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AlienZ

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Posts posted by AlienZ

  1. I can't get Ravenhearst to work.

    I installed the mod loader, set up the install directory, selected the mod "Ravenshearst SDX Single Player" and installed it by making a copy of my 7DTD steam folder. When I click "Play Mod" the mod loader UI flashes for a second, then launch the vanilla game. If I check the location of the exe in memory, it is running from the mod folder as I set it up, but it seems to be only the vanilla copy of the game without the mod applied.

    I tried this with both 7DTD 16.3 and 16.4.

  2. anyone know why i can't overwrite my Assembly-CSharp.dll file. everytime i try it says unknown version and my game goes into black screen mode and jambs up?

     

    I replied to your previous post 3 days ago. You are not the only person experiencing this problem, but you are the only one asking the same question multiple times without looking into the problem yourself, or considering the replies to your previous questions. Stop being so lazy and look for an answer.

  3. nope, i've tried this one too and it tells me assembly-csharp.DLL is unknown version and my game crashes?

     

    Since you are using the bigger backpack dll, you have to turn off EAC. The mod is only EAC safe if you do not use the bigger backpack mod.

     

    If you are convinced that the Dll included with this mod is not the right Dll, you can download the bigger backpack mod directly from the original thread:

     

    Backpack expansion a16 onwards

  4. And the other problem is that to count the created item. You must wait until everyone is finished without leaving the campfire.

    If you go out, you don't count them.

     

    A work around that might help, fill the output slots with something like wooden frames. That way, when the crafting is done, it cannot place it in the output slots, and if you enter the campfire, workbench, etc, it will pop into your inventory.

    This has been an age old issue with 7DTD and the work around should still do the trick.

  5. Tried it and it works but several things happen that should not. 1. You can not long shift click the batteries into the slot. You can place other items in like a gascan and it actually increases the power. So for now I will have to not allow the ECO HD Versions. Same thing happens with Generator.

     

    Sorry to hear! I did not do extensive testing on this.

  6. Any chance HD and Eco batteries may be allowed to use in Battery banks?

     

    Sure you can.

    In blocks.Xml search for

     

    <block id="2005" name="batterybank">

    and in there, you will find a line that says:

    <property name="SlotItem" value="carBattery"/>

    Then just change it to say:

    <property name="SlotItem" value="carBattery,HDBattery,ECOBattery"/>

     

    That should do it.

  7. is there a way to go back to vanilla torches?

     

    You can try the following:

     

    In the items.xml file, look for the following:

     

    wallTorchStation

     

    Then replace it with the following:

     

    wallTorchPlayer

     

    So, this:

     

    <property name="Blockname" value="wallTorchStation"/>

     

    Should read like this:

     

    <property name="Blockname" value="wallTorchPlayer"/>

     

    I haven't tested this, but it should do the trick.

  8. Hey guys,

     

    So I have been hard at work on V4.4 and its near done now with features. Mainly doing some polishing work on it now and then I will start testing it. The List is getting pretty big so its a lot I got to go through so I'll do my best to release as soon as I can.

     

    Sounds great!

  9. @ Alienz,

    Thanks for looking at that. I have made a few modifications to what you posted to require placement on fertile land outside.

     

    I also changed the time to 60 as I felt that was more /realistic/.

     

    Cool, I thought about the fertile ground, but then figured it's not really a plant, so I'm not going to bother. :)

    I have changed mine to 90 random and the unbaited trap to three times that.

  10. In order to have the rabbit trap upgrade properly, I replaced this:

     

    <block id="2005" name="RabbitTrap(Bated)">
    [b][u]<property name="Extends" value="cropsGrowingMaster" />[/u][/b]
    <property name="CustomIcon" value="RabbitTrap" />
           <property name="Material" value="wood" />
           <property name="Shape" value="Ext3dModel" />
           <property name="Mesh" value="models" />
           <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" />
    <property name="PlantGrowing.Next" value="RabbitTrapFull" />
    <property name="DowngradeBlock" value="RabbitTrap(Unbaited)" />
           <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" />
    <drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0"  stick_chance="1" />
    <property name="Group" value="Tools/Traps,Food/Cooking" />
    </block>
    

     

    with this:

     

    <block id="2005" name="RabbitTrap(Bated)">
    [b][u]<property name="Class" value="PlantGrowing" />[/u]
    [u]<property name="PlantGrowing.FertileLevel" value="0" />[/u]
    [u]<property name="PlantGrowing.GrowthRate" value="30" />[/u]
    [u]<property name="PlantGrowing.LightLevelStay" value="0" />[/u]
    [u]<property name="PlantGrowing.IsRandom" value="true" />[/u]
    [u]<property name="PlantGrowing.GrowIfAnythinOnTop" value="true" />[/u]
    [u]<property name="Place" value="TowardsPlacerInverted" />[/u][/b]
    <property name="CustomIcon" value="RabbitTrap" />
           <property name="Material" value="wood" />
           <property name="Shape" value="Ext3dModel" />
           <property name="Mesh" value="models" />
           <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" />
    <property name="PlantGrowing.Next" value="RabbitTrapFull" />
    <property name="DowngradeBlock" value="RabbitTrap(Unbaited)" />
           <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" />
    <drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0"  stick_chance="1" />
    <property name="Group" value="Tools/Traps,Food/Cooking" />
    </block>
    

     

    The same can be done for the unbaited block if you want that to carry loot as well. You might want to increase the GrowthRate value for it so that it takes longer (otherwise it would be pointless to have the trap baited).

