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bdubyah

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Posts posted by bdubyah

  1. 7 hours ago, Lithormane said:

    I have been trying to get this mod to work properly or even be quickly tested to see if it working properly, before introducing the concept to my friend group. I am running into issues of not even being sure how test it with creative to see how it is working. We run other mods, but I have been struggling without even having anything else in the mods folder, just the Mods 21 Main, and still no success for testing or flying around and seeing anything different in the generated vehicles on the map.

     

    Question 1, How do I determine easily with crafting or creative menu to see if the mod is functional?

    Question 2, Is this issue isolated or others having issues with A21 and this mod, as others work without a hitch?

    I'm assuming you are referring to Bdub's Vehicles? Since you never actually named a mod...

    It works fine to my knowledge. Make sure you installed the correct folder. The folder you copy over should be the "BdubsVehicles" that has the modinfo.xml in it. Other than that I need a log to help more.

     

    This mod also doesn't affect anything in the world. It's just like vanilla vehicles. Craft, loot, buy. That's it.

    On 8/2/2023 at 1:34 PM, Chrashd said:

    I have installed the vehicle mod neatly. Only I can't find the trader on any map. Did I do something wrong? Vien thank you in advance 

     

    I assume you generated a new RWG map? I really didn't test the POI in A21, so it's possible it doesn't spawn, but I haven't heard of anyone else having issues.

    On 8/2/2023 at 12:25 PM, Trail_Jitsu said:

    I’ve downloaded the mod and put it into my mod folder for A21 but none of the vehicles appear in crafting or at traders or in the cm menu. What could I be doing wrong? Thanks in advance

    Refer to the above, make sure you installed the correct folder. Hit F1 when loading into a game to see if it is loading the mod.

  2. 53 minutes ago, Zankin said:

    Hey, I am new to 7dtd modding and was wondering, should mods that were made for older versions of game work with newer ones ?  I've tried HDHQ, Faster Run Speed and prerequisites for Wasteland and it works but when i try with Wasteland, it just lists unending list of error at the creation of the world. Is it because of the version mismatch or am i doing something wrong ? I am ofc playing without EAC. Not sure if i can add files here directly so, log here https://filebin.net/f4zfnkdajjsq7blg

    They will almost never work from one major release to another(a20->a21 for example).

     

    Wasteland has NOT been updated to A21 yet...

  3. It's going. Working through the last of the POI updates, then I still have all my entities to update to the new NPCcore stuffs. That'll take a little bit to sort out.

     

    For now I have kept their new learn by looting as I do like the ideas behind it, and the progression it brings. I will likely tone down the bonuses the perks give to finding certain magazines as from what I've seen you can max a series way too fast for my liking. Most main magazines will also go to 100 now, except for maybe a few like the seed one and a few others. A few perk reworks/shifts/swaps/etc. Nothing super crazy has changed.

  4. 23 hours ago, MrSamuelAdams said:

    I did, i have a lot of mods, only thing I had added were a few of Oakravens station stuff. So maybe it was that. Was strange to say the least. Hasn't happened anymore. 

    Yeah, that's the issue then. When you do that it can shift the item IDs around, which will change one item into another. So those vehicle parts probably used to be something else before.

     

    10 hours ago, Yeenus said:

    Hey, is the b324 update in the works?

    For which mod? My vehicles are good to go as far as I know. Wasteland is an ongoing process.

  5. 8 hours ago, MrSamuelAdams said:

    So I logged onto my game and I was looking in my storage boxes and in a few of them I randomly had parts to your vehicles. Which I never made. 

    Have you or anyone heard of a bug like this? I've never seen it, idk if it'll keep happening or once I remove them they're gone for good. Just wondering what could have caused it. 

    Never heard of that. You didn't add/remove a mod before logging on did you?

  6. On 7/20/2023 at 2:16 PM, Riamus said:

    All you have to do is remove the trader protect line in the trader XML files.  Should be vulnerable after doing that.

    Isn't that easy though. Doing that will break the quests and all you'll get is buried supply quests.

  7. 37 minutes ago, kageshiOP said:

    Fire extinguisher has no recipe so one would expect trader/loot only. The flamethrower however, is proving a little more elusive of a mystery.

    Ah, yeah. Was scanning too quick. That was for his flamethrower. Silly me. So it looks like you could find an extinguisher in cars and sinks.

