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True Survival


Spider

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@Erik Louden-

Collecting 1000 upgrading resources is pretty easy. The hardest part is finding the blocks you need destroy. Every block gives 5-15 upgrade resources when destroyed with the proper tool. Also you can find upgrade materials in loot in batches up to 100.

 

Step up man! Mod should be played on Difficulty Level "3". That's what it is developed and balanced on.

 

 

@father123-

Yes this system of unlocking building styles is new and as far as I know no one else is doing it this way. Barring this in mind, it still needs more balancing so info like this is appreciated. And yes I too found myself getting blocks below 10hp and then using the tool on them to break them. This is not the way I intended the system to work but I think as you level the tool more you will be able to just use the tool as the damage will increase and the durability. I think something has to be changed to remove that path of lest resistance. Maybe make the special building tools have a flat damage and just improve their durability with the quality. That might get the desired effect. Thoughts?

 

@Canadus-

Forges can be found in many POI's and also found in loot. That is why you can learn some recipes that require the forge before you can learn to build a forge. My explanation for the thinking behind this is simple. You can cook just fine in a oven without knowing how to build one.

 

The main craft getting is Player level 25 for Iron crafting and Tools and player level 75 for Steel crafting and Tools. This is to make the player enjoy the different stages of game play where before you usually skip everything you can. Now you have to figure out how to survive with what you have not what you want.

 

Zombies difficulty go off your game stage.

 

Yes sometimes it is easier to break through walls or windows. This is mainly because vanilla POI's and custom builders don't have True Survival in mind where materials damage other materials differently. Once you get better tools though breaking the door will be faster most times.

Edited by Spider (see edit history)
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@Erik Louden-

@Canadus-

Forges can be found in many POI's and also found in loot. That is why you can learn some recipes that require the forge before you can learn to build a forge. My explanation for the thinking behind this is simple. You can cook just fine in a oven without knowing how to build one.

 

The main craft getting is Player level 25 for Iron crafting and Tools and player level 75 for Steel crafting and Tools. This is to make the player enjoy the different stages of game play where before you usually skip everything you can. Now you have to figure out how to survive with what you have not what you want.

 

Zombies difficulty go off your game stage.

 

Yes sometimes it is easier to break through walls or windows. This is mainly because vanilla POI's and custom builders don't have True Survival in mind where materials damage other materials differently. Once you get better tools though breaking the door will be faster most times.

 

thank you very much for detail answer.

your mod is greatly appreciated, so again,, THANK YOU.

 

small question,, (sorry) what is the " right" tool for breaking through doors ??

pickaxe ?? axe ??

 

cheers

Canadus

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thank you very much for detail answer.

your mod is greatly appreciated, so again,, THANK YOU.

 

small question,, (sorry) what is the " right" tool for breaking through doors ??

pickaxe ?? axe ??

 

cheers

Canadus

 

depend on what kind of door, an iron door will easily break with pickaxe, a wood door with fireaxe / stoneaxe.

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@father123-

Yes this system of unlocking building styles is new and as far as I know no one else is doing it this way. Barring this in mind, it still needs more balancing so info like this is appreciated. And yes I too found myself getting blocks below 10hp and then using the tool on them to break them. This is not the way I intended the system to work but I think as you level the tool more you will be able to just use the tool as the damage will increase and the durability. I think something has to be changed to remove that path of lest resistance. Maybe make the special building tools have a flat damage and just improve their durability with the quality. That might get the desired effect. Thoughts?

 

well yes, i also tried that method, using other tools and use the sledgehammer for the last hit. still, for cement block, it can take more than 20 hits for 1 block and oftenly 1 tool will break just to destroy 1 block of cement. so contrast when using brickhammer to break a brick block, can just need 5-6 hits to destroy a brick block even with a low quality brickhammer. i'm just guessing maybe sledgehammer need it's damage multiplier raised a couple more against it's respective cement block. About your idea to make all the special tool have flat damage also can works, but i guess that might need a lot more changes from your side, isn't it?

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@Canadus-

The very best tool to open a door is a Firemans Axe. It has a special ability to break through doors super easy. Other than that like said above the best tool will depend on the door material. Remember

 

Stone/Wood barley hurts Iron/Steel

 

Iron barley hurts Steel

 

Steel is the only thing that can hurt steel

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@Canadus-

The very best tool to open a door is a Firemans Axe. It has a special ability to break through doors super easy. Other than that like said above the best tool will depend on the door material. Remember

 

Stone/Wood barley hurts Iron/Steel

 

Iron barley hurts Steel

 

Steel is the only thing that can hurt steel

 

great..

