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Zilox

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Posts posted by Zilox

  1. 6 minutes ago, Ti2xGr said:

    I checked my log, but as I am not a true coder, I don't know how to interpret it.

     

    NullReferenceException: Object reference not set to an instance of an object
      at IsBloodMoon.IsValid (MinEventParams _params) [0x0001d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at MinEventActionTargetedBase.singleTargetCheck (MinEventParams _tempParams) [0x00029] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at MinEventActionTargetedBase.CanExecute (MinEventTypes _eventType, MinEventParams _params) [0x00047] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00010] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at EntityBuffs.Update (System.Single _deltaTime) [0x00180] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at EntityAlive.OnUpdateEntity () [0x00019] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at EntityPlayer.OnUpdateEntity () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at EntityPlayerLocal.OnUpdateEntity () [0x00163] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at World.TickEntities (System.Single _partialTicks) [0x000ab] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at (wrapper dynamic-method) GameManager.DMD<GameManager::UpdateTick>(GameManager)
      at GameManager.gmUpdate () [0x00305] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
      at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 

     

    I figured I'd just start by loading the mods that either have similar effects and then my vehicle mods, hoping that I can determine it that way. I have extensive IT background so my usually method is just starting with the most possible conflicts first and working my way out. Interesting that I have no issues in a single player world - just Server/client setup. I have a spare system that I can do server tests on. The one thing I do appreciate about loading/unloading mods during testing is it gives me extra time to poke through the configs and see how the relationship of the XMLs and how I might refine the settings a bit more. These two mods are just wonderful. I can't wait to get them functioning on our server.

     

    I just released an update today to fix this.

  2. 15 minutes ago, nismo1969 said:

    Love the APC and Apache great models and feel great to drive and Fly thanks.

    Could you add a missile option that doesn't do block damage like the the rocket launcher that just kills Zombies and Animals ETC?

    Cheers

    Switching ammo is not possible currently.

  3. 1 hour ago, Cronosus said:

    now its time for simple gun shooting from other vehicles xD
    anyway, good work

    I doubt that will happen anytime soon, that is much more complicated than what we have working now.

  4. 6 hours ago, Arma Rex said:

    The zip file, entitled "Mods" was empty, when the download link worked.

    Not sure if anyone else has had that issue, but its not happening on my end. Maybe try a different browser.

    EDIT: I've transferred the mods to gitlab instead, the link should be working now.

  5. 5 minutes ago, Trapper said:

    Looks amazing. I can't wait to light up the city with these. Appreciate the work y'all do. 

     I do have a question, sorry if I missed the answer somewhere, but is this a server side only mod or will players need to have it installed locally as well? I run a small hosted server for some friends and was wondering.  Thanks again. 

    They will need to have it installed as well.

  6. 12 hours ago, DEATH MECHANIC said:

    Ok first impressions, its really cool looking and the screenshots don't do it justice, the model is awesome looking.

    its kinda expensive to build but you don't have to worry about fuel at all so in the long run maybe that's ok.

    not sure if intentional or not but the seat does not change colors with the dye, but not sure if it needs to, it might be too much if it did.

    i like green on the blades but it starts to look a little out of place once you start adding different dyes. not really a big deal

    it is really fast and you can definitely zip around the map quickly

    As for the controls, its kinda weird but i think i can get used to it, it did take me a few tries to figure out how to fly straight lol  i kept flipping over and facing the direction i just came from hahaha

    the best thing i like about it is the fact it doesn't start falling out of the sky if you go to look at the map lol

    awesome job dude and thanks for another vehicle to add to my ever growing collection of modded vehicles in the game.

    Yeah didn't look good with the seat dyed as well. As for the green it does look a bit odd, but having it change color didn't look good either, it matches with certain colors like black. Control's definitely have a learning curve but you can get around pretty well once you get the hang of it. 

  7. This mod adds a AH-64 Apache Helicopter. The controls are the same as the gyrocopter, except W will lift you upward instead of forward like a helicopter would.

     

    The AH-64 Apache Helicopter can be unlocked with the vehicle crafting skill magazine at level 100. You can also find the parts bundle for completing tier 5 and 6 quests.

     

    Missiles can be fired from the helicopter by pressing G while you have the helicopter missile ammo in your inventory. Alternatively you can use the number keys to fire each weapon individually, numbers 1 and 2 are used for the helicopter.

