togFox Posted April 2, 2016 Share Posted April 2, 2016 Ah. I see. With all the activity on this thread I made the silly assumption this was compatible with 14+. I shall cool my heels and wait. Link to comment Share on other sites More sharing options...
Deccypher Posted April 2, 2016 Author Share Posted April 2, 2016 Unfortunatly when i got home my server was havign problem and lots of anxious people waiting to gget back on that had to take prioity. Ill do testign tonday and then update this evening. Link to comment Share on other sites More sharing options...
togFox Posted April 3, 2016 Share Posted April 3, 2016 I'm trying to live off the land in my current game and zombie drops have become crucial so I look forward to this. 😀 Link to comment Share on other sites More sharing options...
stallionsden Posted April 4, 2016 Share Posted April 4, 2016 Hows this going in terms of getting updated Deccypher. Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 A14 compatible update (see first post) Link to comment Share on other sites More sharing options...
show Posted April 4, 2016 Share Posted April 4, 2016 Can someone lend me a hand. I cannot get the mod to work. In the blocks.xml file that I downloaded, they are all listed as 423 and there is already a 423 block file. Also, do I just overwrite my entity and loot xml files with these that I've downloaded? Thanks in advance. Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 Can someone lend me a hand. I cannot get the mod to work. In the blocks.xml file that I downloaded, they are all listed as 423 and there is already a 423 block file. Also, do I just overwrite my entity and loot xml files with these that I've downloaded? Thanks in advance. hi, good catch i clicked the wrong attachment updated firs post should start with 1914 as the first on. jsut open this file and add it (copy and paste)to then end of the xlocks.xml before the </blocks> tag uplaoding new blocks.xml now Link to comment Share on other sites More sharing options...
show Posted April 4, 2016 Share Posted April 4, 2016 Thanks for the quick reply and update. So, I just overwrite my loot and entity files with the ones I downloaded? Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 Thanks for the quick reply and update. So, I just overwrite my loot and entity files with the ones I downloaded? yes thoes 2 i made sevral edits and not all in one place you can just overite your current ones. if your using other mods too i explained fin the atachment what i did to each so you can replicate Link to comment Share on other sites More sharing options...
show Posted April 4, 2016 Share Posted April 4, 2016 I keep getting "object reference not set to an instance of an object" when I load the game. I copy and pasted the blocks xml that I downloaded to my blocks.xml file, and I deleted my loot and entity xml files and added the ones I downloaded. Thanks again... Almost forgot to add, I'm not running any other mods. Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 I keep getting "object reference not set to an instance of an object" when I load the game. I copy and pasted the blocks xml that I downloaded to my blocks.xml file, and I deleted my loot and entity xml files and added the ones I downloaded. Thanks again... Almost forgot to add, I'm not running any other mods. can you pastebin yyour output log for me please Link to comment Share on other sites More sharing options...
Kregeth Posted April 4, 2016 Share Posted April 4, 2016 think you'll want to know that block id "1914" and "1915" is conflicting with the steel spikes in the https://7daystodie.com/forums/showthread.php?39514-Alpha-14-1-Steel-Log-Spikes mod. i don't know if the modders on this site has an agreement on what id's to use, but i tought you'd like to know Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 think you'll want to know that block id "1914" and "1915" is conflicting with the steel spikes in the https://7daystodie.com/forums/showthread.php?39514-Alpha-14-1-Steel-Log-Spikes mod. i don't know if the modders on this site has an agreement on what id's to use, but i tought you'd like to know happens with multi mods jused to leave headway between blocks and my mod, but with so few block ids aviliable just using the next aviliable from vanillia, you can cange the block is to anything needed, just look for the last number and use the next ones as long as you font go over 2040 none of the rest of the mod will need to change just from the id's Link to comment Share on other sites More sharing options...
Kregeth Posted April 4, 2016 Share Posted April 4, 2016 happens with multi mods jused to leave headway between blocks and my mod, but with so few block ids aviliable just using the next aviliable from vanillia, you can cange the block is to anything needed, just look for the last number and use the next ones as long as you font go over 2040 none of the rest of the mod will need to change just from the id's alright, thanks for the clarification odd, still can't get it to work, when i load up the save i get: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameManager.Update () [0x00000] in <filename unknown>:0 Think ill need to go trough and check if it conflicts with any other mods. hopefully i just ♥♥♥♥ed up somewhere Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Author Share Posted April 4, 2016 if i could get a copy of your output log then ill be able to check for you normally you get that when a tag isnt closed properly it will normally tell you at the begining of loading when it tried to parse the xmls to begine with. Link to comment Share on other sites More sharing options...
show Posted April 4, 2016 Share Posted April 4, 2016 2016-04-04T17:47:27 79.048 INF Disconnect 2016-04-04T17:47:27 79.049 ERR Disconnecting failed: 2016-04-04T17:47:27 79.050 EXC Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at GameManager.Disconnect () [0x00000] in <filename unknown>:0 at GameManager+GG.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) GG:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameManager:OnApplicationQuit() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at NGuiWdwInGameHUD.Update () [0x00000] in <filename unknown>:0 it keeps giving the same above "nullreferenceexceptions" over and over Link to comment Share on other sites More sharing options...
stallionsden Posted April 4, 2016 Share Posted April 4, 2016 I am currently going thru the blocks.xml renumbering the ids. So far i have near 300 extra EDIT: ok after renumbering there are a total of 571 extra spots amongst the blocks.xml. On top of what is left over at the end of the blocks.xml. Ok Do Not actually use the re numbered blocks lol. all the prefabs look stupid haha.. Link to comment Share on other sites More sharing options...
