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bdubyah

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Everything posted by bdubyah

  1. You literally asked and got the answer for this question. Why did you ask it again? Custom assets have to be client side, there is no way around that. At best, future workshop support will hopefully allow downloading mods on joining a server, but that's just a hope.
  2. It's a 500mb mod. Trust me, Rags has optimized it about as well as it can be. If you can't handle an extra gb being used then don't mod the game, or buy more ram. Any mod that is adding new assets is gonna add to the ram total, no way around that.
  3. Just change the lootlistalive to the same as the minibike and it should be fine. You won't need to edit anything in loot.xml as long as you are using one that already exists.
  4. That is set in its entityclasses.xml entry. The loot name used there is defined in loot.xml. You can look at the vanilla minibike or whatever vehicle you want it to match and just use the loot list that vehicle uses.
  5. I bet you don't even believe that yourself. It would take anyone about 3 seconds to realize you're a liar. Some people, man... 😂
  6. Haven't played them, so don't know the specifics. But TellyG seemed to say they don't get far into the game without starting over, so if it's too far in before you could unlock the book crafting it wouldn't help them much anyway. 😛
  7. See, you say mid to late game is an issue, which I partially agree with. But then you want this system so that you'll be able to get every magazine/schematic you need even faster by being able to specifically craft the ones you need. Which would mean you wouldn't even have the ongoing hunt for those needed books later into the game. Seems backwards to me. RNG drives the game. While I admit there needs to be more to drive the later part of the game, taking out the loot hunt part of late game is not the answer.
  8. Well, Woodle does it more like how Roland suggested. But yes, I am a fan. Haha.
  9. You can just spawn in a horde yourself with the F6 menu. Just spawn whichever types of zombies you want to test and fire a few rounds to get their attention. Would simulate an actual horde well enough to see the results I would think.
  10. Build it in the POI editor and then playtest it. Zombies should work fine in a playtest. Only potential issue is they can aggro on the Trader Joel that spawns in the playtest worlds.
  11. Yeah, changing that can help. It might slightly alter climbing and stuff as well, but shouldn't make a big difference.
  12. Most of that is probably from the wheel collider settings in Unity. No way to change that.
  13. AKA: Don't try mods on a save you aren't willing to lose. Make a test game to see what they do/how they work and then decide you want to use them. It's almost always gonna break stuff in this game if you remove a mod from a game save.
  14. Would also be nice if the zombie loot bags had a bit more variety. A20 changed them to be pretty set in what each tier contains and it kind of sucks to be honest. Lol.
  15. I usually use Woodle's method of looking away from the corpse, starting a power attack, and then hitting the corpse. Gives you the normal, faster attack animation while still harvesting.
  16. I think it is fine as is. It's a basic aircraft, it shouldn't be easy to fly. It allows you to go straight from point A to B without worrying about terrain or zombies. While it isn't very fast, it's still going to be faster than any other land vehicle for long trips. If you aren't covering more than a kilo or so then you'd be better off with a bike or 4x4 unless the terrain is especially bad.
  17. Yeah, adding/removing mods to an ongoing save is a real bad idea. It shifts id's around and can break things, as you've seen. Sounds like maybe a corrupt chunk. So can either look up how to try to fix that, or make a new game. %AppData%\7DaysToDie\logs Only thing other than some error is to make sure you didn't somehow turn off Enemy Spawning in the game options.
  18. Look in the...I think tutorials section for the link to Gup's modding discord. Be a lot easier to help you there. Some useful info pinned in the vehicles channel there as well.
  19. I could be wrong, but it looks like it's based off the same trigger system the keyracks use currently. It could be that the pipe is more for decoration other than maybe the valve parts and where the fire comes out. Valve=keyrack, fire=door. Just a guess though.
  20. bdubyah

    Military APC

    Look at your log. Will likely help you narrow it down faster than launching the game dozens of times.
  21. Looks like you just need to hold R and select Copy Rotation from that pic above.
  22. They are not meant to be lootable. Think that's something NPCmod had to set to fix other issues. I'll see if I can remove the E prompt.
  23. Yeah, don't uninstall mods once installed.
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