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Tin

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Everything posted by Tin

  1. Tin

    Ravenhearst Mod

    I'm not really familiar with "Rave" and how they have everything set up, I was giving you the 2 main goto files to look in.. I know they have a discord set up and it might be your best option since everything can gone through on the spot. It kinda looks like, just from what you posted, its that you may have an entity issue of some type. Could be in the entityclasses.xml could be entitygroups.xm or could be gamestages.xml. Or it could just be you have some files that didn't take when you d/l it and all that. I would probably jump on their discord and see if they are around, so you can get someone to go through it faster and on the spot. Hope it works out for you!
  2. Tin

    Ravenhearst Mod

    Look in entitygroups.xml and gamestages.xml
  3. Nice! I should see if Paint.Net has a pluging like that
  4. Yeah, that's what I did. I just include the uma folder with my mod so everyone has it. Server and Clients. I hope at some point TFP adjust things, so its not needed but that's the pain we go through modding an alpha product lol
  5. One thing you can try is changing the uma extras to "Player" this will only allow them to be used as they spawn. Only issue doing it that way is the ppl who play will also get to choose it as a playable character skin. I didn't like that as an option though. Another thing you can do to lower the increased ram usage is take your uma folder and lower the res of all the uma's textures. Time consuming but really lowers the ram required. This works really well and you really don't lose all that much in the fidelity of them in game. Takes a bit to get it just right but my Ghouls in my mod look fine and are very light in the resources needed to have them.
  6. I think! (been awhile) but I think! you need to have all the cells have a prob="" with them. I don't usually designate a central city anymore since it's so sporadic if the terrain even allows one to be placed atm. I usually just give my special city/town a prob="" of 0.05 and that usually will place 1 sometimes 2 in a play field, for now at least. Maybe later we'll get a system that will allow us a more consistent control on that at some point.
  7. you can add/sub more or less wilderness poi's to the dead cell by itself so you should be good
  8. Couple things I can think of of the top of my head to help is: Make a dead cell that doesn't have a hub in it, will take a few reloads to find what prob="" will work for you. Also increase the cell_size more so it's less likely to spawn them close together. - - - Updated - - - Yep. In GameEdges Vid of The Dying Lands it despawned a trader in one of the towns he was in, but since it works for me Im using it
  9. Well you could just load in the vanilla game on the serve. Then D/l the mod and then replace all the folders the mod comes with onto the server. Then just use the launcher to load the mod onto your rig and go from there. being that it's an xml only mod it's just replacing the vanilla folders with the like mod folders.
  10. example: <wilderness_rule name="Wilderness_Settlements" spawn_min_max="[color="#FFFF00"]12,36[/color]"> <!-- increase spawn_min_max="[num]" to add more wilderness pois for each cell area --> <path_material value="dirt" /> <!-- paths material to be used *must be terrain block* --> <path_radius value="2" /> <!-- Paths width leading to poi --> <path_adjust_terrain value="true"/> <!-- not working atm?! --> <prefab_rule name="wildernessGroupRural" prob="1"/> <!-- What Poi list to use --> </wilderness_rule> Note the highlighted value numbers. That's it. That controls how many individual poi's will be in a cell. If you want d/l my mod and pull the rwgmixer file to look at. I have a lot of comments in it to help ppl along.
  11. The width/height are extra control limits for the hub size. You can actually control the over all size of the hub through the street axiom/rules and then use those extra width height values to constrain it even further if you want. You can also use the street axiom/rules to make your hub smaller than the width height settings as well. The biome size is set from the biome generator. Depending how you want it you can make the biomes smaller than the cell size or many times bigger. Each cell can have up to 1 hub in it. Biome can have many depending on it size. Edit: also the height setting isnt really need all that much Edit2: Sorry for the mini discussion @KhaineGB I'll move it to a different thread but it's keeping your thread bumped because it deserves it nice work
  12. City/town size is dictated by: Terrain Cell size Street layout Terrain trumps all and if it cant place a city/town it won't, even if you tell it to do so. Cell Size is next and will tell the street layout how big it CAN grow. Street layout works within the Terrain and Cell size. If the terrain is overly rough it'll just build the street (if it can in the cell) were it has enough room and is smooth enough. Or at least to my understanding. There's also "bounds" you use for the modules and that can really help place hubs more so in the flatter areas but that's another deal..
  13. Friggin A Awesome go team starvation
  14. Looks like it could be a fun mod to try from what I seen so far.
  15. Call it a feature and go with it. No one's got to know >.>
  16. I don't think you're arrogant. Anyhow those links should point you in the right direction even if the info is over a year old it's still relevant today for the most part. If you're still running into issue's pm me a link to the rwgmixer file you are editing so I can look at it. GL either way.
  17. LOL. Well I can't help if you don't ask. Just little nuggets of info: Any change to the rwgmixer.xml will require you to delete your old world and start fresh. Things changed with the rwgmixer when A16 came out. If that doesn't fix your issue then you made a mistake in how you made your edits. ANY mod can have their worlds play field increased. It's not the Starvation Teams mod adjustments to the xml files or additional scripting and code work they've done. IF you really don't want my help to fix it for whatever reason: https://7daystodie.com/forums/showthread.php?52259-RGMIXER-XML-Edits&p=527340&viewfull=1#post527340 start reading all the way till post #51 then you can jump to the next link:https://7daystodie.com/forums/showthread.php?52259-RGMIXER-XML-Edits&p=745411&viewfull=1#post745411 I think I may know a thing or two xD
  18. Tin

    True Survival

    Peace out Spider! Till next visit
  19. clean you mail box lol https://db.tt/Y2AADnyU39
  20. Tin

    True Survival

    This is a vanilla issue. Ive ran into this a couple of times in each build on and off with no mods installed.
  21. Tin

    True Survival

    Call Roland (or the other mod ppls) and see what he/they can do about opening up some more space for you? or do the poor man version and start posting in another post and link to it on your OP? Just ideas.
  22. Tin

    Project Slaanhatten

    I am seeing a lot of rendering issues in your pics. Is that caused from trying to make it fit in the game world? or is it just from the pics themselves? Either way looks sweet!
  23. Tin

    General Discussion

    Good question. I wouldn't mind it just being in this thread but a separate index would work as well.
  24. Tin

    General Discussion

    Hey Roland [sUG] IDK if there's an easy way of doing this but do you think we can get in this thread the creators channels to be listed in alphabetical order?
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