Jump to content

Zilox

Members
  • Posts

    115
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Zilox

  1. The stable version has been released. A restart is recommended.

    2.1.0 Stable
     

    Added
    - Boss version of the combat dog for poi spawns
    - Advanced anti radiation pill
    - Updated MPLogues prefabs to the latest version
    - Ocb Startup Optimizer mod
     

    Fixed
    - Radiation level decreasing on its own
    - Nano spider bot explosion is not centered
     

    Changed
    - Renamed testosterone extract
    - Increased the health of the combat dog
    - Increased the size of the nano spider bot
    - Removed nano drones from the wasteland biome spawns
    - Decreased the size of the combat dog
    - Reduced the attack damage of the nano spider bot
    - Reduced the health of the table saw
    - Armoured robotic animals and mechs can no longer be dismembered
    - Increased economic value of laser weapons
    - Vanilla tools and weapons are now loot only
    - Emergency flare gun is now loot only

  2. A new experimental version is available. A restart is NOT required.
     

    V2.0.2 Experimental
     

    Added
    - Reworked the farming multitool (requires fertilizer cells)
    - Drug side effects are more deadly
    - Honey can cure drug side effects
    - Replaced robot dog model (fixes arrow issue)
    - Auto Claim Repair block (by OcbMaurice)
     

    Fixed
    - Anti rad pill stats doesn't show the duration
    - Orb safe in wight multi trader picks up to a regular safe
    - Plasma pistol recipe ingredients do not scale with tier
     

    Changed
    - Reduced spawn chance of the robot dog
    - Reduced the volume of the metal impact sound
    - Removed several metal impact sounds that were too high pitch
    - Reduced the duration of drug side effects

  3. V2.0.0 Experimental has been released for testing. Requires a new save.
     

    Added
    - A sound when a droid drops a weapon
    - Flying and hovering sounds for drones
    - New crouch animation for robots
    - New walk run and various other animations for robots
    - New sounds when hitting robots with melee weapons
    - New particles for flying vehicles
    - Dozens of new entities including new robotic animals, different tiers of humanoid robots and more
    - Zombies are back with a cyborg style look
    - Colour coding localization for new robot tiers
    - A recipe for the sham sandwich
    - Starter bundle containing a wrench and other starter items
    - New starting note lore and journal popup
    - New resource Nano Chips, used for making high tech items, obtained from wrenching robots or high tech vehicles
    - New ammo types, nano and heavy energy cell types for pistols and machine guns/rifles
    - Bulk crafting recipes for energy ammo
    - Crafting menu for fabricator
    - EMP land mine
    - Recipes to convert arrows to bolts and vice versa
    - Robots can open unlocked doors (not hatches)
    - Military pallets can be looted
    - Trader super chest can be looted
    - Loading screen tooltip for robot harvest
    - Loading screen tooltip for nano chips
    - New wrench able road vehicles
    - MPLogues Custom Pois and some from community members
     

    Fixed
    - Sledgehammer crafting skill reports current progression tier incorrectly
    - Robots stop running while attack animation is playing
     

    Changed
    - Radiation now only increases passively in the wasteland
    - Radiation increases a lot faster in the wasteland
    - Auto miner now requires gas to harvest resources
    - Fabricator (renamed from Hydro Organic Fabricator) requires resources to craft meat and several other recipes
    - Updated the description of the feather
    -  Laser mining gun now harvests trees as well as ore (Auger and chainsaw in one)
    - EMP grenade now damages enemies over time
    - Molotov's no longer damage robots

  4. On 12/2/2023 at 3:45 AM, katitude1965 said:

    Can any1 tell me where to find the elusive Pet Rock?. Cant find it in any poi lol

    The pet rock is usually found in trash piles.

  5. Here's some sneak peaks at the new entities that are being worked on for the V2 update, which were shared on the discord.

    Robot Dogs
    spacer.png

    Nano Drones
    spacer.png

  6. A small update has been released to add compatibility for A21.2 Stable.

     

    V1.3.0 Stable

    Added
    - Updated for A21.2 Stable (b30)

     

    Fixed
    - Duplicate locked slots
    - Reposition locked slots to fit the larger backpack

     

    Changed
    - Cleaned up asset bundles and reduced mod size by roughly 400mb

  7. 6 hours ago, Stormbrew said:

    Clearly user error on install. Any idea how to fix?

     

    EXC NullReferenceException: Object reference not set to an instance of an object

     

     

    Be gentle! I'm old and truly have not modded a game since Windows 98SE! 

    I would need your log file to know what is wrong, a screenshot of the Mods folder would also be good. Make sure you have installed all the required mods and the main file, which is the green download button.

     

    Here is a guide to find the log file.

     

    In-game Console method.

     

    * In the console (F1) click the "Open Logs Folder" button in the upper right hand corner. Drag and drop the output_log.txt file into the proper discord channel.

     

    Out of game Log File locations.

     

    * Client Side Log locations

      * Output log, usually contains the errors we are looking for.

