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KhaineGB

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Everything posted by KhaineGB

  1. 1) That was an oversight on my part cos I'm kinda dumb. 2) You need to find the big bunker in the wasteland to create a laser workbench (it has a working laser workbench and fusion forge). 3) Welcome to my world. The problem is that telling me you had 112 nights doesn't tell me what gamestage you were at, so I can't easily do that. Also the fire zombies DO have ranged attacks... which they don't always use for some reason. It does a lot of block damage and not much player damage (which is intended). I think a better alternative might be to change how difficulty settings adjust the gamestage... something to look into for sure. 4) That's the wasteland one. Look for an army camp. The well door being open is intended so folks have a way to get more keycards fairly easily... and they do spawn zombies. Just not all of the time for some reason because apparently the sleeper system hates me.
  2. Give me a good reason why, because I really don't want to maintain ANOTHER code base. (and I'd need 1 for single player and 1 for servers) No, I hadn't seen that error. However that NRE seems to be related to power issues... and I have absolutely no idea how or why you're getting it because the ONLY thing I've messed around with on the power side is the new turret (which went into 1.8.4B). The build is/was running fine for me on my server. I say is/was because I had the great idea of formatting it to install windows.... but it was running fine on a Ubuntu 18.04 server. No. I'm not going to increase it. The roadhog is 45 slot. The car is 80 slot. It's called a "Progression system." Increasing it is in windows.xml (which I don't recommend messing with) or XUi (try swapping <window name="windowVehicleStorage" /> for either <window name="VehicleRoadhogStorage" /> (45 slot, same as minibike before this update) or <window name="VehicleCarStorage" /> (80 slot). However you would be defeating the point of the progression system I have put in place AND the current minibike storage is still larger than vanilla values.
  3. V1.8.4B is on GitHub and the launcher! Have fun! 2 class books granted in a single player world. Auto Coil Turret added. Uses 7.62mm coilrounds. Auto Turret should be able to use 9mm Hollow Point rounds in addition to normal rounds. Added gun sounds from earlier Alphas (Pistol, AK-47 and SMG) to the P225, M4A1 and Coilcarbine. Muscle car spawn rates adjusted. Damaged variants of the muscle cars and ambulance added. Added gas cans as something you can "harvest" from muscle cars and the ambulance. (they were supposed to have this, but I forgot) V8 engine changed to use the most fuel (more than the small engine) New lootable vehicles added! All have at least 2 damage stages. (Police Car, Taxi, School Bus, Mail Truck, Fire Engine, Garbage Truck, Military APC, Military Scout, Military Truck) All of the above vehicles have unique loot lists, to a certain extent. (taxi and motorbike use generic car lists) All new vehicles have a chance to drop the new parts for the car and roadhog when harvested. Fixed a bug on the Radiated Zombie Policeman loot list. Vehicle code updated so the car can destroy blocks without needing to use EntityCustomLoader, so the red text is gone. BEGONE RED TEXT! Custom icons added to the Roadhog and Car UI windows, compass and map. Changed the size of the inventory slots on the car so they fit on the screen better. Changed the size of the car stats bar (where you refuel) so it lines up with the inventory. Changed the size of the roadhog stats bar (where you refuel) so it lines up with the inventory. Finally fixed the UI for the input slots on the Big Forge and Advanced Forge so it's not too big anymore. Inventory issue fixed on all custom vehicles. New buttons for the backpack and the vehicle storage: Stash All, Take All, Drop All. (Stash All has a variant option that ignores the TOP row of the backpack) All vehicles now have custom inventory sizes and have been tweaked... see the next list. Vehicle inventory size list. Minibike is 25 slot inventory. It is the slowest vehicle and cannot run over zombies OR destroy blocks. Roadhog has a 45 slot inventory. It is the fastest vehicle, can run over zombies but CANNOT destroy blocks. Armoured Car has a 80 slot inventory. It is faster than the minibike, but slower than the roadhog, can run over zombies and can destroy blocks (like trash bags and cinder blocks) Restart not required, but new cars will only spawn in unexplored areas, so bear that in mind. The inventory size adjustment won't properly take effect until you disassemble your vehicle and rebuild it. Any items in "hidden" inventory slots (which will happen with the minibike) are still there and will go to your inventory when you take the basket out. So make sure you empty your bike as much as possible, then your inventory and take it apart to get any remaining items.
