Apamax Posted September 17, 2017 Share Posted September 17, 2017 The first message still says 5.0.5. B30 I commented more than a week ago ... Link to comment Share on other sites More sharing options...
x33166 Posted September 17, 2017 Share Posted September 17, 2017 Link to comment Share on other sites More sharing options...
DevEagle Posted September 18, 2017 Share Posted September 18, 2017 I put the smx mod and bigger backpack mod with my war of the walkers mod. working fine, but the forge is open, this console error spammed. What setting or try setting? Error: IndexOutOfRange Exception:Array Index Out Of Range The logfile: IndexOutOfRangeException: Array index is out of range. at XUiC_WorkstationMaterialInputWindow.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUiC_WorkstationWindowGroup.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0 at A.BL.Update () [0x00000] in <filename unknown>:0 at GameManager.BC () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
dwallorde Posted September 18, 2017 Author Share Posted September 18, 2017 I put the smx mod and bigger backpack mod with my war of the walkers mod. working fine, but the forge is open, this console error spammed. What setting or try setting? Error: IndexOutOfRange Exception:Array Index Out Of Range The logfile: IndexOutOfRangeException: Array index is out of range. at XUiC_WorkstationMaterialInputWindow.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUiC_WorkstationWindowGroup.Update (Single _dt) [0x00000] in <filename unknown>:0 at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0 at A.BL.Update () [0x00000] in <filename unknown>:0 at GameManager.BC () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Workbenches in mod uses Windows.xml file and when you overwritten them you lost the code needed for them. Link to comment Share on other sites More sharing options...
Spyfox Posted September 18, 2017 Share Posted September 18, 2017 After doing the quest scrap iron axe and shovel 50 qual, the next craft of the same ax and shovel, or stone axe gave the following result: Link to comment Share on other sites More sharing options...
Liesel Weppen Posted September 18, 2017 Share Posted September 18, 2017 As mentioned earlier, there are some screenshots of a POI if never seen sleepers in. nosleeper1.png nosleeper2.png nosleeper3.png first image: of course the spikes, corn farm, apple trees and the drawbridge on the garage door was built by us. third image: the stairs on the backside of the building down from the terrace (which also contains a small pool) are placed wrong faced. (Which is some way nice because we noticed, Zs get stuck in there ) Link to comment Share on other sites More sharing options...
KLOWN Posted September 18, 2017 Share Posted September 18, 2017 freeking GREAT mod just wish we had more storage even if just for the mini bike but WOW great job THNX !!! Link to comment Share on other sites More sharing options...
DevEagle Posted September 18, 2017 Share Posted September 18, 2017 Other bug: i killed the prisoner guard zombie. The dead zombie body not looted, beacuse press "E" button, the consol show this error: Null Reference Exception: Object Reference Not set to an Instance Of an Object This my log file this error: NullReferenceException: Object reference not set to an instance of an object at GameManager.TEUnlockServer (Int32 _clrIdx, Vector3i _blockPos, Int32 _lootEntityId) [0x00000] in <filename unknown>:0 at XUiC_LootWindow.CloseContainer () [0x00000] in <filename unknown>:0 at XUiC_LootWindowGroup.OnClose () [0x00000] in <filename unknown>:0 at XUiWindowGroup.OnClose () [0x00000] in <filename unknown>:0 at GUIWindowManager.Close (.GUIWindow _w) [0x00000] in <filename unknown>:0 at GUIWindowManager.CloseAllOpenWindows (.GUIWindow _exceptThis) [0x00000] in <filename unknown>:0 at PlayerMoveController+MI.TQ () [0x00000] in <filename unknown>:0 at NGuiAction.OnClick () [0x00000] in <filename unknown>:0 at GUIWindowManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) - - - Updated - - - Workbenches in mod uses Windows.xml file and when you overwritten them you lost the code needed for them. OMG! Thanks man! This file (windows.xml) included the SMX and this modpack is merged. Disabled default settings this file, and enabled big backpack mod settings file, and working fine! THANKS A LOT! Link to comment Share on other sites More sharing options...
DevEagle Posted September 18, 2017 Share Posted September 18, 2017 Oh no. Another problem. The SMX big backpack mod install, and mortar and pastle not working. Not open. And the torch inventory is same. not open... This modpack is hate me... Link to comment Share on other sites More sharing options...
