Jump to content

owl79

Members
  • Posts

    197
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by owl79

  1. Okay, I can set up mirroring for most of the mods that'll automatically update matching gitlab links. Since this is an initially a manual step for me, which mods were you most interested in, and I'll get started hooking them in.

     

    Thank you for the support and the workaround! If you just could host Starvation on the mirror please, that'd be great. It's the one mod where I get the most use out of the launcher's incremental updates, since my files are almost all customized.

  2. One users reported they installed 4.6.2, and it didn't seem to work for them. Once they installed 4.6.1, it started working. I'm not sure why that is, since the mod launcher doesn't really use anything special about those different versions. If you can confirm that 4.6.1 is installed, re-send your log files please, and I'l be happy to look.

     

    I had actually installed the newest version, 4.7.1. So I downgraded net framework to 4.6.1 to try this out too, but no dice. I had gotten the exact same "error downloading...cleaning corrupted data" message already a few days *before* the whole Github-updating, so it's likely unrelated.

    Here's the log again, today I tried with CBmod: https://pastebin.com/GmJGhL8U

  3. Did the .NET auto-install? Here's the link for a manual install: https://www.microsoft.com/en-ca/download/details.aspx?id=49981

    I had already installed the new net framework manually, after seeing the launcher's requirement message. So that's not it for me either. Besides, the "error downloading" message I'm getting and the error in the log seem to be different from those who just had the Github-related problem.

  4. Hi sphereii! I just came back to 7DTD after a small break, and the mod launcher suddenly fails at every download. I tried to update/DL several different mods (your Winter Mod, Tins Dying Lands, and now Starvation). They all just repeatedly throw "Error Downloading... Clearning corrupted data.". I was hoping your update today would help, but unfortunately it didn't fix this particular error. I'm on Win7 and also applied the EasyFix. I also already tried temporarily disabling my antivirus program completely. This is the log: https://pastebin.com/eP0u1pK0

    I know I can just download the full mods directly, but I have really come to rely on the launcher's incremental updates, to make comparing and updating with my own file changes easier.

  5. I like the HUD UI, its definetly better than the old one, however i have a suggestion to make, we should have the temperature in the hud as well like the hud on other mods, it helps a lot to know when you are getting close to the thresholds when you have to swap gear, please consider adding it. Thanks.

     

    Agreed, the feels-like temperature is the only bit of info that's really missing on the new UI. Also, I generally prefer UIs that show the active buff duration, but I can also see how it probably would look less "sleek", unless Dust2Death finds a way to integrate it well.

  6. Where do you find a science station if you can't make one?

     

    Afaik you have to make it, but you can find the necessary steel at a trader, and craft the beakers yourself at the glassandceramicsstation so it's not impossible.

  7. Jax, thank you for releasing this, all those extra blocks are super fun. A small idea to make your mod even more awesome ;): I replaced the original potted plant id with a lootplaceholder that includes all of the other small potted plants (I saw this done before in True Survival with pans being subbed for cooking pots, and phonebooths for vendingmachines). You may have to restart or refresh the world though, I think else in the regions that are already loaded the plants will change into the ugly placeholder blocks. Btw, I also tried subbing in the classic couch, lounge chair and one-piece-fridges for their vanilla counterparts with that same method, but unfortunately that doesn't work out 100% of the time cause they seem to lose their original rotation, what a shame.

     

    Alpha_16.4_2017-11-22_16-46-04.jpg.ee48e0216ea793f843fc0d24c7a84ac0.jpg

  8. PBI: I have the worst stutter whenever I'm near mod POIs, I suspect it's some of the custom assets like the church fog and cooling towers with smoke that cause the issues. It's so bad that I try to avoid them completely and not build in the same cell.

  9. The BagBones enemy has an assigned mod resource BagOfBone, but it seems to look the same as the Feral Wight, and I can't find that resource in the Mods folder - is it supposed to look differently?

  10. Could the NPCs randomly disappearing be related to these entities not being set as immune to sickness, disease etc? I know I had a minibike repeatedly "die" from fatigue before in another mod, so it seems plausible, unless their special modded class prevents that.

  11. Those nighttime sound fx's, I think they are not immersive as planned and not necessary. Maybe if they were rare and subtle, probably they work better.

     

    From what I heard so far, I disagree. When I heard that humming, I was creeped out playing 7DTD for the first time in a very long while.

     

    I'm assuming the SDX crafting lag fixes are applied, yes? I didn't think the lag could get *that* bad again with them on.

  12. Is this mod for A16.4 or A16.3? The launcher is giving me problems with this on 16.4, so I think I might've chosen the wrong game version? The version info really should be added somewhere in the first post(s) (unless I overlooked it).

  13. In the items file, a lot of things still use the old A15 skills Weapon Smithing, Gun Smithing and Tool Smithing - those need to be replaced with the new craftSkill...; and in case of the recipe books, that skillgain should be deleted.

     

    ETA: also found instances of "Science" crafting skill, Misc Crafting and Armor Smithing.

     

    ETA2: the armor skills like Light and Heavy Armor, Clothing, Tailoring and Leatherworking don't exist anymore either.

