

     

    My steam profile link: https://steamcommunity.com/id/voldzito/

     

    My server map: http://176.57.153.46:8102/static/index.html

     

    Is it because my steam profile uses a custom url with "voldzito" and not steam 64 id?

     

    Looks like something isnt configured correctly on your setup. The place where it should display the time is stuck on 'Loading...' as well.

     

    I just downloaded and tested the mods and had no issues logging in.

     

    The call to getstats is returning 403... maybe check your webpermissions.xml file?

  13. How are you doing the double nat? Sounds like something isnt configured correctly there.

     

    have you checked the router logs or done any traces?

     

    what is your lan router model?

     

    Are you on an external network when you try to view the map via external ip? most routers dont handle doublebacks on the same ip well when doing nat (you are coming from the wrong direction for the nat to work, because it maps from the external port to the internal)

  14. We started getting this today on our server.

     

     

     

    It's posting over and over. It posts this twice every 30 seconds.

     

    also

     

    Thats probably from a player who has that archetype on their local game, and when the game saves the player data (every 30 secs) it reports the error.

  15. Use, bcm 2.4.0, coppis 3.6, ScriptingMod1.0, MultiblockMachines, and Alloc's

     

    You might want to remove multiblockmachines, its not ready for a production server and has some issues in the version you have when placing a prefab that eats non air blocks :)

  16. hey pille

    as you`re working on a new release. i dont know if its a bug or if you already fixed it.

     

    The Replace Function in the Tools Section isnt working correct. I tried to replace all Sandstone Layers with concrete. It worked but as ingame all layers which i replaced had a visual bug. Every concrete block also displayed normal stone Blocks. Like the game spawned both at the same time. Was really strange looking and as i destroyed them, there definetly Concrete Blocks. And on the other hand i only had sandstone and no stone blocks..

     

    Thereafter i changed all per hand. No visual bug.

     

    That section

     

    Replace Block ID: 13

    With Block Id: 211

     

     

     

    That may be a density issue. Saw similar glitches when testing my block command for swapping.

     

    terrain vs cube blocks are inverted density. Not sure if the swap block stuff in pilles changes the density to a valid range

  17. Also for the dirty moodle, any chance you could make it so when you are 100% wet it goes away? Because that would be like washing it. Then when you are filthy you would need soap

     

    Maybe also make messy and filthy mutex so you dont go from messy to filthy and then get another messy buff. :)

  18. hey cool mod here thanks for working on it....

     

    spawned in snow biome and i noticed invisible zombie ( i have seen this same zombie twice now ) maybe an issue with the textures as they look very strange sometimes flashing from visible to invisible not sure if this is intended ( only just started so will report any other strange things i find )

     

    seems like there is a lot more zombies spawning around i am enjoying the challenge ( couple zombies spawning right on top of me but think this happen in vanilla version also )

     

    that sounds like the UMA problem with texture settings too high. Try lowering the texture setting for UMA to half at least in video settings.

     

    I have 16gb ram and run at half textures for blocks and uma

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