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KhaineGB

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Everything posted by KhaineGB

  1. That's a known A18 issue. Means you used either a game name or game seed as a save that already exists. I don't think it's an army camp. It looks more like an armored settlement (but does have the flag) I honestly have no idea what's going on with it since it's been running fine for MONTHS, and now randomly isn't. Huh... it shouldn't, but it could if the player is trying to access inventory since the server needs to load from the array.
  2. My assumption is that it's likely RAM related, because the mod does use more RAM on both client and server. I also remember having this issue in A17, but that's because my CPU was running in power saving mode. Updated version I put out last night (and then passed out and forgot to post about it) should fix that. There's less rocks, but rocks now definitely have resources under them. That's wellness. I saw someone explained what was going on with that though. I honestly have no idea what's going on with that. It's like it's randomly killing world files and I don't understand why at all.
  3. Freedom of speech only gives you freedom of concequences from the government. That's it. Don't try and use that argument.
  4. Use the stone hammer you start with.
  5. You can also make glue from bones, and bones are fairly easy to get since I added the whole "zombie body" thing back.
  6. Ah, much appreciated I thought it had done the "User needs to verify" thing
  7. I see the forums still posts "pending" posts late and then make me look like a jerk when it seems I ignored it. Thanks forums. 1) You already have that. The number with arrows next to it in your backpack locks slots, starting at the top. You can use that to lock slots and then just hit the "stash all" button. Having crafting stations access your storage is STUPIDLY hard and absolutely not something i'm going to look into. 2) You can fill the clay bowls a stack at a time from your hotbar. So that's 15 with 1 click. 3) Nope. The point is to make you work for the remainder of the skill points. I don't want people to just grind levels to unlock everything.
  8. I'm not going to tell you how to turn it back on. The "sticky arrows" causes a really bad bug, as already explained.
  9. Because arrows getting stuck in non-vanilla entities (like the cows, sheep, goats, hornets, behemoths) means they look like they've been shot with a tomahawk missing. Arrows are easy to make anyway since you can make them with cloth instead of feathers. You have a corrupt biomes.png, Which for some reason is happening to folks playing navezgane and I have no idea why since I don't include that file in the mod. If you're playing nav, there's a post on the last page explaining how to copy the biomes file from the vanilla install to the mod install and fix it. Or just manually install the mod since it pretty much stops all of the errors folks are reporting.
  10. Oh it's gonna get updated to A19 for sure. The experimental branch (with the trader stuff) is going to be used as the code base for A19. So those features will be new for folks to play with + all the A19 goodness.
  11. From personal experience, hand in your quest and wait about an in-game day and that seems to sort it. 1. Hardly any because I changed too much stuff. 2. It kinda doesn't. I was working on fixing it before I got distracted. You don't. I removed it because people kept using it, AFTER BEING TOLD NOT TO, because it was breaking characters.
  12. Yep, exact same error. Which is odd because I don't include an edited biomes.png for nav. If you copy the one from your steam folder (steam/steamapps/common/7 days to die/data/worlds/navezgane) to the mod folder (7D2D/Alpha18/Darkness_Falls/Darkness_Falls/data/worlds/navezgane in your case going by the log file) and overwrite, that SHOULD fix it. Honestly, I think a lot of these issues can be fixed by a new gitlab repo, but I don't see the point in making a new one now when madmole says we'll have A19 in summer.
  13. Going to reply to this quickly while my internet works for 5 minutes. This error means the biomes.png of whatever world your using is corrupt and has a colour the game doesn't recognise, hence why it's crashing.
  14. That one can actually be ignored. I have no idea WHY it happens, but it only happens if you install the mod with the mod launcher (tested and confirmed myself). Manually installing the mod stops it... somehow. But even when I had the error, it still worked. First problem is missing localization. Second problem is because your friend doesn't have enough RAM. Either use one of the DFalls-Small maps, or Navezgane for 8GB RAM. I also advise your friend increase their virtual memory. ...how did you get a divide by zero error??? I'd need a log file to even begin to work out how that's happening.
  15. Yes but I don't know if I can easily upload the image because the forum likes to destroy it. It's got a white river flag though. You can hoe the ground for planting in DF.
  16. Actually, for hazmat/power armor, I really want to see if I can do something like "as the item takes damage, the protection decreases." So making sure they're repaired would be absolutely essential. More-so for the hazmat than power armor, but yeah. It's something I want to investigate. Zombie rage was disabled because... 1) I think it's dumb. 2) It applies to all zombies. I don't want it to apply to all of my zombies.
  17. 16GB RAM strongly recommended. Other than that, as vanilla. Sounds like the game despawned her. Which means you won't be able to turn the quest in (have a potential working fix for that)
  18. No, that's intended. I haven't replaced the models yet.
  19. Try reinstalling it. If you're using the mod launcher, check the mirror link. I meant the number pad on your KEYBOARD. Because it used to be murky water and folks complained since, by the time they were making polymers, they mostly had bottled water. So I changed it.
  20. My guess, because it makes the most sense, is it might be occlusion settings. That causes strange block/texture pop-in. I believe it can also be related to either tree or object quality settings.
  21. Yes. Mod must be installed locally (client version) and on the server (server version)
  22. Possibly not. May look into that and see why it's being a pain. He's a conman. Known issue I fixed locally. For anyone else who has this issue. Look up animalSpider in entitygroups.xml. Swap it for zombieSpider and that should sort it out. Are you using the number keys on the number pad? That's how it's setup to travel between floors. You might not be allowed to upload edited DLL files, which would be why you're having issues. I'd check with your host and see if they do allow it. If not, they may need to install it for you.
  23. Re-enabling the time after you find a watch would need some custom C# code, which is surprisingly difficult. I think dukes are an object because, before traders, we used to melt them for brass. I don't THINK we can make blocks dismember... right now. I'm hoping TFP will allow us to have effect_group's on blocks (like items and recipes do) for stuff like that.
  24. Are you on the experimental build? The feature is only on that version of the mod.
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