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arramus

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Posts posted by arramus

  1. Here is a small update:

     

    1. Vehicle sets and overhauling received a few changes to match the new (b323) vehicles formatting. This ensures reverse, turbo, and torque are in compliance.

  2. 3 hours ago, Evil_Geoff said:

    I just want to say that you are one of my modding heroes, arramus! 

    Likewise for your customised server configurations. It was absolutely hilarious in there at times and kept the game stimulating and enjoyable.

     

    Now to update the vehicles before anyone notices they can reverse across an 8K World in less than 5 minutes...

  3. Just checked that Preppocalypse didn't reset player saves (at least in my instance) when updating both a dedicated server and client to (b323).
    There were no warnings in the server/client log either.

     

    Pushed a small stacking update to cooking pots and grills as well to bring them into line with Beakers.

  4. Here is a small update:

     

    1. Bullet Proof Glass Repairs

    The Preppocalypse Mod has already included clear bullet proof glass that can be made in the forge just as with regular bullet proof glass.
    It can be repaired with broken glass rather than needing to totally replace with a new glass block.

     

    Since glass jars can longer be made, the default bullet proof glass block has also been given this capability. Glass is still ubiquitous in 7 Days and this gives it an additional context.

     

    Damaged Bullet Proof Glass

    nHAIf4K.jpg

     

    Repaired with broken glass

    IQ10Uzo.jpg

     

    2. A few recipes have reduced their time until ready as they were taking a bit too long in comparison to recipes of their class.

    - Yaki Miso Onigiri

    - Wild Rice and Mushrooms

    - Blueberry Prepper Bars ^^

     

    3. Paint can be stacked to 6000 which matches other industrial type resources.

  5. Added to the first post for A20 Server Side Vehicles.

     

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    This mod has been partially updated for A21. However, the feature which adds decorations to vehicles such as spikes to the 4x4 is not working as intended.
    This has been reported as a potential bug (even though it is for modding) and we are awaiting a response or action on this. It will be released once resolved.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

  6. 8 minutes ago, Winter Steale said:

    What should I be looking for? The mod loads fine and states completed. No error message there. Tried removing the modlet and it the issue still remains. Seems to have broken the birds nests all together and there are none in the world any more. Did not have this issue before adding the modlet. It is not a vanilla bug so TFP will not help. The file is too long and considered a text file so will not allow me to attach here either. So, I'm guessing I will have to wipe the server and start again without the modlet since it seems to not work?

    Adding a modlet once a World is already up and running is always a risk, and more so since A20 based on how things are stored in the World files. A19 was more forgiving but those days are gone. The Coop Mod removes existing nests before a World begins, and then adds these updated versions. The nests are placed on the World dynamically as a player moves to new regions in the World. It is best not to add and remove mods once a World has gone live unless you are willing to take the risk as the consequences can be World changing in a negative way. If you are going to start a new World without this mod, that resolves the issue. If you are going to try again with this mod, ensure it is installed before anyone joins the World.

    15 minutes ago, Astralweaver said:

    Sorry Arramus but think I found another issue:(

     

    That Avatar Controller thing in your entityclasses file is causing another error. The mod is still playable but wanted to make you aware of it.

     

    Thanks:)

    Scanning through the test log on a new World of Navezgane with only the Bee Hives Mod active in b317 did not show a similar error report.

     

    The Avatar Controller used in this mod is 'AvatarAnimalController'. This is the same one used for snakes, bears, boars, etc.
    It is bundled into the game by default, and as such is native to the game files.

     

    If other players using this mod experience the same issue, they will be able to see your error post and hopefully upload the whole log to show if there are any other mods in the mix or if it is purely linked to the Bee Hives.

  7. 2 hours ago, JustJudd said:

    Hey, sorry for necroing this thread, but is there any plan to update this to A21? TIA!

    I'm using the A20 farming for A19 in A21 and it is functioning appropriately without any errors or warnings. A cross check of the files for A21 shows compliance. I've been using it for about 50 game days so far with multiple harvesting for all plant types.

  8. 3 minutes ago, Astralweaver said:

    Ok Arramus after i verified game files the mod appears to be working now. So the game must of updated something or did something and somehow it didn't update for me. There were like 16 files verified. Anyhow it works now:)

     

    Thanks:)

    Correct. There was a recent update in experimental versions. Confirming that it is the likely cause of the console window pop up and NRE will assist any others using these mods but experiencing the same issues. Thank you for confirming the possible cause.

    1 hour ago, Winter Steale said:

    I added the chicken coop modlet and rock drill to our server but at least one is not working. There are blue boxes with question marks all over the map now. Any idea what this could be from? It looks like they are where the nests would be. 

    If there are blue boxes with question marks all over the map, it sounds like the birds' nest because that is what they do automatically. I have not experienced this and it has not been reported before. It sounds like a missing resources file, or some other mismatch or conflict. It would help to share the server log for the time this is happening since it is good at logging potential errors.

