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KhaineGB

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Everything posted by KhaineGB

  1. Yeah, i've noticed that happening as well, but not on all maps and not all the time. I'm trying to find out why that's a thing.
  2. Sorry for the delay in answering folks. Had a few bad days, so just threw myself into some C# tutorials and hid from the world. Also i'm not sure if multi-quote works on the new site, so apologies for the lack of names when quoting people. I'm doing it manually. Go to Worlds/DFalls-Small4 and open prefabs.xml. You can search for DFalls and look for the prefab. It'll have the co-ords listed. It's either DFalls_military_bunker or DFalls_resarch_lab. Yes, for now. They use invisible buffs for radiation immunity control. I'm gonna look at potentially re-writing that. Looks like TFP changed it then. Mmmkay, we can look at some tweaking. Something important to remember is that the rads at night are NOT the same as vanilla. They aren't feral, have half the HP and regen slower. You can totally kill them with a spear/club if you feel brave. Also sounds like you ran into one of the legendary zombies. They're actually in vanilla, but don't spawn. I just added them to the spawn list because i'm a sick person. I patched out the bullet sponge thing. Increasing difficulty means zombies still take the same damage. They just do MORE damage to you. No, because I had to add some custom code to make the guards actually work, and build some custom assets... and custom blocks... and edit the trader prefabs.
  3. I wish. That'd be cool if she did that instead of summoning more zombies.
  4. Nothing. It just shows she's a Feral Screamer.
  5. It's a harmony patch to adjust the max height zombies "read" for fall damage from 20 blocks to 100. It's a problem with gitlab. There's a mirror on nexus. https://www.nexusmods.com/7daystodie/mods/235?tab=files I'm considering setting up a private git repo on my server.
  6. Given that plenty of people have downloaded and installed the mod (and the mod launcher uses the same link as the first post), it works fine. It's something with your internet/ISP. Simple as that. I mean, i'm probably more of a nerd... I was doing this today... static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { int counter = 0; // Grab all the instructions var codes = new List<CodeInstruction>(instructions); for (int i = 0; i < codes.Count; i++) { if (codes[i].opcode == OpCodes.Ldc_I4_S) // This targets the IL that sets 20 { counter++; Khaine_EntityZombie_Logger.Log("Adjusting 20 to 100"); codes[i].operand = 100; Khaine_EntityZombie_Logger.Log("Done with 20 to 100"); } } return codes.AsEnumerable(); } So yeah. I can't talk.
  7. Works fine on Ubuntu 18.04 LTS (tested on my dual boot desktop + my dedicated server). I'm not a linux nerd though (no offense) so no messing about with the console. Just downloaded and installed steam, downloaded the game, applied the mod, done. Awesome. Glad that fixed it. Try a VPN. Gitlab is sometimes... a pain. There's also a mirror on nexus now. https://www.nexusmods.com/7daystodie/mods/235?tab=files Titanium exists in the wasteland as an above-ground node. There's some texture issues with the underground ore that I need to fix though, just FYI. Brass does not have a node.
  8. I can look into that. Should be easy enough. Yep, I derped. Will get it fixed. ^ that. Logged into 18.3 and tested. All behemoths, demons and night stalkers are fine. That issue DID exist on 18.4/DF V2.51 (in the experimental branch) but I updated that on... monday I think? I don't remember. Last few days have been a blur. But I managed to fix it on that branch. The duration is an hour when you're in there. When you leave, the buff is removed and replaced with a 10 second one (me and the testers checked that a LOT to make sure it works). If you're not getting that, you may have a bad install. That's because certain zombies drop certain things. Farmers and fat lady zombies drop shovels because they're the "farmer" type (like they used to in A16). Lumberjacks mostly drop clothes and axes. I may adjust that and look at potentially dropping more seeds/crops instead.
  9. That sounds like it was definitely supposed to be an oven recipe and I derped up. Which recipes was it?
  10. Welp, players are gonna have to be more careful about training demons to the trader... I'll look into the sleepers, but I remember seeing some on the top 2 floors of skyscrapers around GS 250, which seems fine to me. The crop-circle wasteland style is from nitrogen. It also makes them in a slight crater. I'll check the buff later, but it's definitely not killing me. I was able to just tank the damage, or spam pain meds and bandages to heal through it. I may need to look at a minor adjustment to the duration. Which book? It might be a vanilla bug, but will need to check.
