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Fleshus

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Everything posted by Fleshus

  1. Hello, A problem with the lights in the prefab editor, with modified parameters the block does not display the correct color but the lighting is the correct color. Here for example one is green yet the block is white... This is what it looked like before (A19)
  2. Ok thank you for your explanations. I had heard about these "tile" systems that I don't know how they work, but I imagined that it was a particular trick to generate neighborhoods. Basically a prefab of prefabs. I didn't think this had become the default system for the generations of all POIS. (well for some tags ...). I do not yet see the point of this new system. Frankly it blows me up, but I'll try to put rural as a tag for now.
  3. I put tags residential countryresidential rural snow desert forest Otherwise with these "tags" do the properties of prefabs still matter? I put rural, house new for groups and residential, residential new for zones
  4. My biggest named Serial_kIller Is it because of the size you think? He does : 135,66,120
  5. I just put some tags and it worked for all except 1 who doesn't spawn! Is there a log where I can see why this is messing up?
  6. Hello, how do I spawn prefabs in the A20? For the A19 I had a rwgmixer.xml with something like this: <append xpath = "/ rwgmixer / prefab_rules / prefab_rule [@ name = 'prefabList']"> <prefab name = "FLESHUS_Robin_Hood" prob = "0.05" /> Is it obsolete now?
  7. Thank you for this feedback, I too have used these commands and it works well! I also had some blocks that I had to replace manually including the coffin and also a wire mesh that I had put on a barbecue, the wire mesh block still exists but we can no longer put it horizontally. And we can no longer place a backpack block on a wall A little more annoying the custom settings of lights are correctly loaded and the effects too but the color of the block itself remains white. At worst I would copy the parameters to another lamp then put a new one and re-copy the parameters, that should do it ... Anyway I have to review my lights for better performance ...
  8. I can't recommend enough to use a mod to turn off trader protection (if solo). When there will be mods for the A20 ... In the meantime I guess you used the god mode to get out of there? F1 Open console -> Type dm -> close console -> Type Q to activate god mode and flying (if solo)
  9. I can't recommend enough to use a mod to turn off trader protection (if solo). When there will be mods for the A20 ... In the meantime I guess you used the god mode to get out of there? F1 Open console -> Type dm -> close console -> Type Q to activate god mode and flying (if solo)
  10. I haven't tested myself yet but apparently you have to do this: I hope it works !
  11. I often had this same kind of problem in different saves, in one of the cases I was able to identify that it was because of a mod of the max stacks of dukes at 100k (the bug appears from 30k +) (but I would be surprised if it came from there for you, I see that you have a mod of stacks but of PhD an experienced modder). In the case of chunk load errors that I had, I suspected that this was a mod that reduced the crafting time too much and I had negative crafting time numbers (e.g. -0.001 sec for the glue in the chem station). Since I pay attention to that I have not had this kind of bugs anymore ...
  12. First of all I would like to congratulate you for the job done, I watched the devs stream and this is the first time I see the faces behind this game and it was a shock to me to see that they are humans like me, with their personalities, their flaws and their feelings and the existence of this game is not the work of an almighty divine intervention! Suddenly I hesitate now to issue criticisms, myself I cannot stand being judged or criticized. I just have to say I don't like the post-apo, handcrafted STYLE of the new guns, they look like they've been pulled out of a donkey's rectum. If I had to make my own IRL guns I would try to make them clean, reliable, pretty (according to my taste). There we can see that you took a malicious pleasure in making them look like a tramp's dildo. (It's not a drama eh, I know at least 2 mods offering a lot of weapons that I like and I think they will be available for the A20.) I don't like the assistance drone either, in general I don't like technology, I know it's paradoxical for a gamer, but we're not going to philosophize here. But from a pragmatic point of view it is unlikely in my opinion that one or more post-apo survivors will make this kind of gadgets, logically they would be busy enough to find something to eat! I could understand the robotic hammer / turret because the threat represented by the zombies can justify the creation of this kind of tools (and again that is debatable) but with this drone it just goes too far for my taste. Once again from a quality and gameplay point of view, it's great and I am well aware of it, it is from an immersion / realism, aesthetic and moral point of view that I am criticizing here ... Finally I think that this drone will be largely dispensable, it will be enough for me not to use it the only function that I find attractive is the additional lighting but instead I would have preferred flares or light sticks would have been more to my liking, (I saw something like this in a "Tactical Action" overhaul mod I believe, made by a Chinese if I'm not mistaken). The storage function could have been useful if I wasn't using a 120 slots backpack mod! (after 1000 hours of play I had my slap in the micro inventory management ... In addition 120 slots is very practical in the prefab editor, I also suggest that it should be like that by default.) This is just my opinion, each to their own and I already know that I am part of the minority, thank you. I take this opportunity to say that I have never been so impatient to test a new version of the game, I will test the experimental version and this is the first time since the A17! I'm expecting a lot: new climatic effects, the new grass mesh, the gore dismemberments, the new blocks, the prospects that this offers for creation, etc ... All this seems very promising! Bravo again! PS: Ha also I hate beer so I will miss grain alcohol ... Yes I know it's just a game ...
