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Dracos99's Achievements


Hunter (4/15)



  1. In A17, Prefabs were changed to include a couple more files per prefab that define block names to IDs i believe (.blocks.nim and .ins)...the server is not pushing these new files (those are the error messages). You are only getting errors about 40 of them because that is all that was in range of your spawn...they error as they are requested to load in.
  2. Confirmed that i can now start games without the run as admin checked and it does not error out for steam.
  3. Yup, Run Game As Admin solves the connection error, but i have never had to use that before on the launcher...did something else change?
  4. I dont know about consistently, yesterday, i was doing full uninstall and reinstalls. It seems to have worked properly this time. I had 2.0.42 and let it do the update itself and it updated to 2.0.44. I also told it to install and launch Darkness Falls and that seems to have worked too. Now there is a new issue (which i am not sure is directly related...maybe command line?): When launching Darkness falls from the launcher, it shows a steam login error: Could not fully initialize steam. the steam client is not running or no connection is possible (tried with a couple other mods too...same error. but when launching darkness falls from the exe in the directory, it works. Also launching vanilla from the steam client works. it shows Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml
  5. i dont think the installer is treating these latest pushes as new versions...the new version dialog popped up, but when you go through it, it just gives the option to Repair or Remove. If you choose Repair, it says the specified account already exists and then shows the installer was interrupted before launcher could be installed...restart and try again. If you choose Remove, it does just that...but then you need to go download the installer again and install. Also...Github shows the SetupInstaller.msi file as 2.0.42 from 15 hours ago...and that is what it installs. Batman needs more wrenches to throw
  6. You got it 99% The problems above are fixed, but the desktop shortcut is wonky. it is named "Shortcut to Primary output from 7D2DLauncher (Active)" and its icon is a piece of paper. It does launch the app.
  7. After opening the Mod Launcher i already had installed 2.0.20 i think...it prompted me that there was a newer version. I told it to proceed and it installed the new version The problem is that it deleted the desktop shortcut and dumped copies of some files onto the desktop instead 7D2DLauncher.exe 7D2DLauncher.exe.config Google.Protobuf.dll MySql.Data.dll System.ComponentModel.Annotations.dll the exe is the actual exe, not a shortcut. It does not open the program, just gives errors that files are missing. If i navigate to the install dir (C:\Program Files\SphereII Software\7D2D Mod Launcher Installer) then the exe in there works. Running the uninstall program removes all files from the install dir except 7D2DLauncher.InstallState. The files listed above on the desktop are also removed. should i roll back to a previous version?
  8. if you are not good at command line git or dont want the whole download at once, there are browser extensions that will do the work for you. I use GitZip in chrome to just double click on a folder (or multiple folders) on Github and just download the selected. there is probably a similar tool for other browsers.
  9. They are currently set to 1/3 lootable randomly when the POI is first generated. You can change that percentage in the blockplaceholders.xml file for each type of block Full/Empty
  10. i am not sure what is going wrong with your test... They will show up as normal shelves in the prefab editor, but if you click the playtest button, it will generate a world/building and you will see that they swap automatically. I also tried it by loading up a new Nav game with just this change and went into one of the working stiff tools and there were some shelves that were lootable and some that were not. Here are the files exactly as i used them for the test:[ATTACH]26371[/ATTACH] Stallionsdensstoreshelves_Changed.zip
  11. I think i just found a way to better simulate full/empty loot for all of these things you are adding loot containers for. It could even be extended to other mods that wanted to change the look or feel of POIs without specifically editing their contents. I found that you can treat any block as a placeholder by defining it in the blockplaceholders.xml file. this allows to replace all of a given block with one (or more) existing or newly defined block. The key here is that we can define specific non weighted probabilities to each as long as the total prob equals 1. Here is an example i did with your shelving mod to make only 1 in 3 shelves have lootable and the rest are not clickable (the non clickable is the key here to make them more like the open/closed loot containers they are working on...in the future, you could even swap out textures on the lootable ones to make them look full given a proper asset). blockplaceholders.xml - Here we define replacements for each of the 4 shelves...an Empty one with .66 prob and a Full one with .33 prob. blocks.xml - Here we define those empty/full blocks we used above. I used extends to inherit the attributes of the block we are replacing and added the loot variables to just the Full ones. loot.xml - Last, i modified your loot list to change the count on the container from 0,2 to 1,2 to make sure that each Full shelf had something This could easily be extended to your other container mods with an easy way to balance how many are lootable or could even have more than a full or empty to fine tune types. I could also see the blockplaceholders.xml being used to swap out existing blocks for a different look/feel/material or swapping existing assets for something custom in existing POIs in the game without having to edit all the POIs and distribute them.
  12. It looks like there is xcostum_TheEstate(by_Ekk0) in the rwgmixer file, but your notes state "removed prefab xcostum_TheEstate(by_Ekk0) -(out of order for Rapairings)" The file(s) is not present in the prefabs folder and it gives an error on server load "ERR Loading prefab "xcostum_TheEstate(by_Ekk0)" failed: Block name to ID mapping file missing." server continues to run.
  13. Since you are in the Add new features mode, any chance you would consider adding a couple of features from djkrose's scripting mod since he is currently not updating it and open sourced the code? Specifically, i was thinking about the regen feature to rebuild an area...i have run into broken/closed/disappeared traders more than once this experimental and people built in the same region so i couldnt just delete the region file. I used to just regen the chunks that the trader was in. Second would be portions of the repair feature...specifically the one that finds and fixes the broken trees...i think it used to fix the ones with 0 hp, but maybe it could be adapted to fix or remove the ones with no hit box we currently have an issue with. ...unless you have these features and i am just looking in the wrong place. Your mod has quite a few features now, it is awesome.
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