Kregeth Posted April 4, 2016 Share Posted April 4, 2016 if i could get a copy of your output log then ill be able to check for you normally you get that when a tag isnt closed properly it will normally tell you at the begining of loading when it tried to parse the xmls to begine with. alright, sent it to you on skype Link to comment Share on other sites More sharing options...
togFox Posted April 5, 2016 Share Posted April 5, 2016 I can't wait to use this. It will be a game changer for me. Hope the bugs are sorted without too much drama. Link to comment Share on other sites More sharing options...
togFox Posted April 5, 2016 Share Posted April 5, 2016 Null reference error in console. Copy/pasted the blocks text into my blocks.xml Replaced the whole entityclasses.xml Replaced the whole loot.xml No other mods. Where do I find the output file? Edit: is it possible you have other mods accidentally wrapped up in this one? I'm doing an XML file compare and there are a lot of strange edits to things that I wouldn't expect changed in a mod like this. Of course, I don't really understand what this mod is doing so ... I'm sure you know what you're doing. Link to comment Share on other sites More sharing options...
stallionsden Posted April 5, 2016 Share Posted April 5, 2016 this is the nre i get. 2016-04-05T15:39:03 24.373 ERR Loading and parsing 'blocks.xml' (External 3D model with name 'Entities/LootContainers/corpse_loot01Prefab' not found! Maybe you need to create the atlas first?) 2016-04-05T15:39:03 24.374 ERR Loading of blocks aborted due to errors! 2016-04-05T15:39:03 24.375 ERR at BlockShapeExt3dModel.createVertices () [0x00000] in <filename unknown>:0 at BlockShapeRotatedAbstract.Init (.Block _block) [0x00000] in <filename unknown>:0 at BlockShapeExt3dModel.Init (.Block _block) [0x00000] in <filename unknown>:0 at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0 2016-04-05T15:39:03 24.587 ERR Loading and parsing items xml file (Unknown block name 'workingCabinetSink' in use_action!/ at ItemActionExchangeItem.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 ) 2016-04-05T15:39:03 24.588 ERR Loading of items aborted due to errors! 2016-04-05T15:39:03 24.588 ERR at ItemActionExchangeItem.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 Exception: Item smallEngine for Receiver not found! at ItemClass.LateInit () [0x00000] in <filename unknown>:0 at ItemClass.LateInitAll () [0x00000] in <filename unknown>:0 at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0 at WorldStaticData.I (System.String ) [0x00000] in <filename unknown>:0 at WorldStaticData+KX.MoveNext () [0x00000] in <filename unknown>:0 at GameManager+VG.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) - - - Updated - - - Null reference error in console. Copy/pasted the blocks text into my blocks.xml Replaced the whole entityclasses.xml Replaced the whole loot.xml No other mods. Where do I find the output file? Edit: is it possible you have other mods accidentally wrapped up in this one? I'm doing an XML file compare and there are a lot of strange edits to things that I wouldn't expect changed in a mod like this. Of course, I don't really understand what this mod is doing so ... I'm sure you know what you're doing. output.log is found in common\7daystodi\7daystodie_data bout thee 4th or 5th on down Link to comment Share on other sites More sharing options...
togFox Posted April 6, 2016 Share Posted April 6, 2016 Thanks for directing me to the output file. My contents look a lot like the ones above. Link to comment Share on other sites More sharing options...
LuckyStar Posted April 6, 2016 Share Posted April 6, 2016 Okay so..... is this mod working?? Anything that helps get rid of lag I'm all for. This looks like a wonderful idea. With all the posts, I'm just not sure if it works in 14.3, so..... does it? Link to comment Share on other sites More sharing options...
togFox Posted April 6, 2016 Share Posted April 6, 2016 No. Not currently. At least not for a few of us. I'm going to take a forensic look at the files on the first post and see if a fix is available. I think I've worked out how this mod works so I'm hopeful I pinpoint the compatibility problem. Link to comment Share on other sites More sharing options...
stallionsden Posted April 6, 2016 Share Posted April 6, 2016 another output.log :-( - 2016-04-06T14:24:19 57.178 ERR Entity.CreateEntity: unknown type (-638405235) NullReferenceException: Object reference not set to an instance of an object at GameManager.BK (.EntityPlayerLocal ) [0x00000] in <filename unknown>:0 at GameManager.IK () [0x00000] in <filename unknown>:0 at GameManager.StartGame () [0x00000] in <filename unknown>:0 at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0 at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0 at NGuiWdwNewGame.NGuiButtonOnClick (UnityEngine.Transform _t) [0x00000] in <filename unknown>:0 at NGuiButtonOnClickHandler.OnClick () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) UICamera:Notify(GameObject, String, Object) UICamera:ProcessTouch(Boolean, Boolean) UICamera:ProcessMouse() UICamera:ProcessTouches() UICamera:Update() (Filename: Line: -1) 2016-04-06T14:24:24 62.117 INF ************************Weather Packages Created FROM BIOMES ************************ NullReferenceException: Object reference not set to an instance of an object at MasterServerAnnouncer.UpdateGameTimePlayers (UInt64 time, Int32 players) [0x00000] in <filename unknown>:0 at GameManager.LK () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) 2016-04-06T14:24:36 73.803 INF Disconnect 2016-04-06T14:24:36 73.804 ERR Disconnecting failed: 2016-04-06T14:24:36 73.804 EXC Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at GameManager.Disconnect () [0x00000] in <filename unknown>:0 at GameManager+CM.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) CM:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameManager:OnApplicationQuit() (Filename: Line: -1) - - - Updated - - - i noticed the fatzombiecop corps had only fatzombiecop so changed it to cntcorpsefatzombicop but still get the unknown entity. So IDK Link to comment Share on other sites More sharing options...
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