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MikeyUK

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Everything posted by MikeyUK

  1. I use this https://sourceforge.net/projects/automineautorun/
  2. The "story" I suspect will just be notes left around to find ingame and kinda flesh it out yourself with the end game being to destroy one of the factions (talked about in some other post).
  3. Sorry I should have posted the forum link, you could ask there: Great mod choices by the way! You may also want a look at the Undead Legacy overhaul, it's great (though may not work with the above mod suggestion).
  4. Have you tried this mod? https://7daystodiemods.com/avoid-bloodmoon-injection-sp-mp-dedicated/ Your welcome
  5. Valk drill is the next tier up from jackhammer, it does ore and dirt type blocks (like vanilla auger). Jackhammer just does ore type stuff (metal, stone etc), Auger just does dirt, etc.
  6. I used a mod called Improved RWG which I customised a little
  7. Good luck man and enjoy
  8. Great, enjoy and let me know what you think Also to run the mod its easy, has to be done in single player, put the mod into the mods directory, run the game, generate the map, wait a while for it to complete and then grab the files from GeneratedWorlds. Edit ergh sorry but I need to add, I generated this map for Undead Legacy, unsure if it will work fine in vanilla (as vanilla does not have titanium ore etc).
  9. Hey, I know this 10k map is not quite vanilla but I think if you regen with the same settings not using Undead Legacy it should work fine (it could work for vanilla anyway? I am not sure). 2 Cities (2 Snow) 6 Towns (1 Forest, 1 Desert, 2 Snow, 2 Wasteland) 25 Country Towns 15 Old West Towns 800 Wilderness POIs 6 Traders 119 Tier 4 POIs 15 Tier 5 POIs Details of all the settings used, map download and more screenshots (customised version of Improved RWG mod):
  10. It was the only good Larry title imo! Loved it when I was 13 lol
  11. Hey all I wanted to share my creation with this mod, feel free to use it Note I wanted to restrict the amount of traders (6) and cities (2). This 10k map was generated using Improved RWG with 7 Days to Die 20.4 and Undead Legacy 2.5.76. https://drive.google.com/file/d/1rmwOZYW9A7-UbiGsVgrYz5wlM55OoStg/view?usp=sharing All player spawns (edited) are in the north of the forest biome near to wilderness POIs. Trader is around 2-3k from spawn points, country towns along the way. 2 Cities (2 Snow) 6 Towns (1 Forest, 1 Desert, 2 Snow, 2 Wasteland) 25 Country Towns 15 Old West Towns 800 Wilderness POIs 6 Traders 119 Tier 4 POIs 15 Tier 5 POIs Download: https://drive.google.com/file/d/1rmwOZYW9A7-UbiGsVgrYz5wlM55OoStg/view?usp=sharing I made some changes to the rwgmixer.xml to get the city/town etc numbers I wanted: <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='default']/@value">15</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='many']/@value">15</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='mintiles']/@value">1</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='maxtiles']/@value">5</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='default']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='many']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='mintiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='maxtiles']/@value">14</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='default']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='many']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='mintiles']/@value">10</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='maxtiles']/@value">18</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='default']/@value">2</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='many']/@value">2</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='mintiles']/@value">20</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='maxtiles']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='wilderness']/property[@name='default']/@value">800</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='wilderness']/property[@name='many']/@value">800</set> <set xpath="/rwgmixer/township[@name='oldwest']/property[@name='spawn_trader']/@value">false</set> <append xpath="/rwgmixer/township[@name='countrytown']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/township[@name='town']"> <property name="spawn_trader" value="true"/> </append> <append xpath="/rwgmixer/township[@name='city']"> <property name="spawn_trader" value="false"/> </append> Other Images: 3D Map: Traders: Tier 5 POIs Tier 4 POIs Skyscrapers
  12. I think this is down to how many cities you have set to spawn? Skyscrapers only in cities. I have used this mod to have dozens of cities on 10k maps, though I do find having an insane amount of cities has a bit of a performance hit!
  13. MikeyUK

    Backup Mod

    This is amazing thanks, all set up for me and seems to be running fine LOVING the archive, really nice for admins!
  14. MikeyUK