        * Hit the Windows Key + S and type in %appdata% and hit enter.

        * Locate 7DaysToDie folder and open it.

        * Locate Logs folder and open it.

        * Locate latest version of output_log_client_”x”.txt, where x is the date and time.

        * Drag and drop that file into the proper discord channel.

      * Player log, sometimes errors are player specific do not include this unless we ask for it.

        * Follow the first step above to get to the Roaming folder of appdata and click on the AppData name in the path (alternately, you can just type in C:\Users\”your PC user name”\AppData and hit enter) and double click on the LocalLow folder.

        * Locate and open the “The Fun Pimps” folder.

        * Locate and open the “7 Days to Die” folder.

        * Locate “Player.log” and drag and drop into the appropriate discord channel.

      * Single use output file location, this one overwrites every time you start a new game and this is the most common location if you are running ModLauncher to manage your mods.

        * Go to your 7 Days to Die installation folder (usually C:\Program Files (x86)\Steam\steamapps\common\7DaysToDie but will be different if Steam installs to none default location or you made copies for your modded versions) and locate and open the “7DaysToDie_Data” folder.

        * Locate “Outupt_log.txt” and drag and drop it to the proper discord channel.

    * Server Log location

       * “install location of the server install of 7dtd”\7DaysToDieServer_Data\output_log_dedi”x”.txt where “x” is the date and time of the latest update for that log.

  8. On 10/2/2023 at 2:33 PM, Hells_Janitor said:

     

    I'm currently *almost* done reworking this for Alpha 21.2 ...

     

    Any chance this Challenge Enforcer can be revived/shared again?

    It would be better to make a new post for the new version you are working on. I have updated it for A21 some time ago, but only fixed compatibility issues, you can upload the new version there as well if you wish, just send me a message on discord or something https://7daystodiemods.com/dishong-tower-challenge-a21/

  9. The final update for V1 is out, plus a hotfix to solve a few errors. Work on V2 has started, and will take some time, probably looking at a launch after A22. Patch notes for the final versions can be found below. Lots more information about updates and progress can be found on the discord server.

    Discord: https://discord.gg/5HrpRdGxKd

     

    V1.2.8 Stable Hotfix, a restart is NOT required, A21.1 or A21.2 is required!
     

    Fixed
    - Running over a mech in a vehicle will cause an error
    - The ragdoll twitch integration command will cause an error if used on a mech
    - Adjusting light settings on a server will cause an error for other players if they are outside of the chunk that the light is in.

     

    V1.2.7 Stable, a restart is NOT required, A21.1 or A21.2 is required!
     

    Fixed
    - Some custom particles were not being destroyed during the game, only on disconnect.
    - EMP grenade can damage the player from a far distance
    - EMP grenade inherits a red icon and model tint (A21.2)
    - Drones can cause an occasional crash/disconnect if many explode at the same time
    - Errors can occur when mechs try to ragdoll, if a stun baton repulsor mod or sledge turret is used to damage them.
    - Updated custom particle loader to the latest version to fix several issues

  10. Just now, DrJackS said:

     

    I'm supposed to do a quest to clean the area. I get a follow-up quest that says find smell enhancer.

    That's not part of this mod. Must be another modlet or something.

  11. 42 minutes ago, DrJackS said:

    Pls i need help

    i have a quest request a smell anhancer and i cand find anything

    Can't find what? If you are looking for the discord link it's discord.gg/districtzeromod

  12. 6 minutes ago, Zhou Ziling said:

    Oh, esteemed author, have the latest modifications to the Zero District mod incorporated any new items?

    No, they are the same for some time now.

  13. 1 minute ago, Zhou Ziling said:

    Greetings, dear author. I have encountered an issue on my end, namely, the lack of a displayed model after the placement of the blast furnace.

    I would need more information than that, but most likely something wrong with the installation. I'd suggest you come to the discord server if you need support as it's easier to help people there.

  14. On 8/27/2023 at 4:38 AM, Feycat said:

    I'm watching a couple Youtubers play this and I can't help but think that in an overhaul where all live creatures are gone and the robots have destroyed everything, this should be a wasteland-only modpack. Maybe wasteland and desert if you want to be kind.

    Biomes will be overhauled into different planets in the future, so there will no longer be the regular 7 days biomes like wasteland, desert etc. Mostly likely the forest biome will stay as earth with some improvements.

  15. 32 minutes ago, Loulybell said:

    Thank you! Any advice how to plant seeds “directly in the ground”? I used the farming tool to clear the ground, but when I try to plant seeds it doesn’t allow me to plant them.

    Check the description of the farming tool, you have to use the secondary action to make the land fertile after clearing the grass.

  16. 6 hours ago, seven said:

     

    It's unlocked with the Handgun crafting skill, level 11 if I recall, and then made in the workbench. Can also be in loot.

    It's loot only in newer versions of the mod. You can get it easily in the farming bundles or just in regular weapon loot.

