Turkeyvolume
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Posts posted by Turkeyvolume
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Hold down R as if you were selecting a different ammo then select one you have 0 of, and that will unload the current ammo.
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In the builder level 3 quest it makes a mention of a builders forge perk, but I do not see it or any mention of one in the recipe list. Is it still in the mod?
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Found a humorous bug after equipping the repeating crossbow and using food in the toolbelt
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Breaking down a research desk with a wrench yields forged iron and mechanical parts, where it takes nails and wood to craft.
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Twine is plentiful for me, I have too much. I think it's just your luck. My bad luck is with finding a vanilla wrench to make advanced workbench...
I always have bad luck finding wrenches. I ended up buying a 594ql at the trader on day 8 since I haven’t found one in the wild.
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The new inv window overlaps the crafting station window. At least for the blacksmithing and advanced forge stations, didn't check the other ones.
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I caught this in the log.
(Filename: Line: 1498)The referenced script on this Behaviour (Game Object 'iMIGalilPreview') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour is missing!
(Filename: Line: 1498)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour is missing!
(Filename: Line: 1498)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour is missing!
(Filename: Line: 1498)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview(Clone)') is missing!
(Filename: Line: 1655)
The referenced script on this Behaviour (Game Object 'iMIGalilPreview(Clone)') is missing!
(Filename: Line: 1655)
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When leveling up blunt weapons I saw that I unlocked “Burning Club” when I search for it it doesn’t come up.
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Just had laugh when taking apart a couch and found a remote. It's little things like this that make me love the mod more!
Edit: Also found that a Purple Hood cannot be scrapped.
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Oh, I thought it was locked behind the tailor station. If that’s not the case then that would be on me
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The animal hide bellow recipie is still in the game? If not then removing the leather scrapping from clothes makes it more difficult to craft the first forge as it is needed for the bellows.
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I also got bit recently and tried bandage it did nothing and did not stop the bleeding, i used medkit it did nothing and did not stop the bleeding i was just lucky the bleed out ran out before i died. Food that gave health would heal me but nothing med wise.
Also how do you change the text on the custom storage boxes i dont see any options.
The first aid bug I think is in vanilla as well, to work around it put the item in your toolbelt first then use the item.
For the custom boxes, when you open it up there should be a box that opens up on the right side of the screen with an option to change the text on the box.
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Not sure if it is a bug, but I noticed that there was no skill exp gain on cooking while using the advanced campfire. If it is intended, what would the best way be to level the skill up, without using skill points that is.
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Do I need to do something different to get the updated log files? Everything should be up to date as I use to mod launcher.
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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Update: Checking if any animations are playing
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
attack(3) is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
attack(2) is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
dead is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
anger is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
idle is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
idle is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
idle is Valid
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
That is what the log is repeating while that is in view. I think it is trying to call a file that doesn't exist as I don't have a buildslave folder on my C drive. My 7 Days to Die folder is on my D drive.
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During my first few nights I think I came across one of those creatures that come out at night. When I saw it, it looked like the model wasn’t complete as it was all white with little detail. Did my game fail to load something in or is it supposed to be like that?
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that's a vanilla bug more prevalent in modded versions, can happen with any consumable not used on the toolbelt.
I wonder if that is related to the bandage / first aid bug I mentioned earlier.
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Bandages and other first aid items don’t always work. I have used the first aid bandages to cure the bites but it doesn’t remove the rebuff and uses the item up.
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Why does the launcher take like 15 mins to load
Uncheck the "refresh mods automatically" option and it will speed up the load time.
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Thanks, I figured someone had the same question and would have more visibility here. I am really enjoying the mod and like the variety of loot to find, great job!
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In the campfire recipe menu there are some the call for a bread pan or deep frier. On the screen there is only room for three tools, the pot, grill and beaker. Is there something I’m missing?
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sphereii's DMT Mods
in Mods
Posted
I got the same issue as well. I installed the SDX that was said to be required. I tried it as the only modlet and it didn't work as well.