NerdScurvy
-
Posts
40 -
Joined
-
Last visited
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by NerdScurvy
-
-
Hi,
Is is possible to mod in custom ItemTypeIcons in modlets?
0 -
It'd be possible, but how would you flag it when you do inevitably update? And you'd have to know how to download it first.
Have you looked into hosting on Github? It allows incremental updates like you'd describe, and would only download the individual files that have changed, as opposed to the entire zip file.
Ah... I think I just found the errors of my ways. I was using github but was missing the DownloadMode = Clone tag in the config
0 -
Feature request
Always re-downloading the mods is problematic for some players with poor/limited internet connections.
Is it possible to add a feature to exclude some downloads from auto updates?
For example if you have a server with one huge mod download and a few smaller downloads. The huge mod does not get updated but the smaller ones are updated frequently.
Could we be able to control this with parameters in the server configuration file?
<Downloads> <Download Update="Never">http://myserver.com/massive_static_mod.zip</Download> <Download Update="Pre-Sync">http://myserver.com/large_mod_sometimes_updated.zip</Download> <Download Update="Auto">http://myserver.com/smaller_mods_frequently_updated.zip</Download> </Downloads>
Never - only download once
Pre-Sync - only download when Pre-Sync Mod is pressed
Auto - (Default) Automatically download when Refresh Mods Automatically is checked
0 -
Is salvaged bats missing a progression entry? Cannot craft lathe or mods.
0 -
SalvagedLatheSchematic has not been included in loot.xml
0 -
Is there a way to set a value to an empty string? Throws a null exception when I try the xpath set.
Have worked around it by removing the tag and adding it back.
<configs> <!-- Remove chainsaw and auger looping sounds --> <remove xpath="/items/item[@name='meleeToolChainsaw']/property[@class='Action0']/property[@name='Sound_start']"/> <remove xpath="/items/item[@name='meleeToolChainsaw']/property[@class='Action0']/property[@name='Sound_repeat']"/> <remove xpath="/items/item[@name='meleeToolChainsaw']/property[@class='Action0']/property[@name='Sound_end']"/> <append xpath="/items/item[@name='meleeToolChainsaw']/property[@class='Action0']"> <property name="Sound_start" value=""/> </append> <remove xpath="/items/item[@name='meleeToolAuger']/property[@class='Action0']/property[@name='Sound_start']"/> <remove xpath="/items/item[@name='meleeToolAuger']/property[@class='Action0']/property[@name='Sound_repeat']"/> <remove xpath="/items/item[@name='meleeToolAuger']/property[@class='Action0']/property[@name='Sound_end']"/> <append xpath="/items/item[@name='meleeToolAuger']/property[@class='Action0']"> <property name="Sound_start" value=""/> </append> </configs>
0 -
-
OK. I don't get it.
I modified startserver.sh to
#if [ "$(uname -m)" == "x86_64" ]; then ./7DaysToDieServer.x86_64 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS #else # ./7DaysToDieServer.x86 -logfile 7DaysToDieServer_Data/output_log__`date +%Y-%m-%d__%H-%M-%S`.txt -quit -batchmode -nographics -dedicated $PARAMS fi
And yet the log is still showing 32-bit.
Going to have to start a fresh box up and test on it I guess.
Edit: New box, fresh install, and still I get...
2016-02-22T21:19:41 0.087 INF Version: Alpha 13.8 (b7) Compatibility Version: Alpha 13.8, Build: Linux 32 Bit
2016-02-22T21:19:41 0.087 INF System information:
2016-02-22T21:19:41 0.129 INF OS: Linux 4.2 Ubuntu 15.10 64bit
>.<
If you are starting the server with Alloc's scripts then I don't think it uses the startserver.sh file.
This script is hard coded to use the 32-bit build /usr/local/lib/7dtd/commands/start.sh
The server works okay in 64-bit but does not show in serverlist.
Log shows:
INF [steamworks.NET] GameServer.LogOn timed out
0
Broken Quest
in Discussion and Requests
Posted
I'm trying to create a challenge quest that is initiated from reading a note, but have the same issue on dedicated servers - no rally point.
I've tried adding the RallyPoint section, but it still does not work.