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Telric

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Posts posted by Telric

  1. 1 hour ago, reybrujo said:

    ...

    You'd need to add an onselfbuffupdate to remove the opposite buffs, when you add the other. in your first buff.

     

    
    	    <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="BuffPVE">
    			<requirement name="NotHasBuff" buff="god"/>
    			<requirement name="CVarCompare" cvar="_biomeradiation" operation="Equals" value="0"/>
    		</triggered_effect>

     change that to:

     

    
    	    <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="BuffPVP">
    			<requirement name="NotHasBuff" buff="god"/>
    			<requirement name="CVarCompare" cvar="_biomeradiation" operation="Equals" value="0"/>
    		</triggered_effect>
    
    
    	    <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="BuffPVE">
    			<requirement name="NotHasBuff" buff="god"/>
    			<requirement name="CVarCompare" cvar="_biomeradiation" operation="Equals" value="0"/>
    		</triggered_effect>



    and the same thing with the other part. Also of note an update rate of .0001 is extremely un needed and may cause fps issues if that buff is added to several people at once. every .0001 second it would be forced to check those variables. An update rate of .1 to .3 would be more then enough for this type of buff.. i'd even say a 1 sec update check would suffice. but just food for thought for ya.

  2. A placeholder will randomly choose between the blocks set in the blockplaceholders.xml... This one will be one of these:

     

    	<placeholder name="metalSheetRandomHelper">
    		<block name="corrugatedMetalSheetBent1"/>
    		<block name="corrugatedMetalSheetBent2"/>
    		<block name="corrugatedMetalSheetBent3"/>
    		<block name="corrugatedMetalSheetBent4"/>
    	</placeholder>


    However for some reason i'm having slight memory of me trying this before and it wouldnt work, so I had to put a plant or an upgraderated block between the one the player upgrades and the blockplaceholder... I could be misremembering, but I'm fairly sure i remember I couldn't get it to be random or something like that, when it was upgraded with an item... A growing block would work though. I know that for a fact as I use them in my mods a lot.

    Edit: Also you're able to use a prob attribute, so you're able to do % chances of that block being chosen.

  3. Just now, Father said:

    prefabs are added to prefab folder on server and client   

    this is server message...

     

     

    err loading prefab "maybellsfarm" failed: block "plantedmaybellsfarmrandomhelper" used in prefab is unknown.

     

    This line is saying it cannot find the block used in the prefab. It doesnt matter if you have the prefab folder if you don't have the blocks and models as well. Both the server and the client need the files installed in order to play together.

     

     

     

  4. Hey all, I'm attempting to remove the Loot class from all blocks.

     

    <remove xpath="/blocks/block[contains(@name, a)]/property[contains(@name, Class and @value, Loot)]"/>


    This is my latest attempt. I've tried a && in place of the and, and a few other methods. My first attempt was just to remove the class, but that also removed all other types of classes, so I'm trying to pin point just the ones with Loot. I've also tried just @value, Loot.. But it threw errors saying something can't be null.

    Any help would be sweet. :) Ty

  5. 2 minutes ago, Father said:
    
    wrn could not load prefab 'maybellsfarm'. skipping it
    2021-05-05 18:39:52 
    wrn could not load prefab 'maybellsfarm'. skipping it
    2021-05-05 18:39:52 
    err loading prefab "maybellsfarm" failed: block "plantedmaybellsfarmrandomhelper" used in prefab is unknown.
    2021-05-05 18:39:52 
    wrn could not load prefab 'maybellsfarm'. skipping it
    2021-05-05 18:39:52 
    wrn could not load prefab 'maybellsfarm'. skipping it
    2021-05-05 18:39:52 
    err loading prefab "maybellsfarm" failed: block "plantedmaybellsfarmrandomhelper" used in prefab is unknown.
    2021-05-05 18:39:51 
    wrn could not load prefab 'maybellsfarm'. skipping it
    2021-05-05 18:39:51 
    err loading prefab "maybellsfarm" failed: block "plantedmaybellsfarmrandomhelper" used in prefab is unknown.

    having issues with this mod on my server prefabs are added to prefab folder on server and client

    You still need the files on the client as it adds new blocks with new models.

  6. For starters, read up on what each xpath does. Setattribute would be to add something within a node. Think of it more like AddAttribute. If i wanted to add a value to a line that doesnt have one, for example: <item name="billysbillystick"> doesnt have a value. I could use setattribute to add value="x" and it would come out <item name="billysbillystick" value="x">..

