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stallionsden

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Posts posted by stallionsden

  1. On 5/25/2023 at 1:12 AM, Deverezieaux said:

    Just to jump in real quick; I try to make tiles that have some aspects of a regular POI so they're not just flat land with roads and a few decorations. I was always happily surprised in A20 when I would come across a tile feature that after hours of play I hadn't noticed before, particularly a hidden sewer access. I made a couple of bases in these locations as they're fun and look cool.

     

    Because of that I made sure to add features like that to my tiles wherever possible. For example I added a sewer line that goes completely across my government skyscraper tile with anterooms and offshoots. I also try to use parts in my tiles, which can act as mini-POIs.

     

    If you need a hand with anything as you learn, I'm sure many of us would be happy to help.

    Yeh def they take alot of time tho and effort and for the cp I will be going thru the over time and changing em up, adding new things etc. Keeping them different. 

     

    I did a while sewer system in the mega city industrial district with co vo with zztong and you can wander thru. Tho some nut poured radiation barrels down there..

  2. 59 minutes ago, SnowDog1942 said:

     

    Are they easier than POI's? they seem like they should be.   Any good tutorial videos?

     

    More bridges/overpasses! :)

    Depends on how much detail you want on the tile as well as a few rules but mostly ypto your creative ideas

  3. 1 hour ago, SnowDog1942 said:

     

     

    Are any prefabbers cranking out tiles now instead of just POI's?

    I know zztong is as he requires them. 

    I have a few coming in cp49 to. 

     

    Why would you like to have a "crack" 😉 at them. Happy to teach you 

  4. 18 minutes ago, Kefka said:

    Hey guys, I have a cool update to give you! 

    As per my last posts I thought I had deleted everything, and then I generated a new world to play thinking it would be vanilla 7d2d. Somehow, some way, the pack is still installed and my new world generated with CP content. Previously I was having horrible performance issues on the seperate game install with the pack, but on this new world (on the original 7d2d installation) everything seems to be working just fine! I've played to day 40 so far and while some POI's have stuttering when loading lots of zombies, its much much better now and most of the time everything works great! 

    It's been absolutely fantastic to drive around towns and cities, picking locations to loot, and not knowing the layout of the building or the placement of zeds!

    I have no idea why everything seems to be working smoothly now, but 40 hours in i've been having lots of fun! Thank you for your effort putting the pack together and for your continued support of the community, it feels so good to be able to play the game and not have every building memorized it makes such a difference!

    Thanks again!

    Argh good to hear it may have been multiple copies of the cp added to causing extra load. But you have it sorted and are away. Enjoy and yes not knowing what is inside a poi or where the zs are is exactly how a real z apocalypse would be a true feeling of excitement, fear and adrenalin. 

     

    Thank you many prefabbers have donated and allowed their poi's into the cp and we appreciaye them all and cp49 is going to be a game changer. 

  5. 45 minutes ago, Shvonder said:

    Hi. I dont understand what im doing wrong, keep getting this error trying start Infinity.exe

    ..but my saves folder is same as default one, to what change it?

    Снимок экрана 2023-05-08 152636.png

    Make sure in your appdata folder you have a generatedworlds folder, a LocalPrefabs folder, a Mods folder,  

     

    If you don't create the ones you don't have manually using exact spelling and way i have spelt LocalPrefabs and Mods

  6. 3 hours ago, Cernwn said:

    Cloudflare DNS and the 7daystodie.com website appear to be cursed atm. Any idea where I might locate the latest updated version of Stallionsden/Valmar A20 Ammo Dismantling mod, besides the broken link below?

     

    https://www.moddb.com/games/7-days-to-die/downloads/valmars-ammo-dismantling

    Hi cernwn 

     

    Yes  moddb was down for maintenance it appears. But it is back up and going now. 

     

    When a21 comes out and I have updated them I will probably use Github again for these.

  7. 10 minutes ago, Cranberry Monster said:

    <Starting a translation for the OP here, will add more text as I get to it>

     

    A collection of mods for players with 200-300 hours playtime or those used to the game who don't need to rely on luck in the early stages of the game
    . but since the methods of dealing with trouble are roughly the same as the vanilla game, we can't recommend
    it for beginners not yet accustomed to the vanilla game. good at combat, or one where you'll somehow get by if you just spend time gathering items.

     

    ■The changes are broad, but this is a server-side mod
    .

     

    Major overhaul to balance for food, drinks, and medical supplies
    In the Garbage Eater Origin mod (for solo play), you'll only get 1/10 to 1/20 what you would in vanilla playing at the recommended settings, making it much more difficult. You can't just suddenly make empty glass jars, you'll find almost
    no vitamins, and the water purifier mod has no effect.
    You can gain a fortifying buff by eating high quality foods.
    ) has been given a wide range of adjustments, so it's not all that severe.

     

    ■The strength of infection
    The harder the biome, the higher the infection rate!
    And in the Origin mod, there are "Rad Creatures" running around that are guaranteed to infect you.
    Hazmat zombies and cops will also infect you for certain, so keep something on hand to treat it!
    The initial infection value is high and infection progresses rapidly, but the effect of items to treat it has also been boosted.
    With the addition of beds for treatment, it's easy to stay still for a while and let other players help you.

