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Dre

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Posts posted by Dre

  1. 9 hours ago, WhiteLion said:

    Laser sharks sounds great XD... Thanx for your answer. I ve only "Sorcery DF variant" running. Maybe it has to do with Sorcery. Errors does not occur.
    Can you provide me links to the pack(s) that work(s)?
    I raised the spawn limit from 72 to 80 zeds... but if that helps ? hmmmmpf

    I haven't tested with DF and the sorcery mod. The more mods you add the more likely conflicts will pop up and you'll need to know how to look at the log and edit xml's to make them work. I have it set to 100 zeds and 50 animals. 

  2. 4 hours ago, WhiteLion said:

    I will try it out to raise the limit. I am level 135 and its getting boring since I just have the goal to get laser weapons. Your DF mod is great but at lvl 125 its not much to do so I try to get a more chalanging gameplay. snufkin ´s creatures are pure XML and could maybe fill the hole / give a bit more endgame challange. I wish you could add them to DF default. :)

    All the updated Snufkin mods work without issue, (the vehicle one you have to edit the loot xml's/item for Snufkin as there is a conflict with item 950-951, if i remember right). The creature pack for JUST Zeds also seems to work (You get some yellow errors but is fine).  The newest Snufkin that Arramus just released with a .8 spawn rate on the new zeds adds some challenge (Laser Sharks). The baby animals xml mod posted in this forum works also (just go in and edit the HP to 2000-5000 for each baby and you'll find a mini zed bear with 5000 hp adds some challenge lol). i'm on day 65 and i'm level 86 or so with all these (plus more) mods working just fine (just gotta test on a clean save IMO).

     

    On 11/27/2020 at 12:08 PM, WhiteLion said:


    I added "Snufkin ´s Custom Zombies" to my server, which seems to work well with DF. I can spawn all the ner zeds by debug but they never spawn alone.
    If I start a new local test - server (exact copy) I see sometimes a zed but not very frequently.

    This is what the spawning.xml looks like:
     

    
    <configs>
    	<append xpath="/spawning/biome[@name='pine_forest']">
    		<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='desert']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='wasteland']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
    	</append>
    </configs>
    
    

     

    Run a test on a new game. Try removing ALL other mods apart from DF and the newest Snufkin Community pack release (the newest one from this week has a much higher spawn rate). If it works then it's probably another mod. I was getter zero zeds when I had the old "demolishers" everyone mod on my DF server, removed that mod, rebooted and was fine. So you probably have a mod issue. 

  3. @magejosh I won't be any help related to this exact issue but I've had NRE happen so many times with mods and stuff in CM. Generally now days if I see an item I don't recognize in CM I wont touch it. Just had it happen the other day (grabbed something in CM related to a different mod, I should have known as item didn't have an icon...., got NRE). For fixing it I generally try this though: Let a Zed or player kill me (if reset doesn't fix it), then take item put into a box and destroy the box (if can't drop without NRE). If I have to I'll reset the Character (not the whole save) and then Admin myself in the XP/Stuff to get back to were it was at before.

  4. 17 hours ago, Valrin72 said:

    Big one or small one?  The big one is awesome.  It was really fun trying to leave with 50 zombies banging on the door to come in.

     

    Big one with the big guys in basement. No joke about the zombies from area. They tunneled down and beat on the lab. Just the type of "story" like big mission this game is missing, was fun. 

  5. 2 hours ago, aY227 said:

    Is it possible to add clock and/or exp gained? 

    (including editing xml)

    Craft the watch and equip on arm for time

    2 hours ago, carts79 said:

    Hi, Sorry if this has already been covered, I have downloaded and extracted to game folder as requested when I start game the mouse pointer changes to the tool but all I get is a black screen?? Can anyone help with how I get this working?

    Turn off EAC

  6. 2 hours ago, SaltedHQ said:

    Is it possible to remove zombie types or reduce their spawns for servers? We had a bloodmoon and couldn't do a thing because there were like 6 banshee's constantly keeping our screen's greened over.

    Look at the post Wed 4pm further up in thread. 

  7. 29 minutes ago, benedu3095 said:

    Lovely mod, but I have a few questions ever since I installed this mod into my game:

     

    I: I added it halfway through my local server save (around day 23 I'd say), and it's been about two in game weeks, and I've yet to see a special zombie apart from when they show up during blood moons. Is this the intended behavior, or me adding it halfway though the save is causing this?

     

    II: How would I go about stopping certain zombies from spawning at all? Based on my limited coding knowledge, I guess I must edit a file/files inside the mod's config folder.

     

    III: This question pretty much goes in hand with II, how would I go about editing the HP of certain zombies?