  11. Important note. I just finished burying my cat. I'm a mess. Any responses here are not intended to sound annoyed/angry/sarcastic/etc. I just didn't want to leave folks without answers. But I'm likely going to take a day or two away to just... try and deal. That's a warning. If you press F1, warnings are in yellow (and can be ignored), errors ar ein red. Hold r, select advanced rotation. 1) There is in the discord. One of the testers is working on turning it into a site as well. 2) There is if you edit XML, but it's an intended part of progression. So leave it alone. I recommend updating to 18.3 because I changed how it works (it basically smacks you for about 40 health damage when you leave the biome, and that's it). I wouldn't go more than 90. I'll adjust their ai later to not target demons.
  12. Because sometimes it just bugs out for no reason. Not always though. Other bunker has the same problem.
  13. I might have messed up the tags. Will have a look later since I also need to apparently look into a random NRE. That error isn't actually an error. It's just an "information" thing. It's saying you have day length set to 120 mins (when the default is 60) and loot abundance set to 200 (instead of 100), therefore it's considered a "modded" server. So it's definitely set and applied the settings you wanted. As mentioned in the patch notes, medium maps use a LOT MORE RAM due to the fact they're nitrogen maps. If you can't get them to run when fiddling with your virtual memory settings, don't use medium maps. Stick to small.
  14. Not sure what you mean by "farm crickets"? You've got EAC on. When booting from steam, select "show launcher" and disable EAC from there. It was a change. Left click to throw (works like rocks/grenades, so hold for more power to throw further), right-click to place as block on a wall.
  15. Oh! Then yes. The torch can be placed or thrown. Throwing it emits light where it lands.
  16. They don't do anything else atm. I may look into potential uses. I remember the mega-city map from A16. That used to kill PC's even then. It'd be cool though. Not sure on the flashlight. I'll have to look into it later. Never seen that with the UI, but I didn't mess with the skill list controller so I wonder if it's the same in vanilla... O.o I like Small 2 and Small 3 personally. Less RAM usage, good layouts. ^ this. I dev the mod on a laptop, with an i7-4710MQ CPU and 32GB RAM, so worse CPU than yours but more RAM. Virtual memory is often the issue for crashing. Using one of the small maps can help with this, but when you hit 8GB RAM, it'll start tapping the page file. Increasing that to 8 or 16GB can help a lot.
  17. That's just gitlab. Not a lot I can do about that. You could download it from Nexus and manually install. Using a VPN sometimes helps too (had the same problem installing RH on a 300mb connection, turned on my VPN and it somehow fixed it). Depends entirely on the map you play. Though you can install Sphereii's Legacy Distant Terrain mod to DF 18.3 for extra FPS.
  18. Stable has the edited nav. Exp right now is basically stable but it works on A18.4E.
  19. Did this last night, but haven't tested yet. Basically did it quick before I went to bed. This is the prefablist I was using for nitrogen to test. https://cdn.discordapp.com/attachments/414452645521260546/671913804535300115/prefablist.txt The DF specific option is no longer needed. Yes, it could still give you the error. DF and a medium map uses about 13-14GB of my 32GB, and 7DTD will crash with an "out of memory" error once it hits 8GB if you don't have enough virtual memory. It even does that on vanilla though you are MUCH less likely to see it. I like small 2 and 3. I also edited nav to have DF POI's so i'm thinking of playing that for a solo run soon.
  20. If you're getting an "Out of Room" error, then you don't have enough space on your HDD. "Out of Memory" error is from not having a large enough page file for windows to use as virtual memory, which might be related to your out of room error as well.
  21. Pretty sure that perk is already in the mod. I just got rid of the 3-level perks and combined them into the 5 level perks. Also, if you read the patch notes, ALL players get a knockdown on power attacks with ALL weapons. Your action skill just makes it better (sledgehammer has the best chance) And yes, that was removed on purpose because it was causing players to LOSE XP.
  22. Huh. So apparently the game spawns zombies outside of the chunk you're in. Interesting.
  23. Compo pack is already included in DF, and edited so the POI's are more balanced than they are in the base pack (and also tried to fix some of the bugs with quest markers appearing underground) RWG works on 8k. I've heard some folks say it works on 6k. Anything else causes a crash. Sounds like you have EAC on. You need to turn it off. This is an overhaul mod. You can't just put it on a server. EVERYONE needs it installed locally. Yep. No zombies on the trader isn't a nitrogen issue. It sounds like you've somehow got the vanilla prefab. Guards are blocks that are saved to the prefab file. Traders full of zombies are actually their own POI's called DFalls_DestroyedTrader
  24. No. It was the EntityAttention patch. That sounds like the launcher is trying to add something to the mod, which it doesn't need to do. Everything is pre-compiled.
  25. Pushed a temp fix for the experimental/A18.4 version to fix the NRE with servers. Because I was messing with SphereII's code to fix it, there might be unintended side effects. Please bear that in mind. It DOES fix the issue though.
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