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Cadamier

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Posts posted by Cadamier

  1. v0.12.2

    Getting this when I hit Generate world:

    Discarded 992 lines in POIs list: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992
    Generating heightmap.
    Generating biomes.
    Generating cities.
    Traceback (most recent call last):
      File "city.py", line 209, in random_poi
      File "rrlist.py", line 25, in get_random
    IndexError: list index out of range

    During handling of the above exception, another exception occurred:

    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1258, in run
      File "world.py", line 267, in generate
      File "world.py", line 534, in init_cities
      File "world.py", line 629, in gen_cities
      File "hub_factory.py", line 31, in gen_random_city
      File "hub_factory.py", line 62, in gen_random_hub
      File "city.py", line 46, in __init__
      File "city.py", line 61, in generate
      File "city.py", line 265, in populate_grid
      File "city.py", line 211, in random_poi
    Exception: No traders POIs found.

  2. I was wrong about TA & Valmars - it was actually one of Stallionsden's mods.

     

    Anyway - I put it on the server and it spews tonnes of errors generally starting below. 

    2021-06-24T13:15:09 85.132 ERR Loading AssetBundle "C:/SERVICES/ni1631277_1_SHARE/ftproot/7daystodie/7DaysToDieServer_Data/../Mods\TacticalAction/Resources/alt" failed!
    2021-06-24T13:15:09 85.132 ERR Model '#@modfolder(TacticalAction):Resources/alt?BeaconRPrefab' not found on block with name BeaconS
    2021-06-24T13:15:09 85.132 ERR XML loader: Loading and parsing 'blocks.xml' failed
    2021-06-24T13:15:09 85.132 EXC Model '#@modfolder(TacticalAction):Resources/alt?BeaconRPrefab' not found on block with name BeaconS
    Exception: Model '#@modfolder(TacticalAction):Resources/alt?BeaconRPrefab' not found on block with name BeaconS
      at BlockShapeModelEntity.PoolLoadCallback <tonnes of code>


    (Filename: C:\buildslave\unity\build\Runtime/Serialize/SerializedFile.cpp Line: 204)

    The AssetBundle 'alt' can't be loaded because it was not built with the right version or build target.

     

    Then NRE's.

     

    It comes up on the server list - and you can attempt to join but it just sits there laughing at you while your system says something like "Loading configs" lol

     

    Anyone have any luck with it on a server?

  3. On 6/19/2021 at 5:36 PM, stallionsden said:

    You need to change the unlocked version loot id not the locked versions. The locked version is how it is suppose to be. Then it downgrades to the unlocked version which then points to the loot.

     

    @stallionsden Yes!  I even moved them to start at 1550.  But again the system is erroring: "ERR No loot entry defined for loot list id 1550"

    So it's not the ID's being in conflict, for some reason it's not reading that entire loot list.

     

    Interesting:  When comparing the two loot lists I'm finding that the 'format' is totally different:

    Valmars:

        <append xpath="/lootcontainers">
            <lootcontainer id="1550" count="1" size="8,9" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1.5" loot_quality_template="qualBaseTemplate" >
            <item group="HunterClass" />

     

    Tactical Action: Format is totally different:

    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularGunslingerT1']">

     

     

    <EDIT: UPDATE!>  I didn't want to do this but... I've dived in and found that Valmars & Tactical Action work fine together and alone.  So it must be one of the  60 something other mods.  Sorry about that.

  4. Okay! I was thinking of 'moving'/'changing' Valmars cause its a 'modlet' and not as massive as TA.  Do you know the maximum ID# for loot list?

     

    Wait a minute... It says: "No loot entry defined for loot list ID 456" - after moving all +50.  So for some reason it would seem that its not reading that part?  It looks fine in Notepadd++ with all the normal coloring.  I did loot list, and it gave the same 400 error, then I found it in Blocks and then it changed to the new starting point at 450.  Weird.  Every "Class suitcase" that is locked does not have a LootList ID in the blocks xml.  It doesn't give an error when I put down the locked ones.  But it does error when I put down an unlocked one.

