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austin457

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  1. If I had to pick one mod to keep, it would be this one. Playing solo, this mod alleviates so much tedious work after horde night. Thank you I have a desire to increase the repair area a few blocks outside of my land claim area. I poked around the code and decided to make this change in Mods\ClaimAutoRepair-0.7.0\Harmony\TileEntityClaimAutoRepair.cs int claimBuffer = 5; int claimSize = ((GameStats.GetInt(EnumGameStats.LandClaimSize) - 1) / 2) + claimBuffer; I'm not seeing any changes in the game so that leads me to a dumb question: Do I need to compile this? I work with JavaScript but never messed with C. Offhand I know sometimes it needs to be compiled but I'm not certain. If it does not need to be complied and my code change looks correct, then the next question would be is 'ground' considered a block? What I want to accomplish here is repairing all the bullet-divots in my 'yard'. I can repair the ground with clay, just not sure if ground qualifies as a block to your code. Anyway, great mod and please bear with my dumb sounding questions. Edit: I answered my own question about ground blocks by increasing the land claim area in the game. It did repair the ground, but I would still like to know about compiling my change.
  2. I encountered a game-breaking mod conflict. I'm not very savvy on this but I'll explain it best I can in hopes someone can assist. I'm not even sure where to post this since it involves different modders. I'm playing Vanilla 7DTD, A20.5, local game. There are 4 mods in this conversation: Truck Elevator from War3zuk (couldn't find that one in this forum) More Containers: community.7daystodie.com/topic/21570-morecontainers-v18-alpha-20/ A van, UAZ452: community.7daystodie.com/topic/11875-a20a19-bdubyahs-modlets/ Bdubyahs Vehicles: community.7daystodie.com/topic/11875-a20a19-bdubyahs-modlets/ I've played many hours with the truck elevator and container mods with no issue. I found the UAZ452 van mod and thought it looked interesting so I installed it. Played a few days with it with no issue. I then decided to try the 'all vehicles' from same person (bdubyahs). Removed the 'UAZ452' folder, dropped in the 'Bdubs Vehicles', and at first it seemed ok. Then I went to the spot in my base where my truck elevator was supposed to be and found it was replaced with a storage container!? Specifically 'Halfblock Auto Parts Storage Box' which is from the 'More Containers' modlet. My first thought was that since that container name had 'auto' in it's name perhaps there was a name conflict in the code of one the all vehicles mod. So I removed Bdubyahs Vehicles and put UAZ452 back. No good. Issue remained. No truck lift. In fact after messing with it I've found that if I have the 'Bdubs Vehicles' folder removed and approach the lift area the game locks up with console errors. I have to use 'shutdown' console command. Below is a sample from the log file of what it spams (I was going to attach the log file but it seems I can only attach images?) : 2022-06-10T16:47:01 85.912 INF Bad ChunkCacheNeighborBlocks index (-1, 32, 0), Exception: System.NullReferenceException: Object reference not set to an instance of an object at Chunk.IsWater (System.Int32 _x, System.Int32 _y, System.Int32 _z) [0x0000d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at ChunkCacheNeighborBlocks.IsWater (System.Int32 relx, System.Int32 absy, System.Int32 relz) [0x00008] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 NullReferenceException: Object reference not set to an instance of an object at Chunk.IsWater (System.Int32 _x, System.Int32 _y, System.Int32 _z) [0x0000d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at World.IsWater (System.Int32 _x, System.Int32 _y, System.Int32 _z) [0x0002a] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at World.IsWater (Vector3i _pos) [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at EntityPlayerLocal.doHeadUnderwaterCheck (System.Single posY, Vector3i blockPos) [0x00017] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at EntityPlayerLocal.isHeadUnderwater (System.Single shift) [0x00092] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at Audio.Manager.UpdateAudioData () [0x003bb] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at GameManager.gmUpdate () [0x00202] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 At first glance it seems jibberish since it is referring to 'water' and nothing about the vehicle mod. However after thinking about it, it occurs to me that perhaps the elevator is using some in-game physics for a player swimming and that is how it 'lifts' the player. It seems that perhaps a name conflict between Bdubs Vehicles, More Containers, and Truck Elevator mods somehow transformed my lift into a storage container. In consequence, the missing lift triggers the (water/swimming) errors and game freeze since it is now mismatched in some config file somewhere. I'm at a loss on how to fix this one. (But the UAZ452 van was cool. A beat-up old van fits in the backstory well.)