 

thank you both very much :)

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@Erik Louden-

Step up man! Mod should be played on Difficulty Level "3". That's what it is developed and balanced on.

 

Well If I can't fend off running soldiers on scavenger why would I go to a higher level?

 

I'm running scavenger till I get better and have more understanding of the game.

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What's the name of this water biome decoration plant please? They're all floating in the air, and I want to edit them out of biomes.xml since that's really distracting.

ETA: found it, the block is called "waterPlant" (commenting it out works fine for now, but hopefully it can be fixed in the next update?)

reed.thumb.jpg.43c3721e7f854da06963bd87d0e6cd4f.jpg

Edited by owl79 (see edit history)
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Here is the section of output.log from just before the error starts. Once the NRE hits that part just repeats until i shut the game down. I had the same error occur a short time later while i was flying around in god mode just checking out the new POI's.

 

2017-09-05T16:20:05 4334.636 INF AIDirector: Spawning scouts @ ((-78.0, 49.0, 1926.0)) heading towards ((8.0, 51.0, 1858.0))

2017-09-05T16:20:05 4334.685 INF Spawning this wave: 1

2017-09-05T16:20:05 4334.701 INF Spawned [type=EntityZombie, name=zombieScreamer1, id=1708] at (-83.5, 49.7, 1923.5) Day=8 TotalInWave=1 CurrentWave=1

2017-09-05T16:20:05 4334.702 INF AIDirector: scout horde zombie '[type=EntityZombie, name=zombieScreamer1, id=1708]' was spawned and is moving towards point of interest.

2017-09-05T16:20:06 4335.736 INF Start a new wave 'Scouts'. timeout=1s. worldtime=0

2017-09-05T16:20:17 4346.473 INF Spawning Wandering Horde.

2017-09-05T16:20:17 4346.474 INF AIDirector: Spawning wandering horde moving towards player '[type=EntityPlayerLocal, name=Vormithrax, id=171]'

2017-09-05T16:20:17 4346.475 INF Party with 1 player(s) has a computed game stage of 20

2017-09-05T16:20:17 4346.475 INF Party members:

2017-09-05T16:20:17 4346.475 INF Player id 171 gameStage: 20

2017-09-05T16:20:17 4346.511 INF Spawning screamer horde zombie from animalZombieDog

NullReferenceException: Object reference not set to an instance of an object

at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.KU (.World , Single ) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.OT (Single ) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0

at AIDirector.FU (Double ) [0x00000] in <filename unknown>:0

at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0

at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0

at GameManager.DA () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

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Here is the section of output.log from just before the error starts. Once the NRE hits that part just repeats until i shut the game down. I had the same error occur a short time later while i was flying around in god mode just checking out the new POI's.

 

2017-09-05T16:20:05 4334.636 INF AIDirector: Spawning scouts @ ((-78.0, 49.0, 1926.0)) heading towards ((8.0, 51.0, 1858.0))

2017-09-05T16:20:05 4334.685 INF Spawning this wave: 1

2017-09-05T16:20:05 4334.701 INF Spawned [type=EntityZombie, name=zombieScreamer1, id=1708] at (-83.5, 49.7, 1923.5) Day=8 TotalInWave=1 CurrentWave=1

2017-09-05T16:20:05 4334.702 INF AIDirector: scout horde zombie '[type=EntityZombie, name=zombieScreamer1, id=1708]' was spawned and is moving towards point of interest.

2017-09-05T16:20:06 4335.736 INF Start a new wave 'Scouts'. timeout=1s. worldtime=0

2017-09-05T16:20:17 4346.473 INF Spawning Wandering Horde.

2017-09-05T16:20:17 4346.474 INF AIDirector: Spawning wandering horde moving towards player '[type=EntityPlayerLocal, name=Vormithrax, id=171]'

2017-09-05T16:20:17 4346.475 INF Party with 1 player(s) has a computed game stage of 20

2017-09-05T16:20:17 4346.475 INF Party members:

2017-09-05T16:20:17 4346.475 INF Player id 171 gameStage: 20

2017-09-05T16:20:17 4346.511 INF Spawning screamer horde zombie from animalZombieDog

NullReferenceException: Object reference not set to an instance of an object

at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.KU (.World , Single ) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.OT (Single ) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0

at AIDirector.FU (Double ) [0x00000] in <filename unknown>:0

at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0

at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0

at GameManager.DA () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

 

Guys, I believe the error might be in gamestages.xml, where the wandering hordes are defined, spider's xml uses animalZombieDog, but it calls for a group, so I'd try replacing that with ZombieDogGroup (like in the vanilla xml). So instead of

<gamestage stage="20"><spawn group="animalZombieDog" num="6" maxAlive="30" duration="09" /></gamestage>

I think it needs to be

<gamestage stage="20"><spawn group="ZombieDogGroup" num="6" maxAlive="30" duration="09"/></gamestage>

Edited by owl79 (see edit history)
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@owl79-

Thanks I fixed it. It will be in the next patch.

