Jump to content

Ludek

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by Ludek

  1. Well I use/used version with file dates in install archive of 14.08.2023 (downloaded it few days ago) I also must confess I use linux version of the game maaaybe it have some relevance here.
  2. Another attempt to use mod (I like it's idea) and another bug 😛 When i try to spawn any kind of cop (or game tries to spawn like in hordes or POI). I see such error in log: 2023-08-29T21:08:58 209.942 INF Executing command 'cm' 2023-08-29T21:09:00 212.057 INF Executing command 'dm' 2023-08-29T21:09:03 215.595 INF Saving 170 of chunks took 120ms 2023-08-29T21:09:04 215.804 INF [DECO] written 310985, in 208ms 2023-08-29T21:09:04 215.815 INF [DECO] write thread 10ms 2023-08-29T21:09:17 229.111 INF Saving 59 of chunks took 80ms 2023-08-29T21:09:25 237.607 INF Time: 3.21m FPS: 34.85 Heap: 2419.6MB Max: 2419.6MB Chunks: 289 CGO: 144 Ply: 1 Zom: 0 Ent: 3 (3) Items: 0 CO: 1 RSS: 6084.1MB ArgumentException: Type cannot be null. at (wrapper managed-to-native) UnityEngine.GameObject.GetComponent(UnityEngine.GameObject,System.Type) at EModelBase.createAvatarController (EntityClass _ec) [0x000e0] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at (wrapper dynamic-method) EModelBase.DMD<EModelBase::Init>(EModelBase,World,Entity) at Entity.InitEModel () [0x00061] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at Entity.Init (System.Int32 _entityClass) [0x0000d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityEnemy.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityZombieCop.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x004c2] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName, System.Int32 _spawnById, System.String _spawnByName) [0x0001b] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_SpawnMenu.BtnSpawns_OnPress (System.Int32 _key) [0x001d5] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_SpawnMenu.EntitiesList_SelectionChanged (XUiC_ListEntry`1[T] _previousEntry, XUiC_ListEntry`1[T] _newEntry) [0x0001d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_List`1[T].OnSelectionChanged (XUiC_ListEntry`1[T] _previousEntry, XUiC_ListEntry`1[T] _newEntry) [0x00010] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_List`1[T].set_SelectedEntry (XUiC_ListEntry`1[T] value) [0x0009d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_ListEntry`1[T].set_Selected (System.Boolean value) [0x0007f] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiC_ListEntry`1[T].XUiC_ListEntry_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00016] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 at UIEventListener.OnClick () [0x0001c] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0 UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions) UICamera:Notify(GameObject, String, Object) UICamera:ProcessRelease(Boolean, Single) UICamera:ProcessTouch(Boolean, Boolean) UICamera:ProcessMouse() UICamera:ProcessEvents() UICamera:Update() As I checked it happens only with cops .. when I removed cop entry in file: 7 Days To Die/Mods/0-RomeroModCore/Config/entityclasses.xml Problem vanishes
  3. I get following error when right-clicking with stone axe/claw hammer/nail gun : EXC MissingMethodException: Method not found: int .Inventory.GetItemCount(ItemValue,bool,int,int) Makes upgrading/repairing blocks impossible. I played with some of your mods , mod creating dense fog during night(almost one liner ) and Improved Hordes. But I reproduced it in new game started with only Romero Mod, ach .. I almost forgot I took out Wandering Hordes. Mod was downloaded recently .. I see that files in install have date 23.07
  4. I have very similiar error(posted it few messages ealier) on SP (I run game on linux) without ANY mods except Compo pack
  5. I get NullReferenceException error during world generation(10k world), clean vanilla install CP48 in Mods folder (in 7D2D folder for user data). I'm using Linux version Full error from log: NullReferenceException: Object reference not set to an instance of an object. at WorldGenerationEngineFinal.PrefabLoader.LoadPrefabs (System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00056] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0 at WorldGenerationEngineFinal.WorldBuilder.PrepPrefabAndRoadGeneration () [0x00000] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0 at WorldGenerationEngineFinal.WorldBuilder+<Generate>d__72.MoveNext () [0x001d7] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <6617aa42ebc747f19dd7531c2634ec26>:0 Not sure what i'm doing wrong .. perchaps it's me using linux EDIT: I can generate vanilla maps without problem so it seems that base game is ok (I validated it just in case too)
  6. Could it be 0 ? If yes what could happen? Does mod would try to spawn 2 hordes , just one and next one would be waiting to spawn after first one is decimated. If this way I could create big or just loong event rarely (and randomly) it would be welcomed (and cursed during gameplay 😛 )
  7. I think I had it on my Linux install too, 2 weeks ago I tried to play DF+Sorcery(fresh manual install on copy of vanilla game) but because of that glitch ended up playing 'only' DF
  8. 1.It's veery stealthy due to it's size, in the grass in green biome it's practicably invisible .. most of the time you know once it attacks you 2. in first attack usually it stuns, knock down PC, bleeding, abrasion, broken bones is just icing on the cake 😛 3. If not it does so in second hit or third as it takes time to notice where it it is 4. Ruining away is not option .. it's too fast I think. In practice it's death sentence in early game if you are doing your things (fighing zombies , runing around, digging) latter it's just deadly but if it attack first odds are your health will be severly depleted and you will have abrasion and/or broken bone. Personaly I find bit less lethal than pack of dogs, bear and only bit less becouse you can kill it fast IF you detect it. 4. checked in file I think it has detection range of 75 .. combined with sealthiness will dectect PC weell before PC .. usually. My solution youd be reduce it's detection range and increase size -make as visible as dog and/or reduce it's damage, reduce negative buffs and it's sighing range I played on default difficulty and I think it took 2-4 hits kill me in early game in first cases I wass dead well before I could do anything to this DeathChicken .. in first 1-2 cases i was figuring out what is going on I think.
×
×
  • Create New...