wormxwood Posted June 25, 2022 Share Posted June 25, 2022 It works in DF single player, but multiplayer I get errors. Link to comment Share on other sites More sharing options...
austin457 Posted June 25, 2022 Share Posted June 25, 2022 (edited) If I had to pick one mod to keep, it would be this one. Playing solo, this mod alleviates so much tedious work after horde night. Thank you I have a desire to increase the repair area a few blocks outside of my land claim area. I poked around the code and decided to make this change inMods\ClaimAutoRepair-0.7.0\Harmony\TileEntityClaimAutoRepair.cs int claimBuffer = 5; int claimSize = ((GameStats.GetInt(EnumGameStats.LandClaimSize) - 1) / 2) + claimBuffer; I'm not seeing any changes in the game so that leads me to a dumb question: Do I need to compile this? I work with JavaScript but never messed with C. Offhand I know sometimes it needs to be compiled but I'm not certain. If it does not need to be complied and my code change looks correct, then the next question would be is 'ground' considered a block? What I want to accomplish here is repairing all the bullet-divots in my 'yard'. I can repair the ground with clay, just not sure if ground qualifies as a block to your code. Anyway, great mod and please bear with my dumb sounding questions. Edit: I answered my own question about ground blocks by increasing the land claim area in the game. It did repair the ground, but I would still like to know about compiling my change. Edited June 26, 2022 by austin457 More Info (see edit history) Link to comment Share on other sites More sharing options...
ocbMaurice Posted June 28, 2022 Author Share Posted June 28, 2022 Yes, the mod uses c#, which is a compiled language. Any block repairable by hammer can be repaired by this mod. Link to comment Share on other sites More sharing options...
Razor14150 Posted July 3, 2022 Share Posted July 3, 2022 Hello went to install this on my small private server. Ive downloaded the master from GitHub and dropped it into the mods folder. I have turned off EAC and keep getting the following error: ERR XML loader: Loading and parsing " failed EXC Class 'ClaimAutoRepair, ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair! Any help would be super appreciated. I can almost garentee I missed something small Link to comment Share on other sites More sharing options...
ocbMaurice Posted July 4, 2022 Author Share Posted July 4, 2022 First guess would be that EAC isn't really off. But not possible to say without a full log. Maybe also try one of the tagged versions instead of master:https://github.com/OCB7D2D/ClaimAutoRepair/releases Link to comment Share on other sites More sharing options...
Razor14150 Posted July 4, 2022 Share Posted July 4, 2022 This is right from our serverconfig file: <property name="EACEnabled" value="false"/> Where would I find this full log, sorry if it seems like a noob questions Im new to 7D2D hosting I tried using the same version you posted above and still was unable to get this mod to work on my server. Link to comment Share on other sites More sharing options...
ocbMaurice Posted July 5, 2022 Author Share Posted July 5, 2022 Did you disable EAC on the client and also install the mod on each client? Link to comment Share on other sites More sharing options...
Aithaed Posted September 22, 2022 Share Posted September 22, 2022 (edited) Hello. Started using this and it seems pretty great, only I have a hard time telling how effective it is beyond the number of materials that are consumed by it because I repaired all the major damage to my base during the horde night. However, when I open the claim repair block it gives me an error "Claim Auto Repair could use Land Claim Block". The CRB's outline is sometimes white, and it IS consuming materials. The CRB's outline is also sometimes red, to indicate that it doesn't detect an LCB. I did read the original post and the meanings of the outlines, but considering the CRB is directly next to the Land Claim Block I don't know how it's not detecting that. (To clarify, it IS repairing things, but it also apparently doesn't detect the LCB) I am using a few other mods but none of them effect land claims. I do have the claim area size increased higher than its default (not through a mod). I don't think that would effect it though. EDIT: It's clearly eating my materials and doing something with them, but there are a few blocks that I found that did not get repaired. Edited September 22, 2022 by Aithaed (see edit history) Link to comment Share on other sites More sharing options...
PedroDePacas Posted November 3, 2022 Share Posted November 3, 2022 Hello, after installing this mode the game would not start. In the console an error message appears and the startup gets stuck, it is necessary to Alt+F4. Another thing, after deleting this mod and then starting the game, over 1500 rounds of ammo in my smg turret, 5 engines and all the fuel from the generator disappeared, completely disconnected all the connected cables and it's two days till horde, thank you very much. Link to comment Share on other sites More sharing options...
swmeek Posted November 4, 2022 Share Posted November 4, 2022 Did you have EAC turned off? Link to comment Share on other sites More sharing options...
Greatwolf Posted January 2, 2023 Share Posted January 2, 2023 Hi Loving the mod. Players on our server are asking if there is a way to increase the speed in which block are repaired. The claim area we have is set to 80. Thanks Link to comment Share on other sites More sharing options...
ocbMaurice Posted January 2, 2023 Author Share Posted January 2, 2023 (edited) Repair speed, once a block is found, can be increased, but not the speed at which blocks are found:https://github.com/OCB7D2D/ClaimAutoRepair/blob/master/Config/blocks.xml#L29 I'll just quote the pinned nexusmods comment for reasons why find speed is not configurable: Quote One auto repair block covers a perimeter of normally e.g. 40x40x40 blocks, which equates to 64'000 blocks. We search for a repairable block each `tick`, which is the in-game-engine timing, normally around 1/50s. In order to find every damaged block we would need to check 64k blocks 50 times per second. Doesn't sound like a good idea if you want to leave some CPU power for other tasks. That is why this mod uses a CPU friendly approach. On every tick we only scan a few random blocks (blocks closer will be scanned more often). The further away a block is, the less the chance the auto repair block will find it. And if you have multiple damaged blocks instead of just one, the random scan will much easier find a block to repair (statistics anybody?). If there is only exactly one damaged block in all of the 64k blocks, don't expect the repair block to find it quickly! Edited January 2, 2023 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
Greatwolf Posted January 2, 2023 Share Posted January 2, 2023 Thanks for this info. I will pass this on to the guys playing on our server. What happens if they have more than one Auto repair? Link to comment Share on other sites More sharing options...
JustJudd Posted June 25, 2023 Share Posted June 25, 2023 Thanks for this great mod. I've loved using it in A20. Any change it will get a A21 version? Thanks again for making one of my favorite QoL mods. Link to comment Share on other sites More sharing options...
Yvels Posted July 3, 2023 Share Posted July 3, 2023 Hey guys. Any plans to make it compatible with Alpha21 now that's its stable? This mod adds so much qol by repairing 2+ blocks deep builds. Danf zombies and their long a55 arms that damage blocks behind other blocks. Cheers. Link to comment Share on other sites More sharing options...
ktrain Posted July 3, 2023 Share Posted July 3, 2023 4 hours ago, Yvels said: Hey guys. Any plans to make it compatible with Alpha21 now that's its stable? This mod adds so much qol by repairing 2+ blocks deep builds. Danf zombies and their long a55 arms that damage blocks behind other blocks. Cheers. https://github.com/OCB7D2D/OcbClaimAutoRepair/releases/tag/0.8.0 It was updated quietly, working fine for me A21 stable! Link to comment Share on other sites More sharing options...
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