Jump to content

SMiThaYe

Members
  • Posts

    177
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by SMiThaYe

  1. Sub will always post updates in his Discord, check the first post for link, go to the channel #news where he posts useful patch notes :)

     

    Hi,

    I'm enjoying this mod with all of the additional items to gather and so many new items. I wanted to ask, if you do implement updates patches will you announce them here or will they be located in another post??

  2. I've found welding torches looting toolboxes and you can also purchase from a trader.

     

    I couldn't find a recipe for the welding torch and it is required for a lot of crafting item. I'm not sure if this is intended or something is wrong. Do I have to get it by looting or get it from the trader?
  3. Resource gain is based on how much swings you have to hit before something breaks. Auger might give a little bit more resources, because of how damage is calculated for the auger. I can't do much about it, it's how the game handles resource gathering.

     

    Keeping it simple, possible to reduce resources by adjusting per tool via items.xml:

     

    <property name="ToolCategory.harvestingTools" value="2" param1="1" />

    to suggested value for a quarter of the usual amount: <property name="ToolCategory.harvestingTools" value="0.5" param1="1" />

     

    Edited this last time I played vanilla for big builds when increasing partsAuger_blade BlockDamage as I didn't want to touch global progression.xml to take to tedium out of reducing POI to rubble, therefore more block damage while keeping resources in line with what I would have otherwise. Using explosives would have been nice but required too many and base was quite close hence the need for the additional room.

  4. 'Standard' storage size is 49 slots for wooden chest, secure chest, and storage box (plus additional blocks 49 slots). These are relatively easy to make early on when you focus on looting.

    A secure file cabinet is 60 slots. Safe is 64 slots. Secure safe (bigger 2-block one) and dumpster have 120 slots.

     

    Hey, is there a box with more storage? I feel like the storage is way smaller than vanilla. Lmao.
  5. I love watching kickz. The manly warcries are the best part of the show when someone subs. ;)

     

    Though being called a bastard for changing the wrench recipe was pretty awesome too. I totally clipped that.

     

    He does manly sneezes as well, he did a high-pitched one some months ago :D

     

    Was that as well as the hoe? Cos Kickz couldn't fertilise with the iron hoe as he was using scrap iron hoe which was a nice little mod troll ;). He said: "You're so lucky you're not sitting right beside me, Charlie horse would be an understatement of what you would be receiving right now". Surprising people like this are the best trolls, and I'll try to swing by your next Twitch stream or just watch your previous VODs for tips :)

  6. I... actually have no idea on that. I think I'd need to rename the github repo, which may then break the link. However, it does tell you in the console when you first load the game at the menu. :)

     

    Speaking to Subquake on this cos he's the genius, it's prefered to script this to show mod version in game when you press Esc. The escape menu is edited to show mod version from client localization file (manual editing of this file is very time consuming), the server version is stored in xml of mod UI pushed to the client so versions can differ. Zip needs to be versioned too, which can be scripted (powershell). If scripted the chance for errors is reduced. Hope this helps somewhat in the development of your mod :)

     

    Haven't had a chance to play your mod but enjoying people streaming it including G4K where I seen you hang out, just lurking as always.

  7. ....

    By the way I have a question, how do I get advanced welder? Do I need to simply find it or buy it at trader's outpost?

     

    It takes a while, for me anyway, but found the Advanced Welder in a Working Stiffs Box this morning - image link. Once you find one, hold it close, treasure for eternity and never let it leave your side :)

  8. Can you uncheck "Save All Games Local to Mod", and blank out the "Additional Command LIne Parameters...", and try again?

     

    Sure, 'additional command line parameters' field was already empty and unticked 'save all games local to mod', but no change to my issue launching through mod launcher, only when I launch directly from folder location does it work. Afterwards unticked the other options: 'update registry' and 'refresh mods automatically' then tried enabling 'run game as admin' but no change.

     

    Tried something a bit different with new mod install; ticked 'refresh mods automatically' and 'update registry' leaving save all games local to mod' unticked and also not even pre-syncing the mod, success at launching the game normally! Kinda weird but I'll settle for that, thanks for kindly helping to narrow it down Sphereii :)

  9. Sorry for the trouble. The output_log pastebin.com link seems to be set to private, so I cannot view it.

     

    My apologies, my account seems to have defaulted to private, you can view it now.

