cammel
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Everything posted by cammel
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I suffered motion sickness for about 2 1/2 months. It was so bad that even scrolling a page would make me sick. Turned out it was caused by my vitamin C supplement, which was not non-gmo. I can take the non-gmo supplement without problem.
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Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
How do I find what this means? Generating heightmap. Generating biomes. Generating cities. Traceback (most recent call last): File "crash_log.py", line 19, in handle_crash_log File "gui_generation.py", line 27, in generate File "ntime.py", line 11, in ntime File "world.py", line 1301, in run File "world.py", line 265, in generate File "world.py", line 540, in init_cities File "world.py", line 617, in gen_cities_from_mask File "world.py", line 582, in gen_hub_from_label File "hub_factory.py", line 32, in gen_random_town File "hub_factory.py", line 59, in gen_random_hub File "city.py", line 46, in __init__ File "city.py", line 61, in generate File "city.py", line 274, in populate_grid File "city.py", line 246, in try_place AttributeError: 'NoneType' object has no attribute 'rotate_to_face' -
Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
Did you try with something other than MapName? Like "Home" Just to see if it worked. -
Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
Thank You, very much appreciated. -
Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
Any one have a copy of the last KingGen 11.x version, I could get? When I updated I did not keep a copy. -
Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
Did you download the updated prefab list for CP47? -
Found what is causing it, The mailbox for some reason is 2 blocks high. therefore it sticks out beyond the walkway
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xcostum_kuldlargehouse(by_Kuldiin) has a row of air blocks that leaves a trench. I have tried adjusting the bounds in ingame prefab editor, but it won't save the change.
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Tool KingGen - A Random World Generator for 7 Days to Die
cammel replied to KingSlayerGM's topic in Tools
This sounds good to me. I would rather have that than multiple versions of the same poi in same city. -
@Subquake Scrap chest armor quality H says it repairs with cloth fragment, actually takes repair kit. Also shows as light armor. If I hover over the scrap gloves then it changes to medium/heavy and repair kit.
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Thanks Xyth and khzmusik, I understand it now.
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Then what would be the purpose of having a probability = "1" setting? If "0" is no chance and "1" is a 100% percent chance, that indicates that "1" is guaranteed to spawn. So if you have 4 zeds listed and only one of them has the probability = "1" setting, which one will spawn if you only spawn one? I am not saying you are wrong, just trying to understand how it works.
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As far as I know no probability is a 50/50 chance whether it spawns or not.
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The only problem I can see is it adds a probability of 1 to zombies that don't have any probability. Which means you are always going to get the modded zeds and not vanilla zeds. <entitygroup name="wanderingHordeStageGS1"><entity name="zombieSkateboarder" /><entity name="zombieFemaleFat" /> <entity name="zombieFatMamaHDV1" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV2" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV3" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV4" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
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Thank you, this is the first time I have been back in the game in over 7 months. Did not realize the editor causes this. Again thank you.
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Vanilla install, verified file integrity. No other maps in generated worlds folder. https://www.mediafire.com/file/1lrd13uv19yt5ps/resources.7z/file Map, screenshots, output log and csv file.
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Thanks Pille, Looking forward to the update. Can I set them with your editor manually?
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Yes it only happened a couple of times. I figure it was something I did. Currently all lights are at a default of intensity 3.0 in ingame editor. I would like to change them to all to 2.5, so that they are not washing out the textures around them. With the adjustLight command what setting should I use? Top pic is 3.0 bottom is 2.5 Notice the difference in color richness on couch and wood wall on the right? house is xcostum_House_AF02P(17x16)(by_Nodabba)
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Is there a way to go in and adjust the light brightness after the prefabs have been converted? I tried to readjust the light a second time and POI becomes all air blocks.