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Pra3t0r 0f R0m3

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Posts posted by Pra3t0r 0f R0m3

  1. 40 minutes ago, BFT2020 said:

    Give me some time and I might be able to point you in the right direction.

    That would be great ty.

    I also noticed that the ammunition is shown as "5.56mm", as opposed to "5.56mm Round" which UL uses. So maybe I'll try changing it to the latter, so as to chamber the UL ammunition.

    So that leaves the 30.06 to fiddle with.

    Well that and find a workbench solution for upgrading...it shows the correct UL tier levels, but upgrading isn't available.

  2. 8 minutes ago, KingSlayerGM said:

    Yeah, the actual reason is that cities avoid mountains, it has nothing to do with the biomes themselves.

     

    In your image though, it looks like about 50% of cities are in the pine forest, which isn't bad IMO. But yeah, you can always customize the biomes.png map.

    Just curious, but what percentages are the "small, medium, and large" when it pertains to biome size? Is there a min, and max? Generation wise.

  3. 9 minutes ago, KingSlayerGM said:

    If you look carefully you will notice that actually cities are avoiding the snow biome. This is because the snow biome only appears on top of mountains and cities want to spawn on flat land. You can change the generated biome files if you wish. You can also supply your own custom biomes file to the generation.

     

    btw, which size is this map? Did you use the option large spacing?

    What I meant was, it's mostly avoiding the Pine Forest, and placing cities on Desert, Burnt Forest, and Wasteland...I spose I should have worded it that way lol.

    Anywho, yes, I have now moved it to Huge to see if it will place more cities in the Pine Forest. Also, they are 14k.

  4. Has anyone successfully attempted to patch: "Weapon/Hands FOV (Camera Distance) Changer" into DF?

     

    I've tried via DMT, which is a no go with the "assembly already patched with SDX etc."

    Also tried Khaines suggestion of patch on clean install of 7 Days (both on 19.4), then copy mod over, which gives a wall of red text:

    Wtf is this.png

  5. On 4/10/2021 at 8:37 AM, HAL9000 said:

     

    ... The good news is that DLL doesn't even need to be in the release any more. DMT stopped relying on the game's DLL a while ago, I just need to update my code for building a release. ...

    Wait...so what you're saying is, that one won't have to continuously re-assemble it every time they want to add a mod that requires DMT?

    If so, I like it & can't wait for your new release LOL.

  6. Heya...not sure what's happening, but clicking d/l on the 7daystodiemods page does nothing. even tried via "open in new tab".

    Not working with the link above either.

  7. Heya khaine, I've noticed that while using the DF-Large 2 map that the ground level is set at half a block (POI's either float half a block above or are sunken in by the same).

    Not really an issue, however, I have dropped some of my preferred prefabs in and cannot get them at the proper level.

    This is a new install, and all previous data was deleted saves/worlds etc.

    Is there anything I can do to fix this?

     

  8. Does the HD Forge not contain Titanium polish anymore, or am I missing something?

    Reason why I ask is, I built a prefab in A18, which I had apparently used Titanium steel blocks, and I'd like to fix it for A19 (downgrade the blocks), however, I see far too many "missing blocks" to place by hand.

     

    Edit: In the meantime all I could do was download the AIO through the launcher, and fix them that way...30 mins d/l, 45 mins syncing...then after quitting and restarting the game a few times, as I first forgot to stick the specific prefab into the prefab folder, then forgot which mod handled the bars...etc, I finally managed to replace the blocks.

  9. On 7/23/2020 at 1:13 PM, Schnap said:

    Hey man love the mod!  The newest patch you just released crashes the game on startup, was just working earlier this morning.

     

    Twas a lie!  It has nothing to do with your mod, but my mod launcher, for some reason It wont let me launch it through the manager.  I could launch it manually though if I went to the folder itself

    I have that issue as well, except in my case, I see a Unity crash even through manual.

    Vanilla works fine.

    I suppose I'll going to try copying the vanilla install, and just installing the AIO over that.

  10. 1 hour ago, TheReaperME3 said:

    yeah just download the new poi  enabler dll file. drop it into the  backup folder from DMT. (replace the sharpdll) and then use DMT. with your normal mods (like sphereii core  or what ever)... and then it workes, at least for me.

    Ok, I've already modded the c sharp.dll with the 10 slot toolbelt mod, so will give that a try.

  11. 38 minutes ago, TheReaperME3 said:

     am useing other  mods  which are  used dmt, but how can i use both? 

     

     

    EDIT :

     

    I found it out myself. just replace it in the "backup" folder and the sharp.dll and then just use DMT and done.

     

    And thanks love the idea!

    Wait so...move the existing pre modded c sharp to the backup, then use dmt for the poi enabler?

  12. On 7/10/2020 at 12:53 PM, FastBurst said:

    I'd like to try this out however, I cannot figure out how to use it along side another item I use with DMT...specifically the 10 slot tool belt.

    Wouldn't I need the pre-dmt POI Enabler in order to build it and the 10 slot tool belt into the Assembly C#? Else I get the "cannot be used as a backup" issue.

  13. 3 hours ago, Gouki said:

    Thanks sphereii for updating the core, legacy distain terrain and the whole package, they work fine, great job what you do, improve performance a lot.

     

     

     

    Hi Pra3t0r 0f R0m3

     

    When you compile the files with DMT, the program automatically copies them to the mods folder, it is not necessary that you copy them, you must create a folder outside (it can be on the desktop), there you must put the files that you are going to compile, at except for me so the program marks me, I use DMT 2.0.

    From what I understand, the 7D2D mod launcher handles the DMT on it's own, both through D/L and use.

    Regardless, the mod versions are still in question.

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