    What you're looking for is to add to something existing. In other words append. So...

    <append xpath="...">

     

    Also note, you have to go to where the items are located in this instance. You can't just go to the trader items. You're trying to add an item to an item group, not the trader itself.

    Second up, if you have notepad++, I suggest doing this.. Open the normal traders.xml and hit alt 0. This will collapse all nodes. As you open them up, write them in the xpath, untill you get to where you're trying to add.


    Seems like you understand how the bracket stuff works, so nothin to really say there.


    To help, here's the xpath you'd want to use, but try to do it yourself first to see how close you get with this new information.

     

    Spoiler

     

    <append xpath="/traders/trader_item_groups/trader_item_group[@name='generalResources']">

    yourstuffhere

    </append>

     

     

  7. 8 minutes ago, doughphunghus said:

    Yeah, I agree with the animations.  It would really make the game pop if more default stuff were moving around.  I’m kinda surprised I didn’t realize how nice a “real window” you can open feels like vs a hatch “window”.

     

    for compopack, I can’t speak for the maintainers, but I bet it has something to do with having more dependencies and/or what do they do if a block author drastically changes a version of their mod (so you can’t just load the latest one) or something in the mod is broken by the vanilla game (maybe mod author is no longer available).  But still, it would make that poi pack shine if they could find a good way to handle it. 

    Ill be doing more windows eventually.. A bit burned out on modeling a ton right now, but I want to get more for the pack. It is nice to open windows.. Plus i made it so the hitboxes move out of the way, letting you shoot things out of it, but only when its open. :) lol

    That makes sense about other authors work being in compo.. Would be a shame if all kinds of POIs were negated because they used some decoration pack that is no longer supported..

  8. 58 minutes ago, doughphunghus said:

    At first I was was like “yeah, those are some nicely done blocks” and then the shades were drawn... that was very cool...  and then... ahhhh! very nice blocks!

     

    edit: it would be really nice if there was a way to have extra decoration mods like this somehow integrated into the compopack (or a special one) so community created POIs could have all of this type of stuff included. 

    Thanks! The animations are whats missing in vanilla.. Not too many blocks move around. lol. Idk how compopack does their stuff, but they are welcome to use my deco mod in their mod if they wish..

  9. Hey all! Just dropped a new mod. Lately I've been in the mood to do some modeling, so i made a little decoration pack. It will be updated over time when i get the itch to do a lot of modeling, or when i make other mods with decorations. If you have any comments about the decorations, or suggestions, let me know.

    This first release puts out about 120 new blocks to place.
     

     

  10. 42 minutes ago, Kosiam said:

     

    Bah, ok then, I will uninstall them all. Thank you for your fast reply!

    Np. Any mod that adds new things such as models, sounds, icons, etc need to be installed on both client and server to work. I personally will change my forum post to include that each mod needs to be installed this way, and will show if the mod is server side or not. Ill do that tomorrow after work.

  11. 2 hours ago, Kosiam said:

    *EDIT - copy & paste missed my 1st part: *

     

    Hello Telric, I DL & Install on server the following mods:

     

    Iron Bars gates, Iron Bars Fences, Helicoptor & Bi-Plane, and Fishing.

     

    I get the following from the output log of the server:

