Jump to content

War3zuk

Members
  • Posts

    636
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by War3zuk

  1. Didnt work, Didnt spawn it in the Mountains it spawned it at ground level so Cut off the bottom 7 block layers... I think thats because I have the Map set at Flat... Which is why im a bit Bummed that the FP seem to have lowered the max level of ground to bedrock it being 38 blocks instead of the Old 55 Blocks of dirt before bedrock...
  2. So can I use this.... can you edit if its wrong haha War3zuk_Canyon_Cave,COMMERCIAL;RESIDENTIALNEW;RESI DENTIALOLD;RESIDENTIAL,0,-45,56,58,44,mountain;unique Cool this spawns Once as stated, Nice work by the way
  3. Ill try that, Is there a way to set the base level of a Flat map currently its 38 Blocks deep.... We use to be able to dig down 55 Blocks id require at least a min of 46 so that the prefab spawns without the last 7 layers sticking out... Thanks Tried the following twice & didnt spawn at all War3zuk_Canyon_Cave,COMMERCIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-45,56,58,44,unique
  4. @Damocles: Is there Any way of adding a setting in the prefab list abit like Alone or Mountain that ONLY allows the spawning of prefabs in it to say a limit of 1 per map not per zone... Abit like Rural did or maybe Wilderness or SuperRare... Ive tried 10 maps with different bits of code & my Canyon Prefab still spawns on average upto 6, Id prefer to get this down to 1 with an absolute max of 2 pref 1... Thanks EDIT Once I create the map can I go into the Prefablist.xml & delete all but one & have that work so I can atleast keep the number down before starting the map on the server or in SP
  5. Hi, Spent a few hours fully updating my Individual Modlets to (Alpha 18.1 B8) can these be added to the Launcher please, Thanks if its possible... https://github.com/War3zuk/ModLets-Alpha-18.1-Stable Old files have been removed, all files updated & tested
  6. https://github.com/War3zuk/War3zuk-Alpha-18-AIO My all In One with 0 errors that I know of, If its ok to be added to the Launcher that would be brill if not its cool
  7. Yeah Figured it out, Tested it on 4k 8k & 16k with No issues.... Can I just ask though, Your formatting for adding a prefab... store_laundry_01,COMMERCIAL;DOWNTOWN,2,-1,30,13,48,smalltown;downtown The Numbers as I understand are as follows, 2 allowed spawns, -1 depth 30,13,48 (the prefab size) ?
  8. Does anyone know what causes this & is it an actual error to be checked or ignored.. Thanks.. biomes.png not TYPE_INT_RGB, copy type 6 -> 1
  9. Thats cool managed to get mine working, It was my server & the way it structured the directories...
  10. I still havent been able to get it to work, Maybe its something to do with the actual server I have the following Info in the Serverconfig.xml <property name="GameWorld" value="NitroGenMap"/> <property name="WorldGenSeed" value="NitroGenMap"/> <property name="WorldGenSize" value="8192"/> <property name="GameName" value="NitroGenMap"/> <property name="UserDataFolder" value="Saves/NitroGenMap"/> <property name="SaveGameFolder" value="Saves/NitroGenMap"/> Ive tried the default which is value="Saves"/> Still NO luck its just stops on the Cpanel...
  11. Ive followed that & the server just stops Ive placed the map inside the servers Save folder & specified the folder name under under gameworld were it said RWG ive left everything else as is but no luck..
  12. Ive changed the name on my Server config under Gameworld from RWG to the exact name of my maps folder, Ive uploaded it to the server under saves inside the origonal folder & the server stops after a few seconds, I then tried uploading the folder to inside the saves folder on its own & the server stops the same..... Can anyone explain please what im doing wrong, Thanks....
  13. Ok so I made a few maps messing with settings I settled on a 16k Map 88 mins to Generate & i have the folder with the files, I then checked on my Dedicated server which is in france & inside the save folder I get a map name that i was running BUT the files are very different, Can this be Run on a Dedi server or is it only for single play on steam, If I can run it on my server do I just delete the old save folder & drap & drop the new folder inside.... Thanks
