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Posts posted by MichaelL.
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V2.2.6
- Added new Ayesoar Manor POI
- Added new Bridge House POI (with custom Tile)
- Added new Quarry House POI (with custom Tile)
- Added new custom Furniture decor blocks - which can be picked-up and placed
- Modified blood stain and crack/stain decor blocks so they can be destroyed
- Modified Area Rug blocks so they can be picked up/destroyed and placed
- Rebalanced spawning rates of all POI's so there is better distribution (not so many of the same ones in any single city)
- Fixed Localization data for Rose Abby and Spooky Rubble POI's
https://www.nexusmods.com/7daystodie/mods/3436
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This particular block has a "bug" that can make it invisible when placed next to another. I suspect TFP will nerf this in the next alpha.
Basically, there are some blocks that can have parts of them disappear when placed next to others. One example is the stair block with railing. If placed next to a wall or another stair block, the rails become invisible.
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I don't mind the whole new armor system. It's just that the design/appearance of this Intellect 'armor' is absolutely horrible.
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I can't believe TFP went ahead with this horrible design for the Intellect armor - especially in light of all the hate it garnered when it was first teased way back. Please tell me this is an April Fools prank.......
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As long as we no longer look like we are all wearing massive Ugg boots, I'm happy... 😄
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6 hours ago, Laz Man said:
Some for sure. The AND / OR functionality was added to fix some isolated issues but also to give POI designers more tools to work with (e.g. puzzles). I know several custom POI creators in the community have been asking for this for a while now as well.
Looking forward to playing with this! Can we assume this AND/OR function would also work with explody things?
In a similar vein, how hard would it be to create a new trigger class that only unlocks doors/hatches - not actually open/close them? It would also be super nice to have doors/hatches that does not allow water flow when closed, but allows it when opened (or damaged).
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Impressive as always! Great work!
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Speaking of terrain gutters: Hey TFP- how about a density property that us modders can add to custom "foundation" blocks that can be used in- game.. Some modders have made some work-arounds, but it involves a lot of steps and is pretty clunky IMO....
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Latest update (same link in first posting)
V2.2.4
- Added new RWG POI - BoulderHouse01
- Added modified version of Maunsel Forts for custom map, hand-placement in water
- Added two new POI's specifically for hand-placement in custom maps (will not generate in RWG)
- Fixed 'ghost' snake bug in Snek Cave POI.
New BoulderHouse01 POI (T-5, fetch/clear/infested/power_restore).
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You can do something like this already in prefabs - just takes a bit of work. Here's a little tutorial I did a while back...
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New update (same link)
V2.2.3
- Nerfed 'decor' ore blocks to limit resource harvesting
- Lowered book loot in the Rose Abby
- Modified Trader Hugh and Jen to make it easier to access
- Added helipad to Temple Multi-Trader
- Changed switches in AirB&B
- Fixed rotated Light in AirB&B
- Fixed snake bug in Basilica Cistern
- Fixed ShowClearCount property for Maunsel Forts
- Fixed missing sinks in Maunsel Forts
- Fixed keyswitch - locked fridge room in Dialogue Towers
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21 hours ago, MuttSandersBrother said:
Issue with Maunsel Forts: I took a Tier 6 Infestation job and can't "clear" the POI. I've been through every tower at least twice (even found the "surprise" drop onto the lower level and a bunch of mobs) and swam around a ton over a day and a half of game time. Jumped to both hanging platforms. What am I missing?
Issue with Mike’s Air BNB: Where is the main stash? I cleared all the buildings (got credit for a "clear" job) but couldn't find the stash. There was one switch that was inactive and found another active one that did nothing that I could see.
Took a look at the Maunsel Forts, and it appears that I forgot to add the ShowClearQuestCount tag - which shows the red dots in your HUD as you get closer to finishing it. I'll fixt that - sorry for the mess-up on my part!
In the AirBnB, the two switches are daisy chained. You first have to activate the one in the white building with the vane, then activate the one in the tan stilt building. This will open the door for the underground building. Other folks have found that confusing, so I'll have to come up with something different. The loot crate is in the "studio" room in the underground house in the corner beside the couch. The rest of the loot crates are scattered throughout the POI.
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I can see animal snares and other simple, 'boy scout' type traps to be what most survivalist would initially rely upon until they could obtain both the weaponry and skills to hunt. Rabbits and chickens should be MUCH harder - nearly impossible - to kill via any weapon type during the early stages. Initial traps would have a lower sucess chance, higher probability of losing bait/broken. Scavenge-> Trap -> Hunt is a logical progression.
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Saw the bug report on Nexus. It looks like an old bug with the quest markers that had been fixed in A20 has reared its ugly head again. I've updated the effected POIs which can be downloaded from the same Nexus link.
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It can be attributed to chromatic aberration from the lens of the camera.
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I've finally published my Consolidated Mod Pack, consisting of all of my Prefabs Converted to A21. This is packaged as a Mod - and should be installed in your Appdata Mod Folder as you would with other Mods.
(NOTE: If anybody has already downloaded this, a bug was discovered where the radial selector for block shapes was messed up. A new version addressing this issue has been updated on the Nexus site. Sorry for the inconvenience! )
For server 's, this mod will need to be loaded on both the Server and Client (Players) sides.
This pack includes 31 Prefabs - a couple of which have not been previously released.
- Basilica Cistern
- Dialogue Towers
- FacePalm Inc.
- Maunsel Forts
- Michael Felps Mansion
- Mid-Century Modern Home 01
- Mid-Century Modern Home 04
- Mike’s Air BNB
- Monkey Fightin’ Sneks
- Moon Obelisk 2001
- O. D. Hugh Manatee Dirigible
- Petra Temple – Indian Jones
- Rad Cave
- Rainbow Bunker
- Rave Cave
- Rose Abbey
- Skeletor Hermitage
- Skywalker Homestead
- Step Well
- Svalbard Global Seed Vault
- Swingers Pad
- The Crystal Cave
- The Flying Wallendas Homestead
- The Iron Maze
- Trader Borg (Bob)
- Trader Hugh
- Trader Jen
- Trader Joel
- Trader Rekt
- Temple Multi-Trader
- Wight Multi-Trader
Enjoy!https://www.nexusmods.com/7daystodie/mods/3436/
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Here's a sneak-peek of my new Wight Multi-Trader POI. Everything is vanilla (custom blocks) with the exception of the volume fog.
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Yes, but unfortunately there exists a vanilla bug with the tagging of POI spawn markers on the tiles that has put the A21 update on hold until it is fixed by the TFP devs.
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If your old custom blocks are referring to vanilla assets/objects, they did make a tiny change to the syntax. Not sure if this is the problem in your case, but worth a try.
A20: #Other/Items?
A21: @:Other/items/
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Thanks! Is it searching the LocalPrefabs and Mod's folders this time around?
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Version 1.0 (Alpha 22) Dev Diary
in News & Announcements
Posted
Does this mean we will be able to do this with regular custom POI's as well? (please say yes, please say yes.....)