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MikeyUK

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Posts posted by MikeyUK

  1. 8 minutes ago, pApA^LeGBa said:

    I don´t think they will move away from sandbox, they will simply add a storyline with an ending. And that´s what the balance is about. We do lack challenge in mid and late game. A gun on a vehicle would make this even more easy. Imagine MP with the limited number of Z´s we are forced to have due to engine and hardware limitations and everyone driving around with this.

     

    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).

  2. 55 minutes ago, spouner said:

    Hi Subquake 😃

     

    Could you tell me what is the difference between the jackhammer and the drill please? because in the spec, both are +200 ore damage
     

    Bye

     

    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.

  3. On 5/14/2022 at 7:29 AM, DivineRabbit said:

    Sorry but where are these world gens coming from?  I know NitroGen is dead, and these options windows look different anyway... What am I missing here?  Would love to try some new customised gens.

     

    I used a mod called Improved RWG which I customised a little :)

     

     

  4. 6 minutes ago, WAR10CKA said:

    Yeah I found a few tutorials on YouTube, but they were all for older versions of the game and it was hard to get it all right. I’ll figure it out eventually.

     

    One issue is that I don’t want to throw away my character and progress from the current map. I’m on day 54 with a friend!! But we figured out how to migrate our characters from our server to one hosted with this map! Can’t wait to get going with this one! We’ll lose everything at base, but we’ll be able to transfer whatever we have in our inventory when we save. Excited to get going on this map! We tried not to stare too long at the map layout so we leave something for surprise 😛

     

    Thanks again for uploading your map! And it’s working on vanilla for us! At least so far.. I’ll let you know after a couple of days if it’s stable etc.

     

    Good luck man and enjoy :)

  5. 1 hour ago, WAR10CKA said:

    Thank you thank you thank you!!

    This is the first mod I wanted to use, but can’t figure out how to generate a world or use this mod. Going to use your awesome map!! Thanks for uploading it :) 

     

    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).

  6. 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

     

    ul_overview.thumb.jpg.d2e3bce7e59f498b8c0ae9f047670926.jpg

     

    Details of all the settings used, map download and more screenshots (customised version of Improved RWG mod):

     

     

  7. 5 hours ago, Lenny Lettuce Lips said:

    I'll give a penny to anyone else old enough to get the ref.

     

    I personally interviewed Al Lowe once, it was awesome. We met in the parking lot and he initially was a jerk, then we met again under more "professional" conditions and he immediately apologized heh. He has a great sense of humour. 

     

    It was the only good Larry title imo!  Loved it when I was 13 lol

  8. 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

     

    ul_overview.thumb.jpg.d2e3bce7e59f498b8c0ae9f047670926.jpg

     

    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:

    ul_map.thumb.jpg.f58343bd2361bd33a2f5da2b48f44a54.jpg

     

    3D Map:

    ul_map_3d.thumb.jpg.4d7def147e91c72fae48331ad4ea1422.jpg

     

    Traders:

    ul_map_traders.thumb.jpg.e78f3feb8ec5a688b4ce355ea6e3b7ae.jpg

     

    Tier 5 POIs

    ul_map_t5.thumb.png.024ba9601d192996ac587a4956340386.png

     

    Tier 4 POIs

    ul_map_t4.thumb.png.4ca1e0dde511d5ae0b6ac27b9ecc635d.png

     

    Skyscrapers

    ul_map_skyscrapers.thumb.png.a0f4f4ae61576bb2c12b5151204d0ecb.png

     

  9. 11 hours ago, TiTANSTORM said:

    I'm a bit new to hosting 7DTD servers are we are playing around with prefabs, RWG, etc. and used your mod to better our RWG on the server. I noticed that T5 buildings, for example, the skyscrapers are very rare to non existent now; we are trying to find them. Is this relevant to your adjustments? https://7daystodiemods.com/skyscraper-fix/ 

    I'm wondering if the script didn't work on our server RWG... this is a 10k map

    2022-05-03_12-46-02.png

     

    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!

