Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by owl79

  1. owl79

    True Survival

    I got the parasite army on my first bloodmoon too. bloodmoon part of log and a bit after: https://pastebin.com/H4YSQu3i the parasites were killable but completely unresponsive, did not walk towards me, nor aggro on attack nor despawn after death. on quitting (the parasite army was still there) I got another load of nullrefs, log part here: https://pastebin.com/ng6y0RHw and a repeated odd sighting: Zombie Steve just hanging suspended in the air a few feet above ground, as if the was jumping, but completely frozen in time.
  2. owl79

    True Survival

    Thank you for bringing this back, I was really missing this mod! A couple red nullrefs to report/ hopefully fix: - one on spawning of a zombiedoghorde (this only threw an error once and I could quit the console/continue playing) 2020-06-24T21:39:02 10134.027 INF AIDirector: Spawning wandering horde 2020-06-24T21:39:02 10134.028 INF AIDirector: FindWanderingHordeTargets at player '[type=EntityPlayerLocal, name=saavedra, id=171]', dist 49.36254 2020-06-24T21:39:02 10134.030 INF Party with 1 player(s) has a computed game stage of 4 2020-06-24T21:39:02 10134.030 INF Party members: 2020-06-24T21:39:02 10134.030 INF Player id 171 gameStage: 4 2020-06-24T21:39:02 10134.084 INF AIDirector: Spawned wandering horde (group ZombieDogGroup, zombie [type=EntityZombieDog, name=animalZombieDog, id=579]) 2020-06-24T21:39:02 10134.140 INF AIDirector: Spawned wandering horde (group ZombieDogGroup, zombie [type=EntityZombieDog, name=animalZombieDog, id=580]) InvalidCastException: Specified cast is not valid. at AIWanderingHordeSpawner.UpdateSpawn (World _world, System.Single _deltaTime) [0x00066] in <3ca2702590144b2c95bd610195728952>:0 at AIWanderingHordeSpawner.Update (World world, System.Single _deltaTime) [0x00032] in <3ca2702590144b2c95bd610195728952>:0 at AIDirectorWanderingHordeComponent.TickActiveSpawns (System.Single dt) [0x00027] in <3ca2702590144b2c95bd610195728952>:0 at AIDirectorWanderingHordeComponent.Tick (System.Double _dt) [0x00010] in <3ca2702590144b2c95bd610195728952>:0 at AIDirector.ComponentsTick (System.Double _dt) [0x00015] in <3ca2702590144b2c95bd610195728952>:0 at AIDirector.Tick (System.Double dt) [0x00000] in <3ca2702590144b2c95bd610195728952>:0 at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x0026e] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.UpdateTick () [0x00073] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0) - second one says this (keeps spamming the console when it happens so have to force-quit) NullReferenceException: Object reference not set to an instance of an object at SphereII_InertEntity.IsInert (EntityAlive alive) [0x00024] in <10fc4e987f7741f89966327b1c55ba99>:0 at SphereII_InertEntity+SphereII_EntityAlive_update.Prefix (EntityAlive __instance) [0x00001] in <10fc4e987f7741f89966327b1c55ba99>:0 at (wrapper dynamic-method) EntityAlive.Update_Patch1(object) (Filename: <10fc4e987f7741f89966327b1c55ba99> Line: 0) link to full log here: https://pastebin.com/9dnV5jmn
  3. Hi, a question please: are the compo pack POIs based on CP37, or the newest v.38? If it's 37: are some edited, or all straight from CP, so we could update them ourselves?
  4. Oh my, I was so focused on browsing the mods that the starting screen option completely escaped my attention. Thanks!
  5. Hi, how can we change the install path for mods please? When I click view configuration and save the new paths, it resets to what it was before. View settings does nothing, no new window pops up.
  6. owl79