  9. There is no specific mod map at the moment because the changes from each experimental build have the potential to break Worlds. The recent update caused a lot of player saves to reset and using an 'old' World with outdated assets can cause that as we saw in the Wild West Mod. Once A21 goes stable, a custom World won't be anything too special. It'll be a carefully chosen RWG with some custom Biome repainting. RWG is doing well for Preppocalypse.

  10. The glow from the Demolition Derby was created using the spear pulsing texture when it had been thrown. It appears to still exist as it has been commented out of items.xml but not totally removed.

     

    <property name="StickyMaterial" value="@:Other/Items/Weapons/Melee/Spear/Materials/spearIron_sticky.mat"/>

     

    He wasn't added to the pack because the M60 Demolition served that role as it has a projectile attack, large block damage, and retains the explosive feature. The code should carry over to your own build quite nicely.

  11. 10 hours ago, Astralweaver said:

    There is a bug in your Beehive mod. This error keeps coming up.

     

    nvalid Layer Index '1'
    2023-06-25T01:02:18 1127.269 INF Entity animalBeeStump3 423 killed
    Invalid Layer Index '1'
    2023-06-25T01:02:20 1129.279 INF Entity animalBeeStump2 424 killed
    2023-06-25T01:02:36 1145.385 INF Time: 14.00m FPS: 58.41 Heap: 2427.0MB Max: 2536.4MB Chunks: 342 CGO: 233 Ply: 1 Zom: 4 Ent: 7 (36) Items: 0 CO: 1 RSS: 14462.2MB
    2023-06-25T01:03:06 1175.401 INF Time: 14.50m FPS: 60.00 Heap: 2448.4MB Max: 2536.4MB Chunks: 342 CGO: 250 Ply: 1 Zom: 3 Ent: 6 (36) Items: 0 CO: 1 RSS: 14475.1MB
    Invalid Layer Index '1'
    2023-06-25T01:03:25 1194.267 INF Entity animalBeeStump 426 killed
    2023-06-25T01:03:27 1196.140 INF SectionType change from None to TraderBob
    2023-06-25T01:03:27 1196.140 INF Played TraderBob
    2023-06-25T01:03:27 1196.140 INF Fading in TraderBob
    2023-06-25T01:03:27 1196.140 INF Notified SectionSelector that music played
    Invalid Layer Index '1'
    2023-06-25T01:03:30 1199.153 INF fadeInCo complete on TraderBob
    2023-06-25T01:03:30 1199.268 INF Entity animalBeeStump 430 killed
    Invalid Layer Index '1'
    2023-06-25T01:03:33 1202.268 INF Entity animalBeeStump3 432 killed

     

    Just wanted to make you aware of a bug. It is barely manageable in the game and if you quit out of game you get error null reference spam and the only way to exit out after that is to open task bar and end task the 7d2d game.

     

    Thank for awesome mod:)

    The yellow warnings are from the Unity game engine being a little over zealous with reporting, and have appeared in this mod from its initial release. Some of these types of warnings also appear with regular non modded game play as well. The main difference is you suggest this keeps appearing. By that, I assume the console window is opening automatically and displaying these messages. This is something I've never seen this mod do or be reported before. I shall test more as I didn't experience it when testing and we haven't had this reported either.

    Update:
    I tested in Navezgane on a new World just to ensure there were no other contributing factors and it was a close to default gameplay as possible.
    I played from joining the World to reaching the first Trader. I was unable to see the console pop up or receive an NRE when ultimately leaving.

     

    Here is a video of one attempt. The only time the console appears is when I requested it. I came across at least 5 logs in that time.

     

    You are welcome to share your log when this issue happened because that NRE is triggered for a reason and the log should show the reason why.

  12. The folder hierarchy to allow the game to see the Mod (based on being placed in Appdata/Roaming/7DaysToDie/Mods folder) is shown in this image.

    WxdmxTs.jpg

     

    Directly inside the A21-Preppocalypse folder there must be a ModInfo file. This instructs the game there is a mod to be read and loaded.

     

    Reduce the content in your own Mods folder from:

    7D2D - Mods - A21 Preppocalypse Main - Mods - A21 Preppocalypse

     

    To:

    Mods - A21 Preppocalypse

     

    The other folders were made by Github and are causing unnecessary nesting.

     

    The three layers for any mod are

    1. 'Mods' folder
    2. 'A21-Preppocalype' folder (or any mod you want to install from the community)
    3. 'ModInfo.xml' file with all the other folders and files which the game reads and loads.

     

    The A21-Preppocalyse-main type folder is out of our hands and created by the mod hosting company Github. It is a trade off for having a dynamic storage location which can work with the 7D2D Mod Launcher.

  13. 1 hour ago, Baas Arno said:

    How do I catch chickens? I tried pressing E, but it did not work. Thank you for the hard work!

    The left side shows finding chicks in nest. The right side shows adding 2 chicks to a Coop using the right mouse button (secondary action).

     

    2hLmauC.jpg

    Sometimes you get a Domestic Chicken when it's ready for harvest, sometimes feathers, and sometimes eggies.