     

    So, the flamethrower has learnable on its recipe, but no progression stuff, so it technically is locked period. Would need to add progression for it, or remove the learnable bit so the recipe is unlocked from the start. It isn't in loot at all.

  8. The fire extinguisher has "learnable" on its recipe, but no unlock. Easy fix is just remove "learnable" from it. Or you could add the missing progression.

     

    The portals unlock at 75 Electrician magazines. Looks like he just missed the display entry side of the crafting perk so it doesn't show them on the UI. Also maybe the UnlockedBy bit as well, didn't look at it.

  9. 12 hours ago, pApA^LeGBa said:

    Yeah ofc it´s due to the HP changes made by TFP. But those are way slower vehicles. Those HP aren´t balanced for the speed the Dirtbike has. And i don´t think that you can avoid crashes on maps that aren´t really flat if on full speed with the dirtbike. Well not gonna bother having to fix the mod for everyone on the server.

     

     

    Health and speed changes could easily be done in xml on the server copy. Everyone else wouldn't have to do a thing. The health would likely only affect new ones, so you might have to grab some from the CM.

  10. 13 hours ago, pApA^LeGBa said:

     

    Yes, ofc. But zombies, magically disappearing jars, beeing able to carry enough materials for a skyscraper in your backpack along with said dirtbike and a ton of ammo and weapons. 

     

    It´s just simply annoying to drive it and the speed it has makes it quite impossible to not hit anyhting. In the current state it´s not useable unless you think it´s fun to repairt over and over again. And yes i could drive slower, but then i could just drive the normal motorcycle and that´s not the point of having the dirtbike in the game.

    Man, and every other complaint I've had lately is all my vehicles are useless because they are too slow. Which is it? 😂

    The only real options are to slow it down, which you can edit yourself easily enough, or jack up the HP of it a bunch. Which you can also do easily enough. Of course then you'll still need a stack of repair kits to fix it up. Or, you know, don't run into things as much. I put in quite a bit of time testing things out and it isn't that hard. The wasteland is rough, but if you clear some paths or stick to roads as much as possible it isn't bad. And also, I balanced all my vehicle's HP against vanilla, so it's not like mine are any different. The dirt bike is just below the vanilla motorcycle's HP. Your issue seems to stem more from TFP's changes to vehicle damage, not my mod.

  11. 6 hours ago, Dagger Digwillow said:

    With Bdubs vehicles we have not found any of the vehicles spawning within the world. Are they supposed to spawn around the world?

    Nope, it's never been that way with my mod. You may be thinking of Vehicle Madness. I do plan on making a patch to allow my mod to use VM's systems once Ragsy gets VM out for A21 and I get Wasteland released. Will be a while though.

     

    11 hours ago, Nerhesi said:

    Hi - I assume that Alpha 21 Wasteland mod is still undergoing update and such and that we'll hear about it here? :)

     

    Thanks

    It is underway. Still got a fair bit to do though, so it likely will be a while yet. The mod currently loads up more or less without issue, and I'm almost done updating perks and stuff to work with A21's new crafting system. Still lots to do with entitygroups and loot and traders and POIs and...you get the idea. 😛

  12. 22 hours ago, smkw1212 said:

    모드 어떻게 깔아요?

    Install whichever mod you mean into ...\7 Days To Die\Mods. Just make sure to not have too many folder layers. Any mod you install there should immediately have a modinfo.xml inside the root folder of the mod.

  13. 7 hours ago, The_Great_Sephiroth said:

    Do the humvee and semi only have a single acceleration sound? Neither changes gears on my end. We have the start sound (love the air start on the old semi), an idle sound, and then one long, drawn out acceleration sound until top end is reached. They drive wonderfully, have deceleration sounds also, and do so much better off-road than the stock jeep, but I found this odd.

     

    Now we need TFP to add turret code so those humvees can have a .50 up top! Boy that'd be OP as heck on a horde night!

    They do. It's intended. I had made some custom sounds but I was running into issues on dedis where the sounds kept cutting out. I need to try and figure it out but I've just never had the motivation. And Wasteland started taking most of my modding time. 

  14. 2 hours ago, The_Great_Sephiroth said:

    I tried the semi and humvee in A21 b324 last night and had no audio except a brief deceleration noise. The XML points to the correct sound file, but I have no way of knowing what's in there. I have never messed with Unity3D files and do not intend on touching somebody else's fine work. Stock vehicles work, no warnings or errors in loading the mods, and the only mods loaded are the humvee, semi, MD500, and UH-60. I cannot test the helicopters yet as my character cannot build them yet.

