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Posts posted by StompyNZ
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Hmmm cant get this mod to launch from the 7D2D Mod Launcher. Doest boot game at all.
got it working, that launcher and steam is a pita. after installing another mod using the launcher, you have to delete the steam local content then manually delete the folder too to get rid of stuff left behind of other mods, then do fresh install and then you can use the launcher to install another mod.
Change it to advanced mode and it will create seperate install folders for each mod which would help with that issue
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Just set them all to 0.05 or whatever your preference is, above 0.05 there are way too many spawning.
since they are on their own line in spawning, there is no way to reduce them below the min of 1 per chunk group.
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I looked at it awhile ago and didn't see anywhere where I could put my mod up on it.
drop SphereII a message and he can add your mod the the default configs for it.
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No looks like they removed the texture they had in for Copper Ore. I'll have to change that recipe. Open to suggestions
Try the texture for terrain filler maybe (403). A browny green, and some copper ores are green anyway. Or maybe the radiated texture since its not normally found underground so would be distinct.
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Still enjoying the mod, but as I tried to craft a part for the chainsaw, it asked me for the parts. So, to craft the Chainsaw Blade it asks me for the chainsaw blade plus a repair kit and other items. Why do I need the chainsaw blade to craft a chainsaw blade?
thats vanilla, you can upgrade the quality if you have a high skill at the workbench. Same with auger. You still have to find the parts in loot (in vanilla at least)
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*Bugs*
Massive console spam on the first time connecting to the dedi server, quit and re-try as this is a once only thing.
The usual slaanhatten de-sync bug that requires the work-around fix (see project folder/OP)
You shouldn't get the console spam if you have the prefabs on the client as well
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A few bugs to fix:
A bunch of recipes have a craft_area of assemble, should be assembly
4 recipes have craft_area workMetalWorkbench, should be workMetalWorkBench
Remote
HidenWood
HidenConcrete
HidenSteel
ZombieRabbit has PhysicsBody and PanicSpeed twice
challenge_imalumberjackandimokay has a kill requirement of snowZombie, should be snowzombie
challenge_Engineer5 requires CircuitBoard, item doesnt exist.
challenge_Bath requires buff: dirty and soapyBath, neither buff exists
Items with ActionSkillGroup that doesn't exist
huntingKnife - Hunting
FieldKnife - Hunting
gunRocketLauncher - Heavy Guns
pipeBomb - Heavy Guns
dynamite - Heavy Guns
handPlayer - Harvesting
hoeIron - Farming
wrench - Engineering
clawHammer - Engineering
nailgun - Engineering
Remote - Engineering
Items with CraftingSkillGroup that doesn't exist
partsChainsaw_blade - Egineering (typo in name if you add Engineering skill)
torch - Engineering
nailgun - Engineering
chainsaw - Engineering
auger - Engineering
gasCan - Engineering
pipeBomb - Engineering
dynamite - Engineering
hazmatBoots - Engineering
gasMask - Engineering
nightvisionGoggles - Engineering
splint - Engineering
bandage - Engineering
firstAidBandage - Engineering
vitamins - Engineering
painkillers - Engineering
herbalAntibiotics - Engineering
antibiotics - Engineering
foodYuccaJuice - Engineering
canBoiledWater - Engineering
bottledRiverWater - Engineering
bottledWater - Engineering
goldenRodTea - Engineering
redTea - Engineering
beer - Engineering
grainAlcohol - Engineering
militaryFiber - Engineering
gunPowder - Engineering
oil - Engineering
