gpcstargate Posted December 20, 2019 Share Posted December 20, 2019 (edited) Good day JaxTeller718 Question .. I just checked the Mod Launcher .. will it be added to the Launcher anytime soon? .. Have Fun and Enjoy .. the Old Gamer … EDIT .. NEVER Mind .. She just popped up on the Launcher .. I guest I was to quick going there. JaxTeller .. Thank you and You have a wonderful Holiday and hoping it is a Good one. the Old Gamer … Edited December 20, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
gpcstargate Posted December 20, 2019 Share Posted December 20, 2019 JaxTeller .. I do have a Question Can I use one of my Maps that I made with the Nitrogen map maker .. OR .. Must we use your map that comes with mod .. Just Wondering?? the Old Gamer _ again … Link to comment Share on other sites More sharing options...
xFORCERx Posted December 20, 2019 Share Posted December 20, 2019 I am wondering the same. Can we use Nitrogen? Prefab lists for Ravenhearst over at Nitrogen page are not updated. Do I have to use prefablists generator to make it myself? Thanks Link to comment Share on other sites More sharing options...
sinda Posted December 20, 2019 Share Posted December 20, 2019 (edited) I am wondering the same. Can we use Nitrogen? Prefab lists for Ravenhearst over at Nitrogen page are not updated. Do I have to use prefablists generator to make it myself? Thanks no idea how that gets done. we have some cleanup to do in our prefab xmls from a17 when things weren't spawning well. think he'll be doing that for next one, so might things spawning in weird places using nitrogen since it's extremely efficient. updated our info-graphic for people that like direct downloads, feel free to share. same method can be applied to any mod on the file handling. Edited December 20, 2019 by sinda fingers; they disobey. (see edit history) Link to comment Share on other sites More sharing options...
xFORCERx Posted December 20, 2019 Share Posted December 20, 2019 (edited) no idea how that gets done. we have some cleanup to do in our prefab xmls from a17 when things weren't spawning well. think he'll be doing that for next one, so might things spawning in weird places using nitrogen since it's extremely efficient. Alright, thank you for letting me know. I'll create a new random gen map non nitrogen until you guys fix what you have to fix. I hope it gets fixed fast, the mod seems awesome!!! Edited December 20, 2019 by xFORCERx (see edit history) Link to comment Share on other sites More sharing options...
gpcstargate Posted December 20, 2019 Share Posted December 20, 2019 (edited) @ xFORCERx ……. I went ahead and started on one of my Nitrogen maps. I'm running it on 1 of my 8K maps with the COMPOPACK 42 that I made using .. Nitrogen .. and So far it seems to be Fine .. some the terrain is a bit different (more colorful than before and that is from RH textures pack he is using, I'm fairly sure of that). The 1 thing my map does not have is a Radiant zone and I don't know if it is Needed for any quest or not .. we will see. But it seems Ok .. with current 7d2d game A18.2 b5 and using version 0.474 nitrogen. Just my thoughts PS: I also using the Mod Launcher .. it does take a bit for it to install or run, because how big the prefab list now. But loads nicely. Edited December 20, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
Reytag Posted December 20, 2019 Share Posted December 20, 2019 @ xFORCERx ……. I went ahead and started on one of my Nitrogen maps. I'm running it on 1 of my 8K maps with the COMPOPACK 42 that I made using .. Nitrogen .. and So far it seems to be Fine .. some the terrain is a bit different (more colorful than before and that is from RH textures pack he is using, I'm fairly sure of that). The 1 thing my map does not have is a Radiant zone and I don't know if it is Needed for any quest or not .. we will see. But it seems Ok .. with current 7d2d game A18.2 b5 and using version 0.474 nitrogen. Just my thoughts PS: I also using the Mod Launcher .. it does take a bit for it to install or run, because how big the prefab list now. But loads nicely. Of course it will work with compopack, you won't have any of the rh prefabs though as those will only be available if you 1. generate the world in-game as it will use the rh supplied rwgmixer which was supplied in the rh mod pack and has the rh entries in it or 2. you need a prefab list to use with nitrogen that has the rh entries in it, currently there is none for rh v6.x, just the older v5.x. Check your prefabs.xml from your nitrogen output, it doesn't have any rh_xxx..... prefabs mentioned in it. You could use the prefablist generator but it doesn't output in a way that nitrogen is completely happy with ie it's missing a lot of the tags such as houses, oldwest, farm etc, it will work however but not be as "good" as it could be unless one manually adds those which is not hard as there aren't that many. Link to comment Share on other sites More sharing options...
