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District Zero


Zilox

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1 hour ago, Dragonsblade71uk said:

First off, what a fantastic overhaul. Having a blast playing, but ran into an issue. 

  I took up residence in a trader, seeing as it can be done (Not my personal favourite though. Preferred them protected), and started setting up my workstations and that. Placed down 1 of the new items. The hydro food thingy, and all was good, until I ended my session and came back next day, and it was gone.

 Not sure if that was due to being in a traders area, or just a issue saving the new item. Guess I'll have to get my own base going soon and see.

I haven't had that issue myself, and I usually live in the traders, was it on a server or single player?

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20 hours ago, mip68 said:

Love the mod but I have a small complaint/bug. When robots punch or swing at you the animation doesnt match when they hit you, making it hard to avoid swings.

 

Thanks, I will take a look into the timing of the swings.

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58 minutes ago, Benjamin_Fox said:

Is it possible to separately download a mod to turn on different lamps, light bulbs and other things, and a mod to raise various objects ??? Or is it a personal development??

There are mods out there that do the same thing.

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Fantastic mod, glad I try this as my first 7dtd mod.

The Zombots (that what I called anyway) is a fresh look from the usual zombie flesh and skin.

but I noticed a small problems though, after I got 75 of workstation skills, I stopped getting Forge Ahead books where I should still get it since the mod makes it into 100 book skills, maybe the workstation skill still capped at 75 ?

also the auto-miner is not working? maybe not yet? it has animations but its not doing anything and I can't pick it back up.

 

Other than that, Great Job for doing the mod.

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So bout week in with my character. Doing pretty well and used to dealing with the robots. Doing ok with food and drink. Main issue is the radiation. I'm in forest biome only and already in the red. Have only found total of 7 sham sandwiches so have managed to make one anti-rad pill so far which have used. Not found any pills in loot or POI including "popping pills" which thought may have some. Also forces you to perk early in medic so get more chance to find mags to get skill up high enough to craft pills in first place (which don't mind actually but steep learning curve on that one!).  No pills at traders including Jen who is medic. Until get chemistry station (far off) costs me 4 sham sandwiches to make 1 pill. Think gonna die as seems have to find loads sham sandwiches to craft pills on campfire but not finding very many? .  Is the threshold on this set too high at 4 sandwiches or maybe more chance to find pills/sham sandwiches in loot or traders? Just some feedback. 

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3 hours ago, Xenbin83 said:

Fantastic mod, glad I try this as my first 7dtd mod.

The Zombots (that what I called anyway) is a fresh look from the usual zombie flesh and skin.

but I noticed a small problems though, after I got 75 of workstation skills, I stopped getting Forge Ahead books where I should still get it since the mod makes it into 100 book skills, maybe the workstation skill still capped at 75 ?

also the auto-miner is not working? maybe not yet? it has animations but its not doing anything and I can't pick it back up.

 

Other than that, Great Job for doing the mod.

Do you mean the books stop appearing in loot? Also the auto miner will be lootable after some time, the animation will completely stop, although it goes through a few cycles of the animation before then.

1 hour ago, nickuk01 said:

So bout week in with my character. Doing pretty well and used to dealing with the robots. Doing ok with food and drink. Main issue is the radiation. I'm in forest biome only and already in the red. Have only found total of 7 sham sandwiches so have managed to make one anti-rad pill so far which have used. Not found any pills in loot or POI including "popping pills" which thought may have some. Also forces you to perk early in medic so get more chance to find mags to get skill up high enough to craft pills in first place (which don't mind actually but steep learning curve on that one!).  No pills at traders including Jen who is medic. Until get chemistry station (far off) costs me 4 sham sandwiches to make 1 pill. Think gonna die as seems have to find loads sham sandwiches to craft pills on campfire but not finding very many? .  Is the threshold on this set too high at 4 sandwiches or maybe more chance to find pills/sham sandwiches in loot or traders? Just some feedback. 

Honestly not sure why you haven't found any, people are finding more than enough in loot. I can add it to the traders though if it's not there already.

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4 hours ago, Zilox said:

Do you mean the books stop appearing in loot?

 

Correct, I had put max point in both advanced enginering and lockpick, and was showered with Forge Ahead book until level 75 which unlock crucible, then suddenly those books stop showing up in any loots including magazine bundles.

Also, as a request, can you put Grandpa's Fergit'n Elixir back to all NPCs? We need the elixir so we can try different builds in this mod. 

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1 hour ago, Xenbin83 said:

 

Correct, I had put max point in both advanced enginering and lockpick, and was showered with Forge Ahead book until level 75 which unlock crucible, then suddenly those books stop showing up in any loots including magazine bundles.

Also, as a request, can you put Grandpa's Fergit'n Elixir back to all NPCs? We need the elixir so we can try different builds in this mod. 

I will take a look at it. I already restored the elixir to trader loot, expect it for the next update.

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11 hours ago, Zilox said:

Do you mean the books stop appearing in loot? Also the auto miner will be lootable after some time, the animation will completely stop, although it goes through a few cycles of the animation before then.

Honestly not sure why you haven't found any, people are finding more than enough in loot. I can add it to the traders though if it's not there already.

Maybe just been RWG unlucky? Never thought would be so happy to find a dodgy sandwich!  lol

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4 hours ago, nickuk01 said:

Maybe just been RWG unlucky? Never thought would be so happy to find a dodgy sandwich!  lol

I'll probably change the recipe for them, I have not gotten around to that yet, I'll do that for the next update.