tallow - Engineering
bioFuel - Engineering
candle - Engineering
carBattery - Engineering
glue - Engineering
ductTape - Engineering
beaker - Engineering
calipers - Engineering
StoneDrill - Engineering
Remote - Engineering
Exhaust - Engineering
EngineBlock - Engineering
Engineering Weekly - Engineering
Engineering Monthly - Engineering
Science1 - Engineering
Science2 - Engineering
SuterKit - Engineering
SanitizingBandage - Engineering
RedHotSteelPipe - Engineering
RedHotPipe - Engineering
AntiVenom - Engineering
Stimulant - Engineering
SuperPill - Engineering
PainKillerShot - Engineering
StimulantShot - Engineering
InfectedShot - Engineering
SedativeShot - Engineering
PurificationTablets - Engineering
AntivirialMeds - Engineering
WellnessJuice - Engineering
AppleJuice - Engineering
CarrotJuice - Engineering
BlueBerryJuice - Engineering
RedBull - Engineering
GunOil - Engineering
MeltedRubber - Engineering
MixedChemicals - Engineering
IncendiaryPowder - Engineering
ScubaTankFull - Engineering
Wielder - Engineering
Soap - Engineering
FanBelt - Engineering
Turbine - Engineering
BladderFlaskEmpty - Engineering
Nitroglycerin - Engineering
Harvesting Weekly - Harvesting
Harvesting Monthly - Harvesting
Harvesting1 - Harvesting
Harvesting2 - Harvesting
Hunting Weekly - Hunting
Hunting Monthly - Hunting
Hunting1 - Hunting
Hunting2 - Hunting
sledgehammer - Iron Working
fireaxeIron - Iron Working
pickaxeIron - Iron Working
shovelIron - Iron Working
hoeIron - Iron Working
wrench - Iron Working
clawHammer - Iron Working
cookingGrill - Iron Working
anvil - Iron Working
toolAndDieSet - Iron Working
Iron Working Weekly - Iron Working
Iron Working Monthly - Iron Working
IronWorking1 - Iron Working
IronWorking2 - Iron Working
FryingPan - Iron Working
NutAndBolt - Iron Working
aloeCream - Medicine
firstAidKit - Medicine
bloodDrawKit - Medicine
Medicine Weekly - Medicine
Medicine Monthly - Medicine
Medicine1 - Medicine
Medicine2 - Medicine
Large1stAidKit - Medicine
Scavenging Weekly - Scavenging
Scavenging Monthly - Scavenging
Scavenging1 - Scavenging
Scavenging2 - Scavenging
fireaxeSteel - Steel Working
pickaxeSteel - Steel Working
shovelSteel - Steel Working
katanamichonne - Steel Working
Steel Working Weekly - Steel Working
Steel Working Monthly - Steel Working
SteelWorking1 - Steel Working
SteelWorking2 - Steel Working
shortSteelPipe - Steel Working
stoneAxe - Stone Working
tazasStoneaxe - Stone Working
stoneShovel - Stone Working
Stone Working Weekly - Stone Working
Stone Working Monthly - Stone Working
StoneWorking1 - Stone Working
StoneWorking2 - Stone Working
MortarAndPestle - Stone Working
Wood Working Weekly - Wood Working
Wood Working Monthly - Wood Working
ToolSmithing1 - Wood Working
ToolSmithing2 - Wood Working
rabbitTrap - Wood Working
stick - Wood Working
Plank - Wood Working
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I downloaded the version about half an hour ago at most. I tried it and got lots of console errors in which there are missing prefab files. I looked on github and it says it had to truncate the 1,349 files to 1,000 because there were too many. I can't run the mod because of the missing files.
They are not missing, it just wont show them on the website.
If you download the zip from github they will all be in the zip
Edit:
Having said that, it does appear the repo is missing a bunch of prefab files, almost all the xvanilla files
You can probably just grab the latest compo pack and install that before installing true survival until spider can fix the repo
E2:
Just grabbed the compo pack from https://github.com/7days2mod/Compo and copied just the xvanilla prefabs into the folder and it removed any errors.
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I see tint being added to a buff Icon. is this possible?
yep, you can add a tint to the icons. There's some in the UI that use that already, such as the red x for tools required, and the yellow tint when you mouse over a button etc.