    
    2021-04-26T10:12:36 0.675 INF [MODS] Start loading
    2021-04-26T10:12:36 0.680 INF [MODS] Trying to load from folder: ModletTemplate
    2021-04-26T10:12:36 0.688 INF [MODS] Loaded Mod: Modlet Template (1.0)
    2021-04-26T10:12:36 0.688 INF [MODS] Trying to load from folder: SSustainableForestry
    2021-04-26T10:12:36 0.689 INF [MODS] Loaded Mod: Sam's Sustainable Forestry (19.4.2)
    2021-04-26T10:12:36 0.689 INF [MODS] Trying to load from folder: TelricsFishingA19
    2021-04-26T10:12:36 0.690 INF [MODS] Loaded Mod: Telrics Fishing A19 (1.0)
    2021-04-26T10:12:36 0.690 INF [MODS] Trying to load from folder: TelricsIronBarDoorsA19
    2021-04-26T10:12:36 0.691 INF [MODS] Loaded Mod: Telrics Iron Bar Doors A19 (1.0)
    2021-04-26T10:12:36 0.691 INF [MODS] Trying to load from folder: TelricsIronGatesA19
    2021-04-26T10:12:36 0.691 INF [MODS] Loaded Mod: Telrics Iron Gates A19 (1.0)
    2021-04-26T10:12:36 0.691 INF [MODS] Initializing mod code
    2021-04-26T10:12:36 0.691 INF [MODS] Loading done
    2021-04-26T10:12:36 0.692 INF [MODS] Loading localization from mod: Modlet Template
    2021-04-26T10:12:36 0.693 INF [MODS] Loading localization from mod: Sam's Sustainable Forestry
    2021-04-26T10:12:36 0.693 INF [MODS] Loading localization from mod: Telrics Fishing A19
    2021-04-26T10:12:36 0.693 INF [MODS] Loading localization from mod: Telrics Iron Bar Doors A19
    2021-04-26T10:12:36 0.693 INF [MODS] Loading localization from mod: Telrics Iron Gates A19
    2021-04-26T10:12:36 0.703 INF Loading permissions file at 'C:\Users\Admin\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
    2021-04-26T10:12:36 0.716 INF Loading permissions file done.
    2021-04-26T10:12:37 1.456 INF Reloading serveradmin.xml
    2021-04-26T10:12:37 1.457 INF Loading permissions file at 'C:\Users\Admin\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
    2021-04-26T10:12:37 1.457 INF Loading permissions file done.
    2021-04-26T10:12:40 4.985 INF UMA Overlay loading took 2583 ms
    2021-04-26T10:12:40 4.987 INF UMA Slot loading took 1 ms
    
    [Click and drag to move]

     

     

    All appears to load per the log I believe, but the Console starts spewing some Red lines and I can not stop them which results in shutting down the server. Here is the player generated output log file:

     

    
    2021-04-26T10:15:35 50.953 INF Received config file 'biomes' from server. Len: 6012
    2021-04-26T10:15:35 50.953 INF Received config file 'worldglobal' from server. Len: 284
    2021-04-26T10:15:35 50.953 INF Received game GUID: 4F80CDC79F76C44E9E6F2062B0A7DD40
    WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
    WARNING: Shader Did you use #pragma only_renderers and omit this platform?
    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
    2021-04-26T10:15:36 52.701 INF Set Microsplat diffuse: MicroSplatConfig_diff_tarray (UnityEngine.Texture2DArray)
    2021-04-26T10:15:36 52.701 INF Set Microsplat normals: MicroSplatConfig_normal_tarray (UnityEngine.Texture2DArray)
    2021-04-26T10:15:36 52.701 INF Set Microsplat smooth:  MicroSplatConfig_smoothAO_tarray (UnityEngine.Texture2DArray)
    2021-04-26T10:15:36 52.704 INF Loaded: materials
    2021-04-26T10:15:36 52.724 INF Loaded: physicsbodies
    2021-04-26T10:16:09 85.578 WRN [MODS] Mod reference for a mod that is not loaded: Telrics Fishing A19
    2021-04-26T10:16:09 85.578 WRN [MODS] Trying to guess path from mod name: #D:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/Telrics Fishing A19/Resources/TelricsFishing.unity3d?FishableWaterPlacePrefab
    Unable to open archive file: D:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/Telrics Fishing A19/Resources/TelricsFishing.unity3d
     
    (Filename: C:\buildslave\unity\build\Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageReader.cpp Line: 587)
    
    2021-04-26T10:16:09 85.578 ERR Loading AssetBundle "D:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/Telrics Fishing A19/Resources/TelricsFishing.unity3d" failed!
    2021-04-26T10:16:09 85.578 ERR Model '#@modfolder(Telrics Fishing A19):Resources/TelricsFishing.unity3d?FishableWaterPlacePrefab' not found on block with name FishableLocation
    2021-04-26T10:16:09 85.579 ERR XML loader: Loading and parsing '' failed
    2021-04-26T10:16:09 85.579 EXC Model '#@modfolder(Telrics Fishing A19):Resources/TelricsFishing.unity3d?FishableWaterPlacePrefab' not found on block with name FishableLocation
    Exception: Model '#@modfolder(Telrics Fishing A19):Resources/TelricsFishing.unity3d?FishableWaterPlacePrefab' not found on block with name FishableLocation
      at BlockShapeModelEntity.PoolLoadCallback () [0x0002f] in <8acc464c86d74c55af84c07a2c0049a6>:0 
      at GameObjectPool.AddPooledObject (System.String name, GameObjectPool+LoadCallback _loadCallback, GameObjectPool+CreateCallback _createOnceToAllCallback, GameObjectPool+CreateCallback _createCallback) [0x00064] in <8acc464c86d74c55af84c07a2c0049a6>:0 
      at BlockShapeModelEntity.Init (Block _block) [0x0013b] in <8acc464c86d74c55af84c07a2c0049a6>:0 
      at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x00c14] in <8acc464c86d74c55af84c07a2c0049a6>:0 
      at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <8acc464c86d74c55af84c07a2c0049a6>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    <>c__DisplayClass57_0:<handleReceivedConfigs>b__0(Exception)
    <CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

    I am not great at figuring logs like these out, but it seems the mods are not loading, even though they are in the Mods folder of the Server.