  10. 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 

     

  11. On 4/27/2022 at 5:24 PM, geengaween said:

    I want a sci-fi total conversion so the world and buildings have a grungy futuristic 90's aesthetic like Screamers or Escape from LA. Lots of green screen CRT monitors everywhere and stuff like that. Make the zombies more nondescript so you can't recognize them individually, make them look like the Borg, and make their eyes glow blue. Add sci-fi weapons and vehicles. That would be awesome

     

    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 :D https://ul.subquake.com/

  12. 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.

     

    image.thumb.png.6cd7eb3ea9c12e02f518df844b321bb0.png

     

    Great mod thanks man :D

  13. On 4/4/2022 at 10:55 PM, laila said:

    Good afternoon. I'm using King Gen for my server's map. I purposely chose NO TRADERS in order to have my custom prefabs inserted later.

    My custom traders work, but the problem is that the game is not detecting any traders. It says TRADER: No traders.

    How could I make the game use my custom traders for the trader quest?

    Best regards.

     

    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>

     

  14. On 2/13/2022 at 7:44 PM, Warpspawn said:

    thanks i will check out the link. i would love not to use a controller, but my fingers don't support keyboard and mouse like they used to. my hardware is wearing out due to over use and can't be upgraded

     

    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/

  15. Been playing around with colours in the Localization.txt, what do you think of this?

     

    RepairableWorkingStiffs,blocks,Block,EnChanged,([68E3CF]Repairable[-])\nWorking Stiffs Truck,,,,,

     

     

    A20.3_2022-03-01_11-25-21.jpg

  16. 3 hours ago, InsKill said:

    In description of the UL there is a good reason why we cannot use a water from open sources. Through development of researching you can obtain the well and AFAIK the water pump.

     

    Fill from taps, all types of sinks, shower heads, toilets.  Just need an empty bottle in-hand :)

  17. 22 minutes ago, arramus said:

    Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.

     

    From another thread.

     

    On 2/15/2022 at 9:38 PM, doughphunghus said:

    Usually I see that pink color when a shader/asset/resource was not compiled (by the modder) "for all platforms" and was compiled for Windows only. I've seen it with multiple mods, and Tactical Action when I first tried it a long time ago when it had the ?sunflowers? and other plants in it, before all the non-gun content was removed). I'm not 100% sure how this is done in Unity, except the latest/newest (since maybe 2020/21?) "Export asset bundle" Unity Script by xyth should export assets for all platforms. Its in his Unity tutorial project.

  18. 38 minutes ago, FujiToday said:

    Hmmm the area around trader is actually dangerous, even at day. At night, the place is crowded with ferals. There was once I counted about 15 zeds+ at night.

    Because of this, I don't dare to live in the land next to trader. Had to move a little further.

     

    Would be cooler if Subquake decide to add stronger zombie variations like Darkness Falss. If you do that, I belive this mod can actually compete with DF. I like this mod very much.

     

    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 :D  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!!) 🥰

  19. 1 hour ago, Sirillion said:

    "Right" colors is a matter of opinion. And SMX is not a content mod so there is no need for SMX to change the colors of item quality. It is way better to use the colors that people recognize than to switch it up.

     

    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

     

  20. 57 minutes ago, ate0ate said:

    Lol, yeah, I agree. Blame the vanilla game for that one. I realized after using SMX and going by the default color system that it more or less follows the rarity system in many looters and mobile games. Grey for common, green for uncommon, blue for rare and puprle for epic. TFP should scrap the yellow, move things down a notch so that things work out to tier 6 being the gold legendary tier:)

     

    Yeah exactly, I just use https://www.nexusmods.com/7daystodie/mods/1734 for now :D

     

    At least Undead Legacy has the right colours as standard haha.

  21. Just now, Draconic said:

     

    I tried using the window+shift+s and then ctrl-v but it didn't work

     

     

    Pretty sure that was not an option I gave ;)  that is snipping tool and wont work in games obviously!

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