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Loving your overhaul and liking the latest updates.  The extra sounds really add to immersion. Adding more health to robots makes sense, why not, they are machines after all! Thanks for change to recipes on anti-rad pills as was finding those sandwiches tough going! Had edited my data before your latest update to rotting flesh as that was easier to find.  Have made small donation as token of my appreciation for your work and hope you continue to develop your mod. All the best

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Mod is nice but if some one will look closer the whole HUD is same like in Age Of Oblivion AOO

Many solution came from AOO like replace tree's and not only. 

District Zero have same issue like AOO with rendering but you need look at that aspect from different perspective. Also District Zero it wont work with some mod properly whole DZCore.dll looks like prevent use this District with some other mod.

But maybe some day Zilox will fix all that issue,

@Zilox I know you was in AOO team.

Edited by 6ShadoW6 (see edit history)
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15 hours ago, 6ShadoW6 said:

Mod is nice but if some one will look closer the whole HUD is same like in Age Of Oblivion AOO

Many solution came from AOO like replace tree's and not only. 

District Zero have same issue like AOO with rendering but you need look at that aspect from different perspective. Also District Zero it wont work with some mod properly whole DZCore.dll looks like prevent use this District with some other mod.

But maybe some day Zilox will fix all that issue,

@Zilox I know you was in AOO team.

No, it's not taken from AOO, it's based off the Z2 HUD originally made by sirillion, but he does not want anything to do with it, and with his permission I am allowed to modify it and use it. The rendering issues has been solved for the recent update, as for everything else, if you are referring to the portal mod, I looked into it with Guppycur and there was a fundamental problem with the code for the mod unrelated to my mod at all, and has since been fixed or attempted at least. Also there is no guarantee that modlets are going to work with overhauls, that is a given for every overhaul mod. It's designed and balanced to be played as is! https://7daystodiemods.com/z2-hud-replacement/

Edited by Zilox (see edit history)
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god to know Zilox. But as far as I look into your mod I not use District Zero any more. But as your mod is Sci Fi so the portal fit perfect to District Zero and make a really nice set.

About HUD I not mine as I use SMX. Any way i was testing D0 with new 0-Score and Portal yes till you are in game they are ok but problem appear when you quit from game to main menu and enter to game again the portals vanish. So lets hope you will look on that if you can of course.

Kind regards
ShadoW

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I'm prepping for my third horde night so I've played long enough to get some impressions of the mod. So far I'm enjoying D0 a lot. The overall gameplay, as well as many small features make it unique (like the 'meat collector'). There are some things I don't like and thought I'd offer my feedback on a few.

 

I don't like the names of the androids, mechs and such. If you say R2 most people will know which droid you're talking about, but if they had been named R2-9834 and R2-9478 I think people would refer to them as the trashcan droid and the tall skinny one. I wish the names were more distinct.

 

With the excessive damage to vehicles now, the Camouflage Green boulders in the forest biome are extremely annoying. Render distance seems less than vanilla too so it's hard to avoid them. Their probability is low, but there are still a lot. I'll be removing those in future maps.

 

I like the universal part of the skill tree, but it seems like a lot of the other essential skills have been spread through the classes. For co-op play it's probably better but in SP I'm finding I have to level up every class. Maybe I'll find later that it works out ok, but right now it seems worse than A20 vanilla.

 

There are some weapon balance issues that I see but those will likely be worked out in future releases. Anyway, an amazing amount of detail and work in this, and quite impressive you have it working in A21 so quickly.

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2 hours ago, seven said:

I'm prepping for my third horde night so I've played long enough to get some impressions of the mod. So far I'm enjoying D0 a lot. The overall gameplay, as well as many small features make it unique (like the 'meat collector'). There are some things I don't like and thought I'd offer my feedback on a few.

 

I don't like the names of the androids, mechs and such. If you say R2 most people will know which droid you're talking about, but if they had been named R2-9834 and R2-9478 I think people would refer to them as the trashcan droid and the tall skinny one. I wish the names were more distinct.

 

With the excessive damage to vehicles now, the Camouflage Green boulders in the forest biome are extremely annoying. Render distance seems less than vanilla too so it's hard to avoid them. Their probability is low, but there are still a lot. I'll be removing those in future maps.

 

I like the universal part of the skill tree, but it seems like a lot of the other essential skills have been spread through the classes. For co-op play it's probably better but in SP I'm finding I have to level up every class. Maybe I'll find later that it works out ok, but right now it seems worse than A20 vanilla.

 

There are some weapon balance issues that I see but those will likely be worked out in future releases. Anyway, an amazing amount of detail and work in this, and quite impressive you have it working in A21 so quickly.

Thanks for the feedback, but it's honestly better if you posted it in the discord server as we have forum channel's for them. Having it here means I will likely never see it again after a few more comments come in.

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version 1.2.0 not working with A21.1 (b12)


first error:
 

Spoiler

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 


second error:

Spoiler

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

 

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4 hours ago, 6ShadoW6 said:

version 1.2.0 not working with A21.1 (b12)


first error:
 

  Reveal hidden contents

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

 

second error:

  Reveal hidden contents

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

 

You are not on the correct version of the mod then, as those errors show up if you run with incorrect version or the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

4 hours ago, 6ShadoW6 said:

version 1.2.0 not working with A21.1 (b12)


first error:
 

  Reveal hidden contents

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

 

second error:

  Reveal hidden contents

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

 

You are not on the correct version of the mod then, as those errors show up if you run with incorrect version of the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

Edited by Zilox (see edit history)
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Just now, 6ShadoW6 said:

D0 1.2.0 Experimental not works with A21.1(b12) 

 

but D0 1.1.1 it's fine with A21.1(b12)

 

witch one part you don't understand ?

It does work though because people are playing 1.2.0 on A21.1 experimental, so you are doing something wrong.

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