Jump to content

Gako21

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Gako21

  1. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. When a zombie is hit in the arm, they occasionally reach for their leg instead of the arm. This seems to happen at least with the zombies that hold their arms in front of their face (Tom Clark and Utility Worker). Game Version: A21.1 b6 OS/Version: Windows 11 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When a zombie is hit in the arm, they may occasionally reach for their leg instead of the arm. Currently I have only tested this with spears so the issue may lie in the hitbox of the spears too. Nevertheless, the issue seems to happen mostly on a certain zombie walk type that is the Tom Clark/Utility Worker style. Here's a log file: https://pastebin.com/HXtv4C1D. This video probably describes the issue better though: Much love and adoration! Detailed steps to reproduce the bug: 1) Spawn a zombie. 2) Hit the zombie in the arm enough times. Actual result: Zombie reaches for their leg in pain. Expected result: Zombie reaches for their arm in pain or does some pirouettes or something.
  2. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. Do not worry, this is just a small one. The bookcase in the final room of the house_old_victorian_12 or The Kostecky Residence is upside down. Game Version: A21.1 b6 OS/Version: Windows 10 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: The bookcase in the aferemetioned building is upside down. There's the log if you want to look at it: https://pastebin.com/BEDKMxue. Much love and adoration! Detailed steps to reproduce the bug: 1) Go to the final room of Kostecky Residence and look at the bookcase on the left side. Actual result: The bookcase is upside down. Expected result: The bookcase is the correct way up.
  3. Those are created in the userdata folder, inside the save folder for the world you are playing in. So Saves/WorldName/Savename/ConfigsDump As an additional note on my last post, even something like <csv xpath="//entitygroup/text()" delim="\n" op="add" > I Don't Know You And I Don't Care To Know You. </csv> causes no errors. It just gets completely ignored. The change is visible in the configs dump on every entitygroup.
  4. I ran into the same problem and I do believe it has something to do with the formatting. More specifically it is caused by the last entity being on the same line as the closing entitygroup tag. That makes it ignore it and causes the mod fail. I ran into the same problem while trying to edit certain entitygroups to only contain one entity. The error I got said the groups were empty whereas the dump showed it had one entity in it, on the same line as the closing tag. You can also try this with just editing an existing group. As an example, group <entitygroup name="scoutHordeStageGS1"> zombieDarlene</entitygroup> gives an error for being an empty group. This is also the way csv seems to edit these groups, without a line break at the end of the last line.
  5. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. When the player opes then shapes menu of the 5x3 powered wooden garage door, they get an error and no shapes are displayed. This is due to a typo in the xml. Game Version: A21 b324 OS/Version: Windows 10 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When a player opens the shapes menu of the 5x3 powered wooden garage door, the console pops up and shows an error. The shapes menu opens but shows no options to choose from. This is caused by a mistyped block in one of the variants. The last version on the list is called woodenGarageDoor5x3_Powered_PoweredOak when the actual block is called woodenGarageDoor5x3_PoweredOak. Here's the log if you want to check it yourself. Much love and adoration! Detailed steps to reproduce the bug: 1) Get the Wooden Garage Door 5x3 (Powered) block from somewhere. 2) Open the block's shapes menu. Actual result: The console pops up and throws an error while the shapes menu shows nothing. Expected result: The shapes menu opens just fine and shows the different coloured garage doors.
  6. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. Do not worry, this is just a small one. Basically the amount of dukes one gets/got from a quest is shown for each quest in the Quests-tab. This amount amount changes when the player levels The Daring Adventurer -perk for all the quests the player has completed at that point. The change is of course only visual. Game Version: A21 b324 OS/Version: Windows 10 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When a player has completed at least one quest, it shows the quest and the rewards (exp and dukes) in the Quests-tab. If the player after that levels The Daring Adventurer -perk, the amount of dukes gained as a reward from the aforementioned quest changes. This is an example, a quest I completed on day 1 with no levels in The Daring Adventurer but it still shows me getting 120 (or 15%) extra dukes as I now have the Daring Adventurer at level 3. Much love and adoration! Detailed steps to reproduce the bug: 1) Complete a quest with dukes as a reward. 2) Level up The Daring Adventurer. 3) Check the amount of dukes gained as a reward from the Quests tab. Actual result: The rewards show more dukes as a reward than was actually got. Expected result: The amount of dukes shown is the same as before leveling up The Daring Adventurer.
  7. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. All three food piles (small, med, large) can be looted for food magazines even if the player has maxed the skill already and has Master Chef at a level above zero. Game Version: A21 b317 OS/Version: Windows 10 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When a player has completed the food magazine skill and has at least one skill point in Master Chef, they still get food magazines from the food pile containers. In a more technical level I believe this to be caused by the 'count="all" ' parameter that ignores the 'LootProb="0" ' value the player has for these magazines. The magazine interestingly does have a probability template but no forced probability in the loot groups, which means it's always picked. Perhaps a 'force_prob="true" ' was forgotten from that line? Other containers that don't have the 'count="all" ' parameter function correctly with maxed food skill (notably the Shamway crate). Much love and adoration! Detailed steps to reproduce the bug: 1) Get 100 food skill and at least one level in Master Chef. 2) Open a few food piles (small, medium or large). Actual result: Get food skill magazines. Expected result: Don't get any food skill magazines.
  8. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. When a zombie gets near a dead snake, they start to just stand and slowly move into a direction instead of either eating the snake corpse or continuing to follow the player. This happens at least with snakes, not sure about other animal corpses. Game Version: A21 b317 OS/Version: Windows 10 Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? No Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When a snake is killed and the corpse remains on the ground, zombies that get near it stop moving and ignore the nearby player. They may slowly move towards a direction. This ends either after some time or if the zombie gets near the player, after which the zombies start to wander around normally, ignoring the player and the snake corpse. Here's the log, I heard you'd otherwise remove this post. The incident happened near the end and I started a new world to confirm it: https://pastebin.com/YgFmkTpX. This video is probably gonna help you out more though: Much love and adoration! Detailed steps to reproduce the bug: 1) Spawn a snake and a zombie. 2) Kill the snake, leaving its corpse on the ground. 3) Get the zombie to walk near the corpse. Actual result: Zombie starts standing around while close enough to the snake corpse, ignoring the player. Expected result: Zombie either starts eating the snake corpse or continues to move towards the player unbothered by the snake corpse.
  9. Gako21

