Jump to content

Sugarfree

Members
  • Posts

    60
  • Joined

  • Last visited

Posts posted by Sugarfree

  1. Yeah it seems to be a "game" issue - not an individual computer issue because a lot of people have high(ish) end computers when the 'Planning Highways' freeze happens. Enough people getting stuck here at this spot to know it's a game issue.

    So you can post a million pastebin dumps - but if the error is happening broadly across the board as it obviously is - yeah.
    It's a game issue - and probably an A21 issue as this has never happened to me BEFORE A21 and my system hasn't changed.

    THAT BEING SAID................
    I've forced closed the game once or twice - and it seems to me that the freeze is actually a "thinking freeze" as the game generates highways based on the map criteria you have chosen to use, as well as how detailed of a preview you want to see. It seems sometimes it takes a LONG time for this to happen - and other times it is fairly quickly.

    I have experienced longer times with more Hills and Mountains, and less times with more Plains...

  2. I don't see these issues posted by anyone so:

    ...everything was working up until this new patch (it seems) - and this has been confirmed through a handful of different people - through Discord.

    There is absolutely no sound - you are in 100% Ninja stealth.

    Can't loot ANYTHING...
    No Trader Quests - or any quests or objectives listed at all..

    We are running mods, yes, before you ask. BUT - we removed ALL mods and went completely Vanilla, started a brand new game - same issues. Put the mods back in - same problems.

    Single play = fine. Everything seems good.
    Server play = not fine. It seems all the above issues are server based.

    This was confirmed by multiple people - but on the same server. The server/service itself is fine.
    Are these known issues or happening to anyone else?

  3. 1 hour ago, arramus said:

    Use the file in the Server Admin Spawning Options folder called

     

    entitygroups_lite_no_horde_night_version (rename to entitygroups)

     

    It does not contain any Horde Night spawning for the custom zombies.
    Edit out the entities you don't want and rename that to entitygroups.
    Replace the existing one with your edited one.

     

    If you copy/paste what was added above which you shared earlier, you will only see spawning in the Desert at night and Downtown tiles in the forest at night. There will be no appearances in the Snow and Wasteland in the day or night, and Desert and Forest in the day.

    Start again with the suggested file and remove the entities from all 8 lists. Another file is looking for those lists so it's best not to remove them in full.

    Thanks for taking the time to respond and explain. I know it can be painful dealing with non-techies :D But I appreciate it - it worked. I ran around my area looking for zombies and after a awhile I starting seeing them here and there as intended. Perfect.

  4. 14 hours ago, arramus said:

    In your words, you screwed up the coding.

    prob="0.075"/> is not required as it is not hooked up to an entity type.

    </entitygroup> is required for the first list instance at the bottom.

    <entitygroup name="ZombiesDesertNight"> requires appending as it does not exist in the 7D2D and is a totally new group for those night time spawns.

     

     

    This instance includes your list for the Desert at night only.

    I'm not sure if you've removed the Hard Wasteland Night. If it remains then it also needs to be in there above or below the Desert at night group.

     

        <append xpath="/entitygroups">

        <entitygroup name="ZombiesDesertNight">
            <entity name="zombieBiker" prob="0.5"/>
            <entity name="zombiePartyGirl" prob="0.5"/>
            <entity name="zombieUtilityWorker" prob="0.5"/>
            <entity name="zombieNurse" prob="0.5"/>
            <entity name="zombieSteveCrawler" prob="0.5"/>
            <entity name="zombieFatHawaiian" prob="0.5"/>
            <entity name="ZombieBomber" prob="0.2"/>
            <entity name="zombieCowhead" prob="0.2"/>
            <entity name="zombieMantis" prob="0.2"/>        
            <entity name="zombieParasite" prob="0.2"/>
            <entity name="zombiePsycho" prob="0.2"/>
            <entity name="zombieScarecrow" prob="0.2"/>
            <entity name="zombieSiren" prob="0.2"/>
            <entity name="ZombieUndertaker" prob="0.5"/>        
            <entity name="zombieWendigo" prob="0.075"/>
            <entity name="zombieWrestler" prob="0.3"/>        
        </entitygroup>
        </append>

     

    And this list reflects the choices made for the Downtown area at night, should Downtown appear in the Pine Forest.

