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Everything posted by VicWint

  1. When you have stuff like Fallback handler could not load library C:/home/Kunden/6c8de42d-9ff3-4360/gameserver/gameserver/7DaysToDieServer_Data/Mono/libc.dll that means something is seriously going wrong in that server. For example, the kind of problem mentioned in https://steamcommunity.com/app/251570/discussions/1/1634166237651104586/
  2. That is mildly surprising (only mildly, because I am familiar with how code structures can lead in strange directions), The game has vehicles, and it seems like it should be possible to build elevators out of vehicle code (with rigged controls). But that approach would probably be different from "fixing elevators"?
  3. These POIs are from darkness falls, if you want to try it with them. And, the thing that they have in common is that KingGen will not place any of them for me.
  4. Does anyone have any ideas about why this pois list would cause kinggen to throw an error? Edit: the error is: Traceback (most recent call last): File "crash_log.py", line 19, in handle_crash_log File "gui_generation.py", line 27, in generate File "ntime.py", line 11, in ntime File "world.py", line 1301, in run File "world.py", line 274, in generate File "world.py", line 670, in gen_random_pois File "rrlist.py", line 25, in get_random IndexError: list index out of range
  5. Are you sure that your generated map did not include these? For example, when I look in an example prefabs.xml (from DFalls-VSmall3), I see two DFalls_settlement_trader POIs. So... how big of a world were you generating, and how did you check for Caitlin? (Radiation is a different thing, though -- I do not know enough about how to double-check radiation. When I open example radiation.png files, I they seem to always just be a thin red border on the edge of the map, with everything else black. But, since I remember dying to radiation in a wasteland biome, I imagine that it's a hard coded feature of that biome, though perhaps the hard coding is in DF???)
  6. I have had a different experience (but that was playing under darkness falls so plausibly was a consequence of that mod).
  7. An "error about float or something" might happen if a . was used in place of a ,
  8. I can't help you with the anti-spider modlet. But DF hordes are always OP. (And I am guessing you did not read my second sentence in my previous post. )
  9. That's what happens on day 7 when you kill the guards in DF. 😝 (And, ... just so you know, ... also when you do not kill the guards in DF...)
  10. Thanks for clarifying that -- I had imagined that "none" meant that the biome would not be used. (Shouldn't this be labeled "Any" rather than "None"?)
  11. Commenting out the line with the POI would guarantee that the POI is rejected, wouldn't it? You might try generating a small map with only that one POI in the poi list to see what happens? If the POI gets rejected when it's the only POI, that would tell you that this was not a coincidence. (But if there are any sort of "required POIs" this might require a few tries to work through those issues...) Anyways... it might be that there's something wrong with those POIs -- maybe bdubyah or people who have been working on that wasteland mod would know?
  12. Kinggen ignores certain names. I think it's those which begin with 'aaa' or 'test', but I might be remembering wrong. If you have other POIs not showing up maybe you could say which ones they are?
  13. I have had the game send me to a trader in burnt for the initial tutorial quest on some maps.
  14. I think you could achieve that by letting kinggen create the full map for you and then replace the prefabs.xml with one that simply says <prefabs> </prefabs>
  15. For example, you could go into steam, verify integrity of game files, and then make a copy of that and then install DF in the copy and then see if that works for you. And, if you have other mods installed, make sure that they are not "overhaul" mods. Or you might instead want to use the 7dtd mod launcher (after doing that "verify").
  16. The first thing to check is that you installed things properly. We cannot do that for you. We do not even know which mods you have installed.
  17. I just now took a peek into the prefabs.xml for DFalls-Medium1 -- I see two Caitlins there (well, ... I mean two instances of the prefab that she lives in...). Anyways, ... if you talk to a trader and the "Do you have any other work for me?" option is there but does not have anything for you, that means either that they've already given you a quest to open a trade route and you have not completed it yet, or you did complete it, and you need to wait until that trader's next tier opens up, for that trader to give you another one.
  18. I did not have any luck collecting sap until I tried it from a tree that I had hit a couple times with an axe. I think that that particular tree was a 600 hp tree in the snow biome. But I could be remembering wrong. (And then I found that I did not have much use for the stuff, so I have not gone back to try it again...)
  19. Oh... I was just using a map distributed with darkness falls. I did not realize .. whatever I was supposed to have realized. Edit: but I have also seen non-POI zombies (and other things -- demons, for example) just stand there, doing nothing when I would have expected them to be doing something. So I still think that while a redesigned POI might trigger those issues less often, they are still base game issues.
  20. I do not know if this is related, but I have seen quests sometimes failing to progress when I was doing things which should have completed but did not have that particular quest actively selected. And, there's a "mcdonald's" poi which has bushes which mostly do not render except when I am close to them. And, in some densely packed pois, zombies vanish quite often (so I pump the zombie count up to its maximum, which mostly fixes that). Anyways... I am trying to say that the game seems to "unload" or "ignore" stuff some of the time, presumably for performance or stability reasons.
  21. I currently spend some significant time reinforcing trader bases so that they can stand up to most early non-horde-night attacks long enough for me to take action if I am nearby. But a random horde hitting that first night is rough when the guards are inactive (bears, nightstalkers or trader jen -- Edit: though today her guards seem to be awake, perhaps because I have been trying to ignore them...), which is why I was asking. One issue is that vanilla trader bases tend to be flimsy when they're not indestructible.
  22. Are Trader Jen's guards all the right kinds of guards? In my games, they rarely shoot zombies, where most other guards shoot them. (Or maybe it's that I am encountering Jen in the burnt biome and burn victims are not considered hostile by Jen's guards?)
  23. Is there some way of making KingGen work reliably with the Sorcery mod? (For example, is there some way of detecting when a KingGen map will make the Sorcery mod starting quests not completable? Other than creating a map and playing through until the quest appears?)
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