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doughphunghus

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Hi, I am creating a modpack for live streaming, I was wondering if I have permission to use "Get Nailed" in a modlet of my own that I will create using xpath. I would like to make some loot and recipes settings, to make it a bit more difficult.

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12 hours ago, DaDiGui said:

Hi, I am creating a modpack for live streaming, I was wondering if I have permission to use "Get Nailed" in a modlet of my own that I will create using xpath. I would like to make some loot and recipes settings, to make it a bit more difficult.

Hello! Thanks for asking!

For streaming: Sounds good to me :)  No issues here.  All of my mods are "Free for use" via the "Unlicense" license, though any I maintain (like Khelldons) might have 3D assets that might have restrictions (usually just crediting the original source/authors). I think for just streaming there aren't many mods that would require permission unless you offer up your changed mod for others to copy/download or try to make money off of selling the mod (kinda verboten).

 

For distribution/etc (like if you put your mod+changes up on github or somewhere for others to use): Its still ok to do, but..

The "GetNailed" mod wasn't originally developed by me, but by Khelldon.  I just took over maintenance in case they returned, but I believe this is unlikely to happen.  The original github repo for these mods (https://github.com/Khelldon/7d2dModlets) also did not include a license for usage and most of my mods/contributions are "the Unlicense" which is basically "All Free, do what you want, but if something bad/unintentional

happens you can't blame me" :)

 

Anyway, there is a 3D model credit in the mod (which are in the mod and README), so as long as you add this blurb to yours (or don't remove it) I think everything's good:

"Crowbar free asset from Valve Source SDK and coverted to Unity for use with 7 Days to Die by Khelldon
Please credit Valve with this model."

 

Other than that, assigning original credit to Khelldon would be cool to do

 

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  • 2 weeks later...

@doughphunghus Hello, loving your mods. Thank you for the great work,

 

I have recently tried using your infection buff mod and ran into an issue. I have used mods such as snufkins Server Side Zombie mods, enzombies + patch. And it is being reported and experienced that the infections are not curable. they go to 0.0% and after that they then go back up once the pills/honey effect has warn off. Would you know how to fix this or at least find the code in the files which make sure the infection buff is removed once it is at 0?

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Posted (edited)
3 hours ago, DefiantDucky said:

@doughphunghus Hello, loving your mods. Thank you for the great work,

 

I have recently tried using your infection buff mod and ran into an issue. I have used mods such as snufkins Server Side Zombie mods, enzombies + patch. And it is being reported and experienced that the infections are not curable. they go to 0.0% and after that they then go back up once the pills/honey effect has warn off. Would you know how to fix this or at least find the code in the files which make sure the infection buff is removed once it is at 0?

Some questions:

- Is this single player, or multiplayer (sounds like multiplayer)?

- What version of the game are you running? a19.? or a20.?

- Can you list the other mods you have loaded, if there are more than Snufkins and enzombies?

- Just to be clear: the infection goes to 0.0%, and there's still some "honey/cure" percentage left (like, more than 0.1%), and the infection icon doesn't go away.  When the "cure" counter runs out, then the infection (whose icon never went away) starts counting up again?

 

My mod doesn't do too much with the "remove buff" parts, so that part should be working.  Maybe there's something happening with the calculations.  I had a similar issue like this and it turned out to be another mod that doesn't let infections be cured (forgot which mod it was though).

Edited by doughphunghus (see edit history)
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2 hours ago, doughphunghus said:

Some questions:

- Is this single player, or multiplayer (sounds like multiplayer)?

- What version of the game are you running? a19.? or a20.?

- Can you list the other mods you have loaded, if there are more than Snufkins and enzombies?

- Just to be clear: the infection goes to 0.0%, and there's still some "honey/cure" percentage left (like, more than 0.1%), and the infection icon doesn't go away.  When the "cure" counter runs out, then the infection (whose icon never went away) starts counting up again?

 

My mod doesn't do too much with the "remove buff" parts, so that part should be working.  Maybe there's something happening with the calculations.  I had a similar issue like this and it turned out to be another mod that doesn't let infections be cured (forgot which mod it was though).