  4. No idea what's happening there... it's been working fine for me. I'll double check a few things, but I personally just use a 5x5 grid with 1 block of water in the middle and never had a problem.
  5. That's still the right code, yes. So why it's not working I have no idea. Stompy did that for me and said it should check 2 blocks in all directions (including above and below) Worse case, I find a 5x5 grid with 1 block of water in the middle works fine. Huh. This is why a second pair of eyes are good. Thank you very much I'll make sure that goes into the next version of the mod.
  6. Sorry for the delay. I've been busy. 1) Military camps. Anywhere a military zombie can spawn, so can a scientist. 2) Look for the "duffle bag" loot container. Wrench it. 3) AR-15 is actually less than an AK-47. I think the M4A1 is either the same or slightly more. 4) Was supposed to be 10, not 1. Whoops! Will fix it. 5) Will look into this since I'm re-balancing sound. 6) Intended. 7) Reported issue, but I literally cannot reproduce it locally so I have no idea why it's doing it. 8) Sort-of known issue. It's a pain to line up guns in 7DTD so that's about the best I could do with. I can enable the crosshair for aiming though which will help.
  7. It's mostly just extra vehicles for looting, fixing a few issues with the custom vehicles and single-player games start with 2 class books instead of 1. So nothing major.
  8. Patch is going to be delayed due to nasty NRE errors when running on a server. Just wanted to give a heads up in-case anyone was waiting.
  9. Oh the mod LOVES to do that to me to troll when I'm testing. Side note: Hoping to release a patch tomorrow.
  10. First page, second post. I just need to replace titanium minibike in the mechanic mastery with Roadhog.
  11. You need to find the car book (it's in the rare book spawn group, so usual places for books) and it only has 1 seat since that's what we're limited to in A16.
  12. V1.8.4 is on GitHub and the launcher! Have fun! Hornet sounds reduced by 5Db. (approx 25-30%) Combat shotgun sounds reduced slightly and tweaked to reduce chances of them playing twice. Green hornet is no longer aggressive unless attacked. (meant to do this ages ago) Added new cars to loot. (with unique lists for disassembly) New cars downgrade into frames. (also with adjusted disassembly lists) Custom vehicle code added! Roadhog bike now replaces the mechanic's titanium minibike. Armoured Car added. Rare book added to learn how to build the armoured car. New icons added for the offroad tires (now called performance tires), titanium handlebars (now called roadhog handlebars), titanium minibike seat (now called roadhog seat) and the large engine. Elevator code updated so it should work better. Also includes a larger elevator (Seemed a little buggy to me) for the new vehicles. Chrysanthemum spawn increased in the forest biome. Survivor spawn rate slightly decreased. Swapped munitions boxes to use the loot helper system for greater variety of loot. Tweaked max power of the battery bank and generator bank. The one thing people always ask is "Do I need to restart my game for this?" and that's a tough one to answer this time. If you actually read the warning posted and disassembled your titanium minibike, you will be fine. If you DIDN'T do that, you're gonna have some NRE problems. So... in THEORY... no you don't need to restart. If you want to in order to get the new cars to loot, then that's fine but they should spawn in unexplored areas. HUGE thanks to 308 for updating his elevator mod (with a larger elevator to fit vehicles), manux for his custom vehicle code, Dust2Death for his Roadhog AND helping me rig up my car model and JaxTeller718 for providing sounds for the Roadhog (also used on the car for now). Known issue: You will get the following error on spawning the car. [type=EntityCustomLoader, name=CarArmour, id=568] : Some bones could not be found for set 1. Custom Car will not be fully functionnal. This is completely ignorable. It's just because EntityCustomLoader expects some extra bones that are not present. It does not effect the car or performance in any way, but allows it to destroy stuff you run over.