 

@Wolves Hero-

storageSack is a open recipe and its your first container with larger inventory you can make. Its made out of cloth and a few scrap iron. You can also destroy any trash pile and pick it up and place it as a loot container and the same for backpacks, purses and Sports bags

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Never mind that bug could hang up a server and stop spawning so I went a head and updated the files real fast. You can refresh your files if your using the launcher or just re download the Config Folder with the xml's and replace yours if your doing it manually or for a server.

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@ Spider can you fix this one too?

 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

 

d3d: failed to create 2D texture id=1587 w=1 h=1 mips=1 d3dfmt=894720068 [invalid call]

d3d: failed to create 2D texture id=1591 w=1 h=1 mips=1 d3dfmt=894720068 [invalid call]

d3d: failed to create 2D texture id=1585 w=1 h=1 mips=1 d3dfmt=894720068 [invalid call]

WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader

WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader.

2017-09-05T19:17:37 44.913 INF WorldStaticData.Init() needed 11.044s

DirectoryNotFoundException: Could not find a part of the path "Z:\SteamLibrary\steamapps\common\7_Days_To_Die\True_Survival\True_Survival_A16.2\Data\UMATextures\TraderCaitlin_0_d.png".

at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0

at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) [0x00000] in <filename unknown>:0

at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int)

at System.IO.File.Create (System.String path, Int32 bufferSize) [0x00000] in <filename unknown>:0

at System.IO.File.Create (System.String path) [0x00000] in <filename unknown>:0

at UMA.ArchetypeTextureCache.SaveToFile (System.String archetypeName, Boolean archetypeIsPlayer, Int32 atlasIndex, UnityEngine.Texture2D diff, UnityEngine.Texture2D spec, UnityEngine.Texture2D nrm) [0x00000] in <filename unknown>:0

at UMA.ArchetypeTextureCache.AddTexturesToCache (System.String archetypeName, Boolean archetypeIsPlayer, UnityEngine.Texture[] textures, Int32 atlasIndex) [0x00000] in <filename unknown>:0

at UMA.TextureProcessPROCoroutine+<workerMethod>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0

at UMA.WorkerCoroutine.Work () [0x00000] in <filename unknown>:0

Rethrow as Exception: Exception in WorkerCoroutine: UMA.TextureProcessPROCoroutine

at UMA.WorkerCoroutine.Work () [0x00000] in <filename unknown>:0

at UMA.WorkerCoroutine.Work () [0x00000] in <filename unknown>:0

at UMA.UMAGeneratorBuiltin.HandleDirtyUpdate (UMA.UMAData data) [0x00000] in <filename unknown>:0

at UMA.UMAGeneratorBuiltin.OnDirtyUpdate () [0x00000] in <filename unknown>:0

at UMA.UMAGeneratorBuiltin.Update () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

 

2017-09-05T19:17:38 45.572 INF [steamworks.NET] Login ok.

2017-09-05T19:17:38 45.742 INF AchievementManager: Received stats and achievements from Steam

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@Erik Louden-

Sorry not sure what that is. I have never gotten that. Do you have the mod installed and working? Is this a game crash? Did an error in red pop up in game? What where you doing? Where where you? I need more info if you want me to figure it out.

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That TraderCaitlin_0_d.png NRE is not a problem with this mod.

 

The reason for this NRE is that the missing files are automatically generated when the game is launched if the appropriate folder exists. On a fresh install of 7DTD after the alpha 16 release, this folder will not be created and thus you'll get the error.

 

To fix this error, simply create the folder UMATextures in your 7DTD folder and it should fix you up.

Edited by Deven
updated information (see edit history)
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So I reverted vanilla back to 16.0 then upgraded to 16.2 and I still get the error.

 

Just copy those files from Steam 7 Days to Die folder to where it asks them to be.

You just updates files in Steam vanilla folder.

You game is in Launchers created folder and Steam can't update them there.

 

Copy files from here:

Z:\SteamLibrary\steamapps\common\7 Days To Die\Data\UMATextures\

 

To here:

Z:\SteamLibrary\steamapps\common\7_Days_To_Die\True_Survival\True_Survival_A16.2\Data\UMATextures\

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