  13. Hello, I am happy and proud that my prefabs are present in the CompoPack, thank you. Please keep my prefabs as unchanged as possible! I improved some of my prefabs, you can find them here: https://www.nexusmods.com/7daystodie/mods/841 And thank you for this titanic compilation job you do!
  14. Thanks for this tool. Now the problems! It seems that it is possible that the quantity of a POI is 0? How can this happen when we can sometimes find several dozen of the same POI while some are completely missing? Couldn't the "min" value in the list be 1 by default to avoid this? Another less important defect, why can't we choose the quantity for the forest biome? (I finally made my own biome on GIMP but it @%$#es me off)
  15. ok thanks i will try this for the correct orientation to the road. But in fact what I would like is to override this RWG placement method, that the road side of my prefab is always facing west in the world. I desperately tried to add this to the xml of my prefab but it obviously had no effect: <property name = "rotationMin" value = "0" /> <property name = "rotationMax" value = "0" /> <property name = "rotationStepAmount" value = "0" /> I found this in the rwgmixer.xml like it would work hahahah I think I'll drop it for now, maybe one day we can add effects like smoke or steam more simply in the prefab editor. I would possibly suggest it to the devs ... Or I could find out if there is this somewhere in a mod, but hey ...
  16. West Otherwise I always use Nitrogen to generate my test maps. But does the RWG Vanilla also generate randomly oriented POIs?
  17. I will still specify to be clear, the smoke will always take the same direction regardless of the prefab. So when the RWG generates prefabs with random orientations the smoke it does not change (its origin does change yes but not its direction) and since it does not go up in a straight line it will be offset from the sauna. Good orientation Bad orientation, The prefab has turned but not the smoke otherwise it would be more to the left .
  18. Yes this solution can work if I place the prefab manually but I would like to do the same with the RWG since I will share this prefabs, it would be more practical! Finally I doubt that it is possible ... There is only in very particular cases like mine that this function would be useful, the devs will not be @%$#ed off to integrate useless stuff like that! I think I'll leave it like this ...
  19. Can we define somewhere the orientation that each generated prefabs will have for a specific prefab? I put a sauna in my house and put chimneys underneath (very far) to give the impression that there is steam in the room, but it only works in the orientation where I 've built the prefab!
  20. Yes I generated a map with only my prefabs on it so I could see that it is the same on ten of them. A screenshot where it seems more obvious (or I'm crazy!): Otherwise I reproduced what I thought was the origin of the bug and I was wrong! It does not cause this bug to replace concrete land blocks with adaptable humus (tested on house_modern_09). It is not a very serious bug, it is above all the curiosity to understand where it comes from. Maybe it's because of Nitrogen, I would see when I would generate a map from the game ... In the meantime I was able to manually place dry grass, which looks good in all biomes (no screenshot). I will anyway release this prefab on Nexus in a few days, a week max.
  21. It is set to "false" for all my prefabs and most of the ones in the game as well ... Yet in my situation biome grass is well generated on most of my prefab area, it is only in a few places that grass is missing. I'm going to try to manually place some grass (adaptable to the biome, does that exist?), I haven't thought about it until here ...
  22. I wanted to create a new prefab to see if with that would fix the problem, but when I pasted my prefab I had this kind of errors: 2021-09-01T22:53:36 2508.724 WRN MG build 1057, 1058 2021-09-01T22:53:38 2510.220 WRN MG build 545, 546 2021-09-01T22:53:55 2526.926 INF TileEntityPowerSource not found (5, 76, 143) 2021-09-01T22:53:55 2526.926 INF PowerSource not found (5, 76, 143) Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 2820, VertexCount: 575 (Filename: C:\buildslave\unity\build\Runtime/Graphics/Mesh/Mesh.cpp Line: 1235) Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 2820, VertexCount: 575 (Filename: C:\buildslave\unity\build\Runtime/Graphics/Mesh/Mesh.cpp Line: 1235) I don't know if it's related. I think my prefab is too big or is my 4 smoke chimney placed upside down ...? Result there is only one part which is paste.
  23. Hello, I made my prefab from house_modern_09. I replaced concrete terrain blocks with adaptable humus blocks but grass does not appear on these blocks once on a generated map. I hope to find an answer here on how to fix this...
  24. Awesome because of this DMT I tried to load a game when half of my mods were no longer installed, my save is screwed up, thanks guys really! I did not see that the build had not succeeded ... @%$#ing bogus the system ... 4et4e5ezhtfftdhz And with the game launched on DMT we can no longer make screenshots, this tool is a game breaker. Please make this mod without the need for DMT !!! Do I really have to run the game with DMT or just use build once and then I can run my game from steam?
  25. Can we only use DMT for this mod? I mean do a "build" only for this mod and leave my other mods in the game mods folder? I'm having issues with my other mods, DMT is updating things without my consent while my mods are working fine and don't need this. Also some of my mods are created by others and improved by me, I don't want DMT to come in there! There is even a mod that is not supported by DMT at all "Admin Skill Points"
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