  17. On 8/4/2023 at 5:12 PM, ranjer2112 said:

    First off. I love this mod! Excellent work :)

     

    Is it intentional that it takes roughly 1000 fuel to fill a minibike? Seems a bit excessive and unsustainable. 

     

    request:  could you make the storage crates broadcast like Undead legacy does? It  would extremely helpful

     

    Thanks again

    The fuel system works very different in the base game compared to some other mods like UL. Gas cans are crafted in stacks of 5, so you will end up with quite a large number of gas cans. Fueling a minibike for 1000 gas cans is considered low, as a 4x4 in vanilla takes about 10k gas cans to fill to 100%

     

    Craft from storage is not something I'm that interested in adding, and most likely won't be added any time soon or if it is added it will likely be unlocked through special storage containers or other progression paths.

  18. 4 hours ago, Lumpus said:

    Is it a bug or a feature that scavenging skills/perks etc make no difference to the block damage of salvaging a killed robot.  Even testing the Dev: Wrench does the same amount of salvage as T6 ratchet or driver.  Or is there a new late-game tool that works better at this?

     

    Yeah, I made the above mistake in my first ten minutes of a new game, lol

    This is fixed for the experimental version of the mod, it scales with entity damage when harvesting robots.

  19. Just now, 6ShadoW6 said:

    D0 1.2.0 Experimental not works with A21.1(b12) 

     

    but D0 1.1.1 it's fine with A21.1(b12)

     

    witch one part you don't understand ?

    It does work though because people are playing 1.2.0 on A21.1 experimental, so you are doing something wrong.

  20. 4 hours ago, 6ShadoW6 said:

    version 1.2.0 not working with A21.1 (b12)


    first error:
     

      Reveal hidden contents

    2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
    2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
      at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
      at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    <Load>d__22:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

     

    second error:

      Reveal hidden contents

    NullReferenceException: Object reference not set to an instance of an object
      at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

     

    You are not on the correct version of the mod then, as those errors show up if you run with incorrect version or the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

    4 hours ago, 6ShadoW6 said:

    version 1.2.0 not working with A21.1 (b12)


    first error:
     

      Reveal hidden contents

    2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
    2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
      at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
      at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    <Load>d__22:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

     

    second error:

      Reveal hidden contents

    NullReferenceException: Object reference not set to an instance of an object
      at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
      at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

     

    You are not on the correct version of the mod then, as those errors show up if you run with incorrect version of the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

  21. 2 hours ago, seven said:

    I'm prepping for my third horde night so I've played long enough to get some impressions of the mod. So far I'm enjoying D0 a lot. The overall gameplay, as well as many small features make it unique (like the 'meat collector'). There are some things I don't like and thought I'd offer my feedback on a few.

     

    I don't like the names of the androids, mechs and such. If you say R2 most people will know which droid you're talking about, but if they had been named R2-9834 and R2-9478 I think people would refer to them as the trashcan droid and the tall skinny one. I wish the names were more distinct.

     

    With the excessive damage to vehicles now, the Camouflage Green boulders in the forest biome are extremely annoying. Render distance seems less than vanilla too so it's hard to avoid them. Their probability is low, but there are still a lot. I'll be removing those in future maps.

     

    I like the universal part of the skill tree, but it seems like a lot of the other essential skills have been spread through the classes. For co-op play it's probably better but in SP I'm finding I have to level up every class. Maybe I'll find later that it works out ok, but right now it seems worse than A20 vanilla.

     

    There are some weapon balance issues that I see but those will likely be worked out in future releases. Anyway, an amazing amount of detail and work in this, and quite impressive you have it working in A21 so quickly.

    Thanks for the feedback, but it's honestly better if you posted it in the discord server as we have forum channel's for them. Having it here means I will likely never see it again after a few more comments come in.

  22. 15 hours ago, 6ShadoW6 said:

    Mod is nice but if some one will look closer the whole HUD is same like in Age Of Oblivion AOO

    Many solution came from AOO like replace tree's and not only. 

    District Zero have same issue like AOO with rendering but you need look at that aspect from different perspective. Also District Zero it wont work with some mod properly whole DZCore.dll looks like prevent use this District with some other mod.

    But maybe some day Zilox will fix all that issue,

    @Zilox I know you was in AOO team.

    No, it's not taken from AOO, it's based off the Z2 HUD originally made by sirillion, but he does not want anything to do with it, and with his permission I am allowed to modify it and use it. The rendering issues has been solved for the recent update, as for everything else, if you are referring to the portal mod, I looked into it with Guppycur and there was a fundamental problem with the code for the mod unrelated to my mod at all, and has since been fixed or attempted at least. Also there is no guarantee that modlets are going to work with overhauls, that is a given for every overhaul mod. It's designed and balanced to be played as is! https://7daystodiemods.com/z2-hud-replacement/

  23. 4 hours ago, nickuk01 said:

    Maybe just been RWG unlucky? Never thought would be so happy to find a dodgy sandwich!  lol

    I'll probably change the recipe for them, I have not gotten around to that yet, I'll do that for the next update.

×
×
  • Create New...