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SeabeeMan

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Everything posted by SeabeeMan

  1. I have a Modder Question please.... A19 we had a mod for a Autofloor block that spread out like water but could be destroyed and we used a property line of.... <property name="Class" value="LiquidMovingBucket" /> well, now that class is not found, would anyone know the new value for this class by chance we used this value for many alphas until now it is not there or where can i find a full list of the classes that can be used? I hope someone knows and thank you.
  2. Thank You, I had no idea it was Alloc's server fixes. I did update and it did fix the issue. Thanks Again. SeabeeMan....
  3. Hello, I would just like to report a bug since 19.5 update has come out the console command RLP does not work. I get errors when trying to use it and I cannot remove a keystone if needed to be removed. I hope this issue gets fixed soon and I love the game.. Been playing since Alpha 2.0j SeabeeMan....
  4. Hello Guys, I would like to know if by chance will you be doing anything with the Terrain Blocks? Examples are: When placing a Snow Terrain block on sand it TURNS into sand but even though it looks like sand you get snowballs from it if you dig it. Can we make it like it used to be where if you put snow on forest ground it remains snow and NOT turn into forest ground just the looks of it and not the properties? Making a museum POI for my servers I made scenery that had different biomes in them. Using the Prefab Editor it was perfect snow in it's own place, Sand in it's and so on. Well when the POI spawns in with the map creator it all looks good but those terrain blocks change depending where the POI is spawned in at. This is a real bummer. The Museum POI lookes great but my scenery areas all change terrain types. Anyway of preventing this or at least is there a way to keep the look of these blocks the way they are suppose to be even when placed on different terrain? Think the game is awesome, been playing since A2 still enjoying every moment of it. Keep up the good work! SeabeeMan....
  5. Hello Again Guppycur, Ok so in the worlds folder where you copy the map folder from Nitrogen into and then start the server to create the map. So now once it has started in the "saves" folder would be the new folder with the world/ regions/ plaer info and such. What your saying is bofore joining the server for the very first time I need to delete the FIRST folder that I copied from Nitrogen into the worlds folder. I am only asking these questions to get this right i know i ask alot and I'm sorry. So do I NEED to shut down the server BEFORE I delete those files from the worlds folder not the "saves" folder, then turn it back on a "second" time or can i delete those files while the server is currently runniing as long as nobody has tried to join it yet? How does deleting the files from the world folder fix the issue with the trees being inside prefabs in a nitrogen map? Just curious basically and this is great if doing this actually works. Oh and P.S. do you delete the ENTIRE Folder that was created by nitrogen or ONLY the files within that folder which would leave the world name folder with nothing inside it? And on a final note i am sorry i just now made a new map and started it up first time i removed the entire folder and that was wrong, looked inside the folder and I do see three files that say PROCESSED on the files themselves so i am going to remove those and i believe those are what you are talking about just would like to know how in removing these files fixes the trees? ok well..... the results of me doing this Guppy, I went in the worlds folder and into the map that i created and found the Processed files there were 3 of them one is dtm_processed.raw, splat3_processed.tga , and splat4_processed.tga I did this twice, first time I started the server and the 3 files appreared in the folder. First time I shut the server down removed the files then restarted the server and i jumped on. BUT... before I jumped on after i restarted the server those 3 files reappeared in the folder but I still seen trees in prefabs. 2nd time I did this again but this time i removed those 3 files WITHOUT shutting down the server then I jumped on the server went around a bit to make sure i got some of the map opened up got back off the server shut it down. I removed the password that I had on the server and started it back up again. Those 3 files reappeared again in the folder and when i got back in the server and started checking on things well Yep there are STILL trees in the prefabs.... Is it possible please to tell me step by step instructions on what I need to do to keep the trees from being in the prefabs. Do i need to remove the files that say processed on them only 3 that I see and jump on the server. Or do i start the server wait for the files to appear then shut down the server and remove the files then restart the server and go on? but the files would reappear before i got on. Those 3 files were of course not present when I started it removed the files while server was still on and i jumped on the server. But still trees in prefabs on both of these occasions. Please steer me in the correct direction on fixes my tree issue please. Also when I do remove those 3 files it does make me re-download the map Thank You for your help on my issues.
  6. What do you mean Guppy? What processed files are you referring too? I have this on our server and it is everyone that is seeing the trees in all the prefabs and it also seems like it is corrupting our map as well. Is this something that every client has to do or can i do it on our server to fix the issue with the trees. I am just afraid if it has to be done client side many players wont know how to do such a thing. And if it is something i can do on the server itself to prevent the trees from being in prefabs. If we have already joined the server is it too late now to remove the files your talking about to fix the issue? I just need the details please Guppy, What and where are the files i need to delete, On the server or do the clients have to do this on their end? And is it too late now if the server is already open to players to fix the tree issue on the current map? Please tell me the steps your talking about please. Thank You Guppy..