     

    Additionally, I again used your launcher to install a mod but this time once it installed I then launched 7DaysToDie directly from the folder and it doesn't stick on loading, mod works fine.

     

    Additional launcher mod log (output log in Gnamod, launching directly, for testing was normal) - https://pastebin.com/y5rWznMt

  10. Been using mod launcher for a while without any issues until today and well I'm stuck. Tried continuing to play Wotw and game wouldn't load, tried continuing Valmod Overhaul and wouldn't load, recently downloaded Gnamod Horde and Tin's Dying Lands and that wouldn't load either - all stuck on the loading screen in 7DtD. Meanwhile vanilla 7DTD loads fine direct from Steam. Only change to my system was updating W8.1 x64 display drivers for PUBG to 388.71, even then I used DDU to clean and reinstall, may or may not be related to the previous page error log with driver update but thought to mention it anyway.

     

    Deleted mods/downloads from launcher, cleaned out 7DTD completely (bye to saves/profiles, etc), re-installed 7DTD, installed mod launcher again, in mod launcher I copied existing game folder for Wotw (presynced with fresh mods, update reg, and local saves ticked) and first launch is fine but second launch always sticks on loading. Each time I clean out a mod and reinstall it loads the first time but second time it doesn't load.

     

    Love the launcher I hope its something I missed on my end, here are the logs:

    launcher log - https://pastebin.com/6hcmLLa2

    output_log (NullReferenceException spam) - https://pastebin.com/6095EJCD

  11. I hope I’m not asking about something that has been asked before. I’m using the mod with the expanded back pack and have noticed that when I shut down and come back my items will be missing. Don’t know what I need to do to fix it. I have lost many quality items because of this

     

    Likely that the modified Assembly-CSharp.dll file didn't copy across, simply download the mod - from Nexus - and extract contents of ..\7DaysToDie_Data\Managed\ to your mod game location. Simple method is to use 7D2D launcher and click 'Pre'Sync Mod' to verify mod without launching game.

  12. Looks like this mods already needing an FAQ to reduce repeated queries! Always use medicinal/food/drink items from your toolbelt for best results!

     

    And avoid quick-switching as it cancels the action and consumes the item. Wait for any medical supplies to take effect, ie health to increase, then carry on as normal.

  13. I tried playing the mod and got bit by a zombie and infected. I tried antibiotics, herbal antibiotics, honey, large mad kit and med bandage, but nothing took it away and I also never regained any health. Is this the way it is supposed to be?

     

    When character gets bit I use first aid bandage, btw you'll see this bite buff count down from 6. You can also use a disinfectant bandage or a first aid kit. Once it progresses you get infected where you take antibiotics or honey to cure it.

  14. Feedback on progression: I'd just crafted a Blacksmith Hammer after spending points to unlock it as I'm Construction Tools 40 to later find that to build Blacksmith Station you need to have Construction Tools 60. What level should they be so I can make a quick change, both 40?

  15. Completed a quest "Feeding the Clubhouse 3/3" for making murky water then making boiled water, got 2 MRE, 2 purified water, and 200 cooking pots. Had to double check quests.xml: <reward type="Item" id="cookingPot" value="200"/>

     

    Also, not sure if something can be done but zombies at night are running around in circles when you hit them with an arrow and continue to do this until morning cos I can't hit them. Took this with good humour and hit 5, watched them for a bit while forged iron was smelting. At 03:55 I went close to one Z and they do go for you but otherwise don't cool off. To repo just wait until after 22:00 and hit them with an arrow, ideally on top of a building.

  16. Turkeyvolume post has reminded me that in quests.xml you don't get Exp for '5 skill points' read in skill5 but you do for skill1 (300), and skill3 (1000). And just above this, for survivorNotes you get 300 exp but none for survivorNoteCollection. Just pointing this out.

     

    Edit: "quest_ZombieSlayer05" also doesn't give xp

  17. Jax, you mentioned looking at Quests bug from feedback provided so far in post #170. Thought to provide a screenshot - image - of activate quests as I only got this issue now, plus here's the log - MediaFire. As long as I close the Quest window the error no longer pops up, open it again and NullReferenceException repeats.