  3. I think I fixed my issue. I crossed post since this thread wasn't getting a response, but if you found this post searching, you can find my solution at:
  4. I think I fixed the issue. I'll post how, but the reader MUST understand I don't have deep knowledge of this, I just bumbled around till I got something that worked. You might break your game doing this. First thing I had to do was enable something that is available when creating a POI (map? whatever), anyway it is the Level Editor. Make a BACKUP of this file before editing. Exit game First! Search C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\XUi\windows.xml for the entry that looks like: <button style="press, hover" name="levelTools" tooltip_key="xuiLevelTools" sprite="ui_game_symbol_resource" visible="{is_editmode}" sound="[paging_click]" width="32" height="32" hoverscale="1.25" pivot="left" collider_scale="1.5"/> Remove the: visible="{is_editmode}" Now in the game F1 to open console, type dm and press Enter to enable debug mode. Press Esc to close the console window. With crosshairs on problem area press Z key to create a blue selection box. I was not able to directly put box on the area, but pressing Z again expands it. Pressing Backspace removes the blue box. Took me a few times to get an area that included the problem spot. Equip some block, I used a wood frame. Then press Esc and on the right should be a window with some editing tools. The edit I made to the windows.xml file enables an icon in the top area called "Level Tools". Click that and at the bottom of the new window is a button "Rnd decorate Sel." Basically clicking it randomly fills the area with whatever block you are holding. It took a lot of clicks but eventually the problem spot was replaced with frames that I could then pick up. You will also see a button "Fill Area" that sounds like it would be perfect for this, but it is disabled for whatever reason. What I described above worked for me so I left well enough alone. Again, I just figured this out bungling around. Do your own research before you do this.
  5. My issue involves a mod, but I doubt the mod itself is to blame. I'm playing Vanilla A20.5, the mod is KHA20-ChickenCoops. The symptom is console spams this message: ERR Block on position 2324, 33, 1680 with name 'DFChickenCoopFull' should be parent but it is not! (1) At that location was a chicken coop that got destroyed. In the game, that location is unusable, as the game thinks something is there. Using Notepadd++ I found a string containing DFChickenCoopFull in blockmappings.nim. (I removed everything related to that mod in-game, so there is only the one reference in blockmappings) I'm guessing that is a compiled file so I can't edit it directly. Is there any way to console-edit something like this in game? Or does anyone have any other solution? Thanks
  6. How do I remove this mod? I tried it, didn't like it, removed the mod folder and bam - all my skill points are gone and the journal was reset (empty). Prior to deleting the mod folder I had copied my Saves. So I put the mod folder back and copied over my saves so I have my character back, but I would like to remove the mod. Please assist. Playing Vanilla A20.5
  7. I hope this is the correct place to post this, apologies if not. This is not really a bug on your part, but I'm hoping you can tell me how to fix it. Chicken Coop Mod, Playing on Vanilla, A20, local game. I had a coop, something fell on it and destroyed it, and now I have an invisible one-block area that I can not place anything on. In the console, it spams this message: ERR Block on position 2324, 33, 1680 with name 'DFChickenCoopFull' should be parent but it is not! (1) I've confirmed the co-ordinates in that message are the same spot as the issue. Since it is a 1 block area, and the coop is larger than that, I'm guessing it is the spawn location that got stuck. Using Notepad++ I looked through my game xml files to try to find that entry hoping to be able to easily edit it, but I only found reference to it in blockmappings.nim (which is probably the source of the issue) but I'm uncertain about editing a .nim file. I'm hoping there is a less potentially-destructive way to fix it than me messing with a compiled file. Thanks for making these mods available, I'm also using the FoodWater and WanderingHordePatch.
  8. Bummer. That's not how a solar panel + battery bank is supposed to work. The panel is supposed to provide a trickle charge, the batteries provide the load capacity as long as there is a charge on the batteries. Totally messed up my design. 😕 I spent all that effort to acquire solar panels, but it's pointless. Ah well.
  9. I was having trouble with my circuits, did some experimenting and my conclusion is so illogical that I wanted to ask for confirmation. Is it true that in a circuit with a power supply and a battery bank, the total wattage capacity is governed by the power supply not the battery bank as one would expect? Test, using fake numbers for simplicity: Power supply providing 50watts, into battery bank with 100 watts, circuit cap is 50 watt. Battery shows 0, power supply shows full load. Disconnect the power supply and now the circuit cap is at the batteries' 100 watt. I understand that programmatically electricity can be hard to implement, but this functionality is so wrong it negates even having solar panel and battery banks in the game. Is my conclusion correct? TIA
  10. Fixed, Thank you. As soon as I read "without visual ques" I had a thought and tried it. Sure enough, my ladder was providing a 1 block sized support but was not visible in-game. Removed the ladder and the problem pieces fell. So obvious and yet I spent all night messing with files lol. A fresh look at things often helps. Thanks again.