    Yeah, copypasta strikes again. Haha. Got it fixed, Git is updated, Nexus is under way. Thanks for the catch!

  15. 1 hour ago, Renathras said:


    By this token, why even post? Your points are only valid to you and "maybe a few others that agree with the changes, but that means nothing to anyone else."

    If people are refuting your points, that means something. If you don't like having your points refuted, don't make stupid points that have already been refuted.
     

    This crap happens every Alpha release. It just happened once the dew collector was shown off. Now comes the second wave of people who don't follow that close and weren't aware of the changes. Unless you are refuting TFP's points for making these changes, it's meaningless squabble. And they have their reasons and I doubt a few upset people on the forums are going to do much to sway them. I'm sure there might be more balance on it all before it's all said and done, but I doubt it will be very massive changes.

    1 hour ago, Renathras said:

    I want to respectfully say go F yourself, but I try not to be so crass. I will say the two posts you've made in reply here have been you being a pretty big jerk, though. I've been playing this game for years. I have every right to complain about it changing into something it was never original, nor seemingly intended to be when I paid money for it. If you don't like that, stay off the forums. Nothing wrong with not reading forums, as it sounds like the forums aren't for you anymore.

    Forums are for more than just people thinking the game is ruined. It's just that lovely time when all the complainers come out with not enough experience with the changes to really know what they think. I just get tired of every new thread being a rehash of the same nonsense. You say the game is you have the "right to complain about it changing into something it was never original, nor seemingly intended to be". And that is? It's still a survival crafting game with some rpg and tower defense elements, same as it has always been. If someone not agreeing with you makes them a jerk, maybe the forums aren't for you.

    1 hour ago, Renathras said:

    It seems to me you don't like people having different opinions than you and can't stop "crying about it". Seems like from your post above you're just yet another one of those people that is mad you can't post on the forums without pushback from people making good points and refuting your arguments. Maybe these forums just aren't for you anymore. Nothing wrong with moving on.

    I don't care how people play the game. You're the one complaining about how you feel you have to play it. What good points? All I see is people mad because they can't have a chest full of murky water on day 1 anymore. Or that they don't get their precious jars back, even though you never got other consumable's containers back. There are literally people here saying that because a field of dew collectors can draw screamers, the game is broken. Stop overreacting. Or, you know, go back and play an older version of the game, which TFP has been kind enough to allow, and just be happy. Or mod the things you don't like about the game. Anything more productive than this. Again though, it just really sounds like the game isn't for you anymore.

  16. 23 minutes ago, Renathras said:


    People aren't "crying about it", they're making valid points and arguments.

    Your own point about "all workstation type things" has already been refuted, had you bothered to read posts before replying to a thread with said posts in it. You might not have restated a point that's already been refuted, if nothing else.
     

    Except I read the OP and that's what I'm replying to. I don't have time to read the walls of text you're putting out there. It isn't that important. From the posts I skimmed people had just started turning this into another "A21 sucks!" thread and I'm not wading through that garbage to find the one or two useful posts, sorry. They're "valid points and arguments" to you and maybe a few others that don't agree with the changes, but that means nothing to anyone else.

     

    26 minutes ago, Renathras said:

    Hell, the post right above yours - MY POST - even directly refutes the argument. As I pointed out, the Dew Collector was meant to replace gathering water by hand to slow and gate that process. And gathering water by hand didn't generate heat, and you could get 125 water all at once doing so.

    Uh...that's the point, man. It was TOO EASY before. So they made changes. Adapt. Or don't play anymore. Or mod it out. I don't really care. Reading through your above post you're just yet another one of those people that is made you can't build some stupidly simple base and survive forever. Sounds like the game isn't for you anymore. Nothing wrong with moving on.

  17. Wow, this is still going? People really will complain about anything. As mentioned before, all workstation type things are supposed to generate activity. It was absent on the dew collector altogether, and apparently bugged on the other stations. They fixed/normalized this. Stop crying about it. A dew collector causes a third of the activity as a forge or workbench. It ain't that bad. The sky looks nice and secure up there from where I'm standing...

  18. They changed how vehicles torque and stuff is set up. That's what broke the mods. Mine has been updated at least. But I fixed mine on the same world I used to test back in b317 and once I fixed the values for my vehicles they worked fine. So not sure why vanilla vehicles wouldn't update properly as well. Maybe try spawning a new one in and test it.

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