     

        <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']">
            <entity name="zombieBanshee" prob="0.2"/>
            <entity name="ZombieBomber" prob="0.2"/>
            <entity name="zombieCowhead" prob="0.2"/>
            <entity name="zombieMantis" prob="0.2"/>        
            <entity name="zombieParasite" prob="0.2"/>
            <entity name="zombiePsycho" prob="0.2"/>
            <entity name="zombieScarecrow" prob="0.2"/>
            <entity name="zombieScorcher" prob="0.2"/>
            <entity name="zombieSiren" prob="0.2"/>
            <entity name="ZombieUndertaker" prob="0.2"/>        
            <entity name="zombieWendigo" prob="0.075"/>
            <entity name="zombieWrestler" prob="0.075"/>
        </append>

    So in that config file - can I basically erase everything, and just copy/paste this into it as is, save, and run the mod for alpha 20?

  5. Hello - 

     

    So I'm not a techy here. But I tried to edit the list for only a select few zombies to appear in game but not sure if I did the editing right. I tried to completely eliminate them from any HORDE night, and tried to completely eliminate the zombies that are just whack. So what I was left with was this:

     

        <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']">
            <entity name="zombieBanshee" prob="0.2"/>
            <entity name="ZombieBomber" prob="0.2"/>
            <entity name="zombieCowhead" prob="0.2"/>
            <entity name="zombieMantis" prob="0.2"/>        
            <entity name="zombieParasite" prob="0.2"/>
            <entity name="zombiePsycho" prob="0.2"/>
            <entity name="zombieScarecrow" prob="0.2"/>
            <entity name="zombieScorcher" prob="0.2"/>
            <entity name="zombieSiren" prob="0.2"/>
            <entity name="ZombieUndertaker" prob="0.2"/>        
            <entity name="zombieWendigo" prob="0.075"/>
            <entity name="zombieWrestler" prob="0.075"/>
    prob="0.075"/>
            
        <entitygroup name="ZombiesDesertNight">
            <entity name="zombieBiker" prob="0.5"/>
            <entity name="zombiePartyGirl" prob="0.5"/>
            <entity name="zombieUtilityWorker" prob="0.5"/>
            <entity name="zombieNurse" prob="0.5"/>
            <entity name="zombieSteveCrawler" prob="0.5"/>
            <entity name="zombieFatHawaiian" prob="0.5"/>
            <entity name="ZombieBomber" prob="0.2"/>
            <entity name="zombieCowhead" prob="0.2"/>
            <entity name="zombieMantis" prob="0.2"/>        
            <entity name="zombieParasite" prob="0.2"/>
            <entity name="zombiePsycho" prob="0.2"/>
            <entity name="zombieScarecrow" prob="0.2"/>
            <entity name="zombieSiren" prob="0.2"/>
            <entity name="ZombieUndertaker" prob="0.5"/>        
            <entity name="zombieWendigo" prob="0.075"/>
            <entity name="zombieWrestler" prob="0.3"/>
    prob="0.075"/>
        
        </entitygroup>
        </append>


    </configs>

    If I leave it like that - will that work or did I screw up the coding...? Editing this with Notepad. 
    Thanks!

  6. On 8/30/2021 at 8:46 PM, Sugarfree said:

    So I have a question regarding mostly Humanoid Guards.

    When I place the tiles down - sometimes they poop instantly and sometimes they don't pop at all and if I run over the tile it breaks and a few feathers fall. So my question is when I place the tile and nothing happens - does that mean they will pop when something comes within threat range or does that mean they are broken and will never pop?

    I remember this issue. For me I would leave that tile alone and eventually they would pop. They were also triggered if something came near them as well. But every once in awhile I didn't feel like waiting so I wasted the tile and placed another one in it's place.

     

     

    My question: is there a way to edit out EVERYTHING except the Guards? I wish there was an option where you could select what you want - like a CONFIG menu.

  7. So here's an issues I am having with a Dedicated Server that doesn't seem to be possible - but it is - and it's happening...