A.20.3                     

Multiplayer

- Acid Recipe
- Server Side Vehicles
- Snufkin Weapons Xpansion Pack + Loot Box Addon
- Sewing kit recipe
- megacrush Recipe
- Jail doors/bar recipe
- Donovan Megastacks
- Donovan More Perks
- Donovan Pickmeup
- Doughs Grenade Buff
- Doughs Infection Buff
- Doughs pipe bomb buff
- Craftable santa hat
- Doughs Soup Chef of the Apocalypse
- Doughs YouGotMail
- H7SB Backpacks
- H7SB Seats
- Working Ice Machines
- JaxTeller718 Blood Moon Until Dawn
- KHA20 3 Slot Forges
- KHA20 12 craft Queue
- KHA20 Steel Ammo
- KHA20 60 slot BackPack
- More Lights
- Nomad64 super chargers
- Parts Crafting A20
- Plaebad Lever Action 44
- Rangermod Kit
- RELXIX UI Compass Highlight
- SawWoodS
- Sams Building Stuff
- Sams Council Stuff
- Sams Deco Stuff
- Sams Steel electric fence
- SKarmah Player Body Remains
- Snufkin Custom Zombies Plus
- Sams Special Ammo
- Sams Storage Stuff
- Sams Tactical Nuke
- Sams Working Stuff
- Valmars Animal Snares
- WMM Avoid Blood Moon
- En Zombies + Patch
- JaxTeller718 More mod slots

- Correct

 

Update: 07/03/2022: I have found the culprit, H7SB office seats: this had coding for infection state to always been enabled regardless of cure stage and also stopped people producing grease monkey bike handle bars.

Edited by DefiantDucky (see edit history)
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Posted (edited)
3 hours ago, DefiantDucky said:

Update: 07/03/2022: I have found the culprit, H7SB office seats: this had coding for infection state to always been enabled regardless of cure stage and also stopped people producing grease monkey bike handle bars.

Wow, I would not have thought that mod would be it!  I think there’s another mod that does a similar thing (once infected, you are always infected and just have to constantly keep it at bay) that I ran into as I haven’t loaded the seats mod ever (it’s a new one to me).

 

glad you found that and thanks for the info!

Edited by doughphunghus (see edit history)
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4 hours ago, swmeek said:

I've noticed when you use the breath mints ( from the you've got mail mod ) the buff never goes away ( at least for me ).

Thanks! I wasn’t aware of this possibility. I’ll try to test this fri/sat. And see if I can reproduce. 

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Posted (edited)
On 3/9/2022 at 9:15 PM, doughphunghus said:

Thanks! I wasn’t aware of this possibility. I’ll try to test this fri/sat. And see if I can reproduce. 

@swmeek: Bug confirmed and Fixed! I had a typo in 1 place that caused the "remove" part of the buff to fail, which I guess causes it to add "time forever". Anyway, I *think* you can just add it to an existing game, but the buff you already have likely will not be removed until you eat another breath mint (so the new "remove" code will be triggered), but it might take awhile to count down.  I tried to test this but messed up and caused everything to clear and it's just a pain to re-break it, retest.

 

Bug Fix:

Modlet: YouveGotMail - Fixed Breath mints buff now being removed. Thank you to @swmeekfor reporting this!

 

New:

Modlet: UI-Hide-HPBarButShowName - Basically takes the HP bar and removes the HP stats and the bar itself, leaving only the zed name.

REQUIRES: loading a mod turning on the HP bar! Only tested with KhaineGB's HP-Bars mod, but there are a few more that turn this feature on.

Why?: Read the readme for this mod, but essentially it lets you see the zed names without all the other 'health' information, for those wanting to just know what zed is in sights without wanting to know their health status/max health.  Great for using with zed renaming mods or zed mods where some zeds have a lot of HP... CAN you take out that "Baby Dire Wolf?"... hard to tell now.

 

ALSO: There are some other configs in this mod that are commented out.  Basically how to change the color or the text and center/justify the text.  Nothing "amazing' but a simple mod to start with for anyone to take and tweak/learn for their own use.