     

    Thanks for your time.

    for HP: find the xml entityclasses (open with note pade or notepad ++) and change the value for Maxheath (change the value= line, thats the HP. Leave the "") <passive_effect name="HealthMax" operation="base_set" value="2500"/> 

     

    for more spawns open entity groups XLM:     <entity name="zombiePsycho" prob="0.05" /> 

     

    Change the prob="0.05" (or whatever it is). Higher number = more of them. A 0.00 = none. A 0.3 = 30% chance 

     

     

    You can also edit the "spawning" xml to make more then one appear at at time on normal days/nights etc. Edit "max count" number

  8. 6 hours ago, wlrguy said:

    thanx i dont use forums much as we can tell :)

      I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

     

    41 minutes ago, Dre said:

    I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 

    Ok @wlrguy Booted up with Darkness falls and the newest weapons mod/loot box mod. No red errors on boot up. Did not try making any of these weapons recipes but if was me I'd just loot for them and ignore crafting if it caused an issue "in game" rather then troubleshoot it. 

  9. 5 hours ago, wlrguy said:

    thanx i dont use forums much as we can tell :)

      I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

    I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 

  10. 4 hours ago, IrishManJMo said:

    I have been messing around making my own legendary weapons as well through inspiration of your mod and one that I just haven't been able to figure out how to do is how to code a club to be normal melee in its normal attack but act as a first aid with the power attack. Is this possible?

    Oakraven said to try  changing:

     <property class="Action1"> of the club too 

     <property class="Action1"> of the medicalFirstAidKit item

     

    If you can get it working can share here. 

  11. I kinda like the idea of not being able to craft anything good for them and having to scavenge / loot for tickets to get the loot box (need 10 greens to get a yellow and yellows  and up seem to be rare). Makes it challenging. 

  12. 7 hours ago, wlrguy said:

    @dre would you have working files for darkness falls or tell me what ya changed? ty in advance

    The lootbox/weapons ones seems to work without any changes. The vehicle one needed a few changes. Do you want the sever side vehicle files? 

  13. 18 minutes ago, cgriffith90 said:

    I can't seem to get the lootbox machine to work, I just have a vending machine with the girl and four empty things

    Any server errors? Post them if so. Probably a conflict with another mod. Not sure what "four empty things" means :)

  14. 22 hours ago, KhaineGB said:

    ...I see why.

    Did you get those corner pieces from creative?

    Yes, the wife's 1st try didn't work (was too close to water I think) and she was pissed at me for "making farming harder with my damn mods" lol. :) So naturally I spawned in a nice garden for her. Figured it out. Deleted the corners. Thank you

  15. 21 hours ago, Dre said:

    Oh got it, i put the back of the pump in the water but the whole thing needs to be in it. Will do. Thanks for taking the time to help out. Appreciate it. 

    Quoting myself. Plants not growing and can't fig out why (water is 5 blocks away from planters. Pumps are in water (super corn and trees grow just not the wheat, rest). 

    2020-11-05_22_22_10-7_Days_To_Die.png

  16. On 11/4/2020 at 1:21 AM, KhaineGB said:

    Dont keep the pump near plants.

    The plants will still check for water, so they'll eat the water, which stops the pump working. Keep your pump and water source AT LEAST 5 blocks away from the closest plant.

    I'm too low IQ and for whatever reason I can't figure it out (won't work LOL). This is how its setup (6 blocks space between water and planters)

    2020-11-05_22_22_10-7_Days_To_Die.png

  17. 8 hours ago, magejosh said:

    i believe the blaster sound is another duplicate issue from the wasteland mod. I forgot i added a couple new mods to the mix though so I'm going through the new ones to try and track down this loot id 950 issue. 

    But yeah, I am playing around with a lot of mods as it's something I never let myself try before and i play vanilla enough with my friends. Here's my output log if you want to see a list of the mods and errors. I've been going through the new mods I added this week and so far none of the loot.xml files have an id=950 in them.

    Thanks for the response arramus. Your work has definitely added hundred if not thousands more hours of engaging playability and versatility so thank you for everything you are doing with these epic mods.

    output_log__2020-11-05__00-57-20.txt 66.58 kB · 4 downloads

    Do you have the snufin server vehicles? That mods loot.xml amends and adds 950 (and a few others like 951). I had to delete the loot.xml file amendment file that added those and then edit the entityclass.xml file to change the loot numbers to something without a conflict (<property name="LootListAlive" value="950"/>). (to get it to work with darkness falls).  I think i used 76-77-78 or 77-78-79 (can't remember). Best thing to do when adding mods is to add 2, boot up. Run around. Then add 2 more. If a conflict pops up easier to track down. Never add 5 plus at at time (unless someone else has tested or same author). 

  18. @PeNa1979 I know @arramus is working on a version with Oaks help (with some new guns also). I'm running it now without issue but not i'm not running Linux which I understand needs some extra stuff in the xmls (like capital letters). He will probably make a new thread?

     

     When they don't appear try putting them into storage and picking back up. 

  19. 13 minutes ago, KhaineGB said:

    So just a heads up.

    I am reading and taking note. I'm just not replying because, being honest, having a bad time mental-health wise. So taking a few days to do some self care.

    However, you folks should hopefully get a patch tomorrow at the latest.

    Rest and renew 

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