  13. Heads up for folks. The 1.8.4 test build has been posted in the discord server! Now, this massively alters the titanium minibike. I plan for this patch to go live on Monday, assuming no major issues. If you have a titanium minibike, please empty and disassemble it BEFORE then otherwise you could lose items/have NRE issues. A restart will not be required for the update, provided you follow this advice.
  14. Well I'm basing it off assumptions in A16. Right now, entities have this entry. <property name="TimeStayAfterDeath" value="4" /> The value is seconds. If I were to make a corpse stay for a DAY, then it'd have to be set to around 3600 (that's 1 in-game day if your days are 60 minutes) which I have a suspicion might be a bit too long. I'm more likely to set it to 5-ish minutes instead so lag doesn't get insane (especially horde nights) but they'll despawn after a while. A LOT of AAA games have body clean up after X amount of time to reduce lag.
  15. In THEORY.... yes and no. I should be able to make the bodies stay longer, but I don't think I can stop them disappearing. I also don't know if I can have them turn back into gore blocks. Sadly that's a "I need to see the code to answer properly" question and I can only make an educated guess.
  16. As long as it takes for SDX to get updated so we can use custom blocks, models and sounds. Then maybe add a week or two for me to be lazy and convert it.
  17. Regarding farming. Barrels have to be put down, outside, preferably on dirt but concrete/asphalt/etc should also be fine. You have to completely leave them alone until you can't pick them up anymore. THEN break the block. You get back the barrel + a bucket of water. Also, keep them away from your plants because the code for checking for water can cause problems with barrels and trees (hopefully this won't be an issue once A17 comes out as I've potentially got a better way of doing it). Oil pumps are the same. Must be outside, on dirt, and then you just throw fuel in it and get oil out.
  18. Wellness removal is in A17, yes. I don't know how they plan to let us increase health/stamina though.
  19. Wellness is SUPER easy to level up. The farmer zombies (and the fat zombie in the white dress) often drop good quality food if they're feral or higher. Vitamins give wellness, other food also gives wellness. Going to give you a tip. Stop obsessing over wellness. It's gone in A17. I actually experimented with removing wellness from the DLL and all wellness increases from food locally. Unfortunately it can't be tied to level, but I did manage to tie health/stamina increases to the 1-100 skills instead. Like athletics. I had that increase stamina.
  20. It's not simple to grow though. I'm not a farmer. I could easily grow potato and apple tree's because I have done. Corn? No idea at all. That's why it went to the farmer. I MAY consider changing that for A17, but at the end of the day that makes it super easy to make the OP stew for non-farmers and thus tends to make that class slightly irrelevant.
  21. Just woke up, so I might be wrong on this being the ONLY way... But take the farmer class, work through it, make corn (I think you make it on quest 2 or 3). You can also hit the dead corn you find in towns/traders and get it that way.
  22. Honestly? If I could tint the snow to make it more grey and add falling ash, I totally would've done that.
  23. Yep. I changed it to snow to give more of a "nuclear winter" feel. But it's not actual snow otherwise you'd end up cold and frozen all the time. Side-note: That probably won't happen in A17 because they said big cities will be in wasteland like the hub city used to be. So I may not change that.
  24. Why? The bottom of the first post tells you WHEN it was edited, so you know when the latest version was updated. That's just adding extra work for me when the information is already there. Plus I ALWAYS make a new post in the thread when the mod is updated.
  25. The sound thing happens with all entities. Does it with bandits AND zombies too, and it's massively annoying. I wish I could fix it. I know about the quest bug It's something I can't fix until A17 is out. Kind of annoying, but I basically decided to leave it in for now.
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