gpcstargate Posted September 19, 2017 Share Posted September 19, 2017 As mentioned earlier, there are some screenshots of a POI if never seen sleepers in. nosleeper1.png nosleeper2.png nosleeper3.png first image: of course the spikes, corn farm, apple trees and the drawbridge on the garage door was built by us. third image: the stairs on the backside of the building down from the terrace (which also contains a small pool) are placed wrong faced. (Which is some way nice because we noticed, Zs get stuck in there ) JUST a Thought ... There doesn't have to be sleepers in every building in the game ... There are many buildings in 7D2D that do not have sleepers and that would be Vanilla and modded. So be it ... Just have Fun Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 After doing the quest scrap iron axe and shovel 50 qual, the next craft of the same ax and shovel, or stone axe gave the following result: [ATTACH=CONFIG]22711[/ATTACH] Known bug. Will have a proper fix in v5.1 for now just level your player up and it will fix it. - - - Updated - - - As mentioned earlier, there are some screenshots of a POI if never seen sleepers in. nosleeper1.png nosleeper2.png nosleeper3.png first image: of course the spikes, corn farm, apple trees and the drawbridge on the garage door was built by us. third image: the stairs on the backside of the building down from the terrace (which also contains a small pool) are placed wrong faced. (Which is some way nice because we noticed, Zs get stuck in there ) I'll look into them - - - Updated - - - freeking GREAT mod just wish we had more storage even if just for the mini bike but WOW great job THNX !!! Minibike storage is coming with v5.1 when smx is updated. And bigger backpack mod will also become available as a separate EAC non friendly download. - - - Updated - - - Other bug: i killed the prisoner guard zombie. The dead zombie body not looted, beacuse press "E" button, the consol show this error: Null Reference Exception: Object Reference Not set to an Instance Of an Object This my log file this error: - - - Updated - - - OMG! Thanks man! This file (windows.xml) included the SMX and this modpack is merged. Disabled default settings this file, and enabled big backpack mod settings file, and working fine! THANKS A LOT! Noted for the loot bug. - - - Updated - - - Oh no. Another problem. The SMX big backpack mod install, and mortar and pastle not working. Not open. And the torch inventory is same. not open... This modpack is hate me... Sms big backpack proper support coming in v5.1 Link to comment Share on other sites More sharing options...
Sirillion Posted September 19, 2017 Share Posted September 19, 2017 SMX was updated last night btw. Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 SMX was updated last night btw. Yes I saw it on nexus mods saying it was updated. Thank you. Link to comment Share on other sites More sharing options...
DevEagle Posted September 19, 2017 Share Posted September 19, 2017 Waiting for you, or update me? Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 Waiting for you, or update me? Sorry What? Link to comment Share on other sites More sharing options...
DevEagle Posted September 19, 2017 Share Posted September 19, 2017 Waiting the modpack update, or update myself? Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 Waiting the modpack update, or update myself? Well the v5.1 update is at least a week away from release. Link to comment Share on other sites More sharing options...
therdre Posted September 19, 2017 Share Posted September 19, 2017 Will we need to start a new game with 5.1? Link to comment Share on other sites More sharing options...
Watercooled Posted September 19, 2017 Share Posted September 19, 2017 Fishing Just a quick question on this awesome mod. Does fishing work and if so how? I looked through previous posts but haven't seen anything posted on if it works in Alpha 16 or not. Thanks!! Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 JUST a Thought ... There doesn't have to be sleepers in every building in the game ... There are many buildings in 7D2D that do not have sleepers and that would be Vanilla and modded. So be it ... Just have Fun The vanilla prefabs all have sleeper code but you actually have a chance (Usually more so on low Game Stage) to spawn 0 Sleepers. It was added as a feature during Experimental A16. But after normal zombie respawn period of time the next time you enter said building can then spawn sleepers. - - - Updated - - - Just a quick question on this awesome mod. Does fishing work and if so how? I looked through previous posts but haven't seen anything posted on if it works in Alpha 16 or not. Thanks!! It really seem to work when it wants to. Something to do with water itself. I generally find from previous times that any bucket placed water seems to work best. I had a idea on how to redo it entirely a couple weeks ago but for some reason that idea I had did not stay with me. It will come back sometime soon I hope. Link to comment Share on other sites More sharing options...
Watercooled Posted September 19, 2017 Share Posted September 19, 2017 The vanilla prefabs all have sleeper code but you actually have a chance (Usually more so on low Game Stage) to spawn 0 Sleepers. It was added as a feature during Experimental A16. But after normal zombie respawn period of time the next time you enter said building can then spawn sleepers. - - - Updated - - - It really seem to work when it wants to. Something to do with water itself. I generally find from previous times that any bucket placed water seems to work best. I had a idea on how to redo it entirely a couple weeks ago but for some reason that idea I had did not stay with me. It will come back sometime soon I hope. Oh okay then thanks. I will play around with it and see what works best. Keep up the great work!!! Link to comment Share on other sites More sharing options...
dwallorde Posted September 19, 2017 Author Share Posted September 19, 2017 Will we need to start a new game with 5.1? As far as I can see you are not necessarily required to but may be recommended due to compo pack update. If anything a partial land wipe would be alright which would keep your player profile and base etc. Link to comment Share on other sites More sharing options...
therdre Posted September 19, 2017 Share Posted September 19, 2017 Do you have a link to instructions how to do that? Not something I've done before, thanks Link to comment Share on other sites More sharing options...
wizardjian Posted September 21, 2017 Share Posted September 21, 2017 (edited) Anyone have any clues how class keys work? Also how do you craft seeds now? I wiki would really help with this mod lol Edited September 21, 2017 by wizardjian (see edit history) Link to comment Share on other sites More sharing options...
dwallorde Posted September 21, 2017 Author Share Posted September 21, 2017 Anyone have any clues how class keys work? Also how do you craft seeds now? I wiki would really help with this mod lol Keys are for class store prefab. You will know when you see it. Seeds are crafted in mortar and pestle. Link to comment Share on other sites More sharing options...
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