nickuk01 Posted September 7, 2020 Share Posted September 7, 2020 With the headshots only part of your core mod which I like and use, does fire or electricity still harm the zombies? Link to comment Share on other sites More sharing options...
sphereii Posted September 10, 2020 Author Share Posted September 10, 2020 I pushed out a new change for NPCs and their WanderSDX AI Task. PathingCube blocks have now been changed to a custom Sign block. You may place a few of these invisible signs around your base, entering in a numeric value in its Text box. Then, for hired NPCs, there's a new dialog option that allows you to Set Pathing Code. Enter in the matching number, and the NPC will scan the surrounding areas for PathingCubes, and only path to the code matching. The NPC stores its pathing code as a cvar. This will allow you to set up multiple PathingCubes around your base, and have different NPCs patrol different routes, using different codes. Special Codes: NPCs with Codes set to 0 will path to all PathingCubes. NPCs with Codes set to -1 will not patrol but stand where they are. By default, all NPCs spawn with a Code of 0. They should preserve their codes between game sessions, if changed. Prefabs, when built, can now include PathingCubes as part of construction. You can enter in Codes and have them saved and distributed with your Prefabs, preserving the numbers. This will allow you to create new sleeper volumes with NPCs to auto-spawn and start patrolling in a prefab. When setting in the Sleepers, you may place a PathingCube in the block next to the sleeper, and set a code on it. When the sleeper wakes up, it does a short scan for PathingCubes to look for a code to use. If it finds one, it'll auto-set its PathingCode cvar to that code, and begin patrolling. 1 Link to comment Share on other sites More sharing options...
danielspoa Posted September 12, 2020 Share Posted September 12, 2020 hi sphere, seems the 19.1e requires a changes to compile. Unless Im my doing something stupid which is totally possible. do u consider updating for the experimental or gonna wait for stable versions? specially interested in: hide xp popup, random size, anti nerdpole ps. a small suggestion for the future, what do u think of hiding the xp popups from parties as well? (u gained X shared experience blablabla) Thank you!!!! Link to comment Share on other sites More sharing options...
KhaineGB Posted September 12, 2020 Share Posted September 12, 2020 Yeah, you need to edit the EAI tasks to get sphereii-core to work in A19.1. I did it locally on my system and it works fine now Link to comment Share on other sites More sharing options...
danielspoa Posted September 12, 2020 Share Posted September 12, 2020 would you share your work with this pleb, please? Link to comment Share on other sites More sharing options...
sphereii Posted September 12, 2020 Author Share Posted September 12, 2020 I'll post an update for A19.1 in a little bit. What is this group xp icon? I don't typically play on MP. Link to comment Share on other sites More sharing options...
danielspoa Posted September 12, 2020 Share Posted September 12, 2020 when in a party u get a message above ur belt stating you gained X shared experience I will record it once one of my friends wake up also thanks for the update I tried changing it myself but no luck so far Link to comment Share on other sites More sharing options...
sphereii Posted September 12, 2020 Author Share Posted September 12, 2020 Added new branch for Alpha 19.1: https://github.com/SphereII/SphereII.ModsA19/tree/alpha19.1experimental On 9/7/2020 at 3:00 PM, nickuk01 said: With the headshots only part of your core mod which I like and use, does fire or electricity still harm the zombies? I pushed an update to both the main brain and experimental branch, that makes a change for headshots. I've limited it to player damage, so fire and traps should still work as expected. I'm not sure if that defeats the purpose of headshot-only, but thought I'd add it and see what the players think. 1 Link to comment Share on other sites More sharing options...
danielspoa Posted September 13, 2020 Share Posted September 13, 2020 sir 1 - I took the screenshot I promised. For whatever reason this doesn't show up 100% of the time https://imgur.com/a/RMHivYo 2 - the 19.1 version worked perfectly on its own 3 - on dedi server it gives me an error when loading an existing profile. Is there any way to install sphere now without resetting characters? thank you Link to comment Share on other sites More sharing options...
sphereii Posted September 13, 2020 Author Share Posted September 13, 2020 16 hours ago, danielspoa said: sir 1 - I took the screenshot I promised. For whatever reason this doesn't show up 100% of the time https://imgur.com/a/RMHivYo 2 - the 19.1 version worked perfectly on its own 3 - on dedi server it gives me an error when loading an existing profile. Is there any way to install sphere now without resetting characters? thank you I'll look to see if I can find the shared exp Unfortunately, the Sphere-Core is not save game safe, as it needs to make changes to the player's profile to allow for some features. Link to comment Share on other sites More sharing options...
danielspoa Posted September 14, 2020 Share Posted September 14, 2020 its ok, I blamed TFP and its all good 😁 its working perfectly so far on the new world, happy with it. And thanks for considering the xp thing Link to comment Share on other sites More sharing options...