    Flying.
    For EVERYONE that joins the server.

    How is this even possible?

    EAC is on.
    I am the server host and have ADMIN rights.

    I've looked in the CONFIG Editor, the Text Editor, OPTIONS menu in Debug Mode, all over the web, YouTube videos....

    Is there a command or an edit or an 'anything' that can toggle flying on or off for the ENTIRE server?
    I'm also wondering if it is somehow a glitch from the map itself or the save itself when saving... I used World Edit, did some stuff, Prefab Editor, did some stuff, and then saved... I wonder if somehow that toggled something to allow flying for the entire game and everyone in it.

    Any help would be appreciated.

    Thanks!

  8. I've been asked to post this tutorial on spawnpoints...
    Okay here it is - your guide:


    Okay - so there is a tiny bit of information regarding this across multiple platforms leaving people scratching their heads in confusion and frustration. I know - I've been one of them. I recently re-learned how to do this and NOW - I will share it with YOU.

    EDITING YOUR SPAWN POINT:
    Find THIS path:
    C:\Users\(YOUR NAME HERE)\AppData\Roaming\7DaysToDie\GeneratedWorlds\(MAP NAME HERE)
    (to find the appdata folder - do a search and enter: %appdata%)
    Find THIS file:
    spawnpoints

    EDIT this file with NOTEPAD (or your preferred editor but keep it simple)
    You'll see something like this:

    <?xml version="1.0" encoding="UTF-8"?>
    <spawnpoints>
    <spawnpoint position="1464.3,37.4,-1464.1" rotation="-7.3,359.2,0.0" />
    <spawnpoint position="1480.2,37.4,-1473.9" rotation="-9.3,154.9,0.0" />
    <spawnpoint position="1472.7,37.5,-1473.4" rotation="-27.9,48.1,0.0" />
    <spawnpoint position="1462.3,37.6,-1477.2" rotation="-27.5,243.1,0.0" />
    </spawnpoints>

    Now...
    BEFORE YOU DO ANYTHING!!! Go IN GAME. Go into DM/CM mode. Hit the map button. In the upper right you will see a light switch, hit THAT. Now click the arrows next to it until you get to BIOMES. Scroll out as far as you can. Find your preferred spawn in area. To get there on the map:

    Hold the CTRL (I use the left one) and RIGHT CLICK.

    You *should* pop right onto that specific point in game that you clicked on in the map.
    PRESS F3.

    Look at the top box, find the following:
    PLAYER
    X/Y/Z
    ROT

    That is the your current location.
    Now - for the spawn point, which should be opened in Notepad now. Delete everything so it now looks like THIS:

    <?xml version="1.0" encoding="UTF-8"?>
    <spawnpoints>
    <spawnpoint position="1464.3,37.4,-1464.1" rotation="-7.3,359.2,0.0" />
    </spawnpoints>

    Enter the XYZ coords exactly as you see them in the "spawnpoint position"
    Enter the ROT coords exactly as you see them in the "rotation"

    Save.
    Start a new game to test.
    You *should* spawn exactly where you want to be according to the newly edited spawnpoint in the file...

    I copy and paste that line like 5 times, slightly altering the locations so that if multiple people spawn in - we all spawn in next to each other - not on top of each other.

    Hope this helps :)

  9. Well...
    I figured something out that worked perfectly (for my needs).

    So since my POI is already in that save - and I know exactly how I want the new renovations to the terrain laid out - I went back into the Prefab editor, made the changes THERE, SAVED, and then went BACK into the World Editor - and THAT changed the POI/Terrain exactly as I wanted it. I guess if you have the POI in the Prefab editor active that you're working on in the World Editor - it automatically applies the changes to the World Editor once you save in the Prefab editor.

    I've confirmed this twice now so I know it works exactly as I have said it here.

  10. The same exact thing happened to me last night...
    So I added my POI to the Map/saved game I'm editing with World Editor. I decided to remove the grass and fences etc and replace them with pavement connected to the road to the Trader. I SAVE, Leave, do something else, come back - all those changes revert...

