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sphereii

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Posts posted by sphereii


  1. 2 minutes ago, strummer_92 said:

     

    Not sure if I did something wrong, but the error persists:

     

    ************** Texto de Exceção **************
    System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
       em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
       em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
       em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
       em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
       em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
       em System.Windows.Forms.Form.OnShown(EventArgs e)
       em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
       em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
       em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

     

    Also, made the change as said:

     

    image.thumb.png.3fdf436c7012810d362477cf39fab585.png

    YOu change looks fine. There's probably another modlet in there with a similar problem


  2. 20 hours ago, vyrank said:

    So that would entail a delete downloads and then a reinstall?  I assume since I have SAVE ALL GAMES LOCAL TO MOD I don't want to do a delete complete.  So if I just delete downloads and then reinstall the latest experimental I just be updated and my save game should still be there?

     

    Thanks for the help and a great tool.

    Sorry for the delay. Save games are in the game folder, but outside of it, so you should be safe.

    29 minutes ago, strummer_92 said:

    @sphereii, after installing Ravenhearst from the Launcher, I'm having the following issue after clicking on "manage modlets":

     

    System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
       em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
       em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
       em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
       em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
       em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
       em System.Windows.Forms.Form.OnShown(EventArgs e)
       em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
       em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
       em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

     

     

    image.thumb.png.518d338a6023acccdc241d72b13498ff.png

    Where you read "linha" means "line"

     

    Can you help me to fix it ?

     

     

    obs: I've already tried to run as admin

    tks

    There's a non-standard modlet in Ravenhearst with upper nodes. Take a look in the Mods/0-Ravenhearst_BookRemoval's ModInfo.xml, and change the <Robobear> to <xml>, with a matching </xml>


  3. 14 hours ago, minersdreams said:

    I am mainly just want to be able to run alpha 19 mods but it doesn't show up.

    I am not familiar with all that is installed on your PC, but the error message indicates something is still blocking the mod launcher.

    8 hours ago, vyrank said:

    Probably a basic question but I read through many pages and didn't see an easy answer. I use 7d2d mod launcher for many mods and it is awesome. I want to use it for playing a game with a friend on a19 experimental.  It doesn't seem to autoupdate when experimental updates.  What do I need to do to update to latest experimental? (I am also hosting the game) I thought about redownloading but I don't want to wipe save games. 

     

    Thanks

    You would need to re-install and re-download the latest experimental. Part of the feature of the mod launcher is that it preserves the state of your game + mod version, without getting auto-updates from the base game. Unfortunately, that works against playing latest_experimental, where we actually want to see the updates.


  4. 10 hours ago, minersdreams said:

    no, i don't have the option to run it as an Administrator when i right click it.

    yes i just ran it as an administrator and i still get the error.

    Something is still blocking it. If I had to guess, Avast was still trying to get its fingers involved and blocking that path.

    6 hours ago, n2n1 said:

    Hi Sphereii!

    I plan to return to the Launcher after 19.2 stable.

    Now i have to finish the English localization, then i will upload the files.

    I prepared my gitlab and xml-file: https://gitlab.com/n2n1/Classic-Style-Hardcore-MOD

     

    As i understand it, i can adjust the description for the mod myself at any time via this xml ?

    Looking forward to your return! Your configuration looks great. I would suggest a change to the Version. This is meant to help users know which version of the game to use. 

     

    <Version>Latest</Version>  will tell the mod launcher use to the latest version from Steam download.   <Version>alpha19.0</Version> will tell it use that version.

    • Thanks 1

  5. 7 minutes ago, minersdreams said:

    I have avast that could be blocking it, and I have tried rebooting and reinstalling the launcher completley and still get the error.

    Also when I go to install and run the launchersetup installer Microsoft defender smartscreen tries and prevents it but i run it anyway.

    Do you feel comfortable adding it to avast's white list to see if that helps?


  6. 4 minutes ago, minersdreams said:

    I am getting the SQL database error when I launch the launcher and there is no option to go to alpha 19 mods only alpha16-18.

    This means it had trouble downloading the database.

     

    A few things to check:

     

    1) Any anti-virus or firewall software that may be blocking it?

    2) Have you tried rebooting? (helps if the lock on the database isn't released properly)

     


  7. 7 hours ago, Marculus said:

    I am h aving some truble every time i load up the mod launcher i keep getting an error

    7D2DLauncher.txt 33.3 kB · 0 downloads

    I see two potential issues. Here's the first fix:

     

    1) Close the Mod Launcher, if it's open

    2) Click on your Start menu, then copy and paste this:     %APPDATA%\7D2DModLauncher\ModLauncher.txt

    3) Look for RemoteServers=, and remove   D:\7D2D Mod\System.Data.SQLite.xml   and <SubscriptionLink>https://raw.githubusercontent.com/7D2DMods/Profiles/master/MyTestProfile.txt</SubscriptionLink>

    4) Save the file

    5) Re-open the mod launcher.