AmethystLainey Posted September 20, 2020 Share Posted September 20, 2020 Hey Sphereii, I know the Modlet isnt listed here but Im using your Peace of Mind but Im noticing yellow text with 19 Stable , Havent Teleported to any POI in question to see if it still works despite. BUt the Yellow Text mentions something about DMT Link to comment Share on other sites More sharing options...
sphereii Posted September 21, 2020 Author Share Posted September 21, 2020 On 9/20/2020 at 7:34 AM, AmethystLainey said: Hey Sphereii, I know the Modlet isnt listed here but Im using your Peace of Mind but Im noticing yellow text with 19 Stable , Havent Teleported to any POI in question to see if it still works despite. BUt the Yellow Text mentions something about DMT Do you remember what it is? It could just be warning about an unsupported tag in the ModInfo.xml, and can be ignored. Link to comment Share on other sites More sharing options...
AmethystLainey Posted September 21, 2020 Share Posted September 21, 2020 Here is the screenie of it Link to comment Share on other sites More sharing options...
sphereii Posted September 21, 2020 Author Share Posted September 21, 2020 35 minutes ago, AmethystLainey said: Here is the screenie of it Thank you. I'll see about fixing it, but it's a harmless warning. Link to comment Share on other sites More sharing options...
AmethystLainey Posted September 21, 2020 Share Posted September 21, 2020 No Prob, just wasnt sure.. Link to comment Share on other sites More sharing options...
nickuk01 Posted September 21, 2020 Share Posted September 21, 2020 Slightly off piste but as this is the place for DMT is there any possibility of having a no sleeper respawn option for alpha 19 as ones used in past upto alpha 18 rely on harmony code but cant find anything for current alpha build. Have 5 zombie dogs respawn regularly in hut next to my base which drives me crazy. If not anyone know of current mod which does this for alpha 19 pleaseeee? Just want to be able to clear a building and it stays clear Link to comment Share on other sites More sharing options...
sphereii Posted September 21, 2020 Author Share Posted September 21, 2020 40 minutes ago, nickuk01 said: Slightly off piste but as this is the place for DMT is there any possibility of having a no sleeper respawn option for alpha 19 as ones used in past upto alpha 18 rely on harmony code but cant find anything for current alpha build. Have 5 zombie dogs respawn regularly in hut next to my base which drives me crazy. If not anyone know of current mod which does this for alpha 19 pleaseeee? Just want to be able to clear a building and it stays clear From what I remember, it should be fairly straight forward fix. It should work. You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format. Link to comment Share on other sites More sharing options...
nickuk01 Posted September 22, 2020 Share Posted September 22, 2020 (edited) 20 hours ago, sphereii said: You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format. Sorry I have no idea how to do that.. the mod in zip folder has harmony folder containing dll, pdb and cs files. Other than dropping it into mods folder within 7d2d how do you "update" as you mention? I use 7d2d mod launcher. NB: does need update as hangs game otherwise. Launcher cannot compile that particular harmony patch in its present format (alpha 18.4) Edited September 22, 2020 by nickuk01 (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted September 26, 2020 Author Share Posted September 26, 2020 New 0-SphereIICore update pushed ( 19.1.1.213) . It is only compatible with 19.1, and not previous versions. Generate code quality improvements were done A bad null check fixed in music box logic Slightly refactored other null checks to be cleaner (hopefully) improved cave generation speed and performance Changed CaveAir back to Air. Let me know if this causes any stability issues. Added in cave biome spawning. Check our spawning.xml for new entries Cave and DeepDave ( used when y < 30 ). Added in DeepCavePrefabs for deep-only prefab spawning. Link to comment Share on other sites More sharing options...
Souhank Posted September 29, 2020 Share Posted September 29, 2020 1Any chance to remove Transmogrifier and One Block Crouch or xml config option? 2I don't have footsteps sounds in custom zombies like creature pack, is it normal? Link to comment Share on other sites More sharing options...
CrazyAluminum Posted September 29, 2020 Share Posted September 29, 2020 1 hour ago, Souhank said: 1Any chance to remove Transmogrifier and One Block Crouch or xml config option? 2I don't have footsteps sounds in custom zombies like creature pack, is it normal? 0-SphereIICore\Config\blocks.xml Link to comment Share on other sites More sharing options...
Souhank Posted September 29, 2020 Share Posted September 29, 2020 16 hours ago, CrazyAluminum said: 0-SphereIICore\Config\blocks.xml I see thank you so much Link to comment Share on other sites More sharing options...
pixelpis Posted September 30, 2020 Share Posted September 30, 2020 Hallo I have installed the SphereII using DMT In a new World it is working fine, but I get this error loading any saved game. ArgumentException: An item with the same key has already been added: key: -1065, 55, 1112 I have to do something in the world (like erase something) or whats ? Thank You Link to comment Share on other sites More sharing options...
xyth Posted September 30, 2020 Share Posted September 30, 2020 If you add a new mod that has code in it, like sphereiis does, it will break saves. Start a new game. Link to comment Share on other sites More sharing options...
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