     

    At a glance here is the error:

    NullReferenceException: Object reference not set to an instance of an object  at RewardSkill.SetupReward () [0x00000] in <filename unknown>:0 
     at BaseReward.get_Icon () [0x00000] in <filename unknown>:0 
     at XUiC_QuestRewardEntry.GetBindingValue (System.String& value, .BindingItem binding) [0x00000] in <filename unknown>:0 
     at BindingItem.GetValue (Boolean forceAll) [0x00000] in <filename unknown>:0 
     at BindingInfo.RefreshValue (Boolean forceAll) [0x00000] in <filename unknown>:0 
     at XUiController.RefreshBindings (Boolean forceAll) [0x00000] in <filename unknown>:0 
     at XUiC_QuestRewardEntry.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiC_QuestRewardList.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUiC_QuestWindowGroup.Update (Single _dt) [0x00000] in <filename unknown>:0 
     at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0 
     at A.ME.Update () [0x00000] in <filename unknown>:0 
     at GameManager.JQ () [0x00000] in <filename unknown>:0 
     at GameManager.Update () [0x00000] in <filename unknown>:0 

  18. I JUST uploaded a new file that may fix safes, so when you get a chance test that out on your current save.

     

    Yes, the new file fixes Wall Safe on existing save. Lootable with lockpick and doesn't disappear. Thanks for the quick fix JaxTeller718 :)

     

    Btw, there are extra lines of spacing in recipes.xml, some have 4 lines ie lines 4706, 5286, 5302, 5763, 6920, 7552 - one has 7 extra lines at 4955. There are other occurrences of 2 line spaces. I'm aware that a single line space is used to separate different items and if you have your own reasons for this then I respect that.

  19. This is a tough one, im going to try to recreate it. If you get a chance the output log file may be of help as well for this. It LOOKS like a poi may be causing it.

     

    I JUST uploaded a new file that may fix safes, so when you get a chance test that out on your current save.

     

    Here's the output log via MediaFire. McDowell is pretty close to the two times that error occurred, even closer to the left is Parking PIO. On the previous save I recall that once that region is visited error doesn't appear again.

  20. Wanted to keep bug report this separate from my previous post.

     

    The console popped up again with this exception and could close it and continue just like before. Weirdly when I wiped the game put me next to the same town! This time I'm posting image of exact moment it occurred and debug for troubleshooting for what I can appreciate is difficult to pinpoint. I had already been around the corner, behind me, so it's this area going forwards. My draw distance is 10 if that matters.

     

    Error:

    ArgumentOutOfRangeException: Argument is out of range.Parameter name: index
     at System.Collections.Generic.List`1[Vector3i].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
     at WorldBlockTicker.NZ (.Chunk , System.Random ) [0x00000] in <filename unknown>:0 
     at WorldBlockTicker.YZ (ArraySegment`1 , System.Random ) [0x00000] in <filename unknown>:0 
     at WorldBlockTicker.Tick (ArraySegment`1 _activeChunks, .EntityPlayer _thePlayer, System.Random _rnd) [0x00000] in <filename unknown>:0 
     at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
     at GameManager.JQ () [0x00000] in <filename unknown>:0 
     at GameManager.Update () [0x00000] in <filename unknown>:0

     

    Exact moment error occurs in this area - image

     

    Debug with the the info needed - image

     

    Update on the safes on new save: Gun Safe with lockpick works as intended and is lootable, but Wall Safe is still unlootable as it disappears. Not sure if that error above is related or not as Burgers Shakes is straight up that road.

  21. No need to apologise Jax. we really appreciate your hard work with the mod, quick updates and feedback on progress. Opening this mod up to the community is never taken for granted, wishing the best luck in the world going forwards and onwards and upwards. The 7DTD community can help make that happen.

     

    There's a lot that makes this mod stand out from others and that's a tough act to follow, it makes me fear Z again and that's what I absolutely love about 7 Days, the first experience of playing the game and getting that thrill back. One can only wonder how this mod can grow and you can be sure we stood up and noticed.

×
×
  • Create New...