gpcstargate Posted October 27, 2017 Share Posted October 27, 2017 NEW POST .. For everyone If you using the .. 7D2D Mod Launcher .. Your game should be FINE as long as You Play A Old or Existing Save game .. The save games are still at A 16.3 (b12) ONLY if you start a New Game will you have issues ...... UNTIL the Modders have a chance to Update their Mod's to the New Version (A 16.4) So hope everyone is using the Launcher. Link to comment Share on other sites More sharing options...
Latheos Posted October 27, 2017 Author Share Posted October 27, 2017 Updated to 2.73, compatible with 16.4b8. Expanded backpack is working now with Sirillion'sbackpack patch, plus bonus working elevator. Link to comment Share on other sites More sharing options...
Latheos Posted October 28, 2017 Author Share Posted October 28, 2017 Updated to 2.74. By request from Lumun from Twitch, who's a fan of the mod, I've added a third input slot in the forge, utilizing three08's excellent mod post. I've also reduced the number of engines needed for the elevator, as engines are enough of a problem to find already. It's still a serious resource hog, but it should be a bit more manageable. Link to comment Share on other sites More sharing options...
HungryZombie Posted October 28, 2017 Share Posted October 28, 2017 Hi is the custom prefab part not working? I'm only seeing the vanilla prefabs at the moment. Link to comment Share on other sites More sharing options...
Latheos Posted October 28, 2017 Author Share Posted October 28, 2017 Hi is the custom prefab part not working? I'm only seeing the vanilla prefabs at the moment. There aren't any custom prefabs in Craftworx. If you want to see something other than vanilla, I recommend using the mod launcher and choosing the Compopack option under the Craftworx section. Link to comment Share on other sites More sharing options...
HungryZombie Posted October 28, 2017 Share Posted October 28, 2017 There aren't any custom prefabs in Craftworx. If you want to see something other than vanilla, I recommend using the mod launcher and choosing the Compopack option under the Craftworx section. Ah ok, I thought the Compopack was part of Craftworx. I'll check out that mod launcher though, thanks. Link to comment Share on other sites More sharing options...
Latheos Posted October 28, 2017 Author Share Posted October 28, 2017 Ah ok, I thought the Compopack was part of Craftworx. I'll check out that mod launcher though, thanks. No, Magoli makes the Compopack. Totally different person. At one point I'd considered having it integrated, but it's rather large, and keeping it up to date would be a nightmare; I'd rather leave it to Mag than have to deal with that myself. Link to comment Share on other sites More sharing options...
Latheos Posted October 29, 2017 Author Share Posted October 29, 2017 Updated to 2.75. Highlights include scrap arrows, for when stone is less available than scrap iron in the early game, crosshairs visible when aiming the bow and iron bow, and a portable combining station for improving items on the go. Link to comment Share on other sites More sharing options...
gpcstargate Posted October 29, 2017 Share Posted October 29, 2017 Updated to 2.75. Highlights include scrap arrows, for when stone is less available than scrap iron in the early game, crosshairs visible when aiming the bow and iron bow, and a portable combining station for improving items on the go. GOOD Morning Latheos Now that is a great idea .. Combo on the Go .. Thank you and Enjoy the weekend Link to comment Share on other sites More sharing options...
gpcstargate Posted October 31, 2017 Share Posted October 31, 2017 Good Day Latheos Question ... Has anyone said anything about the Scrap iron frame cost ... I just noticed it yesterday when playing and I needed a couple .. It is calling for 125 iron .. that is a bit much .. most all other mods are around 20 iron. Just wanted to give a heads up and check .. and to make sure that is right. Enjoy your week Link to comment Share on other sites More sharing options...
Latheos Posted November 1, 2017 Author Share Posted November 1, 2017 Question ... Has anyone said anything about the Scrap iron frame cost ... I just noticed it yesterday when playing and I needed a couple .. It is calling for 125 iron .. that is a bit much .. most all other mods are around 20 iron. This is as intended, since scrap iron has been made a great deal more abundant. You harvest more of it than before, which means that things which formerly cost very little (e.g., the scrap iron frame) now cost more to reflect the increased availability of the resource. Link to comment Share on other sites More sharing options...
CyKlone Posted November 1, 2017 Share Posted November 1, 2017 None that I'm aware of, to be honest. Considering this is intended for single player use, I've no idea how well it would work on a server. Hello, Well, since noone seemed to have used it on dedi server, some friends and I did and everything seems to be working fine so far except 1 thing, the Expanded backpack slots, server seems to be saving the regular 32 slots, anything in the added 40 expanded slots is discarded/ not saved when you quit the server. on the other hand, in single player it works fine. Regards, CK Link to comment Share on other sites More sharing options...
Latheos Posted November 1, 2017 Author Share Posted November 1, 2017 As far as I can tell, if you get the dedicated server version of the 72-slot dll (available here), and follow the directions in the second post which cover dedicated server use, it ought to work. As far as I can tell, anyway. Give it a shot and let me know. Link to comment Share on other sites More sharing options...
CyKlone Posted November 5, 2017 Share Posted November 5, 2017 As far as I can tell, if you get the dedicated server version of the 72-slot dll (available here), and follow the directions in the second post which cover dedicated server use, it ought to work. As far as I can tell, anyway. Give it a shot and let me know. Fixed, works perfectly, friend enabled it for dedicated server in the assembly file =) On the fly, been trting the Electric Timer Relay, when adjusting the timer, it goes up by 30 mins, looked at the blocks file, or maybe i missed it somewhere, but is there a way to change the scale of the timer? instead of 30 mins, can it be lowered? Great Mod in MP so far, nothing else to report, props to you and whoever else worked with you. Regards, CK Link to comment Share on other sites More sharing options...