     

     

    The other error you are getting is Could not create SSL/TLS Secure channel. What version of windows are you running? 


  8. 4 minutes ago, MandyCMoore said:

    Out of curiosity, with the updated version of SC that was put up a few days ago, what would cause these:

    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    Failed to compile Mods.dll
    Build failed

    process exited with error code -1

     

    Any thoughts on how I could possible fix this so it builds properly? Keep in mind, I am using it with 19.0 since Steam doesn't have any other 19 version except 19.2 exp, & if I understood right, the newest version of SC has to be used with a stable update, right? Sorry to be such a pain.

    Between 19.0 and 19.1, The EntityMoveHelper in the base game changed. The Core you are using now probably is supporting 19.1 and not 19.0.

     

    19.1 should be "Opt out of Beta". 19.2 should ba latest_experimental. 


  9. 2 hours ago, BigC27 said:

    What others mods to i need? 

    7 days to die.jpg

    The Mods folder looks a bit off. what kind of top level are do you have specified for the mod launcher? You may want to shorten the path and take it out of the program files folder.


  10. 1 hour ago, MandyCMoore said:

    Posted this in NPCs as well as here since I was installing SphereiiCore partially for NPCs. Hoping I can get a little guidance. I've used this mod previously & love it, however, whenever I try to build in DMT now, I get this:

     

    warning CS1701: Assuming assembly reference 'mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' used by 'UnityEngine.CoreModule' matches identity 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' of 'mscorlib', you may need to supply runtime policy
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,20): warning CS0649: Field 'BlockLockedLoot.lockpick' is never assigned to, and will always have its default value null
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(4,7): error CS0246: The type or namespace name 'Lockpicking' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(13,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    Failed to compile Mods.dll
    Build failed
    process exited with error code -1

     

    I did make sure I had the newest version of DMT as well & did it on a clean A19 install. I have been trying to learn more about the game files & paths & such, but still a noob. Lol. Thanks so much in advance for any & all advice anyone can offer.

    Some of your errors were my fault. I updated https://github.com/SphereII/SphereII.ModsA19

     

    The CalcIfUnreachablePos() error is a mismatching between the 0-SphereIIMods and Alpha 19.0. If you are using Alpha 19.1, it should work.

     

    However, if you have an older version of 0-SphereII, then you'd get a similar error when building on 19.1


  11. New 0-SphereIICore update pushed ( 19.1.1.213) . It is only compatible with 19.1, and not previous versions.

     

    Generate code quality improvements were done

    A bad null check fixed in music box logic

    Slightly refactored other null checks to be cleaner

    (hopefully) improved cave generation speed and performance

    Changed CaveAir back to Air. Let me know if this causes any stability issues.

    Added in cave biome spawning. Check our spawning.xml for new entries Cave and DeepDave ( used when y < 30 ).

    Added in DeepCavePrefabs for deep-only prefab spawning.

     

     


  12. 40 minutes ago, nickuk01 said:

    Slightly off piste but as this is the place for DMT is there any possibility of having a no sleeper respawn option for alpha 19 as ones used in past upto alpha 18 rely on harmony code but cant find anything for current alpha build. Have 5 zombie dogs respawn regularly in hut next to my base which drives me crazy. If not anyone know of current mod which does this for alpha 19 pleaseeee? Just want to be able to clear a building and it  stays clear

    From what I remember, it should be fairly straight forward fix. It should work. You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format.


  13. On 9/20/2020 at 7:34 AM, AmethystLainey said:

    Hey Sphereii, I know the Modlet isnt listed here but Im using your Peace of Mind but Im noticing yellow text with 19 Stable , Havent Teleported to any POI in question to see if it still works despite. BUt the Yellow Text mentions something about DMT

    Do you remember what it is? It could just be warning about an unsupported tag in the ModInfo.xml, and can be ignored.


  14. 16 hours ago, danielspoa said:

    sir
    1 - I took the screenshot I promised. For whatever reason this doesn't show up 100% of the time https://imgur.com/a/RMHivYo
    2 - the 19.1 version worked perfectly on its own
    3 - on dedi server it gives me an error when loading an existing profile. Is there any way to install sphere now without resetting characters?

    thank you :)

    I'll look to see if I can find the shared exp

     

    Unfortunately, the Sphere-Core is not save game safe, as it needs to make changes to the player's profile to allow for some features.