    A20 Loot Randomizer

    Correct. I noticed this same issue after a while in my own world. It seems to create the same items in loot and so far the fixes I've tried to implement haven't worked. I did, however, get told that this issue would be fixed in A21. So currently I'm thinking of a somewhat sensible solution that would randomize the loot more while not depending on the loot container too much.
  10. Gako21

    A20 Loot Randomizer

    Changes: Set all loot containers have from one to five different items in them. Set all items to be in a stack of from one to a hundred. The items will still obey their stack sizes so there won't be multiple full stacks of the same item (unless that item rolls twice).
  11. Gako21

    A20 Loot Randomizer

    Thank you, I had this in my mind but somehow forgot to do it. Went ahead and removed those in addition to any "master" items (such as "ClothArmorMaster"), that should clear up some completely useless items.
  12. Loot Randomizer This mod, as the name suggests, randomizes the loot you get from about everywhere. Additionally, you can loot just about any block or item, most of which aren't even obtainable in vanilla. Not that they would usually really help you either. Qualities are also equal so the chances of finding a quality one M60 and a quality six one are the same no matter your progression in-game. As you can probably guess, this mod isn't balanced at all and will not work with mods that add new items or lootable blocks. I may add patches for mods if certain ones are requested a lot. This mod is again server-side, you can use it on your server without the clients having to download anything. If you find any errors (items you loot giving errors, loot containers giving errors while looting them) or items that are completely useless, feel free to post about them and I'll consider them. This mod is still highly unstable, there is about no way for me to check that all the ~150 loot containers and ~3500 lootables work correctly. From my short testing things should be rather stable, but it could turn out to be a false impression. So it is not adviced to use this mod on a save you don't want to risk losing. At least create a back-up if you want to use this mod in your save. Technically it should work on an existing save too, although it may affect player-placed containers when first installed. Just be careful with your saves and preferably start a new one for this mod. Download the mod here!
  13. I did some testing too, unfortunately I didn't find a solution to your problem but found out some consistencies on how the buffs applied. It seems that if you equip an even amount of mods, the mods in even positions (starting from the top) are used and apply the buff. So if you have two or four mods on, the buffs from slots two and four are used. Same works with uneven amounts. If you have one or three mods, the buffs from slots one and three are used. So, for example, if you have modGiveBuff1 on the first slot and modGiveBuff 3 on third slot, you have an even amount of mods on and thus the slots two and four are used. However, they are empty and as a result you get no additional health. This does seem to work, as you found out too, with other properties than HealthMax as well.
  14. This mod doesn't add or remove any zombies, only changes their properties. Mods adding new zombies should work without any problems but depending on how the mod works they may not be affected by this mod. There aren't really any new biome challenges but the existing ones (weather/wetness) have been buffed a bit.
  15. Updated the mod due to some changes not applying, mainly on the biomes' lootstages and weather.
  16. Setting a few DamageModifier tags for different types of blocks (Glass, Stone, Wood etc.) on the zombie hand item could be a sufficient solution. The broad approach may be an issue as all the blocks are clumped into roughly ten categories. Wood, stone, concrete and metal seem to separate options so what you described should be possible this way.
  17. Not sure what realistic chance is but this mod doesn't affect the dysentery rate of those foods, only the canned foods.