     

    The fire key can be changed in the controls settings menu under the vehicles section.

     

    Features
    Working missiles
    Faster flying speed
    Larger storage
    More fuel capacity
    High durability
    Can be dyed
    2 seats

    Credits
    Special thanks to Closer_Ex for the vehicle weapon system and Ragsy and Bdubyah for the helicopter xml.

     

    DOWNLOAD

     

    REQUIRED MODS:

    Custom Particle Loader
    Custom Particle Loader Multi Explosion

    Custom Player Actions Manager

    Vehicle Weapon

    Quartz

     

    7-days-to-die-ah-64-apache-helicopter-2.jpg.40c7225efe7cc5389a38178ea17f3ae2.jpg7-days-to-die-ah-64-apache-helicopter-additional-screenshot-1b.jpg.d00957b5e81914de555d4e1818ee95b0.jpg7-days-to-die-ah-64-apache-helicopter-additional-screenshot-2b.jpg.857e26e5aa700a7391ea889de28d7c82.jpg7-days-to-die-ah-64-apache-helicopter-additional-screenshot-3b.jpg.e276f2367df8838c82efae8b12ba8677.jpg7-days-to-die-ah-64-apache-helicopter-additional-screenshot-4a.jpg.53edb0c408fbb02f82919842d63fb890.jpg

  8. On 1/18/2022 at 12:20 AM, BasicallyACat said:

    EDIT: it looks like we are on V 1.0 or 1.1

    We will update the mod and let you know how it goes.

     

    For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings.  These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd.  We're not power gamers but we're solid medium-intensity players.  Obviously we like the mod or we would have moved on by now.

     

    For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc).  If that info is in the mod description, then the mod description isn't organized well enough to communicate that.  That info needs to be one of the top tips on how to play the mod.  We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards.  One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply.

     

    In the big picture I think we could describe our schematics problems in three ways, worst one being first:

     

    1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21.

    1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here.  This rebuilding in turn slows our progress which makes everything worse.

    2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there)

    3) not a lot of schematics drops in general (e.g. weapons and so on)

     

    On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14

     

    LMK if you need other info.

    Schematics loot has been drastically increased in book shelves, especially at crackabook stores and HQ's, schematics were put it into working stiff boxes, gun bags etc. so there is far more chance of you finding them than a vanilla game. For the workstation schematics you have a high chance to find a forge schematic or workbench schematic in broken forges or broken workstations. On top of that there are schematics that unlock multiple things at once such as Expert Cook, Advanced Drinks, Better Mechanic, Advanced Drugs Etc, now these don't drop until a little later game, but they are there so if you don't find the individual schematics you can get them all in a single book.

  9. 11 hours ago, BasicallyACat said:

    Schematic drops are still a little rough by day 15.

    Are you stuck on finding a certain schematic, if so what one? I need a lot more feedback than just ''it's rough''

  10. 4 hours ago, chikuwa said:

    The problem was solved with the Mod Launcher.
    However, three people, including myself, had problems with the manual installation. 

    The mod launcher has EAC off by default. if you are doing a manual install you have to turn it off from the 7d2d launcher.

  11. 12 hours ago, chikuwa said:

    Thank you for the fun mod.
    The 11th and 12th toolbelt cannot be used.
    The 11th item will disappear. 

    You must make sure EAC is turned off before playing or the toolbelt will not work.

    14 hours ago, BasicallyACat said:

    At present the schematics aren't dropping real well for us.  It's starting to mess with an otherwise fun experience.

    Have you updated your game recently, they were made a lot more common. Patch notes are in the discord for new releases.

     

  12. On 12/23/2021 at 8:00 PM, elucidus said:

     

    What mods is it having problems with?  I am happy to make adjustments/help troubleshoot, but they added the 65535, item stack counts in 232-233, and in single player testing it seems to work fine.  So perhaps something else is going on?  Or perhaps it is a dedicated server problem?

    7dayssyacks.png

    Is this a dedicated server?  I found a different mod isn't working on those right now either on dedicated servers.  Perhaps they didn't update the datatype for the dedicated server yet?  I'll mess around with it and see what I can figure out.

    Yeah it might be server related. But as far as I've been told the max stack is still 50k now.

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