  5. Hey Hey!

    Ugg... Got a tonne of mods that work fine with virtually all of Valmars.  Just tried adding TacticalAction by IvanDX  it kills the Valmars Starter Class system and makes it so you can't open the cases after unlocking the suitcase. 

     

    <EDIT> I'll put a suitcase down and when I use the key on it it gives: ERR: No loot entry defined for loot list id 400 or which ever case is put down.  But all items are in the creative menu.  Just can't open them.

  6. 2021-06-18T10:20:22 54.503 WRN XML patch for "loot.xml" from mod "Snowberry Seeds" did not apply: <append xpath="/lootcontainers/lootgroup[@name='farmingCookingRecipes']" 
    2021-06-18T10:20:22 54.713 ERR XML loader: Loading and parsing 'loot.xml' failed

  7. No - fairly annoying though.  Although I found something Interesting.  In the resources subfolder there is an: "alt" file with no extension.  It seems like it's supposed to be "alt.unity3d" file.

     

    <EDIT> Looks like the server don't want to load the 'alt' file.  Even if I rename it to alt.unity3d it still looks for that 'alt' file.  Although it works fine in Single Player.

     

    <Edit: Update> It kills Valmars STARTER CLASS SYSTEM

  8. Yeah, back in the day some people ran 32k maps.  One guy said he had a 48k map - unverified.  With my group anything over 16k was too much; but 16k was the sweet spot.  Then the lag happened and everything changed.  I'm sure that was alpha 16 to 16.4 or around there; when Nitrogen first came out.

  9. On 4/12/2021 at 6:32 AM, KingSlayerGM said:

    Thank you for letting me know! I will definitely add a 12K option in the next release. Which I hope will be this week.

    I think that another reason why they reduced the size of worlds is generation. They moved the world generation from in-game, to before the game. So now time of generation is a critical factor. I remember in the dev diary there was a discussion about this and they said they didn't want to ship the game with a 16K option, if that was going to be too slow.

    COOL!!!  Definitely as you've noted... I seem to remember that TFP hard coded the 16k limit, unless you made a map with Nitrogen.  Anyway if you look closer at the cities before and after - you'll also notice that total lootable area has dropped massively.  I haven't looked at the numbers but I've guesstimated that it's above 25% to upwards of 40% :(  There is a definite noticeable drop in sky scrapers too.   I miss the old time - city at 0-0 cause you didn't venture in there till you got some serious levels and stuff!  And you did get serious stuff for going there too! lol   Oh well.  Thanks for adding the 12k option!

  10. Yes a lot of your issues are directly related to the big POI's and what was found sometime ago with large numbers of spawn points - especially when you go into townes.  Reducing the numbers of large buildings can help but that's a bit of work.  Vanilla will generally not do this as that's been a part of the 'fix' TFP has made to address the lag issue, and again especially in townes.  I've never used the server command to clean the garbage: 'mem' and 'memcl' - so I don't know if that'll help.  I do know that using the visitmap command does help some since you're telling the server to generate the map, thereby reducing any workload it needs to do at any given time.  Map size divided by 2 so for 8k: visitmap -4096 -4096 4096 4096   Please note it will take sometime to do this but, I do it every time before I allow anyone on the map.  You'll have all that data in the log and if there are any 'broken chunks' you can use the "repairchunkdensity <x> <z> [fix]"  command found HERE.  But I haven't had to do that in a long while.  Something that may or maynot help is to add another ssd to the server and set the swap file (8 to maybe 16GB) to that ssd.  I have a feeling that your 'new zombie mods' are at the heart of your issues; so removing that one mod may help things more than anything else.  

