Jump to content

Noisy Pants

Members
  • Posts

    141
  • Joined

  • Last visited

Posts posted by Noisy Pants

  1. I rented a server, normally I use server tools to get my starter items yet server tools won't work on the rented server thus I seek an alternative. I'm going to pop a starter items mod in the mod folder an call it good.... except, there is one caveat: I don't know how to achieve this specific goal. Here is what I've come up with thus far:
     

    Quote

     

    The code in the pastebin link is a machination that brings forth only two of the listed items: water and spaghetti :frusty:

  2. 14 hours ago, SylenThunder said:

    Ok, yeah that's a freaking huge log.

     

    I'm about 15 seconds into looking at it and holy crap your list of mods. There is about a 95% chance that's your issue right there. Some are even trying to load twice!

    You have the air drops set to land every 5 game hours. That's quite often already.

     

    Honestly though, the core of your issue is most likely a mod. You've got a real rats nest there. Then it starts spamming errors on zombie actions, so at a minimum your entities are corrupted, which is where the supply drop spawns from.

    Your log is so massive because it's a truckload of errors caused by your mods.

     

     


    Guess I went a little overboard with the mods, huh? Thank you for taking the time to look and give me advice, much appreciated.

  3. I found this line: "<property name="NoScrapping" value="true"/>" within the blocks.xml yet it doesn't make the blocks have the scrap option once I modified it to my needs. Perhaps there is additional steps? I'm working on an additional step to this mod that makes many blocks that would be destroyed and returned as raw materials be returned as their original shape to the bag of the player. As of now the player will get a bunch of blocks that they can't scrap and dropping really isn't an option so I'm looking to incorporate a scrap option. I would really appreciate some help/advice on how to make blocks scrappable. If you want to look at the mod: Builder's Friend

  4. 7 hours ago, Cranberry Monster said:

    I know this works in the editor, not sure if the same goes for being in game, but if you press the mouse wheel, you can get a stack of 100 of the block you're targeting. Then destroy it with the Hammer and place one of the copies elsewhere. The beauty of it is, if the block has been painted, the copies preserve the paint job. Give that a try, as it would seem a quicker solution than adding code.

    Thank you for the suggestion, I tried it in my game and it didn't work.

  5. I'm a builder and I'm particular about where things are placed. I will put blocks down, not like the position, then break them and try something else - anywho; is there a way to set the hammer of god to harvest blocks instead of destroying them? I figure I could add a line like this after every block,

    Quote

    <drop event="Destroy" name="decoPumpkinJackOLantern" count="1"/>

    or there might be a way to get the hammer to harvest the block instead.

  6. I speak of the following tree: main menu - options - controls - options. After a ranged weapon's ammo is expended the character automatically begins reloading/reloading animation, that's how it used to be - if I recall correctly. I'm happy with the way it is (due to reloading problems) yet everyone has there own play style therefore I believe such things as the aforementioned should be put back in the game as an option. Some like toggle crouch, some like hold crouch, the reloading topic, etc could be options that can be toggled on/off in the main menu - options - controls - options.

  7. 13 hours ago, khzmusik said:

     

    I'm pretty sure that's the increase in enemy penetration, not blocks.

     

    One would think you need to modify the "BlockDamage" property. The catch is that "perkPenetrator" doesn't have this property, so in theory it shouldn't increase block damage at all. (Other perks do, though.)

     

    So, I think what you want is "BlockPenetrationFactor". From the comments in buffs.xml: "This many block hit points reduce EntityPenetrationCount by 1.  251 is just enough to penetrate 1 wood block or door." This property is set on the ammo itself, and I don't see any buff that affects it. 

     

    From the numbers, I'm guessing that's where TFP get the "1000" value? It's close to (3 + 1) x 251, meaning: AP ammo penetrates 1 enemy, the perk adds another 3 enemies, and each enemy is equivalent to 251 block hit points.

     

    I haven't tried this myself, but that would be my guess. Hope it helps.

    I scrolled/searched through the entire buffs xml and did not see any active buffs with "BlockPenetrationFactor"; I did find the description yet that's only a description therefore it doesn't help.

  8. 50 minutes ago, convergent said:

    That should be in the perk code in progression.xml. there is certainly a blockdamage modifier that can be modded.

    I thought as much yet I don't know how this:
     

    <!-- Note: the 1 penetration effect is on <item name="ammo762mmBulletAP"> and other AP bullets -->
    <passive_effect name="EntityPenetrationCount" operation="perc_add" level="2,4" value="1,3" tags="perkDeadEye"/>
    <!--	All AP ammo has 1 penetration -->

    Translates to 1000 hit points, better yet - how am I to change it so that it translates to say 10000 hit points?