    True Survival

    Hi there, just popping in to say I'm looking forward to the A17 version. Btw, I'm still remembering the A15 crocodiles/alligators fondly, it would be great if those could make a comeback, they fit the game perfectly and made fishing a nerve-wracking ordeal.
  7. I think you missed my last post - WheatPlant, GrapeVine, lettuceBlock and Bush02Magical still extend CropsGrowingMaster instead of CropsHarvestableMaster and keep growing into dummy stage 3 plants that look like coffee but can't be harvested anymore. ETA: when enemies drop a femur weapon, they always drop a random stack (can be hundreds), not just 1. (that's from memory, so could've been fixed in the meantime?)
  8. I keep finding bushes that look like grown coffee but yield no harvest. I think these come from the WheatPlant, GrapeVine, lettuceBlock and Bush02Magical (not sure if there are more) - I think they grow into the dummy "cropsHarvestableMaster", since they extend cropsGrowingMaster (and have no PlantGrowingNext defined) despite already being harvestable. Btw I also get a guard periodically spawning on top of my base.
  9. @StompyNZ: I think the second NRE I had might be one you already know about and might've had to do with spawning peasants rather than the spider horde, this is the error it kept throwing: NullReferenceException: Object reference not set to an instance of an object at Inventory.SetBareHandItem (.ItemValue _bareHandItemValue) [0x00000] in <filename unknown>:0 at EntityAlive.ExecuteDismember (Boolean restoreState) [0x00000] in <filename unknown>:0 at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0 at EntityEnemy.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0 at EntityAlive.damageEntityLocal (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single impulseScale) [0x00000] in <filename unknown>:0 at EntityAlive.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0 at EntityEnemy.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0 at EntityAlive.falling (Single _v, Vector3 _fallMotion) [0x00000] in <filename unknown>:0 at Entity.RXQ (Double , Boolean ) [0x00000] in <filename unknown>:0 at Entity.ccEntityCollision (Vector3 _vel) [0x00000] in <filename unknown>:0 at Entity.entityCollision (Vector3 _motion) [0x00000] in <filename unknown>:0 at EntityAlive.DefaultMoveEntity (Vector3 _direction) [0x00000] in <filename unknown>:0 at EntityAlive.MoveEntityHeaded (Vector3 _direction) [0x00000] in <filename unknown>:0 at EntityAlive.OnUpdateLive () [0x00000] in <filename unknown>:0 at EntityEnemy.OnUpdateLive () [0x00000] in <filename unknown>:0 at EntityZombie.OnUpdateLive () [0x00000] in <filename unknown>:0 at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0 at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0 at GameManager.JQ () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  10. I had 2 NREs, the first one when transfering the HorseHero item from a chest to my backpack, second one was during a spider horde, iirc I was not doing anything in that moment myself. There's a SDX mod out there that prevents NREs from locking down the console (NoExceptionHijack by TormentedEmu), can you maybe consider adding that to the next build so these errors don't have to mean a forced shutdown of the game?
  11. Some of the recipes for the anvilBlock (ironArrowHead and the next 3 down) still use forge units + are material-based. ETA: also, the caused massive persistent lag as long as even only a few still were around (I have 32GB RAM).
  12. Thanks for responding! I actually tried the fishing net on a pool and couldn't place it (the indicator frame stayed red), but maybe that was cause of the surrounding wood frame blocks, I will try that again. Personally I think I would just leave the player hand alone but still change the knuckles range to 2.0 then, since players fighting with fists will don them asap for damage anyway. It could be that my fatigue was reset simply by jumping over beds and such, if it is set to regenerate very fast? Getting fatigued sooner than 24 hours in, and having to rest a bit longer if it's that fast sound good to me.
  13. Some things I noticed: - The better iron lockpicks still need/use up basic lockpicks to complete the upgrade, makes them counter-intuitive and not worth it. - Fighting with fists & knuckles has too much range, compare clubs range 2.2 vs. fists/knuckles 2.5? Doesn't make sense, 2.0 would be more appropriate. - Aren't we supposed to become fatigued without rest? This doesn't seem to work (I haven't seen a bed in a long time). - I think the auto-favorite feature causes more tedium than relief, having to un-favorite all the one-time crafted stuff takes up more time/clicks than favoriting things myself. And a question: Where can we use the fishing gear when there are no rwg water bodies? Do they work on Tin's water POIs?