  15. 1 hour ago, LunariusH said:
      Hide contents

    Mono path[0] = 'C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Managed'
    Mono config path = 'C:/7D2D/Alpha19/My_Mods/Bear_Nation/MonoBleedingEdge/etc'
    Initialize engine version: 2019.2.17f1 (8e603399ca02)
    [XR] Discovering subsystems at path C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/UnitySubsystems
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.0]
        Renderer: NVIDIA Quadro K620 (ID=0x13bb)
        Vendor:   
        VRAM:     2007 MB
        Driver:   23.21.13.9135
    Begin MonoManager ReloadAssembly
    - Completed reload, in  4.154 seconds
    <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.945300 ms
    2020-09-12T15:49:51 0.119 INF [Steamworks.NET] SteamAPI_Init() ok
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "mineBottlecapMine" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "cntLunchbox" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "cntLunchboxDesc" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.468 INF Localization language: English
    2020-09-12T15:49:51 0.503 INF Texture quality is set to 1
    2020-09-12T15:49:51 0.504 INF Precaching...
    2020-09-12T15:49:51 0.506 INF Precaching file: 7DaysToDie_Data/resources.assets
    2020-09-12T15:49:52 0.944 INF [EAC] Not loading, not started from launcher
    2020-09-12T15:50:04 13.395 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
    2020-09-12T15:50:04 13.435 INF Precaching file: Data/Bundles/blocktextureatlases
    2020-09-12T15:50:18 27.208 INF Precaching file: Data/Bundles/terraintextures
    2020-09-12T15:50:32 41.441 INF Precaching done
    2020-09-12T15:50:32 41.442 INF Loading main scene
    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
    UnloadTime: 4.819500 ms
    2020-09-12T15:50:33 42.151 INF [GSM] Singleton Initialized...
    2020-09-12T15:50:33 42.170 INF Awake IsFocused: True
    2020-09-12T15:50:33 42.170 INF Awake
    2020-09-12T15:50:33 42.259 INF Version: Alpha 19 (b180) Compatibility Version: Alpha 19, Build: Windows 64 Bit
    2020-09-12T15:50:33 42.260 INF System information:
    2020-09-12T15:50:33 42.260 INF    OS: Windows 10  (10.0.0) 64bit
    2020-09-12T15:50:33 42.261 INF    CPU: AMD FX(tm)-6300 Six-Core Processor  (cores: 6)
    2020-09-12T15:50:33 42.261 INF    RAM: 16360 MB
    2020-09-12T15:50:33 42.261 INF    GPU: NVIDIA Quadro K620 (2007 MB)
    2020-09-12T15:50:33 42.263 INF    Graphics API: Direct3D 11.0 [level 11.0] (shader level 5.0)
    2020-09-12T15:50:33 42.264 INF Last played version: Alpha 19.1
    2020-09-12T15:50:33 42.265 INF Local UTC offset: -5 hours
    2020-09-12T15:50:33 42.276 INF Command line arguments: C:\7D2D\Alpha19\My_Mods\Bear_Nation\7DaysToDie.exe -logfile C:\7D2D\Alpha19\My_Mods\Bear_Nation\7DaysToDie_Data\output_log.txt -configfile=C:\7D2D\Alpha19\My_Mods\Bear_Nation\SaveConfig.xml
    2020-09-12T15:50:33 42.316 INF Parsing server configfile: C:\7D2D\Alpha19\My_Mods\Bear_Nation\SaveConfig.xml
    2020-09-12T15:50:33 42.471 INF Parsing server configfile successfully completed
    2020-09-12T15:50:33 42.473 INF Not running in Big Picture Mode, no on-screen keyboard available
    2020-09-12T15:50:33 42.474 INF Starting PlayerInputManager...
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32
    2020-09-12T15:50:34 43.340 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
    2020-09-12T15:50:34 43.375 INF Starting UserProfileManager...
    2020-09-12T15:50:34 43.566 INF Occlusion: Awake
    2020-09-12T15:50:34 43.579 INF ApplyAllOptions streaming budget 1806.3 MB
    2020-09-12T15:50:34 43.581 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, fullscreen True FullScreenWindow
    2020-09-12T15:50:34 43.581 INF Texture quality is set to 1
    2020-09-12T15:50:34 43.582 INF ApplyTextureFilter 0, AF Disable
    2020-09-12T15:50:34 43.585 INF ApplyTerrainOptions 2
    2020-09-12T15:50:36 45.322 INF [MODS] Start loading
    2020-09-12T15:50:36 45.334 INF [MODS] Trying to load from folder: The Wasteland
    2020-09-12T15:50:36 45.410 INF [MODS] Loaded Mod: The Wasteland (1.3)
    2020-09-12T15:50:36 45.411 INF [MODS] Initializing mod code
    2020-09-12T15:50:36 45.411 INF [MODS] Loading done
    2020-09-12T15:50:38 47.536 INF Pack 159877 us
    2020-09-12T15:50:38 47.579 INF Pack 4056 us
    2020-09-12T15:50:38 47.622 INF Permissions file 'serveradmin.xml' not found, creating.
    2020-09-12T15:50:38 47.658 INF Command "chunkcache" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.661 INF Command "debugshot" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.661 INF Command "debugweather" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.664 INF Command "getgamepref" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.665 INF Command "getgamestat" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.665 INF Command "getoptions" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.666 INF Command "gettime" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.666 INF Command "gfx" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.667 INF Command "help" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.668 INF Command "listplayerids" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.669 INF Command "listthreads" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.670 INF Command "memcl" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.678 INF Command "settempunit" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:39 47.814 INF Awake done in 5644 ms
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc

    Unloading 112 unused Assets to reduce memory usage. Loaded Objects now: 4201.
    Total: 32.384600 ms (FindLiveObjects: 0.574000 ms CreateObjectMapping: 0.136800 ms MarkObjects: 31.390200 ms  DeleteObjects: 0.282700 ms)

    2020-09-12T15:50:39 48.376 INF Reloading serveradmin.xml
    2020-09-12T15:50:39 48.376 INF Loading permissions file at 'C:\7D2D\Saves\My Mods\Bear Nation/serveradmin.xml'
    2020-09-12T15:50:39 48.551 INF Loading permissions file done.
    2020-09-12T15:50:39 48.604 INF User joined: Captain McLir
    2020-09-12T15:50:40 49.384 WRN No culture info found for given name: cultureInfoName
    2020-09-12T15:50:42 51.251 INF [GSM] GameSparks Connected
    2020-09-12T15:50:52 61.510 INF UMA Overlay loading took 10255 ms
    2020-09-12T15:50:52 61.513 INF UMA Slot loading took 3 ms
    2020-09-12T15:51:01 70.150 INF LoadTextureArraysForQuality quality -1 to 1, reload False
    2020-09-12T15:51:02 71.000 INF [GSM] Skipping me
    2020-09-12T15:51:05 74.189 INF WorldStaticData.Init() needed 12.408s
    2020-09-12T15:51:06 75.429 INF [Steamworks.NET] Login ok.
    2020-09-12T15:51:06 75.694 INF AchievementManager.UserStatsStored_Callback, result=k_EResultOK
    2020-09-12T15:51:06 75.695 INF AchievementManager: Received stats and achievements from Steam
     

    I was attempting to use the upload button to no results.  Here's the latest launch results.
    Thank you for your prompt response.

    Does the wasteland mod contain a Localization.txt? I don't see in the log where it's loading anything from it, so maybe the copy is bad? 


  16. Added new branch for Alpha 19.1: https://github.com/SphereII/SphereII.ModsA19/tree/alpha19.1experimental

     

     

    On 9/7/2020 at 3:00 PM, nickuk01 said:

    With the headshots only part of your core mod which I like and use, does fire or electricity still harm the zombies?

    I pushed an update to both the main brain and experimental branch, that makes a change for headshots.  I've limited it to player damage, so fire and traps should still work as expected. I'm not sure if that defeats the purpose of headshot-only, but thought I'd add it and see what the players think.

    • Like 1

  17. I pushed out a new change for NPCs and their WanderSDX AI Task. 

     

    PathingCube blocks have now been changed to a custom Sign block. You may place a few of these invisible signs around your base, entering in a numeric value in its Text box. Then, for hired NPCs, there's a new dialog option that allows you to Set Pathing Code. Enter in the matching number, and the NPC will scan the surrounding areas for PathingCubes, and only path to the code matching. The NPC stores its pathing code as a cvar.

     

    This will allow you to set up multiple PathingCubes around your base, and have different NPCs patrol different routes, using different codes.

     

    Special Codes: 

       NPCs with Codes set to 0 will path to all PathingCubes.

       NPCs with Codes set to -1 will not patrol but stand where they are.

     

    By default, all NPCs spawn with a Code of 0. They should preserve their codes between game sessions, if changed.

     

    Prefabs, when built, can now include PathingCubes as part of construction. You can enter in Codes and have them saved and distributed with your Prefabs, preserving the numbers. This will allow you to create new sleeper volumes with NPCs to auto-spawn and start patrolling in a prefab. 

     

    When setting in the Sleepers, you may place a PathingCube in the block next to the sleeper, and set a code on it. When the sleeper wakes up, it does a short scan for PathingCubes to look for a code to use. If it finds one, it'll auto-set its PathingCode cvar to that code, and begin patrolling.

     

     

    • Like 1

  18. 4 hours ago, nickuk01 said:

    Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal?

     

    I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it.

    The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

     

    It should be possible to toggle on and off, with only a restart for the effects to take effect. 


  19. 1 hour ago, nickuk01 said:

    Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob!

    This mod would require using the DMT tool, and building the mod in. Some people have tried to move the xui element way off screen so its a bit safer to use. I'm not familiar with that method.

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