    • Like 1
  11. In one of the alpha's we got serious studdering and a massive FPS drop.  I think that was in part due to the fact that back then the worlds where limitless.  I think then TFP found some of the issues due to world size numbers of spawns and supported was limited 16K maps.  If you look back you'll also see that shortly afterwards an Island format was taken - that further reduced map size, number of towns and more importantly to the player - playable size.  Back when there was a towne at 0, 0 towns where huge.  Then with adding things and changing things I think it'll drop again.  But with the island format towns haven't been that big.  I've seen a few reach 18k citizens before that but now it rarely reaches 12K now-a-days.  Since 'we've' (8 other players) been playing I've found that for a 'wide range' of systems 16K can be too much; and even for rented Dedi's.  And that's why I've been making worlds at 12K for our servers.  As 'we' rarely have any FPS drops with them, but with 16K maps some of us do, including studdering and lag too.

  12. On 4/9/2021 at 11:33 PM, KingSlayerGM said:

    The patch for "vanilla+compo" is online, enjoy :)

    The UI changes for the prefab list creation will come later.

    Excellent!  I'm running a 16K map at the moment.  But I was hoping there was a 12K option for map size :)  Thank you for your hard work.

    • Like 1
  13. 6 minutes ago, ztensity said:

    Hey Cadamier,

     

    Thanks for the notes! I could definitely work on the Teddy Bear in the future.

     

    As for anything using the switch class (lights, tvs, chimney, sound bar, doorbell etc.) you must use a wire tool. You absolutely should not be connecting these sources to a power generator.

    Please start fresh by removing the power generator connections to those items, remove the items, rebuild them and then get a wire tool out, use the wire tool on the object when you see the 0W appear and then right click to remove the wire. Then and only then can you use the the object appropriately.

     

    I want to stress, that even after you do all this, please do not connect to a power generator. None of my objects are set up like that. Think about it like your using a tool to get the wires connected, batteries in etc. etc.

     

    I hope this helps. Again, I appreciate your kind words! I got inspiration on the workable cooking items from someone in the Discord!

     

    View these videos from the timestamp chosen for more understanding:

     

     

     

    No Thank you @ztensity for all of your hard work!  My bad!  I just wanted to get this up and running ASAP cause our 'group' (8) loves this mod.  I'll follow your directions a bit later today once I get it up on the server.  So it looks like only the bear needs a bit of adjusting!  Thanks again and I'm sure the others would thank you too, but they don't visit the forms as I'm the proclaimed admin LOL  Thanks again and have FUN cause we will!

    • Like 1
  14. Awesome!  1.) Teddy Bear is offset to its' left beyond the edge of the block of placement.  2.) Had to power the TV's and lights and they immediately come on and then switch off.  When trying to turn them on as indicated by the 'switch label' they again come on and then go off.  The 2nd TV (On the stand) can't be hooked up to power.  When I placed them initially - you couldn't turn them on or off which is why I added the power to them.

     

    I love the addition of the parts for like the Stove!!! Excellent idea!

  15. On 2/8/2021 at 3:04 PM, stallionsden said:

    @gouki

    @Drithyl

    2021-02-09_09h02_53.thumb.jpg.65a8ea6dda34c1b41321eb1e20f974d4.jpgDefinately was valmar whom did the wild cards at 50 --

     

    I do remember Valmod did give a bunch of skill points after completing the class quests but yes 50 does seem excessive.  Albeit we still play with it LOL  And they are seemingly different as for the class 'bonus' points to their 'class attributes.'  I'd guess to say that halving the bonus skill points to spend would be good.  But I have it in my head that the bonus for the miner was 41 and not 50.  Could be wrong though.  OH!  The farmer and maybe someone else - at reward time - they get a tonne of schematics, if you're not prepared they can spill all over the place and some will be in accessible because they go behind the traitors counter.

  16. Opps!  I can not download any single modlet.  Specifically I wanted to look at the foods one, but it sends me to a link that includes all of them.  Download that and I get a bunch of modlets all within one modlet; IE: #15 to 22 or so.  I just wanted #17 but can't get it... Oh well.

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