zztong Posted October 28, 2023 Author Share Posted October 28, 2023 A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains... 16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04. 5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02. 4 Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted October 29, 2023 Share Posted October 29, 2023 (edited) 7 hours ago, zztong said: A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains... 16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04. 5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02. 1. I take it I can't use this version if I'm still using A21.1 correct? 2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. Edited October 29, 2023 by MrSamuelAdams (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted October 29, 2023 Author Share Posted October 29, 2023 11 hours ago, MrSamuelAdams said: 1. I take it I can't use this version if I'm still using A21.1 correct? 2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. 1. It works in A21.1 in single player, for me. I admit though I really hadn't thought it through that folks were (obviously) still playing A21.1. 2. I want to think so, but I don't know. I don't usually test with any of the overhauls because there are so many of them that I cannot keep up with their development. When I get problem reports I'll load up an overhaul and see if I can recreate the problem. I'm happy to work with an overhaul for compatibility. I moved the A21.1 version of the modlet back to the main downloads area where folks can still get it. I'll leave the A21.2 version up there as well unless it becomes a problem. 1 Link to comment Share on other sites More sharing options...
paul cornwall Posted November 30, 2023 Share Posted November 30, 2023 u doing anymore poi,s Link to comment Share on other sites More sharing options...
zztong Posted December 1, 2023 Author Share Posted December 1, 2023 22 hours ago, paul cornwall said: u doing anymore poi,s Since the last release I've made 3 new Tiles. Is there anything in particular you'd like to see? I work a full-time job and teach college on the side. When school's in session my 7D2D productivity dips as I can only usually throw Saturday at any projects. Link to comment Share on other sites More sharing options...
paul cornwall Posted December 1, 2023 Share Posted December 1, 2023 thats ok i was just seeing if u had any more going on yours is an important mod pack since the main poi modpack is still not done for alpha 21 yet so the more types of poi we have the better Link to comment Share on other sites More sharing options...
zztong Posted December 26, 2023 Author Share Posted December 26, 2023 A21.2-ZZ019 has been released. This release includes new Gateway Tiles and content to appear upon them. One of the new Gateway Tiles is an intersection called "Bartertown" that was mildly inspired by Mad Max films such as the Road Warrior and Beyond Thunderdome. What you end up with is a Tile that is a make-shift fortress and within is a overrun trader and a couple of smaller POIs to go with it. Think of it like a larger POI with smaller POIs inside it. The interior POIs can have quests, but the Tile itself does not, though the Tiles does have its own zombie volumes with zombies as densely placed as a POI. The Tile is actually filled more densely than picture below, where distance has culled many structures. This release does NOT use the Custom Blocks Pack (CBP) so it has only Vanilla dependencies and should be more easily deployed with other modlets. 3 Link to comment Share on other sites More sharing options...
zztong Posted January 28 Author Share Posted January 28 A21.2-ZZ020 has been released. It contains only a bug fix for biomes.xml. There is no new content. I've been wasting away in Margaritaville. There are no zombies here, but I've run out of sponge cake. 2 Link to comment Share on other sites More sharing options...
zztong Posted April 21 Author Share Posted April 21 A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents. 1 Link to comment Share on other sites More sharing options...
Skullfracture Posted April 21 Share Posted April 21 (edited) Posted this on the Nexus page as well, didnt know which was better. Errors out in RWG at 3-5% Wilderness POI with the following error: ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive Parameter name: maxValue at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0 at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile) at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0 Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts Edited April 22 by Skullfracture (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted April 22 Share Posted April 22 9 minutes ago, Skullfracture said: Posted this on the Nexus page as well, didnt know which was better. Errors out in RWG at 3-5% Wilderness POI with the following error: ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive Parameter name: maxValue at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0 at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0 at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile) at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0 What mods are you using. Zztong is pure vanilla no harmony no mods. A log would be helpful as well Link to comment Share on other sites More sharing options...
Skullfracture Posted April 22 Share Posted April 22 Its the generator performance mod, I forgot I added it, woops. https://www.nexusmods.com/7daystodie/mods/4628?tab=posts Link to comment Share on other sites More sharing options...
stallionsden Posted April 22 Share Posted April 22 46 minutes ago, Skullfracture said: Its the generator performance mod, I forgot I added it, woops. https://www.nexusmods.com/7daystodie/mods/4628?tab=posts Yeh just use tfp rwg it is fine Link to comment Share on other sites More sharing options...
zztong Posted April 22 Author Share Posted April 22 1 hour ago, Skullfracture said: Posted this on the Nexus page as well, didnt know which was better. Can I assume since the report is crossed out that the issue was found to be elsewhere? I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds. Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features. I can try to test this combination, but it won't be until later on Monday before I would get a chance. 2 hours ago, Skullfracture said: Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP. Link to comment Share on other sites More sharing options...
Skullfracture Posted April 22 Share Posted April 22 Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC). I just deleted it, so again, my mistake. Link to comment Share on other sites More sharing options...
zztong Posted April 22 Author Share Posted April 22 9 hours ago, Skullfracture said: Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC). Thanks for letting me know. Oh, a 10k map, those do take longer. Link to comment Share on other sites More sharing options...
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