 

NOTE: I have not tested this mod much, accidentally got it merged into my main modlets and just pushed it to github, but it was "done" anyway probably

 

News:

Modlet Generator: 7D2D-EntityRandomize  - It appears trub64 on github has made an a20 compatible version and made it available! (go trub64!)

I'm going to be very slow trying to update this (if I do, it was kinda a proof of concept) but I ran across this, which is an update+rewrite+new features in python from trub64:  "trubs-variants". Please use this if you can for a20 (though I have not tried it yet). It looks like it may be written only for MAC so windows users may need to make some tweaks? It has some AI swapping out features and other things to randomize the zed/animal behaviors!

 

Updated:

Modlet: RabbitOfCaerbannog - Now does not rarely spawn in the random boss groups (no more horde group spawning). Basically this is less XML to deal with and makes it more compatible with other mods as a lot of them mess with the boss groups and would cause them to be renumbered. I'm also not sure if a Caerbannog spawned in a horde if it would target you (or hop away) or maybe just kill the entire boss mob before you see it ;)

 

 

Edited by doughphunghus (see edit history)
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  • 4 weeks later...

@doughphunghus Hello I hope you are well. I need to inquire about a serious issue and I'm not 100% sure it's coming from this but I would like to ask around. Hidden items such as player hands and custom zombies hands are appearing in mailboxes. We aren't sure if something is causing this from your YouGotMail mod? they're appearing in only mailboxes. Thank you For extra information, it seems zombie assets are spawning in, from snufkins and enzombies and robelotos. I have contacted the developers and scanned the code myself (limited knowledge) but they don't seem to show that they are supposed to be accessible and are classed as a creative item (not sure if this helps or adds context)

image.png

Edited by DefiantDucky (see edit history)
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14 hours ago, DefiantDucky said:

@doughphunghus Hello I hope you are well. I need to inquire about a serious issue and I'm not 100% sure it's coming from this but I would like to ask around. Hidden items such as player hands and custom zombies hands are appearing in mailboxes. We aren't sure if something is causing this from your YouGotMail mod? they're appearing in only mailboxes. Thank you For extra information, it seems zombie assets are spawning in, from snufkins and enzombies and robelotos. I have contacted the developers and scanned the code myself (limited knowledge) but they don't seem to show that they are supposed to be accessible and are classed as a creative item (not sure if this helps or adds context)

image.png

I’ll look into it. I’ve heard a bit about the hands spawning but I thought it was related to custom zed mods.  My mail mod is unlikely to be it but it’s always a possibility.  I tried to make it “just add new stuff” to existing groups but maybe something odd has changed it so an item I used was renamed or something.

 

Any info on how to reproduce or if it occurs with only my mod loaded or so te extra zed mods (errnull, Snufkins, Roboleto)? have to be loaded as well (there are more extra zombie mods than these, not sure if it’s been figured out what the minimum mods have to be loaded to get it to happen)

8 hours ago, swmeek said:

Is it your you've got mail mod that adds the paint stripper to the game and if so what does it do ?

It might be, I’ll have to look.  I added new junk items based on the acid icon and recomputed/renamed them.  I’m not sure if I added any fun recipes to them to make them “semi useful” yet but I’ll have to check. I’m not sure anyone else has added paint stripper to their mods either. It’s a 95% chance it’s just junk to dilute out the useful loot, as is most of that mod (on purpose). With the clothing changes coming up (possibly in a21) I didn’t want to make too many recipes from the junk items in case things disappeared in me, so I just converted the mod for a20 and haven’t tried to add to it for a20. It’s Been awhile since I’ve looked at what’s in it

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9 hours ago, swmeek said:

Is it your you've got mail mod that adds the paint stripper to the game and if so what does it do ?

The mod adds an item called "Paint Stripper" and doesn't do anything useful yet as there are no recipes so far. You can drink it and it will likely kill you, based on the buffs attached to it.