  7. Is anyone having issues with trees being inside of prefabs? Lots and lots of trees in prefabs especially if prefabs are in the forest areas and making prefabs unstable. If so how do I fix this please thank you.
  8. Hello and just to say I really LOVE your program for generating great maps.... I started making maps for 18.3 stable today and I believe your small lake option is broken. I have tried few and now i had it on many and still there are zero lakes. I am going to try a large lake now just too see if any lakes are made at all. The rivers do show up ok just no lakes are on the map sadly. Thank You though I still love it.
  9. You should be able to get it here. https://www.nexusmods.com/7daystodie/mods/97/?
  10. Hello, Great Mod loving it just found a small issue easy to fix of course but thought you might want to know. Your Kevlar Vest you created you cannot learn the recipe for it. I seen you have it named KevlarVest in your Items and Recipes but in the progression file you have recipes learned is the KevlarJacket and there is no such item or recipe. You just need to change the KevlarJacket in the progression to KevlarVest to fix the issue Thank You SeabeeMan.....
  11. Ok I took the 5 Output_Log files we have in the 7daystodieserver_data folder on our Daddy's Secret Server that is hosting your Mod, Hoping maybe Medik can get his Client Side Output_Logs from your folder so they can see the files from the server and the client sides. Thank You, Here are the links to the Pastebin's. https://pastebin.com/pPNGFU28 https://pastebin.com/jpid4sGf https://pastebin.com/4W8WUYqg https://pastebin.com/QmjCbYpC https://pastebin.com/Vbhcfp0b They are set up to expire in 2 weeks. Thanks Again Guys, SeabeeMan.....
  12. B14 or 15 cant remember but it's on B16 now What is the best way to post the output log's? I looked and currently i see 5 output_log.txt files in there. They do have different times, not sure which one to post or should i post them all? Also do I need HER output_log.txt file? I have a feeling even if i told her how she probably wont understand how to actually go in her files and get that info. The files are fairly lengthy and I'm pretty sure pasting the entire thing is a good thing to do on here lol.
  13. Ok since the last update we are having issues with players not being able to get back into the game. What is happening is players will die not just once usually but they will die here and there multiple times and then one time when the game is doing it's thing after you die refreshing or restarting again where the dragon picture comes back up and says starting game or generating terrain well it goes to generating terrain then a black screen comes up then the dragon picture comes back up again and says generating terrain and then it freezes there. Only way out is to kill the game. On our IRC when this happens to a player it shows the player getting killed and they are not really in the game yet. Any ideas about this issue? It doesn't happen on our other three servers, one of them is hosting War of the Walkers Mod at the moment. Also noticed that you had your character at the bottom left hand side of the screen in that little window always thought that was a nice touch. After last update character no longer shows in that window. But yes players getting stuck like that has been pretty bad since the last update to the Mod. Hope there is a easy fix. Somtimes a fix for us is if they have a Sleeping Bag down and someone is able to pick it up for them, then for some odd reason they can usually get back in. Other than that we usually end up wiping their character and that will fix the issue but today we had one player they did not have a sleeping bag down and still they could not get in. Thank You Guys, SeabeeMan....
  14. I have been getting a few player complaints that I did tell them that I would mention their issues to you. Basically they are saying that some of the characters they encounter, one is a black character that does swear at you for one of them will follow them for a very long time. Some have said that they do keep getting killed by the same character over and over again. Mainly because we do have a BOT that gives a /pack command and when they return to their packs they will die again from the same character. They say that they run and run from them but they will just not stop following them no matter how far they get from them and the really bad ones are the ones that actually move faster than they can travel themselves. I told them I would mention this to you guys and I keep my promises lol. Thanks Again, SeabeeMan....
  15. Ha, I thought I seen your name pop up on the Bot IRC. We run the server from Jacksonville Florida with a FireWire connection 1GB up and down. Try to join it again ok and see. I never have any issues joining the server and we don't hear about it at all either. We do have a TeamSpeak channel also that we are there for any help. Our website is: http://www.oursecrets.enjin.com all of our info is on the Home Page. I myself live in New York and never had a issue connecting on any of our four servers. We do however run all of the servers from the same machine. I believe the -1 ping is just a bug in 7 days to die. Alot of servers seem to have it and we get ALOT of players on our servers so I'm pretty sure it has nothing to do with joining them.
  16. Ok, I see that the Alchemy Bench is not fixed yet. If you are not looking at it while it is crafting it will not craft. I did fix it however on our Daddy's Secret Server, All you need to do is add the FUEL panel in the XUI.XML file for it. I also went a little further and I did add the campfire particles to it. It kinda looks better I believe at least when it is running you can see the extra fire it has from the campfire particles and you can tell when it is still running or not. I did have to adjust the position of the campfire particles to it but I do like it. Love the Horse now thank you for making the legs actually walk now Yeah on the Alchemy Bench i noticed that the Fuel Panel was NOT there when it was crafting so wood was not needed for it to work so I just added the Fuel to it in the XUI file to fix the issue. Thanks Again for a great Mod SeabeeMan....