  11. (Playing Steam Vanilla on PC, Alpha 20.4, EAC off) Still figuring things out, the mistake was mine and obvious, now, but I can not figure out how to fix it. Short version is I was building a basement level base, wanted to back fill some spots, opened Creative menu and grabbed 'rock'. Did not realize until too late I grabbed 'bedrock'. Once I realized my mistake I grabbed the admin hammer and- it did not work. So I dug out beneath it, which I later read was the thing to do, and it did not work. The bedrock pieces are just floating in the air all artifacty looking and totally indestructible. I experimented all night with various things, even made a quick modlet to change the properties of bedrock lowering hardness and hit points and add a couple zeros to the block damage of the hammer. Nothing worked. Before reporting it as a bug I tried to recreate the issue, and I can't. I've dug holes both in my claim area and outside, placed a piece of bedrock in it, and when I dig out under them they fall, break and disappear like they should. But not the ones floating in the middle of my room. I have no clue what the difference is about the problem ones, so I can't say I've %100 re-created the situation. Is there no console/file editing method of getting rid of these things? TIA
  12. As it turns out, I think the issue was another mod(s). I found two that was referencing a non-existent item(s). One was an item they created, another was using a block that apparently got commented out by the Devs in this version. I found the error messages in the logs, and one entry was right before entries for this mod so perhaps it made things skip or such. After I commented out their mistake your items were showing up. Plants are still being destroyed on harvesting though. I've been looking at the code getting a grasp on things... but I want to play lol so I have not spent too much time on it. But TYVM for this work. I hated the new farming thing. I prefer the look of the hoe'd ground.
  13. Re: GK Old Farmland Playing Steam version Alpha 20.3 (b3) Returning nube. I played back in 2015, just re-installed and started playing again. Things changed, and I've forgotten a lot. I just wanted to be able to farm like before so I'm trying to find a mod to fix what the devs broke. Specific to this thread, I might be doing something wrong but I'm getting errors trying to use the mod GK Old Farmland. The main bit is: 2022-04-21T16:23:35 41.192 ERR XML loader: Loading and parsing 'traders.xml' failed 2022-04-21T16:23:35 41.192 EXC Item with name 'meleeToolFarmT2IronHoeSchematic' not found! I've looked in the relevant xml files, loot.xml and traders.xml, and I do see the entries and I do not see any obvious issues like typos. I do see you have a mix of spaces and tabs (hidden characters), so I cleaned that up but still not working. As extra info, I am seeing the same issue with a couple other mods I was trying to load, Butchers and Survivors Mod; War3zuk HD BeeHive. It's almost like the parser does not like something about the formatting of the XMLs. Perhaps something changed or I am doing something wrong, any ideas? Thanks for the effort Excerpts from the log: 2022-04-21T16:23:33 39.828 ERR XML loader: Loading and parsing 'loot.xml' failed 2022-04-21T16:23:33 39.829 EXC Item with name 'meleeToolFarmT2IronHoeSchematic' not found! at LootFromXml.ParseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 _minQualityBase, System.Int32 _maxQualityBase) [0x00182] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at LootFromXml.LoadLootGroup (System.Xml.XmlElement _elementGroup) [0x001c0] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x0009d] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <39cf8b713b17414c9e5ddfff01d6df19>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__48:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-04-21T16:23:35 41.192 ERR XML loader: Loading and parsing 'traders.xml' failed 2022-04-21T16:23:35 41.192 EXC Item with name 'meleeToolFarmT2IronHoeSchematic' not found! at TradersFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0015b] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at TradersFromXml.ParseTraderItemGroup (System.Xml.XmlElement e) [0x0012b] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at TradersFromXml.ParseTraderItemGroups (System.Xml.XmlElement e) [0x00035] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at TradersFromXml.ParseNode (System.Xml.XmlNode root) [0x0011c] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at TradersFromXml+<LoadTraderInfo>d__0.MoveNext () [0x0002e] in <39cf8b713b17414c9e5ddfff01d6df19>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <39cf8b713b17414c9e5ddfff01d6df19>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__48:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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