KhaineGB Posted July 4, 2023 Author Share Posted July 4, 2023 Right... now i've got some time... Pickup plants and pumpkins fixed locally. Cannot reproduce issue on 3 slot forge and the lockable slots mod. This is on a CLEAN game with absolutely no other mods installed, nor is it on a server. It's on SP only. If you're having issues, you likely have other nonsense installed. I recommend checking both mod folder locations and ensuring they're clean. 3 hours ago, Agame said: Love the Dangerous Cities mod, amazing idea and really adds to the immersion in game when cities have most of the zombie population. Except I am seeing NO zombies, ever in the wilderness. It would be cool if it was at least a very minimal chance that they can spawn out in the country, just so we have to be a little wary when out mining/chopping. That's the point of the dangerous cities modlet. It makes cities dangerous, NOT the wilderness. Link to comment Share on other sites More sharing options...
Sixx Posted July 4, 2023 Share Posted July 4, 2023 Hello all Remove POI NamesRemove POI/Biome Name Trackerdo the mods work for you? I still get both POI names and biomes displayed Thanks Sixx Link to comment Share on other sites More sharing options...
crazywildfire Posted July 4, 2023 Share Posted July 4, 2023 2 hours ago, Sixx said: Hello all Remove POI NamesRemove POI/Biome Name Trackerdo the mods work for you? I still get both POI names and biomes displayed Thanks Sixx I only got remove poi names and it works for me Link to comment Share on other sites More sharing options...
KhaineGB Posted July 5, 2023 Author Share Posted July 5, 2023 18 hours ago, Sixx said: Hello all Remove POI NamesRemove POI/Biome Name Trackerdo the mods work for you? I still get both POI names and biomes displayed Thanks Sixx Wotks for me or I wouldn't have posted them. Wandering horde mod is posted now too for folks who wanted that. 3 Link to comment Share on other sites More sharing options...
Sixx Posted July 5, 2023 Share Posted July 5, 2023 6 hours ago, KhaineGB said: Wotks for me or I wouldn't have posted them. hmm.. we talk about this ? Mod is successfull loaded 🤫 or could it be that my HUD / UI mod can be a cause? I use SMX/ZMX HUD & UI Link to comment Share on other sites More sharing options...
KhaineGB Posted July 5, 2023 Author Share Posted July 5, 2023 24 minutes ago, Sixx said: hmm.. we talk about this ? Mod is successfull loaded 🤫 or could it be that my HUD / UI mod can be a cause? I use SMX/ZMX HUD & UI You're using another UI. I do NOT test my mods with other mods. I only test them with each other and vanilla. Therefore, it works fine on vanilla. Link to comment Share on other sites More sharing options...
Sixx Posted July 5, 2023 Share Posted July 5, 2023 1 hour ago, KhaineGB said: You're using another UI. I do NOT test my mods with other mods. I only test them with each other and vanilla. Therefore, it works fine on vanilla. Yes, I use a different UI. but then you don't think about it at the moment when you're looking for a mistake. Of course you can't test your mods with all possible UIs All other mods from you that I have installed run without any problems 1 Link to comment Share on other sites More sharing options...
Agame Posted July 6, 2023 Share Posted July 6, 2023 On 7/5/2023 at 12:53 AM, KhaineGB said: Right... now i've got some time... Pickup plants and pumpkins fixed locally. Cannot reproduce issue on 3 slot forge and the lockable slots mod. This is on a CLEAN game with absolutely no other mods installed, nor is it on a server. It's on SP only. If you're having issues, you likely have other nonsense installed. I recommend checking both mod folder locations and ensuring they're clean. That's the point of the dangerous cities modlet. It makes cities dangerous, NOT the wilderness. Is Dangerous Cities confirmed working for current A21? I started to change some maxcount and respawndelay numbers in the xml and I see no change in game when I load it, but it does say mod is loading in log. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 6, 2023 Author Share Posted July 6, 2023 47 minutes ago, Agame said: Is Dangerous Cities confirmed working for current A21? I started to change some maxcount and respawndelay numbers in the xml and I see no change in game when I load it, but it does say mod is loading in log. Yes, but you may need the max claims/zombies mod and increase the max amount of zombies Link to comment Share on other sites More sharing options...
Agame Posted July 6, 2023 Share Posted July 6, 2023 2 hours ago, KhaineGB said: Yes, but you may need the max claims/zombies mod and increase the max amount of zombies Ok thanks, will give that a try. Link to comment Share on other sites More sharing options...
gpcstargate Posted July 6, 2023 Share Posted July 6, 2023 Yes ... Dangerous Cities confirmed is working for _ A 21 ... and the zombies can be a few to a Lot depending on time of day, at times I thought I had a roaming horde of them ... it is well Balanced by itself ... unless you want more. Thank you uploading ... Wandering Hordes ... I just downloaded it and give an update if needed Take Care and Be Safe ... The OldGamer😌 Link to comment Share on other sites More sharing options...
