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Imazhero

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Posts posted by Imazhero

  1. Just a quick question if anyone knows, I have been playing this mod with a buddy, we love it so far but on the 1st horde night (7th day) it was absolutely unmanageable.

     

    There is no possible way we could deal with that amount. At one point there were like 30-40 glowing dogs, like 5 bears as soon as horde night started, 4-6 demons, and the normal continuous zombies.

     

    Blood moon count was set to 16, theres no way that was the count.

     

    Is there something we're missing?

  2. Wait.

     

    Is it a linux server?

     

    EDIT: About to go to bed since it's 5-something am. So gonna leave this here just on the off chance it IS a server running on Linux.

     

    Temp fix for linux. It's a DMT bug.

     

    Go into Mods/DarknessFalls. Copy ModInfo.xml and paste it into that same folder. Rename the copy to modInfo.xml (with the small m).

     

    So that means you should have a ModInfo.xml (needed to load all the icons) and a modInfo.xml (needed to load the DMT DLL's)

     

    The bug has since been fixed in DMT, but I'm working on some other bugs before I push that fix since there's a workaround.

     

    That did it! Thanks so much for the help!

  3. You can. I THINK the guard issue is fixed on servers (which is why they were disabled), but it'll work.

     

    So I did that and the guards are now properly spawning, but for some reason the trader and the guard captain does not spawn still, I made sure that the trader and guard captain spawn blocks for the trader and the captain were both inside the trader area in the prefab test but they are not there on the server, but are present on single player prefab test.

  4. Prefabs folder.

     

    Settlement_Trader_XX

     

    So sent prefab folder over from the server into single player and there are no spawn blocks for the guards on the cat walk (battery banks), but there is a spawn block for where the trader normally is in vanilla, but on the server there is also no npc in that location. the trader prefab is completely empty.

     

    Could I just take the backed up prefab folder from the single player client side and throw it into the server data folder?

  5. Nope. The trader is created by spawn blocks. The only thing I can think of would be to grab the trader prefab files from the server, put them into your single player game (back up the other trader files first) and load them up in the prefab editor to make sure those blocks are there.

     

    They look like battery banks.

     

     

     

    Good luck and good hunting. :)

     

     

     

    I don't know what else to tell you. When this issue has occured in the past, moving away from the trader has fixed it. Make sure the day is turning red to warn you that you do have a bloodmoon incoming.

     

    Other than that? I have no idea. You're currently the only person with this issue.

     

    - - - Updated - - -

     

     

     

    You can totally do that. But it might explode. ;)

     

    Lockpicks.

     

    Any chance you could point me in the right direction for the trader prefab?

  6. Loving the mod so far, just wondering though if Im missing something. I installed the mod onto a server and playing with a friend (payed for server, not my own personal one). We are playing and for some reason the trader that we were told to go to for the quest was completely empty, i thought it was just an abandoned one or something so went to another one and its also empty. no guards, no trader, no zombies, completely empty.

     

    Any ideas?

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