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stallionsden

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Posts posted by stallionsden

  1. On 4/23/2024 at 2:25 PM, Laz Man said:

     

    Some of those are proof of concepts and/or facades for possible future content.  They are not all guaranteed to go into production.  Dishong is still currently the tallest skyscraper in A22 / 1.0.

     

    We are still focused on downtown remnant POIs currently, but it is still possible for extra unplanned content to squeeze in if we have time so there is still hope.

     

    Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁

    Well can't go past a adult entertainment hotel (brothel) 🙃 🤪😁

  2. 20 minutes ago, Ricowan said:

     

    Just curious, but where does it say TFP would be selling the outfit DLCs?  I'm not saying they will or will not, I'm asking where the information was posted that they WILL be paid DLC.

     

    Didn't see it anywhere meself. 

     

    I know way back in like a10 or 12 or something 3 dlcs were planned. Didn't say they were ginna cost back then either but honestly 

     

    The game pays you in the end.  

     

    This game cost me  - $35 ÷ 16687 hrs = $0.0020974411 an hr

  3. 9 minutes ago, Skullfracture said:

    Posted this on the Nexus page as well, didnt know which was better.

     

    Errors out in RWG at 3-5% Wilderness POI with the following error:

     


    ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
    Parameter name: maxValue
      at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
      at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
      at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0
      at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0
      at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0
      at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile)
      at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
      at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
      at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0

     

    What  mods are you using.

     

    Zztong is pure vanilla no harmony no mods.

     

    A log would be helpful as well

  4. 55 minutes ago, RhinoW said:

     

    You're talking about game files and dev-only stuff then, unless there have been bandits in the game before A12, I don't recall any update mentioning the addition of bandits. When I said attempts I meant attempts in an update release, similar to sleepers, we all remember how those started out and how they got adjusted over time. It's an alpha, alpha is to build the skeleton of the game.

     

    Skills have been redone countless times, that's what alphas are for, testing and trying out stuff. No one would bat an eye if bandits were just simple ranged targets with a zombie cop behavior and got improved over time, it's part of the iteration process.

     

    People play with janky bandit mods because they just like the idea of enemies besides animals and humans zombies*, even with all the jank and lack of proper support.

    A16 had bandits

     

    In vanilla tho removed shortly after as their ai were bad and in which tfp have improved for when bandits do make it  

     

    Does some calculating yes a16 is def after a12

     

     

  5. 12 minutes ago, Rukminesh said:

    Meanwhile I figured I could make a CP48 Nitrogen list from the Terragon prefab list. Slow, but I'm making progress. Yes, the good old Nitro maps still working just fine.

    cp48 has teragon lists available. 

     

    I can also guarantee they aren't since nitrogen doesn't do tiles or parts 

  6. 4 minutes ago, VooDoo said:

    thanks Riamus,

     

    i was just hoping there was a easier way..  

     

    now i just need to figure out how to enable the trader "ding" when you try to hit something

     

    TraderArea is set to true in the xml

     

    thanks again

     

     

    Add a teleport volume which is a button in the cube icon on the right hand side of your editor then shift g to resize to the size of your trader

  7. 6 hours ago, Rukminesh said:

    I wish to use the A20 with Teragon maps+CP48.6 prefabs and I run into problems. The generator seems working fine but the genretad maps with the CP48 do not. I followed the instructions the best I could and the game just waiting after "Initialize". I figured some of the prefabs somehow missing, but the problem probably more complex than that. This should not prevent the game from start. If I use the landbridges setting in the generator nothing is missing, still no luck. The game also complain about the player spawn point. I changed that too still the problem is the same. Any ideas what is the issue?

    Problem.jpg

    The bridges are a teragon thing. You can try to add a source path to your teragon to your mods folder see if that works.

     

    And being a20 you will have to use the a20 teragon not a21.

     

     

  8. 16 minutes ago, warmer said:

    That's not the dev thread. That's just a collection of maps. No dev info is in there. There used to be a full thread with version/feature info on the first post. That seems to be gone now. Can't find it anymore. It used to always be on the front page.

     

    Nope not for  teragon . Teragons discord is the place  to be if ya want details  

  9. 1 hour ago, warmer said:

    I noticed the main thread was no longer around. Did this cease dev? This was my fav RWG for 7d2d.

     

    Curious about development. I really liked a lot of the customization we could do.

     

    Any insight would be appreciated

    It literally is right under your post  🤔

  10. 1 hour ago, Sentry01 said:

    Hi,

    Can somwone tell me what im doing wrong.