  14. Is it possible to some how Intergrate the compo pack into this or a drag & drop folder with prefabs or to somehow read a pre made mixer files lol Thanks
  15. I tried this on Alpha 18 & only the Quad works for me without errors...
  16. Couldnt get it to work with that Code so something else must be wrong ? This is the original code for the steelblock... <block name="steelMaster"> <property name="Group" value="Building,advBuilding"/> <property name="DescriptionKey" value="steelBlockGroupDesc"/> <property name="Material" value="Msteel"/> <!-- <property name="FallDamage" value="1.2"/> Nah, that would be evil, right? --> <property name="DisplayType" value="blockHardened"/> <property name="PassThroughDamage" value="true"/> <property name="Texture" value="355,355,356,356,356,356"/> <!-- <property name="ImposterExchange" value="imposterBlock" param1="112"/> --> <property name="CreativeMode" value="None"/> <property class="RepairItems"> <property name="resourceForgedSteel" value="8"/> </property> <property name="CustomUpgradeSound" value="place_block_metal"/> <drop event="Harvest" name="resourceScrapIron" count="15" prob="1" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="160"/> <property name="DescriptionKey" value="steelBlockGroupDesc"/> <property name="FilterTags" value="fbuilding,fsteel"/> <property name="SortOrder1" value="40p0"/> <property name="SortOrder2" value="0002"/> </block>
  17. Genius lol... I had ideas in my head but had NO idea how to actually code it... Thank You kind Sir Must be doing something wrong cos when I go to upgrade the block (steelmaster) my Titanium icon shows up but nothing happens, like its asking me for the resource which I have but its not using it..
  18. Wouldnt ask if I havent tried & im proper stuck haha... Not even sure how to write this down so its understood but here goes.... The original Blocks.xml has the line <block name="steelMaster"> which has all the code needed to upgrade the Rconcrete block to steel... I need that block to be upgradable... so I tried using the following code... <block name="steelMaster"> <property name="Group" value="Building,advBuilding"/> <property name="DescriptionKey" value="steelBlockGroupDesc"/> <property name="Material" value="Msteel"/> <property name="DisplayType" value="blockHardened"/> <property name="PassThroughDamage" value="true"/> <property name="Texture" value="355,355,356,356,356,356"/> <property name="CreativeMode" value="None"/> <property class="RepairItems"> <property name="resourceForgedSteel" value="10"/> </property> <property class="UpgradeBlock"> <property name="ToBlock" value="Titanium Block"/> <property name="Item" value="Forged Titanium"/> <property name="ItemCount" value="10"/> <property name="UpgradeHitCount" value="1"/> </property> <property name="CustomUpgradeSound" value="place_block_metal"/> <drop event="Harvest" name="resourceRockSmall" count="25" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="7"/> <property name="FilterTags" value="fbuilding,fconcrete"/> <property name="SortOrder1" value="40l0"/> <property name="SortOrder2" value="0002"/> </block> Problem is when it loads its says 2 blocks with the same ID falling back to original block which obviously means my code is ignored & I get a red error... I know there must be a few ways of doing this but ive no idea how , What im trying to do is allow the Rconcrete blocks to be upgradable to a new Material (Titanium) which I already have working as a seperate block as that has a different name.. any help would be greatfull...
  19. These are awesome for a busy server, Thanks
  20. He does have a Point though & so do you, Which is why it would of been prudent to pick a version & finish it for that rather than set yourself the impossible task of the current game version changing & you trying to keep up with it..... Make ready for 17.4 & then while getting feed back from people update it to alpha 18 & wait for Beta or alpha 19 before updating again.. That way your not fighting against ever changing code most of which your mod will circumvent anyway lol..
  21. Havent played 16.4 in a while but im almost sure its in clumps above & below ground...
  22. So am i the only one who wants it out for Alpha 17.4 lol...... Work on the extra stuff once 18 drops Bustin to play this it seems like for ever since I played 16.4
  23. When is alpha 18 due out ?
×
×
  • Create New...