Jump to content

psouza4

Members
  • Posts

    145
  • Joined

  • Last visited

Everything posted by psouza4

  1. I've added a subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. Additionally, the link to the older v2 seemed broken (it was linking to v1 for A17) so I'm not sure anyone was getting regenerating ore boulders that were added in A18. That's fixed now, too.
  2. Sounds like the mod is not installed entirely. Is this in a single-player (self-hosted) game? Do you have any errors in the console or log (hit F1)?
  3. I just put out a Mining mod... have you looked at that?
  4. You did not take the extra step to install the Prefabs correctly. Please see the instructions in the main post for installing/use and the sub-note for errors-on-startup.
  5. Hmm, and how long have you been generating? I assume no other mods (because who knows what might conflict). Any errors in the console? I've generated several 4K, 8K, and one 16K world in dedi and SP (Steam version) without issues but I'm only running a few mods that I know aren't going to give me grief.
  6. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Alpha 20: MeanCloud__Mining_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Additionally, this modlet is not compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  7. You found a bug in my mod. I fixed it with version 1.02, so please update. You may need to give your friend the schematic for free to fix the progression since the game won't register any changes with your perks (it doesn't back-fill recipes you should know from mods). Jax is right, there's no way to adjust this behavior. Thanks for the kudos, too Jax. Version 1.02 has been uploaded with a few fixes (fishing anywhere during rainy weather, perk progression unlocks for fishing rods) and new stuff (prawns added, new images for some foods).
  8. This is intentional to add some pacing to the process or else you could just spam your mouse buttons for very quick fishing caches. It's a good point that makes sense, but because of how animations are tied to different item classes, if I want the spear to actually move and animate properly, I can't make use of the ExchangeItem class like the fishing rods do. Conversely, I can't make the fishing rods animate up and down when you use them if I use the DynamicMelee class like the fishing spear does. Unless I create my own animations and release this as an SDX mod, I have to work around the built-in animation limitations from the base game. Thanks for your feedback, I'm glad you're enjoying it and it's working for you so far!
  9. Gravity physics will cause the small rock to fall in the hole and break, losing the regenerating boulder.
  10. Mod updated to version 1.01. Fishing spears have a proper animation now and some other minor bug fixes.
  11. Without an STX mod, that'd be impossible. STX can be a pain for some people to install so I'm sticking with modlets. I did get some better animations going for the next update though.
  12. whoops, left out the 'v' in the filename for the version, fixed
  13. INTRO & CREDIT: I spent some time developing a fishing mod of my own since I couldn't get any of the older ones pre-A18 to work. This modlet is inspired by Clockwork Orange's ACP Fishing modlet and I'd like to give him credit. This version adds additional features such as more cooking recipes, multiple manual and automatic fishing tools, schematics/recipe unlocks, perk progressions, etc. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__FishingA18_v1.04.zip (version 1.04, 2019-10-28) Alpha 19: MeanCloud__Fishing_v1.05.zip (version 1.05, 2021-07-22) Alpha 20: MeanCloud__Fishing_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started fishing, look for a fishing spear you can craft. You can make this tool without any unlocks. Find some natural water (bucketed water intentionally won't work) and left-click to start fishing. When you think you've caught something, right-click your tool to gain a fishing cache that you can then place down and destroy to see what you found. For fishing rods, the cache will be attached to your pole automatically when you right-click and then you can right-click some ground to place it. Better tools are unlocked by looted schematics and the perk system (you can do either depending on your luck). Fishing rods and fishing traps will catch more fish and a variety of other debris that may be in your lakes and rivers. Fish can be eaten raw like raw meat and also cooked and prepared in a variety of ways. The game has a button that shows all recipes an item can be crafted into (including cooking), so have fun exploring. To place fishing traps, you must be standing in water and right-click the trap on dry land. The game considers the first block or two of shoreline to still be under water if your water quality video setting is set to High, so you may need to look around until you find a spot that lets you place the trap down. Traps can take take up to an hour (real time) to catch stuff. Once they have, they won't catch anything more until you loot them, so keep an eye on your traps. If you're looking for recipes and schematics, look anywhere tool schematics (for fishing rods and traps) or food schematics (for recipes) are generally found. For tools, that includes car parts shipping crates, hidden stash cardboard loot, hero loot crates, loot bags from enemies, junk/garbage piles (including trash cans and dumpsters), destroyed lab equipment, various safes (brewery, Shamway, etc.), traders and some quests. For food recipes, try looking for buried treasure map treasure, mailboxes, filing cabinets, kitchen sinks, cupboards, and other kitchen containers (and of course, traders). NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the fishing mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. TESTERS: This is my first big mod -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. I wanted to provide an active task that players could perform that would guarantee them food since we have so many other active tasks like mining, woodcutting, and combat that gives us most of our other basic materials, but not food (farming is time-gated, scavenging and animal hunting is hugely inconsistent). Be kind and I'll do what I can to support and continue development on this mod. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  14. Has anyone explored the differences with the completely new vanilla A18 map generation versus Nitrogen's algorithms? What are we losing by switching to Nitrogen, etc.? Curious to know if this has been researched vs A18 since they redid everything.
  15. INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.05, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.05, 2021-07-22 for Copper & Zinc) Alpha 20: MeanCloud__RegeneratingBoulders_v1.06.zip (version 1.06, 2022-01-02) Alpha 20: MeanCloud__RegeneratingBoulders_CaZ_v1.06.zip (version 1.06, 2022-01-02) for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko v1.06 CHANGES: Compatible with A20. USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  16. Thanks for the reply! I've read the purple book but didn't see any elixir. The skill tree descriptions don't mention that it's gated behind a quest, either, so that's what stumped me. It just says I don't have enough Skill: Sorcery attribute (which is maxed, hah). Good work so far, though -- just needs some hand-holding how to unlock stuff that is seemingly already unlocked.
  17. I feel like I'm missing something. The quest asks me to create (and then place) a Fire Conjure, which requires a point in Fire Mastery. However, I can't train Fire Mastery -- even with 10/10 in Attribute: Sorcery, the UI tells me "You must increase your Attribute: Sorcery before purchasing this perk." It tells me that for Ice Mastery and Lightning Mastery too. It let me max out Alchemy Mastery, Essence Mastery, Spellcast Mastery, and Rune Mastery, but not those three. Are they unfinished or am I missing something? Alpha 17.4 (b4), single player (Steam) no other mods, also tried a17.4 dedicated (with other mods).
  18. None of my updates touch or interfere with how the web represents server logs, so that's probably an issue in the svn copy Alloc has, too. I can take a look at it and see if I can reproduce the problem. If I can reproduce it, I can fix it. If not, well -- I'll have to have you help with getting me more information. Log issue aside, how are you enjoying my enhancements to the server mod?
  19. You're using the webpermission command wrong. Usage: webpermission add <webfunction> <level> webpermission remove <webfunction> webpermission list You can also set it via .xml if you prefer. It's described in my original notes: Yes, the permissions I added are mapped to the webapi Null (which sends a blank plain/text response). This is used to work around the limitation that every permission must map to a webapi handler method so that we can set multiple permissions per api module.
  20. Great -- I found what was causing those permissions to be dropped. Basically, the framework for this mod is dynamically reading each API and loading it as a module with a permission, so each permission must be mapped to an API. I've worked around that for this next build, which should read and allow you to set these new permissions. New build binaries: server_fixes_psouza_28115_697.zip New build source code: server_fixes_source_psouza_28115_697.zip
  21. But your web permission list output doesn't show 'webapi.viewallplayers'. This is a new permission and should be set to 2000 since you've disabled Steam logins.
  22. That sounds correct. You probably still haven't changed your web permissions, so the default permission set is only going to show web viewers their own location (relative to their logged in Steam ID). Since your customizations don't require Steam logins, it makes sense that they are getting an empty list. Either try with the Steam login or crank up the webapi.viewallplayers permission level to 2000.
  23. Here's that screen cap I promised. It uses the built-in clustering to combine markers if they're cramped too close together. You can then click on the cluster count for an expanded view of individual markers. See left/right frames: (full-sized image)
  24. Thanks for helping troubleshoot! I've made some sanity changes in the logic for all my new code, cleaned it up significantly, and included the webserver files in the binary archive (which is now a .zip since the tarball is redundant when I build on Windows). New build binaries: server_fixes_psouza_28115_514.zip New build source code: server_fixes_source_psouza_28115_514.zip
  25. You may be stripping out login sessions. Additionally, many (if not all) of the javascript updates I have made aren't present at your website. Specifically, inventory_dialog.js, stats.js, and map.js were updated -- perhaps more. You may also not be including the new marker images (in the leaflet subfolders). Try copying the included static web files to a test build or mapped to another port so you can test if it's an issue with your code changes or not.
×
×
  • Create New...