  18. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. When using the world editor, adding a trigger into a power switch or door (that's not powered by electricity) creates a nullReferenceException. These objects don't have any triggers by default so using them in the world editor is impossible. Game Version: A20.6 b9 Platform: PC OS/Version: Windows 10 Game mode: World Editor Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? ON Status: NEW Bug Description: When the player enters the world, places down a power switch or a door that can be opened with it and tries to add a trigger to it, the game throws a null reference exception and fails to add anything. This renders the triggers and triggerable objects unusable in the world editor and leaves the player confused. These features do work in the prefab editor just fine. Much love and adoration! Link to the log. Detailed steps to reproduce the bug: 1) Go into the world editor. 2) Place down any of the power switches or doors that can be activated through it. 3) Open the "Edit triggers" menu from the radial menu. 4) Click "Add +". Actual result: An NRE is thrown into the console and no trigger is created. Expected result: A trigger is created without any error for the player to use.
  19. Can confirm, this is the post I made back in June 18th:
  20. Can confirm, this is the post I made back in June 18th:
  21. You could probably create a piece of clothing with <passive_effect name="PlayerExpGain" operation="base_set" value="0" tags="Upgrading"/> so players with that equipped would get no exp from upgrading things.
  22. No problem, great that you got it to work!
  23. This guide by Sylen goes over it quite well I think. If you have questions about any specific part of it, presenting them would make it easier for us to give accurate information.
  24. After lowering my stamina regeneration through a mod I've become increasingly aware of it. I noticed that when in the range of 75% to 100% water the stamina regeneration works just fine. However, below that things differ. When the water is between 50% and 75%, the stamina regen is 3/4ths of the norm, between 25% and 50% water it's half of that and under 25% it's only a quarter of the stamina generation. This change is, however, not seen in the character stats. Neither can I see this effect anywhere in the files. Have others noticed this effect and is it visible anywhere?
  25. To the wonderful Jugginator (or alternatively anyone else reading this): Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. Using the Terrain Dev Tools may lead into a purple ball appearing in every world the player goes. The ball follows the player until they restart their game. It can't be interacted with and can levitate if it so desires. Game Version: A20.5 b2 Platform: PC OS/Version: Windows 10 Game mode: SP, RWG Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes EAC on or off? ON Status: NEW Bug Description: When the player is using the Terrain Dev Tools (Dev:Terrain Remove Tool and Dev:Terrain Add Tool), the purple ball may stay on the ground if they move their cursor so that the tool runs out of range. It can be prevented by switching to another item on the toolbar as the ball disappears. Exiting the world with the ball still on the terrain and entering any save or world, old or new, causes that ball to appear in the world, seemingly following the player. It also seems to follow the player's altitude and appear respective to that. From what I know, the position seems to be somewhat fixed respective to the chunk the ball/player is in. The purple ball continues to appear wherever the player goes and in whatever world they are in until they restart the game. Much love and adoration! P.S. Is this your attempt on a Shadow Orb?😄 Detailed steps to reproduce the bug: 1) Go into a world. 2) Activate either the Dev:Terrain Remove Tool or Dev:Terrain Add Tool on toolbar. 3) Move cursor so that the ball disconnects from the cursor location. 4) Exit the world. 5) Enter any world. Actual result: A similar purple ball appears on a random location and follows the player around. Something like this. Took me a while to find the ball this time. Expected result: No purple balls anywhere to see.
×
×
  • Create New...