  14. @owl74

    Oh interesting book xp trick. It seems to work without the additional recipe too.

     

    I thought so too, Clockwork Orange is a pro with xml. Only thing is that you HAVE to read it from the toolbelt, in the inventory "read" is greyed out, but that's no big effort for 350xp!

  15. Yes I understand that but it is done in the research bench where you can't smelt things down.

     

    You searched for nail while in there, correct? There is no nail schematic, you're just seeing the regular nail recipe for the forge, cause the search function always shows ALL recipes, regardless if you're in the right crafting station. Also does the same in vanilla.

     

    ETA: if you want to unlock nails, you either have to buy the nail perk, or do the woodbuilding quest, they're unlocked at the end.

  16. That's the way it already works. Eating meat&corn kebabs for a long time you will get poor diet. You need fruits & veggies.

     

    Actually kabobs and meatpies already do give nutrition and are completely sufficient, all you need after a death (when your nutrition is reset and you get hit with bad diet) is some patience, it worked itself up again for me.

  17. The treasure hunter perk doesn't work cause your thief perk also has the line <setvalue perk_level="0" ... /> for the treasure radius effect, and that overwrites it again for everyone who didn't unlock the thief perk. If you simply delete that one line from the thief perk, it works.

     

    Your magazines don't give 350xp on use as intended, but only around 10xp. Couldn't figure this one out myself but had a look at other mods with skillbooks to fix it. This solution is from Clockwork mod (Valmod uses another alternative, simpler method for skillups, but this one allows to adjust the xp). The skillmagazine format needs to be like this to work:

     

    <item id="1688" name="scavengingForDummies">
    <property name="Meshfile" value="Items/Misc/Book" />
    <property name="Material" value="MprofessionPage" />
    <property name="HoldType" value="21" />
    <property name="Weight" value="5" />
    <property name="FuelValue" value="5" />
    <property name="Stacknumber" value="5000" />
    <property name="CustomIcon" value="schematicMaster"/>
    <property name="DescriptionKey" value="SkillMagazineReadDesc" />
    <property class="Action1">
    	<property name="Class" value="LearnRecipe" />
    	<property name="Delay" value="1" />
    	<property name="ActionExpBonusMultiplier" value="0" />
    	<property name="Sound_start" value="Misc/recipe_unlocked" />			
    	<property name="Recipes_to_learn" value="Scavenging_Skill"/>
    	<property name="ActionExp" value="350"/>	
    </property>		
    </item>
    

     

    plus there needs to be a corresponding fake recipe, for a non-existant crafting table, e.g.:

     

    <recipe name="Scavenging_Skill" count="1" craft_area="Crafting_Table" >
    <ingredient name="Ink" count="1"/>
    </recipe>	  

     

    and a corresponding skill item, that extends from a new master skill:

     

    <item id="2061" name="MasterSkill">
    <property name="Meshfile" value="Items/Misc/sackPrefab"/>
    <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
    <property name="Material" value="paper"/>
    <property name="Weight" value="40"/>
    <property name="HoldType" value="45"/>
    <property name="Stacknumber" value="1"/>
    <property name="Group" value="Resources"/>
    <property name="UserHidden" value="true"/>
    </item>	
    <item id="2062" name="Scavenging_Skill">
    <property name="Extends" value="MasterSkill"/>
    <property name="ActionSkillGroup" value="Scavenging"/>
    </item>		

     

    Hope that helps a bit.

  18. @owl79-

    -Again another person that refuses to read my post. Why do I even bother responding if your not going to take the time and read? 10 Post before yours and on the same page no less is your answer.

    -FYI setting the tools like that will break the balance on the game and make the game beatable in a few hours.

    -Are you talking about the Potato Plant or the Potato that you can eat?

    -All the files are synced and correct. If you are having those problems it sounds like you may of installed the mod wrong. Are you getting any errors in your output log? Also on the front page along with the Download information there is the date of the last time the Mod files were update so you can tell if yours are current.

     

    Spider, I don't get it. I obviously did read your post about the building tools, you said yourself that they currently don't work right, and I didn't ask any question about that? I just meant to fix them so they're usable, which they were not.

     

    Ok, something must've gone wrong with the first install - I just made a completely fresh one, this time from the update's zipfile (just copy-pasted into a 16.2 vanilla copy, exactly like the first time). That one has the survivors attacking, and I can hear the car alarms. No idea what went wrong with the first one, everything was replaced in that install folder as well, and I had no console errors either - except for these that *still* happen now quietly in the background when I start a game with the console open:

    SDX: ResourceWrapper - failed to load assets: Textures/Environment/Spectrums...

     

    Yes, this is exactly what made me think the SP-MP .dlls weren't up to date, sorry for the misunderstanding:

    github server file: 7DaysToDie_ServerData/Managed (assembly-csharp and other files) was updated 8 days ago.

    github SP-MP file: 7DaysToDie_Data/Managed was updated 26 days ago.

     

    And I mean the potato plant, it looks more like the full green azalea bushes, not at all like the new potato plants in 16.2 vanilla.

    potato.jpg.e6a2e337585a88ffaf22b27cf0db4822.jpg

×
×
  • Create New...