    The GrowthRate value might also need some tweaking as I just threw a number in there. Adjust to your tastes. From what I have read, it relates to real time minutes e.g. 30 = 30 real time minutes.

    LightLevelStay specifies how much light is needed for it to "grow" but I believe that it always needs light and there's no way to make it grow indoors.

    IsRandom can be used to make it a random timer for the growth stage or a static timer. I believe that having it random, would make it in the region of 30 minutes, whereas having it static would make it exactly 30 minutes.

    I don't know how much of what I said I have right or wrong. This is all based on a quick search of the forum and I may have this wrong. If anyone with more knowledge on the growth code can clear up anything I have wrong, that would be great!

     

    I don't kow why the <property name="Extends" value="cropsGrowingMaster" /> isn't working in this case, but I think it might have something to do with cropsHarvestableMaster.

  11. I haven't used the rabbit trap yet, I'll try it out and give feedback later.

     

    Yeah, the baited rabbit trap disappears for me too. Shortly after placed.

    The unbaited trap sticks around.

  12. many thanks i'll go for the sdx version.. if i'll manage to make sxd tool correctly(i'm new to 7dtd modding) ..

     

    as you know... s there a way we can use several sdx mods togheter?? i would to use TS togheter with Cartzilla Working Beds and Sleep mod

    https://7daystodie.com/forums/showthread.php?42131-MOD-Working-Beds-and-Sleep

     

     

    and is spider camera system included yet?

     

    I'm not familiar with SDX, so I'm not able to answer that question.

    I'm sure spider or someone else can give you more info when they see your post.

  13. which is the best and most updated version of the mod ..this or the sdx version ?? are they the same mod?

     

    They are the same mod, but this version is not being updated anymore.

    Spider is actively working on the SDX version instead.

  14. On 4.3.8 :

     

    - Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

    - Bandits now attack properly,both melee and ranged.

    - Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.

     

    I don't know what the full capabilities of the bandits and survivors are, but it's important to remember that they are not yet complete.

    Also, your chosen difficulty level has an impact on it as well. I remember reading another discussion that stated they act better at difficulty 4 or 5.

     

    Maybe I read it in this thread:

     

    Bandits

     

    Either way, might still be useful to read through that, because there's a lot of helpful info in it.

  15. It's my favorite mod, but there are just some things in Valmod I can't live without. So I took a little from Valmod and added it to my War of the Walkers. I added a weed cleaver, working oven, working sink, garbage disposal (with trash bags), and adhesive trap. None of these use custom icons, so no downloads are needed. I use existing icons with a tint to show that they're different.

     

    I also added my own touches, like modding the gore blocks so that you have to harvest rotting flesh and bones. Destroying the block with something like a hammer doesn't put anything in your inventory. I also added the catapult trap (which I no longer use, because it kills wandering survivors) and zombie lures. Again, no custom icons.

     

    Drop 5-10 zombie lures and you'll be covered in zombies in no time.

     

    (Side note: I could simply have used WoW's slow trap instead of adding adhesive trap, but I had already modified the adhesive trap to do what I want, so I just added it.)

     

    Same here.

    I've added some ideas from valmod, project z, true survival, gnamod, comsenmod, etc. To name a few.

    I also added in some of my own tweaks and ideas.

    This is a great community with awesome ideas and I love being able to combine the ideas together and have the best of all worlds.

  16. Version 4.3.7 Released!

     

    -Fixed Shotgun Shell Crafting Group

    -Fixed Shotgun Slug Crafting Group

    -Changed Quest Dwalls Quest 1 Part 5 of 5 requirements

    -Changed Nerfed Overalls

    -Changed Nerfed Bandit Gas Mask

     

    Thank you!

  17. Getting this error spammed.

     

    ERR Block on position 398, 33, 500 with value id=1457 px=1 py=0 pz=-1 should be a parent but is not! (3)

     

    That is a common error that is not caused by the mod.

    It is because two items have spawned in the same position and is colliding with each other. (Often cars)

    They essentially appear invisible, which is why you see nothing wrong if you visit the mentioned location.

    There has been discussions on the topic if you want to do a search and read up on it.

    Apparently if you shoot at the location with a rocket or something, it would make the car or whatever items it is appear before they explode.

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