     

    6 kinds of monsters with their own quirks

     

    ■Adjustments and additions to weapons, armor, and tools


    ■Addition of icicle items


    ■Skills overhaul


    Enemies have been made tougher


    ■Addition of enemy golems


    ■Addition of boss enemies


    ■Adjustments to loot


    ■Farming overhaul


    ■Temperature-related and clothing overhaul


    ■Vehicle overhaul


    ■Adjustments to blocks and some blocks make a return


    ■Changes to map generation

     

    ■Others
     

    Thank you. I checked the next day and noticed my phone had a option to have it on english for me.

     

     

  8. 3 hours ago, 4sheetzngeegles said:

    Since Slanhattan is basically a tiled map layout, and now 7dtd is also a tiled layout, plus pc's have progressed, is there a possibility

    of it being revived for 20 21; by replacing tiled locking points with slanhattan?

    Last I spoke with slain slaanhatten 2.0 was in the works tho a mammoth project in itself 

  9. 13 minutes ago, Kefka said:

    I took another look through the main page and didn't see uninstall instructions, so can someone tell me If I just delete my folder with a copy of the game and the pack in it, or are there more steps?

    Sorry missed your comment. 

     

     just need to delete the cp folders in appdata/roaming/7daystodie/LocalPrefabs  and Mods folder or of you got them in the main game folder In the mods folder there and data/prefabs folder

  10. 9 minutes ago, Elegon said:

    With "comment out" you mean delete?

    No add a // before the poi name.

     

     

    Just now, stallionsden said:

    No add a // before the poi name.

     

     

    But for cities and town pois you need to add disable to the end of the poi line you don't want as // is ignored  

     

    But yes deleting the line also works. Make sure tho there isn't an empty line before the next. 

  11. 1 hour ago, Elegon said:

    I tried that, but i really dont like giant Dog Buildings,Robots, Pyramids and POIs that are so big  that they are killing my FPS.

     

    Isnt there a "Purist" Preset that removes all those things (i made one with Infinity but it doesnt work with Terragon like you said).

     

    Thx

    You can edit the poi property list to comment them out the ones you don't want 

  12. 55 minutes ago, ProlificPoultry said:

    So I only went into a world for a second, opened the poi teleporter to make sure that it was in the world and like about 20 are in my 8k world, and then I teleported to one and it got placed in a city in the wasteland. There wasn’t any problems with how it was placed and I think it got put into the rural part of the city like on the outskirts. But I would very much like to have this poi in as many sensible areas as possible (as well as other missing houses) so what would be a good size for it to spawn in residential areas? And I did have the compopack installed but I removed the mod from my game because I found myself missing the vanilla pois. I thought there might have been a way to add it to the compopack by putting it in one of the folders marked for residential poi’s but I didn’t want all the craziness that comes with the compopack 

    42x42 is residential poi sizes. 

    Only size that  is there. 

     

    Rural is more varied sizes.

     

    As bft and lazman mentioned some vanilla pois were not included or tagged as they be going thru a make over poi improvement when the level designers get to them.

     

    It won't matter where you put a poi. If it hasn't got a tag and a spot to spawn ie: a 60x60 it won't spawn in that district . 

     

    Driveways also tidy a ppi meeting the road better to

  13. On 3/13/2023 at 2:50 PM, Morloc said:

    Does anyone happen to know of any Supercorn POIs in Compopack?

     

     

    -Arch Necromancer Morloc 💀

    Sorry for the late reply.

     

    There is some pois with some Supercorn in them.. 

     

    Some of zyncosas do off the top of my head. 

  14. 7 hours ago, Darelius said:

    I have a Question about the Compo Pack.

     

    What are the Requirements to use the Pack?

    especially the minimum Zombies?

     

    Some buildins have so high amounts of Zombies, that you clear 3 level and then Level 1 new ones spawn, because there were too much spawn points to handle them all.

    (The Australian Police Office for example)

     

    So whats the minimum settings to use that "Pack" without the problem, that sometimes a "horde" spawns withyou as center? (had it several times...)

     

     

    ...DX

    The afp is deceiving as the ground floor is empty and players do normally head up stairs as soon as they can. 

    the zs do take a few to get to them.  But depends on your rig, lots of optimisations are being done each release tho. 

    vsync should be off helps and doing the part 1 and part 2 way is far better performance then using the complete method players have found to be better as well. 

    are youplaying cp and vanilla or 

  15. 51 minutes ago, Wolves Hero said:

     

    Loaded 'world generator 1.ini' file vanilla POIs has lots of wilderness POIs no compo-pack

    spacer.png

     

    But

     

    Loaded 'CP48.6 All inc Vanilla.ini' file with compo-pack still lack wilderness POIs & always repeated POIs every cities, could broken wilderness POIs on all compo-pack files

    spacer.png

    The cp has pois biome specific.  Where they should spawn ie overlook hotel in snow. 

     

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