oldeKatana
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Posts posted by oldeKatana
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On 2/8/2022 at 2:11 AM, pApA^LeGBa said:
Same, i checked out the new vanilla POI´s but now i am just waiting for compopack. The lack of T5 POI´s is annoying af, generated 30 maps, none of them had all T5´s. Just hope that vanilla rwg and compopack spawn more of them.
Here's a rendering of a world I generated in A20.1 b6 if you're interested. The Xs are Tier 5 POIs according to the renderer. You can download the map from https://drive.google.com/file/d/17_wJaXYIqhCNv9rk4GVJIm1ajTFqFADy/view?usp=sharing, just be aware it's a 10k map.
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https://drive.google.com/file/d/19w1oLH0JGVlIZhNxi9-IWB4y66j9_sDF/view?usp=sharing
I hope nobody minds, I've updated this for A20. Mostly I verified this works on my servers and added some quest reward bundles.
It's still AlmondMilk's modlet, I've just fixed one syntax issue and added some new A20 stuff. They put a lot of work into this and I just wanted to keep it fresh. Feel free to use my work as part of an official release if you like, once you've had a chance to review it.
This file is just the XML-only version, I don't know anything about the others.
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On 8/26/2021 at 1:41 AM, renejant said:
The error is still in there!!!!!
<Configs> <append xpath="/lootcontainers/lootgroup[@name='schematicsElectrical']"> <!-- Fixed by Katana the Olde Phart --> <item name="autoSniperTurretSchematic"/> <item name="autoHeavyTurretSchematic"/> <item name="autoMachineTurretSchematic"/> <item name="shotgunHeavyTurretSchematic"/> </append> </Configs>
This fixes the "wrn xml patch for "loot.xml" bug, but I was just reading the history and saw the Maintex error posts. I don't know about that one.
The above is the entire contents of my modified loot.xml file. You should be able to fix yours by copy/pasting it and replacing the entire contents of the file.0 -
Simple Fix:
- open the compopack prefablist with a text editor
- search for xcostum_Canyon_Cave(by_War3zuk)
- and change the line from
xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,farm
into
xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,alone;mountain
problem solved now it will spawn at higher altiture so the depth is not a problem
Jaded and I have both seen this on our generated maps. What we did was to edit prefabs.xml on the server; find all the Canyon_Cave entries that had negative Y values; and change them to 1. Save, restart the server. Clients had to re-download the map, but nothing was lost.
We also each provided the prefabs.xml file in discord with instructions where to copy it. That was enough to avoid a full map re-download.
The result will be that the adjusted prefabs will appear a few blocks above ground level with sheer cliffs surrounding them, though not very high (worst case on both our servers: 7 blocks); but at least your users won't fall through the map, and your server won't crash when somebody gets a trader quest on that POI and the bottom of the prefab comes crashing out of the sky.
Before:
<decoration type="model" name="xcostum_Canyon_Cave(by_War3zuk)" position="-3295,-6,349" rotation="0" />
After:
<decoration type="model" name="xcostum_Canyon_Cave(by_War3zuk)" position="-3295,1,349" rotation="0" />
Alternatively you can simply delete those lines; I believe those prefabs will simply no longer be there, leaving empty terrain. (In case that's not clear: I don't mean there will be a void in the map. It'll just be like there was never a factory there.)
YMMV. We've done this on exactly two maps, each on a different server, so it's not like we have a huge statistical sample to work from. None of the other prefabs had this problem, just that one, and not all instances of it.
OTOH, out of two maps we've generated, both of them had the problem of below-zero instances of this prefab, and at least one server crash as a result. It does seem like a bug that wants fixed.
[edit] To be clear, my post and GneX's don't contradict each other, they're solutions for different places in the process. His will make sure any newly-generated maps don't have this problem in the first place. Mine is a post-fix; if you have an existing map you don't want to throw away and start over, you can edit the file and fix it without losing any existing game info. The worst effect, as far as we can tell, is to force the clients to re-download the map itself.
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A19 Almond's Turret Expanded
in Mods
Posted
https://drive.google.com/file/d/1CraF90ZwOblz4BUT8k341t-nBXaUQt1S/view?usp=sharing
Finally got around to adapting this for A21. (Also some A20 changes noted here.)
- Changed some of the fire sounds. Because reasons.
- Changed from using schematic unlocks to using skill-book-based unlocks.*
- Also locked behind Engineering progression.
- I didn't like cluttering my workspace with a near-useless extra workbench, so I folded crafting these into the standard workbench. Saving the clutter in the crafting menus isn't worth it IMHO.
- Added the new turrets as quest rewards (as of A20).
- Removed schematics from the loot containers (of course).
- Added the quest rewards to loot containers (as of A20). So a loot drop may net you new turrets.
* That was a hassle. For some reason extending the autoTurret to make the shotgunHeavyTurret (in blocks.xml) caused the turret to set halfway down the block, which caused it not to work if placed on a full block (auto-targeting was obscured), which I finally figured out had something to do with the "Model" override. I changed it to extend the shotgunTurret instead, which has the exact same model override, but now it works.🤷♀️