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StompyNZ

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Posts posted by StompyNZ

  1. Could be wrong, but the way they are changing the blocks (fewer types, more skins) will reduce the number of items in lists so the hit for having a lot of recipes will be lowered. If that wasn't why you wanted fewer items then my point isn't relevant.

     

    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.

  2. 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

  3. 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.

  4. 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.

  5. 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)

  6. *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 :)

  7. 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

  8. 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.

  9. 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.

     

    - - - Updated - - -

     

    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

  10. 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

  11. 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.

  12. 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.

     

    https://7daystodie.com/forums/showthread.php?53458-Archetype-Previewer-Unlock-dll-mod&p=528950&viewfull=1#post528950

  13. 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.

  14. 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

  15. 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.

  16. 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)

  17. 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.

  18. 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.

  19. 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 :)

  20. 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.

     

    https://7daystodie.com/forums/showthread.php?46576-Using-GitHub-for-version-history-and-collaboration-on-mods

     

    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

  21. 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

  22. 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 :p

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