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KhaineGB

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Everything posted by KhaineGB

  1. Some new zombies, some "end game" areas where you can start the process of trying to build laser weapons, rebalanced the classes a bit, some extra titanium shapes for building, new UI (toolbar and compass for now, more later), reduced auger sounds, better optimized UMA textures for less CPU/GPU/RAM usage... I think that's most of it. EDIT: Oh! Got rid of the plains and pine forest biomes to start getting used to A17 (plains was rolled into desert, pine_forest rolled into normal forest)
  2. Forgot to add it as a recipe. Done now, will upload later.
  3. Don't blame you. I'm good at breaking things.
  4. Yep, it's trying to load the dedicated server version of the game. Delete the mod, have the launcher do a clean install, then redownload the mod. Before launching, go into the folder where the launcher stored the game, go into TempMods and delete 7DaysToDieServer_Data. That should leave you with 3 folders. 7DaysToDie_Data, Data and Mods. Then try and launch the mod from the launcher. It should work. If not, the next step is to try a manual install (Just had someone on discord with the same issue, manual install fixed it)
  5. What's the problem? If you're getting the game pop up with a window saying "Dedicated" then you need to delete the 7DaysToDieServer_Data folder from TempMods before launching the mod for the first time.
  6. For anyone interested, V1.8 DEV Build 1 is available on the Discord. Expect bugs.
  7. Okay... if my memory is correct, then downloading and using the BBM version will NOT cause any issues. I know Kickz did, and some of my testers updated from 1.6 to 1.7 when I was testing it out. You might be missing a new POI, but all the fruit trees and such will still spawn in unexplored areas. However, if you're planning to restart, I recommend not doing so yet. I'm prepping a new update where a restart will be recommended.
  8. Kickz and Kage are using 1.7.5. If you downoloaded the EAC compatible version of the mod, then you need to know that isn't updated anymore. I think that's v1.6.2 but it does say that in the description on the launcher.
  9. As Jazual mentioned, plants must be within 2 blocks of water or they die. Trees do not have to be near water, and I strongly recommend keeping tree's away from plants if possible. Occasionally it kills the plants, and I'm still trying to track down why. Any quest that says "craft this" you HAVE to sit there and watch it complete if it's not made in your backpack. That's just an issue with how the quest system works, but I'm considering changing it from Craft to FetchKeep so quests will say "Gather X" instead. Means you don't have to watch it be crafted.
  10. Erik got there first, but he's exactly right. You need a Titanium Clawhammer to upgrade to titanium.
  11. Ok, so this is from the biomes file, so hopefully should help. <layer depth="1" blockname="desertGround" /> <layer depth="23" blockname="sandStone" /> <layer depth="*" blockname="sandStone" > <resource blockname="ironOre" cluster="1" prob="0.1130" rwgGenerationType="all" /> <resource blockname="titaniumOre" cluster="1" prob="0.1130" rwgGenerationType="all" /> <resource blockname="oilDeposit" cluster="1" prob="0.1130" rwgGenerationType="all" /> <resource blockname="silverOre" cluster="1" prob="0.00030" rwgGenerationType="all" /> <resource blockname="goldOre" cluster="1" prob="0.00020" rwgGenerationType="all" /> <resource blockname="diamondOre" cluster="1" prob="0.00010" rwgGenerationType="all" /> </layer> <layer depth="3" blockname="bedrock" /> </layers> So it spawns in sandstone, and has the same probability of finding iron veins as well. I know that's not much to go on, but hopefully it'll help.
  12. I think the desert is the best place for oil shale, if my memory is correct.
  13. Definitely not. Had a very busy work day yesterday so I didn't get the large POI finished. I did get the double drawbridge working though.
  14. I'm honestly waiting for when Kickz has to kill Kickz on stream.
  15. Progress is advancing slowly, because I didn't realise building POI's takes a LOT longer than I thought. But it's getting there. The fact Warframe gave out double XP boosters that last for 3 days, for free, hasn't helped matters either. But I got one of the new POI's done. Thankfully the next 2 are just variations of each other, so once one is done, the second will be a lot faster.
  16. Kickz is just in the general "survivor" spawn pool. So he can literally spawn anywhere in the world that a survivor can.
  17. You know what's annoying? I fixed that once already!
  18. I think they said in the A17 thread that mechanic is coming back. So that'll be quite nice
  19. Gamestage is your level, days survived (I turned off the gamestage reduction when you die) and difficulty level picked multiplier if I remember correctly. Basic formula is this. gameStage = playerLevel + playerLevel * (daysSurvived * daysAliveDifficultyBonus + gameDifficultyMultiplier ) daysAliveDifficultyBonus is 0.1 according to the XML. That doesn't change based on difficulty. I am considering increasing it to 0.25 or 0.3.
  20. Add this to recipes.xml to fix it. <recipe name="emptyBowl" count="1" craft_area="advForge" material_based="true" craft_time = "30"> <ingredient name="unit_clay" count="15"/> </recipe> It's in the 1.8 version I'm working on. Probably going to stop random patches for now so I can make sure all my code is ok for this next major version, which I HOPE to have a test build out for at some point this week.
  21. I have no idea if that's correct from the book/movie or not. I do know that's the default description TFP left in though. Will fix it.
  22. Probably. Even my overclocked 6800K struggles with 16 zombies, though I found turning shadows off REALLY helps. That was actually playable then. Yeah, I didn't put sulfur veins in. It's a secondary drop from iron ore veins, lead ore veins and burnt forest dirt ground.
  23. Thanks for letting me know! I'll make sure they get removed in my files too.
  24. Yeah, that's my bad. I forgot to remove them from the spawning group I use cos I'm dumb. Wasteland doesn't have a probability to spawn in my mod. It straight up spawns at the centre. That's absolutely intended because it's supposed to be an "end game" area. As in, you only go there if you absolutely KNOW you want to go there and accept the danger that comes with it. I don't recommend removing it for that reason, but you should be able to comment it out. However the texture is getting replaced in v1.8 to give it more of a "nuclear wasteland" feel. As for the crawlers, Guppy recommends removing them because it screws up the "wave spawning" of horde nights. EDIT: This is what I mean about the wasteland. Screenshot was taken before I started messing around with the UI like a complete n00b.
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