    Put the Domestic Chicken in a recipe for Chicken Ration or place it on the ground and harvest with a knife.

     

    qQIpMCi.jpg

  14. We have started to check on how things have changed for A21. A lot has been removed, updated, or overhauled. It is going to be quite a lengthy process and some things may never be the same again simply because the assets no longer exist. We shall see what can be patched together.

  15. The Bee Logs (Bee Stump) can ONLY be found in the Pine Forest. There is a 50% chance for it to 'drop' a Queen Bee and a 30% chance to 'drop' Honey. These values can be manipulated in the blocks.xml

    1qh9Epg.jpg

     

    79pFEHp.jpg

  16. The (21) Oakraven Bee Hives have been updated are can be downloaded here.

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-bee-hives#downloadsform

     

    A few updates are as follows:

     

    1. Recipes are consistent with A21 items.

    2. File naming allows the mod to load after many other mods since it begins with the letter 'Z' and they are loaded in alphabetical order.
    The majority of issues with this mod was when a mod loading after it would overwrite the Bee Logs and not allow them to appear in the Pine Forest.
    This name change will almost guarantee they appear unless another mod loads after it with overwriting features.

    As a pre-warning, if you are not finding any Bee Logs in the Pine Forest and have an overhaul beginning loading after this mod 'Zed-A21-OakravenBeeHives', a name change may be required to ensure this mod loads last.

     

    vGb06m6.jpg

  17. The Chicken Coops have been updated and can be downloaded here.

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-chicken-coops#downloadsform

     

    A few changes:

     

    1. The Birds' Nest no longer glows like a runway landing light at night.

    2. There are no unlocks to achieve and it can be crafted instantly on the Workbench...
    This is because unlocking the Workbench can take quite a long time depending on how lucky we are with books.

    3. The Domestic Chicken can now be used in a recipe to craft the Chicken Rations can. This is much more expensive now and making your own is cost effective and allows players to make Chicken Stew.

     

    SBrwb9S.jpg

  18. 7 minutes ago, Ratbertt said:

    Howdy!

    Will this be updated for a21?  I have not tried to run it on our experimental server yet to see what all needs work.  I know the entityclass and entitygroup files for sure likely need fixed.  

    Thanks!!

    Hi Ratbertt. It's been quite a while since ShoudenKalferas has visited (about 18 months or so) and there sure is a fair chunk to update. In fact, some A20 things are still pending from a change made mid Alpha. Things like ZombieKill or AnimalKill also need to be updated to EntityKill to ensure they are recognised and viable for the Quests as this covers quite a lot of them. A few community members have posted fixes here and there during these 18 months but it will need that comprehensive update. If you were to start looking at what needs updating, it would probably be doing ShoudenKalferas a huge service if he's been out of the mod for a while.

  19. 2 minutes ago, WahooMF said:

    Loving this mod so far. Great work. My wife and I have encountered a problem with the chicken coop and bee hive. It says the it is unlocked by the Living off the Land perk, but it is still locked after have all 3 perks. Is there a magazine we need to read too? Or is it not worded right in the config. Thanks for the mod!

     

    The mod was updated about 24 hours ago or so with a couple of fixes and updates for the coops and hives. If you are also able to update, it will fix that.
    I tested the update would cause no problems on a test server at Day 16 and all looked good.

     

    The Living off the Land reference for the Coops, Hives (and Fish Trap ^^) are removed now. It was some remnant code from A20 that needed to come out.
    There was a fair chunk to update and this was overlooked. These 3 are not locked by anything since getting the Workbench can take quite a long time if the books don't come our way and it all balances out.

     

    In addition, the Birds' Nests received an A21 update. At night they can really glow a lot, and that glow has been removed. It was something players actually liked in A20 so it wasn't removed. Since A21 is supposed to break the nests, reducing the glow was a small trade off to make them harder to find at night (they were like aircraft landing beacons) since they recuperate every 4 days.

  20. It has been updated, but will not be released yet as there is an issue. One important feature is currently not working as intended. The decorative feature which makes the vehicles look different is not currently doing what it did in A20 and before. It has been reported as a 'bug' and we are waiting for feedback. This is an issue for a few vehicle creations in the community and all are facing the same type of issue.

  21. 1 hour ago, Sarakatunga said:

    Hello community of 7 days. I'm trying to add buff to the vehicles but I don't know why EntityTagCompare doesn't work. When I write !EntityTagCompare it works but on all entities haha. I am putting the exact name of the vehicle but it cannot detect it.

    in alpha 20 it works! I don't know what happens with entitytagcompare that it can't call the vehicle to insert the buff.

     

    			
    <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="100" buff="buff4x4Health">
    <requirement name="EntityTagCompare" target="other" tags="4x4Healt"/>
    <requirement name="NotHasBuff" target="other" buff="buff4x4Healt"/>
    </triggered_effect>

     

    Buffs and such effects are known to not be functioning in A21 for vehicles. It has been reported and acknowledged in the Guppy's Modding Discord. Time will tell on these.

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