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I know in the item file you can tint a icon and I know in the block file you can not. Even so it be a small thing to take the icon and tint it then re save it as a different name so you would have two icons.yeah for the individual buff icons this would need to be done in a paint program, the UI tint would apply to all icons in that part of the UI
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Some suggestions
overstuffed: ui_game_symbol_hunger
limp: ui_game_symbol_brokenbone
wetHead: ui_game_symbol_wet
cozybed1: ui_game_symbol_map_bed
cozybed2: ui_game_symbol_map_bed (with a tint)
cozybed3: ui_game_symbol_map_bed (with a tint)
bioInfection: ui_game_symbol_dysentery or ui_game_symbol_infection
Radiation: ui_game_symbol_radiation
Addiction: ui_game_symbol_pills
StaminaBoost: ui_game_symbol_stamina
You'd probably want to rename them if vanilla buffs are using those specific names already
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This is a list of the custom buffs I need icons for. Some of them I might use an icon that’s in game already like Anti Venom could use the icon for Anti Venom but the others need their own icons. Any help would be appreciated. Finding small pictures that can be used to describe some of these buffs is hard.
overstuffed
limp
StaminaBoost
wetHead
cozybed1
cozybed2
cozybed3
bioInfection
bite
biteWound
tendingbite
dirtyBiteBandage
bruised
smallWound
pain
tending
dirtyBandage
wound
severeWound
gash
InfectedWound
Addiction
Withdrawal
Shrapnel
VenomPoisoning
Radiation
Acid
shocked
I don't know if there's any in here that are appropriate for the icons you want, but feel free to have a look through and use anything you want from the icons I've been working on for my UIAtlas revamp project.
https://www.dropbox.com/s/piaky66k8lw30w2/UIItemIcons.zip?dl=0
You are right about it being damed hard finding good icons that visually describe what you want them too It's taken me many hours so far just to come up with these ones, still have about 30 to do before I'm finished.
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Oh one other setting to change is disable SSAO in vid settings. I never use it but someone that had it on was getting problems with framerate and textures not loading on the UMA's
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Okay thanks for pointing that out! I didn't know about that memory leak.
What about type="Zombie" the vanilla UMA Zombies use that.
for custom ones it has to be Player.
The problem is that for the non player setting it is supposed to generate a texture on the disk and use that, but while it does create that texture it doesnt use it and presumably keeps making new copies in memory until it overloads. They also ignore the UMA Texture setting in vid options, and always use the highest setting.
With the player setting it generates the texture dynamically, which can cause a slight hitch if doing more than a couple at a time, but once the entity is dead and changes to a corpse block the texture seems to unload from memory.
The vanilla ones I'm unsure if they have this problem or not but i set all mine to Player just in case. They have the texture in the asset file so it's possible they work correctly, but given the number of issues I was having I would rather just use the Player setting.
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To fix the lag issue there's a couple things you need to do.
in archetypes.xml
<archetype name="MechanicJoeBoss" male="true" hair_color="7,247,26" eye_color="184,169,166" skin_color="69,5,5" type="None">
Change that to type="Player" on all the archetypes from MechanicJoeBoss and below (including the bandits)
Then, in video settings lower the UMA Texture setting.
There's a bug in the game where type set to anything other than Player causes a memory leak and once you run low on RAM the fps goes out the window.
Also the Setting and getting IK goals yellow warning is a vanilla bug with bandits, you can ignore it.
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yes sir I did! I re dl'd it for the 4th time and when I looked in the "mod" folder there was no icons =(
There's 32 icons and one jpg in there when I download from the envul site linked in the first post.
\Mods\WaroftheWalkersIcons\ItemIcons
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erf ok
i tried day 10 and i spawned a screamer, she shout twice and nothing come i don't understand
someone know where we can change de size of horde without changing serverconfig.xml ?
If you spawned a screamer using f6 then it wont do a summon, if thats what you used to test it. They only summon if spawned as a result of map heat.
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*frustrated* ... nope does not work... it just makes a plain vanilla game even thought it accepts the link is github free ?
-edit- okay so I have signed-up with GitHub. How can I add my files to GitHub privately and add it to the Mod Launcher ?
fyi, github is free for open source, for private repos you have to pay.
