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Guppycur

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Everything posted by Guppycur

  1. Aren't those already in the game?
  2. Thanks; I'm refactoring that whole bit soon(tm), hopefully it resolves your issue.
  3. I've the build for the lumberjack, but the make up skills only for the OLD lumberjack. So, party girl it is. 😃
  4. Plane tickets from Houston - $500 Hotel stay in San Diego - $500 Daily ticket - $129 ...plus food and whatever. Now, if the pimps wanted to pay my way... 😃
  5. Hm, can you paste a screenshot of your portal, so I can kinda reproduce it here and try it out?
  6. In any scenario or just specific ones? I know there used to be code when the entities were on terrain blocks, but this isn't behavior I've yet seen.
  7. Try giving a little more space *above* the portal.
  8. Yeh they're called "chunk observers" and portals are already set up to be those. I'll forward your post to sphereii to see if he has any commentary. Hm.
  9. The version in that log file isn't the same as the one on his GitHub.
  10. You don't have the latest version of score. Please re read the install instructions. You need to get and maintain the latest version of score and my mod.
  11. Go to this folder and upload the log from it... %AppData%\7DaysToDie\logs
  12. Well I had initially forgotten to set up unity from gamma lighting to linear, so they were super ugly. I've since fixed that and now they're tolerable. Nurse, Alma and Lucy are my favorites.
  13. Can you provide your game log?
  14. Don't know what you mean. What are you seeing or not seeing?
  15. I've been made aware of an issue with the burnt vulture on spikes, looking for a solution now.
  16. That's not supposed to happen anymore. You've updated to the latest sCore?
  17. I apologize, I definitely wasn't trying to minimalize "casuals", my point was to express that they represent the vast majority of players, so all this moaning about making the game harder is NOT in the best interest of tfp.
  18. It's a business, not a memory wall. Yep, that's my point; the 2nd type of person who really wants it harder will choose an overhaul and feverishly defend it, whereas a casual will choose some QoL mod that increases stack sizes or something silly and not give a crap about the game. But there's far more of the latter.
  19. There was definitely a non mythical time poll, but no clue if it was "official". Re: game being made for casuals. Yep, sure is. They're targeting casuals because that's where the money is. As a lover of the game, we hates it. As a person with common sense, it makes sense. Re: mods making the game more difficult. Uh, as someone who is close to the modding community AND as someone who also mods, I will say two things... One, the most popular mods by far are the ones that make the game *easier* and *more* (usually moar gunz). Two, you really can pretty much mod anything if you have the willpower and knowledge. And as a bonus, three, I've yet to see an overhaul mod make the game *easier*, and three point one, the users of *those* mods are feveredly supportive. So my take away is modding tracks with vanilla. Most people want it easier but those who do want it harder are much more committed to the game/mod. Kinda gives a double meaning to "casuals". Or it just reinforceds the original meaning. I dunno, I just woke up.
  20. Updated the git with the non ass looking version. I forgot to switch Unity from gamma to linear.
  21. A few people have been asking me to update my a19 zombies to a20, so I did. I'm not planning on doing any major support for these, I don't like them. https://gitlab.com/guppycur/guppymods/-/tree/master/gupA20-Zombies ...you'll have to add them into your own entitygroups and whatnot.
  22. Pushed another wand. Fire users need not download. Separated the two mods.
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