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dwallorde

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Posts posted by dwallorde

  1. @faatal

    Any chance the properties "VehicleReflectedDamage", "VehicleEntityDamage", "VehicleBlockDamage", etc can be hooked up in xml so us modders can easily modify such stats for vehicles?  These don't seem to do anything at the moment and have had other people say they don't do anything..

     

    :)  Thanks

  2. 7 hours ago, Meescha said:

    I dont know if this is a bug with improved hordes or base game, but both times i had improved hordes installed, but during and after a blood moon i get infinite spawning zeds it never ends,  i have game set to 120 minutes per day and 18 hour days, ive had a constant horde for 60+ minutes after blood moon horde, ended up trying to drive across the map hoping to reset it and zeds still spawning, it went so long the entire game completely crashed. and also both times it was a two player group. with a 150-170 ish gamescore each.
    Id like to re-nable improved horde but am afraid of another infinite blood moon but also trying to see if i get this without improved hordes

    I to been having issues on my server with the mod as where whenever in a party the wandering horde spawns and it continuously spawns zombies non stop.  One time we tried to actually try and clear it all but they kept spawning and always right in front of us.  Usually get the infinite hordes for us inside cities.  And the only way to stop them is to "killall" X2 in console or to leave the area and restart game.  Also has been "crashing" server quite often but not where the server actually shuts down but freezes all AI and player actions (Like looting, playing ui sounds, etc).  I will try and get a output log for when it happens next time.  Also for me its usually not during a BM but when in cities.  But I have had it once occur during the end of a bloodmoon that broke the bloodmoon zombies from spawning...that only happened once for me on the previous update.  I would like to know how to properly set size of the wandering hordes and maybe how often they can occur during a game day as of right now it seems like when I am at my base I will get 4 or 5 massive hordes constantly come through and a lot of the time (if they don't spot me) will get close to my base and then start pathing in a large circle around my base and never leave..  so I have to deal with them...not a big deal, reason why I wanted better wandering hordes but seems way too often and would like the zombie if I don't attract them too continue going in the directing they are heading until they "despawn"..

  3. 3 minutes ago, wolfbain5 said:

    yes I know it needs 100%. you didnt add very well did you. the current map with in game settings only went to 99 and not to 10% each... to the 10's% you are better than this Dwall

    Yea totally miss-read that....my bad.  I'll see myself out

  4. 16 minutes ago, wolfbain5 said:

    Can we get these set to accept text in the number section instead of just the clunky arrows. Trying to get biome placements to the 10's % for any of them is rather cumbersome in its current formimage.png.606656a3484b6a44ef7bfcaeae414738.png

    It has to equal 100% though...  60% of the map you want won't have a biome? 

  5. 4 hours ago, schwanz9000 said:


    Not exactly, but we do have some changes coming that will not only try to keep duplicate POI's to a minimum in RWG, but the quest system will track them internally and not offer ones you've already done for that trader. The internal tracking will reset though if you do not quest within 7 game days.
    We've also added the Infestation Quest that will add to the mix of quest offerings as well as elevate the experience for POI's you may have already completed previously.

    Coming as in in A21 or after?

  6. 57 minutes ago, unholyjoe said:

    a20.7 was a20.6 with enough a21 code added to it to make the twitch integration work WITHOUT revealing any a21 features, also it broke a20 at first.

     

    it wasnt and isnt for public hands. a few twitch testers touched it and caressed it but there are no a21 features in it to reveal. :)

     

    the only updates a20.7 get are twitch only... nothing from a20.6 and nothing from a21.

     

    Isn't the 20.7 twitch integration what is coming in A21 for the public?  Thus kinda is a A21 feature 😛

  7. 1 hour ago, Crater Creator said:

     

    My thoughts on this may not be original, but to add to the voices:

    • The designer in me instantly wants to know what happens if I destroy the pipeline between the valve and the fire. I look forward to finding the answer... and I appreciate how in any other game the answer would be, "What? You can't just break the pipe anywhere you want. It's just a game, don't expect so much."
    • It feels off that closing the valve, so that something making noise makes less noise, wakes up the zombies. It would help plausibility if, instead of a tiny pfft sound, there was a more jarring sound, like an exaggerated metallic shudder of the valve shutting.
    • If you have the art budget to do that... could you please revisit the flamethrower trap concept? :flame:Nothing fancy, just a big open flame like this that consumes gas when turned on. Dungeon crawling is great, but crafters & builders want to enjoy fire hazards, too!

    My guess it will work the same. I dont think the pipes are actually doing anything other than the actual valve block. I think its similar tech to the door buttons we have in A20. So the valve is just a toggle that in the editor its programmed to deactivate the trap. 

  8. On 5/6/2022 at 6:07 AM, Sirillion said:

    I cannot say that I am able to reproduce this. Did you update to SMXcore (was SMXlib) and then removed SMXlib? Did you also update any modifications on your end to the new naming scheme?

     

    I know there was an issue prior to this update, but Laydor did a fix for that and when we swapped to the new Quartz version he put out that should have been fixed.