    Ive just created a new map , it is called Old Wosayuwe Valley.

    I went into World Editor and selected Old Wosayuwe Valley (From UserDataPath)

    I then put a few Wood Cubes down (ie I built a small wall)

    I  then  Saved ( F1 Saveworld) and Esc Save just to make sure

    I then Exited out

    Then I went back into World Editor and again selected Old Wosayuwe Valley (From UserDataPath) 

    But the Blocks i had put down were not there.

    Can someone please tell me why ?

     

    Any help would be very much appreciated.

    world editor you can only place prefabs, rotate, delete or move prefabs. 

  11. 26 minutes ago, Fisher said:

    This is going to seem strange, and probably has a really easy answer:

     

    How do you move DOWN in the prefab editor?  I use space to go up, just like in god mode, but ctrl doesn't go down.  I can press Q to exit god mode, but that just drops me to the level I'm on.  I want to go lower.  I'm obviously missing something here...

     

    The c button

  12. 3 hours ago, Gamida said:

     

    I have that one installed in my test game. I just haven't made a drone yet to try it.

    Also the Drone Weapons mod, the autominer, the fast travel, and the picture in picture scope.

    I guess I have a few of alters mods :)

    Alter  bought back the minimap

     

    In my eyes wins one of the modder of the century awards lol more so for the nostalgia of what we use to have in earlier version of the game. 😆 

     

    Now all we need alter to do is bring back the crafting grid lol where you use to have to add things in a certain way to craft something 😉  .

  13. 2 hours ago, EzunaAranna said:

    Is there a compo pack for latest experimental?

     

    Can't find the download link sorry my bad :(

    Hi EzunaAranna

     

    Not yet getting closer just in the middle of testing the mega city as it was one of the bugs so it was last to be tested and esp since the rwg bug has been fixed. 

  14. 2 hours ago, jjh5874 said:

    Do the poi trigger improvements take in to account stealth stats? like lower chances of zombies triggering in a POI if you have a certain level of a certain perk?

    Hope not stealth needs a anti as others have already. I play stealth  because it is my style but without the trigger and attack stealth is too OP. 

  15. 40 minutes ago, Riamus said:

    The only problem with that is if you aren't near your team members.  I wouldn't link it to how soon you can respawn for that reason and because some people can be jerks and just ignore your zombie corpse so you can't respawn for a while.  Of course, I wouldn't ever play again with anyone like that but it just opens up the option for people to act stupid.  I'd rather have it where you just have to kill your corpse to get your stuff back if you have that option enabled, but where you can respawn right away.

    But it would be funny lol to do .

     

    Player that dies... can someone kill my corpse..

     

    Others on server... no 

     

    Player waiting to respawn... oh come on 😆 

  16. 3 hours ago, zztong said:

     

    Ah yes, those are "Decorations" built in the Prefab Editor in the same way as POIs. You're right, that is certainly possible.

     

    Less clear to me, as somebody who has made Decorations, is how large a Decoration can be. I know @stallionsden has made larger Decorations and probably found some technical and/or practical limit. TFP's building remnant Decorations tend to have a footprint of something like 8x8.

    Yes 30x30 is the max Deco size biome.xml can handle hard coded. I believe it was done for the likes of cutting into hills and mountains etc if it got bigger then that depending where it would spawn. 

    Yeh biome deco you place the deco in the biome you want it to spawn easily enough. as for the rest well we can only hope tfp add that option to the pois themselves for biome control. Yes there was a way prior to a20 to do it but not a20 onwards in vanilla. allowedbiomes property the line was back in a19 and prior tho no longer functions

  17. 29 minutes ago, AndrewG said:

    Hi everyone, I ask you: is it not possible to add 2/4 slots to the belt without having to use .dll files, but only using XML ?
    Can anyone develop a mod file ?
    Thank you.

    in short yes you can do xml but however without the .dll you cant shift click things into and out of the extra slots nor can your mouse scroll past the 10 slots so really pointless in doing so.

  18. 29 minutes ago, Scyris said:

     

    I honestly don't think its going to do that well, I mean the sound of it alone already has me pretty unintersted and I love 7dtd. That and TFP doesn't have the best rep with players anymore due to many poor decisions on the direction of the base 7dtd game. I know I for one will be very hesitant to touch another game TFP makes again due to what i've seen here in this one.

    Tfp are not making blood moons for starters. 

     

    Their sales of their game tell a totally different story and a few whingers aren't all players. 

     

     

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