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canadianbluebeer

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Everything posted by canadianbluebeer

  1. All the talk about permanent or removable mods.... I'm just going to wait and see what we actually get, and how it actually works in the game, once A17 drops. That is the entire POINT of alpha/beta. Try things various ways, see how it works out, change what doesn't. The fact that there is a can/cannot be removed tag is good. Just gimme the blasted A17 !! (I'm on vacation next week)
  2. That's how I got into modding. Looking at existing ones, tweaking a few things, learning what does what, then I started making a few of my own. I've already starting looking at some 7dtd mods, and do plan on trying to make one come A17. (no point now, since we are so close, and so many things are changing) Programming (bleah) is no different. Look at what exists, and try. Learn. fail. try again.
  3. Safe way into base: ramp. drawbridge. done. just don't leave the bridge DOWN. This ain't the toilet seat. (quite the reverse actually) heh.
  4. I'm also curious how the digging is going to work. eg: Pit Traps. If there is a way in from the top, with a drop, and I'm at the bottom waiting for the Zombilanche, will they still come running that way, or just randomly start digging? Mostly for what kind of defences to use. If I have to, I"ll dig out a huge area around bedrock, let them dig/fall into said area, and then come at me. Defenses can handle that. Bedrock cannot be blowed up by the stupid cops. (which is one of the reasons I go there) Also, some of us put our forges etc, away from our main bases, down on bedrock, for the heatmap issues. (screamers go way over there, please, yes, you're now in a building with nobody there. heh) Will they dig after that? Will they just now (finally) treat a hatch like a door and come after that? (which makes sense, as they just wander over them now) Rooftops, well, they've always come after me when I'm on the roof, but cannot get to me. Ledges, broken ladders etc. Will they start trying to jump onto ladders like they players do, or just start trying to actually bring the building down? Either way, defences are gonna be needed there. (part of me suspects we're just gonna have to wait to see what devious things they've done for this) (and yeah, ,gonna grab the experimental when it drops. duh! things to break!)
  5. I just hope the jeep comes with more storage than the minibike. (before mods) I KNOW how much stuff I could stash in my Jeep. (and amazing amt if you pack properly) oh, running over zombies with the jeep... umm... oh yeah! (you know I'm gonna have to try a bloodmoon while in the jeep)
  6. Mod looks interesting, and it's next on my list (having fun with Valmod right now) Looks like the problem is the Unity engine limited to 16GB, which is being changed in A17. Nothing the mod authors can do, it's the base engine as I found out. (Valmod would do that too, so would vanilla. Longer you play, more memory used until boom. I've got 64gb, so i'm NOT running out of ram)
  7. Well, after 2 hrs in windows last night, it got to 12.5gb mem usage. Odd thing with the linux though, is that *something* causes usage to suddenly skyrocket to the 16gb mark. It was around 9gb used then boom. If A17 will let us use more that would be good. (now, if it crashes saying using address above 64gb, then I'll KNOW something is borked) (I'm still going to do more testing because memory usage should not just jump like that)
  8. um, well, THAT needs to be fixed then. Bad dog! No Biscuit! I"m gonna see how much windows uses with the same setup, then see how much the base game uses. Interesting bit though, it WAS at about 8gb mem reserved, 16.9 virt, when the reservered just shot to 16 and the game barfed. *something* is causing it, but no clue what. 16gb limit on 64 bit is ... well.. silly. Thanks for the info, I didn't know it was memcapped like that.
  9. hrmm. The expansion mod (with the backpack mod) causes the linux version to crash at some point, always with the trying to address over 16gb memory. (I have 64, so I'm not running out) Doesn't happen under windows. EDIT: " Using memoryadresses from more that 16GB of memory " is the last line of the log. Not sure just *what* is causing it, but that's the point that the log ends at for the crashes. Could be doing a variety of things, nothing common between them, not length of time, activities, areas, nada. (which makes troubleshooting so much fun) BTW, need more recipies for potatoes. I'm going to mod one in, shepards pie. 1 meat, 1 or 2 corn, and 2 or 3 potatoes. (the seed I'm using has a stupid amount of potato patches, and no way am gonna go through 600+ potatoes with current recipies) (btw, seed is Starbuck gobs of potato, blueberry and corn fields, in that order. One location has almost 20 food plots in the town. no starving there!)
  10. I've been looking for a Linux mod launcher. I'll take a look after Ubuntu 18.04 comes out next week, since I'm gonna wipe my systems then. (no point in doing everything twice) Besides, it will also test this with 18.04 which will be shiny and new.
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