16 hours ago, DefiantDucky said:

@doughphunghus Hello I hope you are well. I need to inquire about a serious issue and I'm not 100% sure it's coming from this but I would like to ask around. Hidden items such as player hands and custom zombies hands are appearing in mailboxes. We aren't sure if something is causing this from your YouGotMail mod? they're appearing in only mailboxes. Thank you For extra information, it seems zombie assets are spawning in, from snufkins and enzombies and robelotos. I have contacted the developers and scanned the code myself (limited knowledge) but they don't seem to show that they are supposed to be accessible and are classed as a creative item (not sure if this helps or adds context)

image.png

just a cursory look at my mail mod is showing this:

1. it only appends items to the mailbox (its not trying to delete or do anything that might mess up a loot group I can see) via:

<!-- misc metal container mailbox -->
  <append xpath="/lootcontainers/lootgroup[@name='groupMailbox01']">
    <item group="doughs_Parcels_Sorry" loot_prob_template="low" />
    <item group="doughs_Parcels_Games" loot_prob_template="low" />
    <item group="doughs_Parcels_UnopenedPackage" loot_prob_template="low" />
    <item group="doughs_Parcels_ReturnedItem" loot_prob_template="low" />
    <item group="doughs_Parcels_Family" loot_prob_template="low" />
    <item group="doughs_GovFlyers" loot_prob_template="low" />
    <item group="doughs_PaperNotes" loot_prob_template="low" />
    <item group="doughs_Parcels_BuildKitPackage" loot_prob_template="low" />
    <item group="doughs_GeneralMail" loot_prob_template="low" />
  </append>

All of these are "groups" so its a bit difficult to just track down how zed hands could get into any of these groups as they're all custom loot groups, but it looks like they are all hand made 'append" groups just like the rest.  no XPATH choosing random stuff with wildcard matching.

 

There are "gore blocks" added to the cars loot group.. but those are just bodies you can get and place (and not in mailboxes)

<append xpath="/lootcontainers/lootgroup[@name='groupCars01']">
    <item group="doughs_UselessItems_Toys" count="1" loot_prob_template="low" />
    <item name="doughs_UselessItem_StiffSocks" count="1" loot_prob_template="veryLow" />
    <item name="doughs_UselessItem_JarOfUrine" count="1" loot_prob_template="veryLow" />
    <item name="goreBlockHumanCorpse" count="1" loot_prob_template="veryLow" />
    <item name="goreBlockHumanCorpse1" count="1" loot_prob_template="low" />
    <item name="goreBlockHumanCorpse2" count="1" loot_prob_template="med" />
    <item name="decoCarTireFlat" count="1" loot_prob_template="veryLow" />
    <item name="decoCarTireSmallFlat" count="1" loot_prob_template="med" />
    <item name="decoCarWheelFlat" count="1" loot_prob_template="low" />
    <item name="doughs_Mail_Junk_003" loot_prob_template="low" /> <!-- extended warranty -->
  </append>

 

 

Other than that its not obvious what could cause the zed hands to be lootable from mailboxes.  If anyone wants to give me a bit of help I'll research it, I just woudl like:

- the version of the game you're running

- what mods are loaded ( and try to get a minimum amount of them to show the issue if you can. its not easy to track down 100 mods, and getting the exact versions might be impossible unless someone zipped up their mods and made them available to just load into a fresh game for testing with those exact mods.)

- a way to reproduce ( even if its just like 'open mailboxes') it would be nice if there were any more info.

 

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53 minutes ago, doughphunghus said:

The mod adds an item called "Paint Stripper" and doesn't do anything useful yet as there are no recipes so far. You can drink it and it will likely kill you, based on the buffs attached to it.

just a cursory look at my mail mod is showing this:

1. it only appends items to the mailbox (its not trying to delete or do anything that might mess up a loot group I can see) via:

<!-- misc metal container mailbox -->
  <append xpath="/lootcontainers/lootgroup[@name='groupMailbox01']">
    <item group="doughs_Parcels_Sorry" loot_prob_template="low" />
    <item group="doughs_Parcels_Games" loot_prob_template="low" />
    <item group="doughs_Parcels_UnopenedPackage" loot_prob_template="low" />
    <item group="doughs_Parcels_ReturnedItem" loot_prob_template="low" />
    <item group="doughs_Parcels_Family" loot_prob_template="low" />
    <item group="doughs_GovFlyers" loot_prob_template="low" />
    <item group="doughs_PaperNotes" loot_prob_template="low" />
    <item group="doughs_Parcels_BuildKitPackage" loot_prob_template="low" />
    <item group="doughs_GeneralMail" loot_prob_template="low" />
  </append>

All of these are "groups" so its a bit difficult to just track down how zed hands could get into any of these groups as they're all custom loot groups, but it looks like they are all hand made 'append" groups just like the rest.  no XPATH choosing random stuff with wildcard matching.

 

There are "gore blocks" added to the cars loot group.. but those are just bodies you can get and place (and not in mailboxes)

<append xpath="/lootcontainers/lootgroup[@name='groupCars01']">
    <item group="doughs_UselessItems_Toys" count="1" loot_prob_template="low" />
    <item name="doughs_UselessItem_StiffSocks" count="1" loot_prob_template="veryLow" />
    <item name="doughs_UselessItem_JarOfUrine" count="1" loot_prob_template="veryLow" />
    <item name="goreBlockHumanCorpse" count="1" loot_prob_template="veryLow" />
    <item name="goreBlockHumanCorpse1" count="1" loot_prob_template="low" />
    <item name="goreBlockHumanCorpse2" count="1" loot_prob_template="med" />
    <item name="decoCarTireFlat" count="1" loot_prob_template="veryLow" />
    <item name="decoCarTireSmallFlat" count="1" loot_prob_template="med" />
    <item name="decoCarWheelFlat" count="1" loot_prob_template="low" />
    <item name="doughs_Mail_Junk_003" loot_prob_template="low" /> <!-- extended warranty -->
  </append>

 

 

Other than that its not obvious what could cause the zed hands to be lootable from mailboxes.  If anyone wants to give me a bit of help I'll research it, I just woudl like:

- the version of the game you're running

- what mods are loaded ( and try to get a minimum amount of them to show the issue if you can. its not easy to track down 100 mods, and getting the exact versions might be impossible unless someone zipped up their mods and made them available to just load into a fresh game for testing with those exact mods.)

- a way to reproduce ( even if its just like 'open mailboxes') it would be nice if there were any more info.

 

So I can list all mods which I believe are conflicting with this:

- A20.3 game version

- Enzombies

-Enzombies harvesting pack

- Snufkin Zombies

- Snufkin compatibility pack

- Robeloto Zombies

- Robeloto Compatbility pack

-YouGotMail (Recent version)

 

I Have the exact mods I can send you as we used a custom XML.

 

Reproducing is that they appear in server in mailboxes on in players chests over time. It seems after restarts they are appearing in peoples inventory randomly. I can confirm with that the zombie packs are coded to have the hands as hidden assets and not visible. So there's something else.

 

Edited by DefiantDucky (see edit history)
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5 minutes ago, DefiantDucky said:

So I can list all mods which I believe are conflicting with this:

- A20.3 game version

- Enzombies

-Enzombies harvesting pack

- Snufkin Zombies

- Snufkin compatibility pack

- Robeloto Zombies

- Robeloto Compatbility pack

-YouGotMail (Recent version)

 

I Have the exact mods I can send you as we used a custom XML.

 

Reproducing is that they appear in server in mailboxes on in players chests over time. It seems after restarts they are appearing in peoples inventory randomly. I can confirm with that the zombie packs are coded to have the hands as hidden assets and not visible. So there's something else.

 


can you confirm that after the game was started no mods were added or removed (or edited to remove any blocks or items) while people kept playing?

 

The “appearing randomly after a restart” makes me feel like mods are being changed after the game has started, meaning: on day 1 of a fresh game you have x mods loaded, then some time later a change (any change but likely a change removing blocks or items) is made and this causes a shift in the item tables… meaning you had an item in your box or inventory (or a looted container so the items were already rolled) and then after the mods were changed mid game the item “number” or “position” is shifted so an existing item turns into another… kinda like you had a cornmeal in your container and the game restarts and now it’s a zombie hand or whatever. 
 