  17. Can you please explain a bit on how the Blight works? I've spawned in the necromancers a couple times see they spread the blight that spreads pretty quickly. Some concerns are it takes over large areas of the map and keeps spreading. 1. Will this sooner or later lag a server? 2. How do you actually stop this from spreading? 3. If there is a way to stop it from spreading will it stay stopped or after a period amount of time start spreading again? I spawned one in the town when I was testing and before I knew it the blight actually covered the ENTIRE Town.... Building crumbling and such so also wondering if this happens near a players base then their base is pretty much doomed then? Just a few questions I had about it, as fast as it was spreading these are my concerns....
  18. Thank You I do hope it was not meant to do this lol
  19. Ok, Been looking through the forums here to see if this has come up and I have not seen it yet so I'm gonna post this now. I'm not sure if you meant this to be a thing or not so I'm bringing it up. You have Underground Dungeons in the Game. I had a player tell me just this morning that they went into a dungeon and found a crate. The crate is NOT Lootable. Cannot hit E on it to open it. These crates are the DungeonSeed01, DungeonSeed02, DungeonSeed03 Blocks currently the ID numbers are 2020, 2021, 2022. So what they did since they could not loot it they destroyed it to see if it dropped loot by doing so. When they destroyed it they actually got the Dungeonseed02 crate in their inventory instead. I found out this happens with all 3 of the chest blocks. Then they went home to their underground base and they figured they had another crate they can place items in so they placed it down on the ground. What this did was spawn another Underground Dungeon below where they placed the chest down which also caused it to spawn entities in their base until they were able to fill in the dungeon and destroy everything inside it. Not sure if this is what you meant it to do. I dont think it is a good idea a player can break these chests and they are then in their inventory. Then they can place it down again to cause another underground Dungeon. Then once again breaking the chest and can repeat this event as many times as they wish. I can see some players getting a kick out of doing this, Making a mess of a map that they dont care about or just to troll the server they come on. These dungeons spawn ALOT of Entities also and yeah i can see this being a issue in the long run. I studied the block ID's and I dont see a <drop event="Destroy" name="" count="0" /> code in the block where they actually get that chest into their inventory all i see is a drop event FALL code that they get 0 from so I am not sure how they are even getting these chests into their inventories. I see they should be getting 100 to 1000 gold from them but once again they are unable to hit "E" on them to loot them? I hope you can fix this issue to prevent the spawning of dungeons all over the map if players wish to do such things. LOVING The MOD Guys! Just finding things here and there like you all wanted to find out Thanks Again for your hard work.... SeabeeMan.....
  20. 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.
  21. Thank You I'll look here in awhile to see if there is something I can do about the Horse.
  22. I have put Medieval Mod as a dedicated on one of our servers and i kinda see a issue with the Horse. "unless I'm doing something wrong" When you kill the horse or find a dead horse and you hit it, it will show that is has 0/0 health which is fine, But it does not degrade like the other animals and if you hit it with let's say a Axe or a knife it will continue to upgrade your blade skill very quickly after 2 or 3 hits with a axe or knife it increases. The Horse stays there for a very long time. I am trying to figure out how to make the horse go straight to the gore block when it gets killed to eliminate this issue. But I do see there are 3 types of horse blocks in the file and I have no idea why that is. I dont even see in the Entities.xml that the horse goes to any of those blocks when killed. I see the max hit points it has but that is about it. Nothing about harvesting it in the entities.xml either only the horse blocks in the blocks.xml. Can this be fixed? Because players will no doubt use this glitch to increase their blade skills very quickly just on this horse. I have commented it out for now to prevent this unless i find a way to make it vanish when it dies. I sure hope there is a way riding it is awesome.... I do love this MOD. 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
  23. Ok just wondering if this Editor is Broken? I click on blocks and it only shows me the block ID's. Trying to just find the Doors is a pain, and your older versions were alot better when you zoomed in to a certain spot it actually showed some graphics just to let you know where the doors were located at and that helped a huge deal. Also still having issues understanding the META part. I figured out that a number 4 locked the doors. Should be Descriptions on each number and what they actually do. But PLEASE.... Make it so when you click on a block it tells you the actual Block Name and not just the Block ID. Thank You for this also
  24. Hello Again, ok I must be missing something. I click on the block that is the door and it shows that it is a door in the larger block ID section. Now on the right side that shows all the tools I click on the EDIT Tab and I see the two areas for META and META 2 and I click there and put the number 4 in the area. Do I need to do anything else? When I look at the Meta numbers the door still shows a number 0 in the block and it does not change to a number 4 so this is a bit confusing to me on how to change the Meta number for the door so it will be locked instead of unlocked when the prefab is spawned in. Thank You once again. Hmm I think I may have just figured it out didn't realize I actually had to click on the word META to change that value.... Sorry about that
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