     

    Any idea what I can do please?

    It seems you don't have them installed on the client. They need to be both on the server and the client, since they add new models.

  12. I'm actually working on a mod just like this. Inspired by Project Zomboid. At the start of the game, you'll choose (or let the game randomly choose) your personality traits. Each one has a positive, but also a negative. An example:

    Trait: Vegetarian
    + Get 100% more food and stam from plant based meals
    + Gather 1 additional crop from wild plants
    - Cannot consume any form of meat products.

    Even just one trait will completely change the way the game is played. Some obviously more than others.. But imagine not being able to eat meat products alone... That puts much more focus on farming, which i personally never do. So if I got that trait via random or chosen, it would make me play a whole new way that I havent done since.... Probably a12. lol. Never was a farmer.

    The mod isn't near completion, but its coming eventually. You'll have to check it out for a varied playstyle when its out. :)

  13. 5 hours ago, bdubyah said:

    So out of curiosity, what issues does the Thumper mod have on a server? Is it just buffs not firing properly?

    Right. When i tried it with a few friends on a server, some of them couldnt even see the thumper, only hear it. Then after it finished, even though we were all in the same area, no one got the buff to be able to harvest the finished thumper. That test was done quite a while ago, though i doubt anything has changed for buffs since then.

  14. 17 hours ago, Smugger said:

    Will Spiders run on A19.3 b6 even though it is updated to 19.4?
    And I think Horses is making my game crash (A19.3 b6), using Horses for A19.2 (Not Horses 2.0), it does not give any errors, just random Server or Client Crashes. After Removing it, it stopped. Can we get an update on that?

    I just tried the 19.2 version of the horses modlet and it works fine on 19.4, so I'll add that to the post that it works on current version. Spiders should run fine on 19.3. I dont recall having to do much to that one when updating.

    As for the crashing, I'm not sure if it would be mod related. If it was any mod, it would spit out an error or some information about the crash. If it's just hard crashing to desktop, that sounds more like a memory issue to me. I've been playing around with the horses mod on a single player game for a bit and its working just fine. No crashes.
     

    When yours crashes, are there a lot of people on the server? or is someone spawning in a ton of horses or something? If it was somehow mod related, specific information like what was going on when it crashed would be greatly helpful in tracking any problems down. As of right now, all I can really do is test it.. which it's working fine on my end.

    One thing is, I never test with any other mods from others. All of my modlets should work together with any other of my modlets (unless specified like horses 2.0 and horses 1.0)... So if you do have any other mods from others, I cannot guarantee all will play fairly.

  15. Hey all, I just put up a poll for anyone to "vote" (it's not a competition so vote isn't the correct word) on which mods from me you enjoy playing. Choose any that apply. I've been slackin on motivation to mod lately but want to get back into it. Your answers will help me see what kind of mods are enjoyed the most. Then i can focus more on those types of mods.

    Thank you for playing the mods, and I hope you let me know what you enjoy!

  16. I'm not sure what would be causing them to not attack the thumper. The thumper is an entity with the EntityNPC class. The robot has the AI task:

    <property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityNPC,0"/> 

    which would make it attack anything with the EntityNPC class. It could be something with the other mods in that list.. I haven't messed with most of them.

    If you want it to attack the player as well, you can add ",EntityPlayer,25" after the 0 in that data property. Without quotes of course. Make sure you only put it on the DualBladeRobot entity. Accidentally adding it to the thumper somehow will cause the thumper to start walking. lol.

  17. 14 minutes ago, Souhank said:

    Is it normal for a thumper robot to appear in the excavation mission, and do nothing? absolutely nothing neither attacks me or attacks zombies? he just  wandering around.

    Those robots are only able to specifically target the thumper. No other zombies or even the player. They make a b line to the thumper and wail on it. I guess if it doesnt detect the thumper in range or something, it's possible it'd just wander around aimlessly.

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