This would be the “classic” issue that I’ve heard of before causing item weirdness to happen. Items in mods were removed, the game has a reference in a container of the removed item but it doesn’t remove it, it just use whatever item is not in the removed items place, by the ID number of the item not the item xml name/key.

 

If not it might be some weird internal thing messing up save games item los order… but that seems unlikely as all 20.3 games would likely have this and be obvious… 

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Posted (edited)
1 hour ago, DefiantDucky said:

So I can list all mods which I believe are conflicting with this:

- A20.3 game version

- Enzombies

-Enzombies harvesting pack

- Snufkin Zombies

- Snufkin compatibility pack

- Robeloto Zombies

- Robeloto Compatbility pack

I Have the exact mods I can send you as we used a custom XML.

 

just an update:

So I'm suspecting that its likely some mods were added/updated/removed after a game was started and this caused the items people already had in inventory/chests to not find the items and so the game chose the item in that "clot" inside the games item lists and it points to "zombie hand" stuff possibly because there are a lot of zombie hands, given the addition of a lot of zombie mods?

 

Here's what I noted as I tried to reproduce,,,

 

I loaded just these mods (from the games log) without You've got Mail and I cannot reproduce, but there are several errors when starting a new game (below)

2022-04-16T14:32:19 7.316 INF [MODS] Trying to load from folder: enZombiesHarvest-main
2022-04-16T14:32:19 7.361 INF [MODS] Loaded Mod: enZombiesHarvest (1.5)
2022-04-16T14:32:19 7.362 INF [MODS] Trying to load from folder: enZombies-main
2022-04-16T14:32:19 7.363 INF [MODS] Loaded Mod: enZombies (2.6)
2022-04-16T14:32:19 7.363 INF [MODS] Trying to load from folder: Robeloto_CustomZombies
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: Robeloto_CustomZombies (A.20.2)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: RobelotoZombiePatch
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: RobelotoZombiePatch (1.0)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: SnufkinCustomZombiesPLUS_A20_2022Feb02
2022-04-16T14:32:19 7.365 INF [MODS] Loaded Mod: Snufkin Custom Zombies PLUS (A20)
2022-04-16T14:32:19 7.365 INF [MODS] Trying to load from folder: SnufkinZombiePatch
2022-04-16T14:32:19 7.366 INF [MODS] Loaded Mod: SnufkinZombiePatch (1.0)

 

Loading just these xed mods in a new 20.3 game using navezgane map has errors loading mods:

1. a LOT of enZombiesHarvest warnings, as is it cannot append properly for a lot of things

 

2. An error parsing "entirygroups.xml" that is associated with zombieRadRobot1 (it cannot find this entity, as if a mod added it to an entity group and there's no entity for it.)

For this:

it looks like its related to errNulls Roberto patch, as there's no zombieRadRobot1 in Robeletos mod, and those references are in errNulls patch. Maybe Robeleto updated hid mos and didn't tell errNull, or errNull has a typo in his mod.

 

3. An error loading and parsing "spawning.xml", associated with "Farm_Med_Territorial" and ZombieFarmGroup.  I think its saying the "Farm_Med_Territorial" group has  ZombieFarmGroup in it and ZombieFarmGroup is not a group that exists

For this:

ZombieFarmGroup appears to be added by errNulls main zombie mod.

 

Additionally, just running around in debug mode, I ran into several red console errors about entities not existing, and I didn't see any zeds.  all mailboxes I opened had a book in them at least.

 

#####################################################

Adding You've Got Mail mod to this  same game ... no new loading errors/wanings appear , and my player inventory is the same.

opened mailboxes and only got mail and related items. opened these up and closed game. restarted and no inventory was changed

 

I opened up the ConfigsDump/loot.xml file (the one that is saved when the game merges all the mods to look at the loot groups of teh mailboxes and and it appears there's some weirdness with Robeleto_CustomZombies mod and its loot.xml mod.  It's putting a lot of copies of its loot groups, possibly into every loot group.  I'm not sure that's causing the issue as the game seems to work ok with this, but it would seem that this would not be desired.

