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Skullfracture

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  1. Favorite is Pine Forest. Very pleasant. Least favorite is Snow, because my vision sucks and the blinding bright white landscape gives me eye strain and a headache. Getting old is made of suck and fail.
  2. I liked the novelty of it at first, but it got real old, real fast. Mining especially is just a hassle made of annoyance now. Break a few ore blocks, spawn two screamers, break a few more, screamers, etc., etc., etc. Irritation and annoyance.
  3. Hopefully they add the ability to apply Dyes to the new Armor, I was (and still am) irrationally irritated when I realized they didn't work.
  4. It's similar to how it was in a19 or 20, when they made the respawn timer basically non-existent. Then they changed it back, now they changed to crazy again. /shrug <!-- *** WASTELAND_SPAWNS --> <biome name="wasteland"> <spawn maxcount="1" respawndelay="0.3" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" /> <spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="EnemyAnimalsWastelandNight" spawnDeadChance="0" /> </biome>
  5. I'd be willing to bet it's 100% the lootbags they drop now. Easy enough to mod anyway.
  6. The loading issue resolved itself after numerous Verify Integrity (which confirmed all files, steam problem I guess.), so just the exit hang.
  7. Game hangs for about a minute at Loading Particles... with muted music Resolved after an additional Verify which found all files verified? /shrug Game doesn't shut down properly after exit, staying on the title backdrop with music playing. Have to manually terminate. 2024-07-20T01:30:23 150.649 ERR Loading prefab "hotel_02" failed: Block "cntCoolerClosedYellow" (18638) used in prefab is unknown. 2024-07-20T01:30:23 150.657 WRN Could not load prefab 'hotel_02'. Skipping it
  8. Summary: (A short description of the bug) Game hangs for about a minute at Loading Particles... with muted music Game doesnt shut down properly after exit, staying on the title backdrop with music playing. Have to manually terminate. 2024-07-20T01:30:23 150.649 ERR Loading prefab "hotel_02" failed: Block "cntCoolerClosedYellow" (18638) used in prefab is unknown. 2024-07-20T01:30:23 150.657 WRN Could not load prefab 'hotel_02'. Skipping it Game Version: (V1.0 b3xx) b325 OS/Version: (Windows / Linux / Mac) CPU Model: (Intel i5 9600K / AMD Ryzen 7 1800x / etc) System Memory: (4 GB / 8 GB / 16 GB / etc) GPU Model and VRAM: (nVidia GTX 1060 4 GB / AMD RX 580 8 GB / etc) Screen Resolution: (Width and Height such as 1920x1080) Video Settings: (Low / Medium / High / Ultra / Custom(Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi) Map: Navezgane, Pregen(which one), or Random World Generation (seed name) Did you wipe old saves? (Yes/No) y Did you start a new game? (Yes/No) y Did you validate your files? (Yes/No) y Are you using any mods? (Yes/No) n (removed to test, same results) Did you try to reproduce without mods? (Yes/No) y EAC on or off? off Bug Description: Detailed steps to reproduce the bug: 1) create a new game on Nav, then exit. 2) 3) Actual result: (description of what is occurring) as above Expected result: (what you expect to occur) game loads and exits smoothly, hotel_2 isnt skipped. Link to Pastebin Output Log: https://pastebin.com/mEnVW27G
  9. Updated the ModInfo for v1 experimental, no other changes.
  10. Wrenching stuff seems to create quite a bit. I like to wrench everything (using a mod that makes damn near everything wrenchable) and beginning on Day 3, I started getting them very frequently wherever I happened to be despite making no other noise. Caught me completely off guard at first, but I like it, keeps me on edge. I vaguely recall noise creating actions with anything metal creating much higher heat in old Alphas (or maybe from an overhaul), feels like that.
  11. Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC). I just deleted it, so again, my mistake.
  12. Its the generator performance mod, I forgot I added it, woops. https://www.nexusmods.com/7daystodie/mods/4628?tab=posts
  13. Posted this on the Nexus page as well, didnt know which was better. Errors out in RWG at 3-5% Wilderness POI with the following error: ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive Parameter name: maxValue at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0 at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile) at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0 Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts
  14. In A21 I've more or less given up on crafting gear and tools altogether. It's not necessary with the loot and rewards, and the random nature of the crafting mags makes it poor investment of resources (assuming you can craft what you want to begin with). Haven't had a problem so far. So far I think the only gear/tools I've crafted (not counting stone and the occasional pipe weapon) have been a bunch of wrenches and 1 T2 or 3 Double Barrel.
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