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What i mean't is if i want to use, per eg: Lathmod A14.7 by Latheos, how do I add it to the modlauncher if the mod is only on the forums ? thx
https://github.com/LatheosMod/LathModRevised
Latheos has added it to github so for that one at least you can use it like the rest.
SphereII can correct me if this isnt correct, but I think you can just go to 'Add new My Mods'
then paste the url for the zip download link (i.e. https://github.com/LatheosMod/LathModRevised/archive/master.zip)
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Hi I really like the launcher and the ease of use and the default mods are very well done, Thx Valmar ! just tried out your horde edition.
I wish to add a mod that is not already in the launcher. How do I do this if the mod is only on the forums here ?
thanks !
easiest way: upload it to github.com, then message the repo link to sphereII. (tutorial)
You can also add your own mod if you make a config for it youself.
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I also have difficulties to run SDX mods thru the Mod Launcher. I have never used SDX before. I am using 'simple' version, not 'advanced'. Usually I have black screen with a cursor and it does not progress, so I have to kill the game. Some times I have the 'session token error', but the mod successfully loads after that. But then I am greeted with 'welcome to the true survivor mod', which is somehow left after I played 'true survival'. I am just hopping to different mods to try and see if any mods starts ok (I assume that the launcher allows safe mod changing). Sometimes I have to 'verify file integrity' in STEAM to make normal (non SDX) mod to install normally.
Sorry for this messy feed back, if it would be helpful, I can do it all again systematically and write all steps down and post here. My most recent log file http://pastebin.com/ytYV3XpH
it might be that you will need to delete the mods folder if you are using simple mode since you are using a single install of the game. Steam verification will only fix altered files but wont delete any extra files that have been added.
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I'd glanced over it a while back, but it sounds like I'd be better served by taking a closer look, and possibly switching to that. I'm all for cutting down on the amount of work needed to keep my mod up to date.
Add me on steam if you need any help
Val has been finding it really handy to use and saves on a lot of effort of zipping and updating links etc
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I've tinkered with LathMod Revised to come up with a ModLauncher-compatible zip file, but I'm not sure I understand the process properly. I use Envul.com to host my mod, and the download mod button changes the link location each time I make an update. For example, LathMod 3.51 used https://envul.com/download/1/531, but 3.52 uses https://envul.com/download/1/536/. I guess what I'm asking is, does the mod launcher compensates for the difference in download link locations?
I like the way Envul handles the mods, so I'd rather not switch over to DropBox or something.
check out guthub, it is way better than envul for hosting your mods
An intro vid I made about a week after I started using github.
The short version is:
Make an account at github.com
download the desktop client at http://desktop.github.com
create a repo in the client
add your mod files to the repo folder on your machine
Commit the changes
Click publish (or sync if already published)
done.
any time you want to update you mod, just update the local files, use the desktop client to commit and sync, done.
If you want your mod in the 7days2mod org then I can either fork it from your account (but that currently requires an update merge from my side when you make changes) or I can add you as a member to the org and you can create mods in the org yourself.
org can be found at: https://github.com/7days2mod
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I am going to try to set my mod up to run off your program. I'll let you know if i need any help getting it going.
FYI the mod is already in the default configs under the 7days2mod heading. This is the Fork in my org, so if you wanted to have a go at adding it directly from your source repo have a look at the config here:
https://github.com/SphereII/7D2DConfig/blob/master/7Days2Mod.xml
You can then just use the open URL button in the launcher and point to your own config file
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No most of the game xml files are pushed from the server/host out to the players. With the new xml files (descriptions and skills/perks) someone forgot to set them up to be pushed out. They did this before with new xml files. They always seem to forget anything to do with mp or modding but i would guess it will probably be fixed in A15 then players might only need icon folder again.
they will no doubt forget to push the new xmls like npc's dialogs and traders
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True Survival
in Mods
Posted
its not the block count, its the recipe count that slows it down.
Because all recipes can be search from any station, it does a localisation lookup and a bunch of other stuff on every recipe each time you enter a character. They just need to implement a better search algorythm.