 

I then took a step i KNOW causes items to be swapped out: I removed a mod that had items/blocks and those items/blocks were in a player inventory:

I removed You've Got Mail mod from the Mods folder and restarted the game ( with items from You've got mail in my inventory) and (as expected when removing a mod that had blocks or items in it!) I had a lot of 'question mark" icons in my inventory, and they were labeled things like zombie hands (long names).  I suspect it didn't choose "other items in the game" as there are a lot of zombie hand items, so its statistically likely to happen AND if a "normal" item was put in place it will have an icon and no weird question mark icon, so it would be hard to tell it was replaced/swapped out. Its very easy to "see" the question mark icons as "not right"

 

 

Edited by doughphunghus (see edit history)
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1 hour ago, doughphunghus said:


can you confirm that after the game was started no mods were added or removed (or edited to remove any blocks or items) while people kept playing?

 

The “appearing randomly after a restart” makes me feel like mods are being changed after the game has started, meaning: on day 1 of a fresh game you have x mods loaded, then some time later a change (any change but likely a change removing blocks or items) is made and this causes a shift in the item tables… meaning you had an item in your box or inventory (or a looted container so the items were already rolled) and then after the mods were changed mid game the item “number” or “position” is shifted so an existing item turns into another… kinda like you had a cornmeal in your container and the game restarts and now it’s a zombie hand or whatever. 
 

This would be the “classic” issue that I’ve heard of before causing item weirdness to happen. Items in mods were removed, the game has a reference in a container of the removed item but it doesn’t remove it, it just use whatever item is not in the removed items place, by the ID number of the item not the item xml name/key.

 

If not it might be some weird internal thing messing up save games item los order… but that seems unlikely as all 20.3 games would likely have this and be obvious… 

The server has had mods switched out and in yes without a full wipe. The errors are due to coding required, This why I asked if you wanted XML which need to be customised in order to get all the zombies packs to work.

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48 minutes ago, doughphunghus said:

just an update:

I loaded just these mods (from the games log) without You've got Mail and I cannot reproduce, but there are several errors when starting a new game (below)

2022-04-16T14:32:19 7.316 INF [MODS] Trying to load from folder: enZombiesHarvest-main
2022-04-16T14:32:19 7.361 INF [MODS] Loaded Mod: enZombiesHarvest (1.5)
2022-04-16T14:32:19 7.362 INF [MODS] Trying to load from folder: enZombies-main
2022-04-16T14:32:19 7.363 INF [MODS] Loaded Mod: enZombies (2.6)
2022-04-16T14:32:19 7.363 INF [MODS] Trying to load from folder: Robeloto_CustomZombies
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: Robeloto_CustomZombies (A.20.2)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: RobelotoZombiePatch
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: RobelotoZombiePatch (1.0)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: SnufkinCustomZombiesPLUS_A20_2022Feb02
2022-04-16T14:32:19 7.365 INF [MODS] Loaded Mod: Snufkin Custom Zombies PLUS (A20)
2022-04-16T14:32:19 7.365 INF [MODS] Trying to load from folder: SnufkinZombiePatch
2022-04-16T14:32:19 7.366 INF [MODS] Loaded Mod: SnufkinZombiePatch (1.0)

 

Loading just these xed mods in a new 20.3 game using navezgane map has errors loading mods:

1. a LOT of enZombiesHarvest warnings, as is it cannot append properly for a lot of things

 

2. An error parsing "entirygroups.xml" that is associated with zombieRadRobot1 (it cannot find this entity, as if a mod added it to an entity group and there's no entity for it.)

For this:

it looks like its related to errNulls Roberto patch, as there's no zombieRadRobot1 in Robeletos mod, and those references are in errNulls patch. Maybe Robeleto updated hid mos and didn't tell errNull, or errNull has a typo in his mod.