     

    Please double check all the versions and then come back with screenshots and logs if able, thanks :)

    So turns out it was the mos launcher. It never deleted the smxlib folder in the install directory even though it did in the tempmods folder. It works fine now once i manually deletes it

  9. Appears to be bugs with latest scrollable backpack modlet. Quite often it will freeze like a overlay of your inventory when scrolling. You can see at bottom of inventory screen it being scrolled but the top doesnt move or can be interacted with.  Often happened after opening inventory a few times or switching from inventory to character screen when applying armour

  10. On 4/27/2022 at 8:44 AM, Spanky265 said:

    For those who want to play single player with the SMXui Mod, I did the following to get rid of the console errors and Player window stuck on-screen:

     

    Always back up any files modified so you can revert the changes if needed.

     

    1. Find the 7 Days to Die Mods folder containing the SMXui mod (if you are here, you should know where you extracted the mod).
    2. Browse to .\Mods\SMXui\Config\XUi and edit the windows.xml file (after making a backup copy).
    3. Comment out the following sections in the XML (using <!-- to start the commented section and --> to end it):
      1. Under the section labelled <!--    // SMX // Window Paging Header --> comment out line 148 that starts with <button name="Players".  Also comment out line 149 beneath that starting with <label name="Players"
      2. Under the section labelled <!--    // SMX // Players Window --> comment the entire section ranging from line 874 that starts with <remove xpath="/windows/window[@name='players']" /> down to, and including, line 918 that starts with </append>
    4. Save the file and start your 7 Days to Die game. 

    Starting/continuing any game should now be possible without the errors and orphaned Players window.  This may not be desirable in multiplayer games since this effectively disables the Player window, but it will get you into the game until the mod author has a chance to figure out what TFP hosed up.

     

    I hope this helps.  Sorry I didn't have time to insert screenshots and pretty things up, but you's smart peeps.

    Skipping Part 3.1 and just doing 3.2 will be better as it just disables SMX Players screen and the vanilla one will be then enabled.

  11. V20.1.1.4 Update Notes: (Experimental Branch)
    Stable Release Candidate

     

    Change Log: (New Game Should be done for this update due to the NPC Core update)
    -Fixed Advanced Daring Adventurer Perk Level 2 Description
    -Fixed Robotic Drone crafting quality now governed by Robotic/Junk Crafting Skill
    -Changed Reduced Heat Score caused by gun shots from across the board
    -Empty Pallets now drop Wood & Nails
    -Fixed Stack of Leather Wrong Icon
    -Added Stack of Paper Bundle
    -Added Stack of Sewing Kits Bundle
    -Added ability to re-bundle lockpicks
    -Added Stack of Brass Bundle
    -Added Stack of Lead Bundle
    -Fixed T3 Gun Crafting Progression quest linked to wrong Rifle
    -Increased Copper and Zinc harvest from Ore Block
    -Fixed Group tag for Stack of Sand Bundle to Resources
    -Updated Village Prefab
    -Added Recipes for new Advanced Parts (Eg. Tungsten Tool Parts)
    -Updated NPC Core Pack Modlet
    -Updated RaiderGurlz Pack
    -Updated Raiderz Pack
    -Updated Soldier Pack
    -Updated Zombies Pack
    -Updated PitFighterz Pack
    -Updated Survivors Pack
    -Updated Khzmusik_Zombies Pack
    -Slightly reduced experience multiplier per level

    On 3/13/2022 at 9:52 PM, Sejrak said:

    Hi there everyone. I've got a little problem. Im playing on version A20 and since they removed calipers from game in A17 i can't find them anywhere. You need 150 level to craft them. And it seems like a lot for just be able to craft amunition that you learned like 80 levels ago. 

    Is there any Chance to get them before level 150? 

    Keep an eye out at traders in their secret stash page.  The higher you perk into bartering the better chances of tools you will get.  I have seen many before level 100

  12. On 3/3/2022 at 10:05 AM, MDS79 said:

    Hi, Im having an issue completing Quest: Crafting: T2 Guns, it says it needs you to craft gunRifleT2MarksmanRifle which obv doesnt exist. have tried making the lever action rifle that replaced it but no luck. Can anyone help?

    It is fixed in experimental version, and will be on stable once that version switches over

     

     

     

    V20.1.1.3 Released onto experimental branch

    Change Log:
    -Fixed Kevlar Armour cannot be scrapped
    -Fixed 12g Shotgun Shell, 9mm Bullets and 7.62mm Bullet Perks not unlockable
    -Changed Tradesman Workstation Perk name
    -Changed Technician Workstation Perk name
    -Fixed Tungsten Crowbar could not be scrapped
    -Fixed Tool Window for Builders Workstation
    -Fixed Water Well Schematic Name
    -Changed Steel Crowbar now uses Steel Tool Parts in recipe and now scraps to those parts
    -Updated Working Elevator Modlet
    -Updated Hind Modlet (2nd Time, should be no more shrinking now)
    -Zombie Hunting Part 7 now is the last quest in chain and finishes at 250 zombie kills. (Their was a bug or something that happened where the game couldn't track past 256)
    -Animal Hunting Part 8 now is the last quest in the chain and finishes at 250 animal kills.  (Same issue as zombie hunting quests)

    *Note that the changes to the animal/zombie killing quest chains may cause you to lose either of them from your quest log.
    (Use command in console "givequest quest_progressionAnimalHunting8" or "quest_progressionZombieHunting7"  Change the number to whichever part you were on)

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