Zagan Posted July 6, 2023 Share Posted July 6, 2023 (edited) I'm having trouble with the Always Open Trader modlet. It made it so they are always closed now so I can't even get to the trader without getting teleported away. Edited July 6, 2023 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
Picklefart Posted July 7, 2023 Share Posted July 7, 2023 On 6/12/2023 at 7:34 AM, KhaineGB said: Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. IMPORTANT NOTE: The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Also please note this version seems to spawn 3-5 zombies more than the maximum you set, for some reason. I do not know why. Apologies if I have this mixed up with Romero mod. I believe I remember in A20 that the Wandering hordes frequency or Romero mod had issues with multiplayer where hordes didn't seem to spawn. Is this one good for multiplayer? Existing save compatible? Thanks in advance for what you do. Day 1 I had most all these loaded up. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 7, 2023 Author Share Posted July 7, 2023 Absolutely no idea. I have not tested in MP. However it's based on the DF code which DID work in MP in A20 according to various people in discord. So i'm gonna say it's tentatively ok. Save? SHOULD be fine but no promises. You may have to wait for your next horde to spawn before it kicks in. Also, haven't seen you for a while, Pickle. Hope you're doing ok 1 Link to comment Share on other sites More sharing options...
Picklefart Posted July 7, 2023 Share Posted July 7, 2023 10 hours ago, KhaineGB said: Absolutely no idea. I have not tested in MP. However it's based on the DF code which DID work in MP in A20 according to various people in discord. So i'm gonna say it's tentatively ok. Save? SHOULD be fine but no promises. You may have to wait for your next horde to spawn before it kicks in. Also, haven't seen you for a while, Pickle. Hope you're doing ok Sounds good I'll be giving it a go this weekend. Lifes going forward, always good times. Hope your well also. 1 Link to comment Share on other sites More sharing options...
vonerich Posted July 7, 2023 Share Posted July 7, 2023 On 7/3/2023 at 3:09 PM, KhaineGB said: That one is proving more difficult, but I THINK I have it That's great news. 1 Link to comment Share on other sites More sharing options...
Picklefart Posted July 8, 2023 Share Posted July 8, 2023 (edited) On 6/12/2023 at 7:34 AM, KhaineGB said: Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. Working great on server. Had our first horde 20 mins into loading it up. Thanks for providing this alpha update so quick. Now to increase minimum horde size to 60! 🤤 Edit: Going to start out at 40 min and 50 max. Saw the recommendation in blocks.xml. Hopefully the zombie optimizations the devs did will make it so that can go higher. Edited July 8, 2023 by Picklefart (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted July 8, 2023 Author Share Posted July 8, 2023 Added a custom main menu music mod. It's more for other modders, but it does put back the A9-ish music for folks who enjoyed that 3 Link to comment Share on other sites More sharing options...
belowzeros Posted July 9, 2023 Share Posted July 9, 2023 dangerous cities really does make the early game of a21 really challenging, I've never died so much. pretty cool Khaine 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted July 9, 2023 Author Share Posted July 9, 2023 Main post updated. Behemoth is done 2 Link to comment Share on other sites More sharing options...
MrGrim Posted July 10, 2023 Share Posted July 10, 2023 (edited) Thanks for these great mods! I just have one question. Is it possible to make a version of the Extra Tool and Output Slots mod that only needs server side installation? Unfortunately a vanilla client crashes right after player creation with an array index out of bounds error. The code for these doesn't seem to be available so I'm unable to analyze this myself. Thanks! Oh my, as a warning for anyone else that may see this. Removing the "Extra Tool and Output Slots" from an ongoing save will cause all chunks with workstations to be reset when the game tries to load them! Thank goodness for hourly backups. Edited July 10, 2023 by MrGrim (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted July 10, 2023 Author Share Posted July 10, 2023 (edited) 3 hours ago, MrGrim said: Thanks for these great mods! I just have one question. Is it possible to make a version of the Extra Tool and Output Slots mod that only needs server side installation? Unfortunately a vanilla client crashes right after player creation with an array index out of bounds error. The code for these doesn't seem to be available so I'm unable to analyze this myself. Thanks! Oh my, as a warning for anyone else that may see this. Removing the "Extra Tool and Output Slots" from an ongoing save will cause all chunks with workstations to be reset when the game tries to load them! Thank goodness for hourly backups. No. It needs a C# patch. Edited July 10, 2023 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
paul cornwall Posted July 11, 2023 Share Posted July 11, 2023 cheers khaine its good too hear the old 7 days to die music back in brings back lots of memories now all we need is all the old background spooky sounds from the old alphas lol 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted July 11, 2023 Author Share Posted July 11, 2023 Zombie Fall Damage mod is now working and uploaded. Link added to main post 1 Link to comment Share on other sites More sharing options...
vonerich Posted July 12, 2023 Share Posted July 12, 2023 On 7/11/2023 at 10:40 AM, KhaineGB said: Zombie Fall Damage mod is now working and uploaded. Link added to main post Thank you Khaine! 1 Link to comment Share on other sites More sharing options...
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