 

3. An error loading and parsing "spawning.xml", associated with "Farm_Med_Territorial" and ZombieFarmGroup.  I think its saying the "Farm_Med_Territorial" group has  ZombieFarmGroup in it and ZombieFarmGroup is not a group that exists

For this:

ZombieFarmGroup appears to be added by errNulls main zombie mod.

 

Additionally, just running around in debug mode, I ran into several red console errors about entities not existing, and I didn't see any zeds.  all mailboxes I opened had a book in them at least.

 

#####################################################

Adding You've Got Mail mod to this  same game ... no new loading errors/wanings appear , and my player inventory is the same.

opened mailboxes and only got mail and related items. opened these up and closed game. restarted and no inventory was changed

 

I opened up the ConfigsDump/loot.xml file (the one that is saved when the game merges all the mods to look at the loot groups of teh mailboxes and and it appears there's some weirdness with Robeleto_CustomZombies mod and its loot.xml mod.  It's putting a lot of copies of its loot groups, possibly into every loot group.  I'm not sure that's causing the issue as the game seems to work ok with this, but it would seem that this would not be desired.

 

Will add more data in a bit...

 

 

@doughphunghuswould you like me to send you a full zip of the mods?

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@DefiantDucky I loaded the mods up and am unable to reproduce so far, though I'm in a simple player game.

 

My best guess is still that mods were changed and removed blocks or items during an in progress game, and then this caused those items that were in player inventories to show the zed hands (as that I can reproduce as a known thing). An idea to try is to have people keep playing and if you removed a mod recently and know what it was put that mod back and see if the items are fixed (or more items), but it might just cause more chaos to do this.  not sure what kind of a game you're running (family/friends or lots of unknown people)

 

Other than gathering more data, I can't see why this would be a "mailboxes mostly" problem, other than my You've Got Mail mod has a large list of items and are mostly in mailboxes, so if there was another mod removed maybe "You've got mail" was hit harder by the items changing around (as its item count is likely a majority of the games items in mailboxes).  I also notice you have the Dad's jokes mod, which also adds to mailboxes and is a lot of items, so maybe it appears mostly in mailboxes due to these 2 mods just adding a LOT of items and thus having a huge loot table when something got corrupted/shifted so its easier to see the effects in mailboxes. You mention that "things in containers" change after restarts and this is a similar symptom that points to an item or something changing and on reload the game cannot find that item. It might be also that people put items from You've got Mail and Dads jokes in these containers so its similar to the mailbox issue?

 

I've loaded a lot of mods before so the warning you get on startup/load are kinda normal (from my experience) given how some people make their mods (making some warnings not a problem).  So far I'm not seeing an issue.  Another test that would be good is to start a fresh new game and map and load these mods and then make no mod changes and let people play for awhile just to test and see if they can reproduce/See if the issue comes back. TFP has a "did you delete all saves" and other questions when submitting a bug report to make sure there's just not an anomaly somewhere and I think you may need to follow these steps too f it persists to make sure the game is loaded 'clean" so if the issues returns it's more things weeded out.

 

I've looked in the ConfigDump/loot.xml with all these mods loaded and it looks similar to before (when I tested the other mods). If you're completely unable to find the issue I'd suggest removing "Robeloto_CustomZombies_XML_VERSION" and seeing if that helps as its adding its loot groups to a LOT of loot groups in the game.  maybe its causing some part of it when mixed with the other mods?  it might be that multiple mods are not playing well together somehow.

 

ummm.. one other possibility: maybe your game is corrupted? Maps get corrupted sometimes, maybe something happened to the map/save game?  I don't have any info on how to check/fix other than manual chunk resets... but others may have better ideas than this.  Maybe there's a way to "clean up' the games loot list (if its corrupted) to resync the items loaded, and then just go in and have everyone drop/scrap the zed hands everywhere.  they may still be in any already searched container that populate a loot list though, so you'll keep finding them for awhile if you use this method.

 

Anyway,
I'll keep my game and your mods on my system for awhile as a save game, if you can find a good way to reproduce or more "symptoms"
 or containers people are finding them in or I think of something else I can load it up and try/look some more.

 

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