Latheos Posted November 5, 2017 Author Share Posted November 5, 2017 Fixed, works perfectly, friend enabled it for dedicated server in the assembly file =) On the fly, been trting the Electric Timer Relay, when adjusting the timer, it goes up by 30 mins, looked at the blocks file, or maybe i missed it somewhere, but is there a way to change the scale of the timer? instead of 30 mins, can it be lowered? Great Mod in MP so far, nothing else to report, props to you and whoever else worked with you. Regards, CKI took a scan through the files myself, and it looks like the timer relay is hard-coded somewhere, as I can't find a place to make the change. Glad the mod is working well for you. Link to comment Share on other sites More sharing options...
Latheos Posted November 6, 2017 Author Share Posted November 6, 2017 Updated to 2.76 Fixed scoped hunting rifle, scoped hunting rifle parts to now require learning the hunting rifle schematic - can no longer make the scoped hunting rifle without learning the recipe Fixed scoped AK-47, scoped AK-47 parts to now require learning the Ak-47 schematic - can no longer make the scoped AK-47 without learning the recipe Disabled heavyBanditGasmaskLight, as it's not properly a helmet, and tends to conflict with other lighted headgear's ability to activate the light Added chance to harvest car batteries from undamaged cars Increased chance and amount of harvesting mechanical parts from cars Added chance of common magazines appearing in mailbox loot Reverted munitions boxes to drop iron and steel when harvesting with axe/pickaxe, changed from harvesting with disassembly Changed disassembly code for all workstations to make them more consistent Changed chemistry station to list under science instead of tools in progression.xml Added upgrade for scrap arrows to iron at the workbench Link to comment Share on other sites More sharing options...
LionsDen Posted November 12, 2017 Share Posted November 12, 2017 Just played the mod today with the mod launcher. I created two different games and in each one I was getting NULL console errors whenever I got close to the trader from the quest. I don't know exactly what is causing the error but it seems to be something at the traders. Link to comment Share on other sites More sharing options...
gpcstargate Posted November 12, 2017 Share Posted November 12, 2017 Just played the mod today with the mod launcher. I created two different games and in each one I was getting NULL console errors whenever I got close to the trader from the quest. I don't know exactly what is causing the error but it seems to be something at the traders. This has happened to me in "War of the Walkers" also ... I believe it has something to do with ( Fun Pimps Coding of the game ) .. So never happened in Craftworx mod for me yet. Link to comment Share on other sites More sharing options...
Latheos Posted November 12, 2017 Author Share Posted November 12, 2017 Just played the mod today with the mod launcher. I created two different games and in each one I was getting NULL console errors whenever I got close to the trader from the quest. I don't know exactly what is causing the error but it seems to be something at the traders. I reuploaded a fixed traders.xml file this afternoon, which should keep the null reference exception from firing when getting near the traders. I've just tested it with the Craftworx + Compopack in the mod launcher, and it works just fine. If you're still running into probelms, I recommend you delete the mod in the mod launcher, then reinstall it, which ought to get rid of any lingering effects. Link to comment Share on other sites More sharing options...
LionsDen Posted November 13, 2017 Share Posted November 13, 2017 I retried one of my saves that was having the problem and had no trouble reaching the trader. Thanks for the quick fix. I am enjoying the mod so far. Link to comment Share on other sites More sharing options...
Latheos Posted November 25, 2017 Author Share Posted November 25, 2017 Updated to Crafworx 2.8. Added craftSkill values to flashlight02, shopping basket (minibike), electric parts, electronic parts, mechanical parts, insulator, beaker Changed craft skill for cloth armor from armor to tailoring Changed craft skill for puffer coat from misc to tailoring Changed craft skill for splint, bandage from misc to science Changed name of poop launcher to poop launching crossbow Amended text for the poop bolts to specify only used by the poop launching crossbow Added junction box to blocks to function as a relay for hiding dangling wires in bases Added junction box to level 1 of the gas generator perk Link to comment Share on other sites More sharing options...
Latheos Posted November 26, 2017 Author Share Posted November 26, 2017 Updated to Craftworx 2.81 Added potato gun, based on the blunderbuss model. No aim function - the right mouseclick is a stunning melee attack like on the sawed-off shotgun Added weaponized potatoes for the potato gun Link to comment Share on other sites More sharing options...
stryker290 Posted December 6, 2017 Share Posted December 6, 2017 Love the mod, having a problem though, a lot of the poi's show up ingame as scrap iron blocks. It's like the block skin is missing or something. Link to comment Share on other sites More sharing options...
Latheos Posted December 9, 2017 Author Share Posted December 9, 2017 Love the mod, having a problem though, a lot of the poi's show up ingame as scrap iron blocks. It's like the block skin is missing or something. Are you running any other mods along with it? That's an unusual bug, one I haven't seen. That really shouldn't happen as a result of this modpack, so I suspect a conflict is the culprit. I'd recommend using the mod launcher (if you're not already). Also, check to make sure you don't have any other folders in your Mod folder besides Craftworx and SMX; those are the only two that are needed for this mod, and any additional folders might be the cause. Failing that, I'd recommend verifying the files through Steam, then reinstalling the mod if you're not using the Mod Launcher. If you are using the mod launcher, then delete the mod and reinstall, preferably from a clean download from Steam, rather than copying from another installation, as that could cause some unforeseen conflicts. Let me know how it goes. Link to comment Share on other sites More sharing options...
gpcstargate Posted December 16, 2017 Share Posted December 16, 2017 Latheos Hoping you have a wonderful Christmas and a Great New Year .... or .... Just a Happy Holidays Still lovin the mod. Thank you Link to comment Share on other sites More sharing options...
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