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lee_terry_jr

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  1. I had mixed feelings with this chage at 1st but was appeased when I learned that you could change the folder location. However, after the update hit I opened the game launcher and attempted to change the location using the details left in the patch notes. So, after that came out I opened the launcher and added -UserDataFolder=F:\f backup\cliff backup\games\7 days to die\modding in the additional parameters section. I moved the mods folder into that location clicked Run and save as default button afterwards which should have changed the folder location to load the mods from F:\f backup\cliff backup\games\7 days to die\modding\mods. After booting up a test game (I do test runs after I update or add new mods) I noticed rather fast the mods were not working/loaded. I even tried editing the additional parameters again after that to change that so it says -UserDataFolder=F:\f backup\cliff backup\games\7 days to die\modding\Mods just in case that was the issue but that did not work either. So, I tried removing all that putting the mods folder back into the install folder just in case I was misreading/understanding the patch notes and you were warning us that it would happen in the future but it was not done yet. That still did not work and I was forced to put the mods folder into the appdata folder with the games saves in order to make it work despite being told that I could change this in the patch notes. After all of this I went from mixed feelings about this change to pure hatred...
  2. Ya, that was what I was thinking would be the most fair way to go.
  3. I suggest changing the chicken coop mod to require feeding the chickens.
  4. I am looking for a way to make the safe zone that the trader provides larger for the twitch integration without making the protected zone bigger (so the blocks are still breakable) and after digging through it myself a few times I am unable to figure out how to do it (I can not even see the place where it has the code for those safe zones in there). I am unable to place a land claim because of how close it is to the trader (land claims seem to be the only thing besides trader land that would count as a safe zone for twitch integration). So, I came here to ask for help and hope someone has a solution to the problem that I can use. The reason behind this is the server I play on has modded zombies that will wreck any buildings/pois quite fast and I made a place next to a trader so that we could store our stuff safely without having zeds destroy it all (it also gives new players or players who did not get on time enough to prepare for the horde night a place to hide/survive). My only problem is the twitch spawning (the place is built enough to handle the normally spawned zombies). Therefore I need a way to make the safe zone from the trader larger some other way to specify to the twitch integration that mobs can not be summoned while there.
  5. Your setup still has a vulnerability to vultures and would need traps on the roof to fix that issue. I have a zombie proof base that has been around since like a17 and still works fine but it requires a ton of work. I use the trader island idea that JaWoodle showed viewers during a17 invincible cliff base video but I build my base longer (it covers 1 whole side of the island) and had a few other changes. It has a basement which is where I keep the mushroom farm, a regular farm on the roof, and a main area for everything else. In the end the design is 8 blocks tall, 4 blocks wide, and 61 blocks long. it can only be accessed using the drawbridge due to the 7 block gap and the land that is supporting the base is trader owned making it immune to damage. I put a lip around the trader island on all the sides my base is not on (my base covers 1 whole side but also acts as a lip) and this keeps spiders from climbing up. The only things that ever give me trouble are the occasional vultures who attack my roof but I can kill those easy enough.
  6. Looks amazing and I will be checking in periodically to see how things are going.
  7. Thanks, just started playing again yesterday (took a long break from the game) and was lost in a new game while trying to find my fav spot to build. Now that I have this I can find my spot easy
  8. Which version of SD2DX are you using? There are 2 versions in 2 different threads and for some reason the one linked in the original post is the old one (Something @Sergant1000 might want to fix). This is important because the new SD2DX needs to have some of the mods files put in a folder called SD2DXMods but the older version needed those files in a folder called mods. To make things worse the instructions @Sergant1000 posted in the op are also for the older version. Furthermore when you download the modV1790 one of the files it has included is SD2DXMods which suggests that it was made for the newer version of SD2DX but the patchV1792 goes back to just the mods folder like the older SD2DX used and I am not sure if that was intentional or not but it is a bit confusing. I am not even sure if the older SD2DX even works on the current version of the game and that is why its important to say which version you are using. Also you said, "It just gives me an error in the dialog box." However you did not say what it was so we have no way of knowing if it was the game that gave you the errors or SD2DX. If it was SD2DX it is likely because of the problem I mentioned earlier in this post but if it was the game giving the error you might be having the same problem I was having before. I gave instructions on how I fixed the problems I had before in the post I made 6 days ago which is only 3-4 posts above the post you are currently reading (depending on if you count this post in that count)
  9. Yea, that worked for me thanks but you should probably add that to the instructions in the op to prevent problems in the future. You cant just delete the files and expect it all to work like that. First you need to restore the original game files which can be done via opening steam, moving mouse over library (dont click), clicking games, right clicking 7 days to die in the left panel, clicking properties from the menu, clicking local files tab in the new window, and then clicking the option to "verify integrity of game cache..." If done correctly steam will scan the game files then once its done it will say some of the files need to be replaced and it will start to replace those files with new files it downloads. While its updating/downloading the files go delete the backup in the SD2DX folder and also delete the mods folder in the games directory (C: \ Program Files (x86) \ Steam \ SteamApps \ common \ 7 Days To Die). Now extract/copy the newest mod files into the games directory. After that steam should have finished updating/installing the game and all that is left is to use the mod manager to patch/mod it.
  10. Sorry I have no idea how to put it in a spoiler tag so others don't get annoyed by it but there it is. I tried removing the mods folder and all other folders that came with the mod from the game folder before installing new mod, downloading the mod multiple times to check for corruption during download, and I had steam verify game data before every time I tried to install the mod. Nothing seemed to change the problem and I can run the game without the mods no problem.
  11. Well its not working anyway, I just tried it out on alpha 12 and I get spammed with (Keynotfoundexception: the given key was not present in the dictionary) errors at startup before I can even get to the menu. The errors persist constantly so that I am unable to do anything and I am forced to end the process using task manager.
  12. If that is the case then why does the op still say Game Version: alfa 11? If its really for Game Version: alfa 12 now you might want to fix that if you can (it will help make it less confusing) but that's just a suggestion.
  13. Tried playing a12 and I realized how much I dislike playing without the mod. Looks like I will be waiting for bit to play again.
  14. Weapon parts can not be turned into scrap metal or perhaps its just the ones added by the mod that are like that. Before I was able to scrap a sniper barrel into scrap metal which was great because there are times when you get a blu gun and you would prefer to dismantle it to get any purple parts from it. Also you should change the recipe for a needle and move the recipe to the bottom of the table (so the game quits thinking i want to make pipes)
  15. I am unable to turn some weapon parts into scrap metal (like the sniper rifle) and was wondering if it was a problem that everyone is having or just me?
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