  9. I made a mod that goes inside the helmet, the localization file works fine regarding describing what it does yet there isn't any stats available for the mod. I've been digging looking at other mods and such.... I haven't come up with anything - please help. The stats would show the nerdy glasses and lucky goggles stats.

    goggles.jpg

  10. On 9/13/2020 at 5:11 PM, BadKarma said:

    My dedicated servers run on a dedicated PC. The path to my servers is C:\Steamcmd\SERVERNAME
    There is a dedicated MODS folder in the root of \SERVERNAME.
    I have a lot of mods running, and I write my own as well. 
    Not sure why it didn't work as I didn't dig into the code.

    I understand the situation now, my apologies. I'm not familiar with you're setup as my pc isn't dedicated to 7D2D only therefore I'm unable to tell you what the issue is, that is outside of my area of expertise.

  11. 6 hours ago, BadKarma said:

    None of my dedicated servers have that path either on my server or run on the local machine as a dedicated server unless I create a folder named and located at "C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server". No need to run the path that deep for it.

    Not trying to beat you up here, but running it on the real dedicated server and adding it to a client as well isn't working. 
    I want it to work, so please don't take this as bashing you.

     

    Hello, did you make the "Mod" folder to put the mods in? here is a quick tutorial, i prefer videos for learning:

    7D2D Mod Installation

  12. 23 minutes ago, Edward01 said:

    Thank you.


    Wait a second, sorry about the confusion - my answers got mashed together. I should have clarified. For dedicated server managers refer to the following hierarchy and picture:
    C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server

     

    example 3.JPG

    example2.JPG

  13. 17 hours ago, PeNa1979 said:

    NONE OF YOUR "mods" ARE WORKING !!!

    I tried Armored Chest, sniper Turret, Super Auger and Infinity Generator AND NONE OF THEM WORKS !!!!!!!

    It doesnt appears in the game menu, nothing ! Using Alpha19 b180 offcourse...

    *NOTE* This is for individual use only, not dedicated server use. Refer to next answer for correct hierarchy.
    To clear up the infinity generator mod, it is simply a modded generator so make a generator and you're good to go.
    Install your mods in this hierarchy:
    C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods <-64 bit
    C:\Program Files\Steam\steamapps\common\7 Days To Die\Mods <- 32 bit
    For example, the Armored Chest mod:
    C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Armored Chest (see picture)
    7D2D Mod Check Video

     

    20 hours ago, Edward01 said:

    is the sniper turret mod needed to download also from client side?

    Edward01, If you are running a dedicated server then it will push the necessary files to your clients. The clients will not need to download anything.

    example.JPG

  14. *The Blessed Metal Mod, Super Auger, and Weed Whacker have been updated/improved.*
    Please read: All these mods were made possible by the knowledge, advice, and guidance of those on the 7D2D forum; please know that I am very grateful. 🙂

    This first mod is great for defending against bloodmoon hordes. Make a moat, it has to be made of cube blocks otherwise it will leak, with cube blocks around your base. Place log spikes at the bottom of the moat with one block layer of eel traps over the log spikes and then setup a bridge of sorts to get between the moat an base entrance. The only problem is looting the moat.
    Electric Eel Trap
     

    This mod is for those that what a metal storage option that is extremely durable. The option to pick this chest has been removed but the one's out in the world are unaffected.
    Armored Chest

    Bringing back the Blessed Metal Mod, this can be crafted after the schematic is obtained through looting then learned. The schematic loot drop probability is akin to the Rad Remover Mod.
    Blessed Metal Mod

     

    This next mod is not my own, just keeping it alive; it is the Sniper Turret with 50 Cal Ammo. Original author - GG2015; I updated it then added it to the trader inventory and gated behind level 5 Advanced Engineering.

    Sniper Turret

     

    This is a mod you can use right out of the gate although it requires a tad extra wood. It's called the Steelwood Mod because it's an extremely durable alternative option to the default storage.

    Steelwood Chest

     

    Don't like noisy, wobbly auger? Here's your solution, the noise is gone and the wobble is barely noticeable. The other tweaks are a higher capacity fuel tank and durability.
    Super Auger
     

    This is available right out of the gate, the catch is you need to fight the required materials and a workbench. Weed Whacker Mod is great for clearing large swathes of plants from the ground.

    Weed Whacker

     

    This mod allows you to fill up your generator tank which is huge and leave it be for a long time since it consumes fuel at a reduced pace.

    Infinity Generator

     

    If you want all of these mods, here is a link:
    Alucard's Mod Pack

×
×
  • Create New...