    I read something about chunks and region files... I'm wondering if you delete the region file and save the changes you made - if that will replace the deleted region file with your newly editing chunk... Hope that all makes sense. But at least the POI is still there...

  11. On 12/4/2021 at 6:35 PM, KhaineGB said:

    I tried to find the answer to my question through reviews and such but not sure I found it. Does this work for A20.5 and is it server side only - or does the client need to install it as well?

    Can this be used with the other mod More Animals or whatever it is?
    Thanks!

  12. 2 hours ago, Sugarfree said:

    Do you STILL stream on TWITCH? I didn't see anyone by the name KhaineGB. This is a really old post sooo...  I'm just *now* looking into Darkness Falls and reading the comments and responses. Friends are trying to get me to add it to my server.

    There's like 384 pages on here of comments and responses...
    So not sure how to look for specific answers to my questions - which are:

    ** Does Darkness Falls work with other (server side) mods for regular 7 Days? Like the White River quests mod, the Sous Chef additional cooking mod, etc or are there conflicts with them?

    ** So I think I've seen that you have to disable the EAC in order to use this mod? Is that still a thing 4 years later? I don't know how to do that but I can look it up easily enough I suppose.

    I think that's it...
    Thanks!

    I watched your video and found my answer to the 2nd question but not the first one. But after watching a ton of videos on DF, I know I won't be installing it on my own server. There's not enough Veteran players that are good enough to play it and stick with it to make a paid server worth the $$. At least not for me.

    Looks really cool though. I might play it on someone elses server though.

  13. On 2/22/2018 at 8:27 PM, KhaineGB said:

    For those who don't know, I stream on twitch.

     

    Do you STILL stream on TWITCH? I didn't see anyone by the name KhaineGB. This is a really old post sooo...  I'm just *now* looking into Darkness Falls and reading the comments and responses. Friends are trying to get me to add it to my server.

    On 2/4/2018 at 5:59 AM, KhaineGB said:
    pju4sWC.png

    They mostly come out at night...

    (V4.03A)

     

     

    This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things.

     

    Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult.

     

    Features.

    • 8 Classes to choose from, with 6 quests each!
    • 96 slot backpack! 12 slot crafting queue!
    • Custom UI! Food/Water bars next to the hotbar.
    • Increased zombie spawn/respawn rate!
    • Night time is now dangerous. The ferals come out to play...
    • Zombie Behemoth (male and female) added!
    • Scrap Iron Tools added. Iron requires level 15.
    • Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks.
    • Forge Ahead & Leather Tanning books are back! (can also be purchased as perks)
    • Wrench is now a perk and a schematic, but crafted and repaired with Iron.
    • All common books added as perks, so you have the choice of finding the book or spending points.
    • Action skills are back!
    • Skill books added for all 100 level skills.
    • Generic skill point book added so you have ways to get skill points.
    • Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful.
    • Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos!
    • More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM!
    • Animal Coops and Snares from Valmod added.
    • Clay bowls are back, and used for more than just pretty plants!
    • Craftable Small Engines and Lead Batteries!
    • Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun.
    • Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted.
    • Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return!
    • Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls...
    • Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages.
    • Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen.
    • 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe!
    • Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading.
    • Lockpicks added! Now you can lockpick all safes and most doors.
    • Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped.
    • Combat axe added. There's also a titanium version.
    • Trader's are no longer protected! Take care of your local business!
    • Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs)
    • Larger player-crafted storage (kitchen cabinets, lockable!).
    • Time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
    • Junction box added for invisible wires. Unlocked via electricity perk.
    • Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned!
    • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
    • Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers.
    • Grass spawns reduced for better performance/easier to see things.
    • Traders now have more basic materials for building.
    • Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed.
    • Compo pack added!
    • Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes.
    • Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.

    There's like 384 pages on here of comments and responses...
    So not sure how to look for specific answers to my questions - which are:

    ** Does Darkness Falls work with other (server side) mods for regular 7 Days? Like the White River quests mod, the Sous Chef additional cooking mod, etc or are there conflicts with them?

    ** So I think I've seen that you have to disable the EAC in order to use this mod? Is that still a thing 4 years later? I don't know how to do that but I can look it up easily enough I suppose.