    Backup Mod

    Lots of errors for v1.1.0 so I have reverted to previous version which works fine. From error log: 2022-05-02T06:42:13 322.827 EXC Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at BackupMod.Services.SaveInfoFactory.GetFromSaveFolderPath (System.String saveFolderPath) [0x0002f] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.Services.WorldService.GetCurrentWorldSaveInfo () [0x0000c] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.ModApi+<StartWatchdogForCurrentWorld>d__1.MoveNext () [0x00031] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDe@%$#Notification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at BackupMod.ModApi+<>c+<<InitMod>b__0_0>d.MoveNext () [0x0005d] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) BackupMod.Services.LogWrapper`1:Exception(Exception) BackupMod.<<InitMod>b__0_0>d:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(<<InitMod>b__0_0>d&) BackupMod.<>c:<InitMod>b__0_0() ModEvent:Invoke() <startGameCo>d__122:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-05-02T06:42:13 322.830 ERR Full error message: 2022-05-02T06:42:13 322.832 ERR System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at BackupMod.Services.SaveInfoFactory.GetFromSaveFolderPath (System.String saveFolderPath) [0x0002f] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.Services.WorldService.GetCurrentWorldSaveInfo () [0x0000c] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.ModApi+<StartWatchdogForCurrentWorld>d__1.MoveNext () [0x00031] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDe@%$#Notification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at BackupMod.ModApi+<>c+<<InitMod>b__0_0>d.MoveNext () [0x0005d] in <10452c9d1a9e493e9c0639f1ffa893fb>:0
  15. Maybe you should give Undead Legacy a go, its now how you want now but it's certainly getting there with the vibe of your post https://ul.subquake.com/
  16. MikeyUK

    Backup Mod

    Any chance of a little less spam in the server console? Just hard to see other stuff, doesn't need the announcement stuff imo, or at least not all the lines of it. Great mod thanks man
  17. Maybe there are non in the forest biome? The default starter quest only looks there so would need an edit? Line 289 quests.xml <objective type="Goto" id="trader" value="5" phase="1"> <property name="biome_filter_type" value="OnlyBiome" /> <property name="biome_filter" value="pine_forest" /> <!-- <property name="biome_filter_type" value="ExcludeBiome" /> --> <!-- <property name="biome_filter" value="wasteland" /> --> <property name="nav_object" value="go_to_trader" /> </objective>
  18. Just a heads up, this mod with UI tweaks for controller has been released, unsure if it works with DF though. https://7daystodiemods.com/ztensitys-controller-ui-tweaks/
  19. Been playing around with colours in the Localization.txt, what do you think of this? RepairableWorkingStiffs,blocks,Block,EnChanged,([68E3CF]Repairable[-])\nWorking Stiffs Truck,,,,,
  20. Fill from taps, all types of sinks, shower heads, toilets. Just need an empty bottle in-hand
  21. I too would like more zombie variation, something that makes the mid to late game a bit more challenging when you have enough guns and ammo Mind you I have not tried A20 yet with UL, only did a few hundred hours in A19. I did read there had been some work done on the wandering horde and horde night scaling to gamestage so that's cool (beyond what vanilla does), but having the zombies in POIs/wandering around scale to my gamestage would be pretty sweet (if its not like that already! as I said I have not played yet hehe). Kinda holding out for the nutrition update, that's gonna be hella interesting and possibly quite the challenge! Though I do feel the early game is challenging enough and the mid-late game needs some TLC to give things some staying power (the roadmap obviously has some super cool endgame stuff on yet which I simply cannot wait for!). Thanks for all your hard work @Subquake I do appreciate it and I know I annoy a lot of threads in this forum by comparing their stuff to UL hahaha (sorry, but its THAT good and polished!!) 🥰
  22. I was not suggesting anything was changed, just commenting on the subjective nature @ate0ate was talking about By "right" I was not referring to your SMX mod, I was referring to games not using gold as legendary in general, I should have been more clear and reinforced its an opinion as to not cause offence x
  23. Yeah exactly, I just use https://www.nexusmods.com/7daystodie/mods/1734 for now At least Undead Legacy has the right colours as standard haha.
  24. Pretty sure that was not an option I gave that is snipping tool and wont work in games obviously!
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