  14. Yep, exactly. It can even be done during an existing game, but all those blocks that were already spawned will be stuck as neon loothelper blocks, only ones in cells that haven't been visited yet will spawn in properly. I found it's also important to watch the block format, exchanging a piece of furniture or such that's 1x1 with something that's 2x1 usually leads to ugly clipping.
  15. I think you're probably misunderstanding what I meant: the chest/crate block IDs could really be made into loothelpers via blocks.xml and loot.xml only (adding a placeholder list for those blocks there), just like you exchanged them for new chests/crates with a different lootlist. No editing of POIs necessary at all. This method has been used plenty in other mods. But for your purpose, randomizing that lootlist to contain way more junk than good hidden stash loot would be easier and a better solution anyway. ETA: I also tried it myself with changing the potted plant ID to a loothelper, so I'd get random plants (using the new Ravenhearst models).
  16. What? no. You make that block ID a loothelper, and make a list for what can spawn in loot.xml. ETA: and I just realized that it'd be even easier just changing the lootlist to be like trash or cardboard boxes, then it doesn't matter as much when a POI (e.g. check out the CP Asylum) has loads of storage chests or crates.
  17. Exchanging the player generic storage and storage chests with loot blocks that are equivalent to hidden stashes is quite unbalanced. Usually builders count on these to be empty by default, and thus often use plenty of them for decoration purposes. So lots of compo pack POIs will be very very OP loot-wise because of these changes. If you still want there to be a chance of them to not be empty, I'd change these blocks to random loothelpers instead, maybe with a chance of 5:1 or 10:1 to spawn your lootcontainers.
  18. Why would you make grilled meat super OP like that, after nerfing meatstew? It still gives the same fullness and wellness as if it cost 2 pieces of meat to make, I think adjusting that too would only be logical. ETA: also just noticed that in the oven it's still 2x meat, guess that's not intended.
  19. Guppy, I thought if you do 1 big volume for the whole prefab and place enough sleeper blocks to cover the max spawn number, once they've been triggered and you stay inside the volume border they stay where they are, no stealth spawning behind your back. So I'd actually think this is preferable?
  20. I updated xcostum_WWHouse(by_IceJudge) using some tricks I learnt from you all, if someone wants it it's here: http://www.filedropper.com/xcostumwwhousebyicejudge_2 hint: edited, cause tweaked
  21. Tallon, setting the rotation to 0 in the xml doesn't mean setting it to North, but that it gets rotated 0 times. You have to look which way your prefab is facing, and then rotate it clockwise x times till it faces north. E.g. if your prefab faces east after building, set the rotation to 3. If you haven't already, check out this thread: https://7daystodie.com/forums/showthread.php?72550-Getting-Started-Prefabbing-Complete-(POI-Creation)
  22. You need to remove that prefab from the rwgmixer, else the game still attempts to load it and throws an error cause it can't find the file. Just search for the filename in rwgmixer.xml and comment out the respective lines or delete them.
  23. Also 1171 and 1172 (all 3 versions of the Commercial Legacy door that dcsobral found, they were still in 16.2 but snuck out after). Different problem: when I try to load xcostum_Tavern(by_Limodor) in HALs empty world, I get a console error (Array index is out of range) and only end up with a thin slice of the POI. Is that one working/spawning for others? ETA: after I changed the terrain to filler and removed the decorations it loads up fine, it's maybe the trees that were upside down causing that error?
  24. Here, try with this prefab (not mine so I'll take the link down again of course), that's what I used to confirm it (I still can reproduce the error): *poof* Not sure how else to help; maybe it matters if the .xml was originally created with an older alpha? I remember I had problems with xml options not "taking" before, and I often use the editor on older prefabs.
  25. It actually doesn't remove a pre-existing Townships line, but doesn't add it to xmls that don't have it yet, when I choose townships in the editor. Adding lines for Biomes and Zones that way does work, though. Sorry about the unclear report, I was working with several different files so I didn't notice the exact circumstances right away.
  • Create New...