    I think that's it...
    Thanks!

  14. 13 hours ago, Dracknar said:

    I have just started getting this too, after updating to 20.4.   I wish I kept our server on 20.3 now.  
    Nothing but problems since 20.4.

    Yeah. But they're fixing a lot really fast and this is a BIG issue across the board so hopefully they are making this a priority.

     

  15. 8 hours ago, P3rf3ctVZer0 said:

    I too am plagued. The only thing I have been able to assess is they broke the harmony module which is apart of sharp and unity. I am beating my head against my keyboard trying to fix this.

    That won't solve it.

     

    What will solve it?

    So on my DISCORD, I have a thread containing information about the server and THIS problem. I detail the errors and what the problem might be and let them know if this happens we can delete the character and they can request a boost if they decided to create another lvl 1 character and keep playing. We reset the game but used the same exact map.

    I guess until they actually patch/fix/update this problem or address it somehow - there's really nothing else that can be done? I've literally scoured the Internet for solutions and have only found a handful of responses, most of which aren't exactly helpful.

     

  16. 5 hours ago, Loki said:

    Deleting the player files for the affected player worked for players on my servers

    Then I had them do giveselfxp until they reached their level again

    (TFP - any chance of a server command to give xp to a player, rather than allowing the players to type it?)

     

    However, be sure to have them empty and store their drones first, otherwise they may get the issue on rebirth that they have reached the maximum # of drones, and wont be able to have even 1 (appears that some drone info is also stored in the player file)

    Yes we narrowed it down to that as well. That's the steps I took until we finally decided just to wipe the server and start fresh (on the same map) knowing now about the Drone problem.

    Thanks for the input.

     

  17. I'm wondering if the 96 Bigger Backpack mod has a negative effect on the Drone Cargo mods? Some players have been getting the following errors and we're trying to figure out what might be causing it. I read somewhere that drones might be the culprit but not sure... Anyone ever see these errors before?

    It seems when the players were finally able to log in and immediately pick up their drone the problem lessened a bit but might have corrupted their files resulting in me having to delete their character and boost them back up with the new character.

    Untitled7DD Error Codes.png

  18. Players on my Dedicated Server are starting to get this error now when they try to log in resulting in a freeze on the Loadup screen. Some are saying it has to do with the Drone and Cargo Mods but I'm not sure. I deleted the files of one of my players upon request, and that fixed the problem so it seems like it might be a corrupted file associated with the EOS code. I have read about a possible fix/patch in the works for it.

     

  19. So with this mod I didn't see ANYONE mention the "fly away" glitch...

    Sometimes when I stop my motorcycle and dismount - it literally and quite instantly "flies" away somewhere really, really far. So far it doesn't even usually appear on the compass. Sometimes it does it when you dismount and leave the game like I did today...  I logged back in - the motorcycle was gone. I've dismounted sometimes and watched my motorcycle go flying away back to the last place I dismounted it which was half across the entire map...

    Other times you'll be riding and all of a sudden you'll be rubber banded back 100 feet...

    It's really annoying - to the point where we're just going to uninstall the mod.

    Is anyone else having this problem? There's no way it can be ONLY me...  😕
    Please advise...
    Thanks!

  20. 1 hour ago, saminal said:

    This one's just for decoration, but I have had a request to add a working version (which you can cook on) to my Working Stuff mod, and when I add that one it'll have a heat effect.

    Good. We have enough Screamers as it is. I use them in my kitchen, and I add campfires on top of them lol. Works perfectly and it makes for a super cozy area :)

     

  21. 44 minutes ago, arramus said:

    By this, ALL original zombies will spawn in both regular gameplay and the Bloodmoon event, because only the PLUS zombies are removed from the entitygroups.xml groups. To remove ALL zombies from the Bloodmoon event would require using the optional version added in the mod pack for Server Admin and then only making changes to the top version for regular gameplay.

    ...ohhh okay well you know - maybe that will actually be fun to have the original zombies both in regular spawn and Bloodmoon... I'll try it in my regular game first and then install to the server.

     

×
×
  • Create New...