Jardj Posted December 20, 2019 Share Posted December 20, 2019 Too Bad, this used to be such a goo dmod, But now completely ruined with all the changes, its not fun anymore. will not use or stream it anymore Link to comment Share on other sites More sharing options...
gpcstargate Posted December 20, 2019 Share Posted December 20, 2019 (edited) @ Reytag .. OK .. yes I see .. Guest I will have to wait on update for RH prefab list to be fixed and updated. But still better than Vanilla. Edited December 20, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
Reytag Posted December 20, 2019 Share Posted December 20, 2019 (edited) I just threw this together, I used the prefab list generator and manually added the most obvious tags to the easily identifiable structures. Add these lines to the vanilla list for example which is included in the latest nitrogen (make a backup first) so you get a better variety (if you don't add it to a more complete prefab list nitrogen will complain about missing entries such as oldwest, mountain, trader etc as rh doesn't include those on it's own). I don't mention adding it to compopack prefab list as there will be redundant prefabs but nothing wrong if you want a huge variety with some repetition, I would do vanilla + rh myself. https://pastebin.com/gQ22aT8w Double check your prefabs xml output to make sure the new rh_... structures are in there, they are for me. I'm still trying to figure out how RH creates zinc and copper deposits as I haven't seen any yet, not sure if it's just a vein or also supposed to be a visible boulder on the surface and whether or not that needs to be in a prefab list as deco? I checked the included rwgmixer and also generated a world in-game but also haven't seen zinc or copper yet, maybe it's just very rare? Edited December 20, 2019 by Reytag (see edit history) Link to comment Share on other sites More sharing options...
sinda Posted December 21, 2019 Share Posted December 21, 2019 (edited) The 1 thing my map does not have is a Radiant zone and I don't know if it is Needed for any quest or not .. we will see. there are a few pois marked wasteland zone only, but currently aside from it being a bit more dangerous, there's nothing game breaking about not having the zone currently Edited December 21, 2019 by sinda (see edit history) Link to comment Share on other sites More sharing options...
sinda Posted December 21, 2019 Share Posted December 21, 2019 I'm still trying to figure out how RH creates zinc and copper deposits as I haven't seen any yet, not sure if it's just a vein or also supposed to be a visible boulder on the surface and whether or not that needs to be in a prefab list as deco? I checked the included rwgmixer and also generated a world in-game but also haven't seen zinc or copper yet, maybe it's just very rare? it's handled through the biomes file, and i believe is only found in wastelands. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 21, 2019 Author Share Posted December 21, 2019 Urgent We have been made aware of a serious bug regarding food spoilage on servers only. Food will spoil each and every time you open your container. This is 100 percent NOT intended and we will be releasing a fix very soon for this. Single Player is not impacted. This is a server only bug. We apologize for this unfortunate bug making it into release. If you run a server you can disable food spoilage until a fix is found by going inside the Mods folder and deleting the SphereiiFoodSpoilage folder entirely. Single Player is not impacted by this bug and should not need to remove it. I have sent updated files to Bluefang. You may need to ask them to remove this folder for you. Again I apologize for this inconvenience. This only needs to be done Server Side, clients do not have to do this. It can be done by yourself as well if you know how. Link to comment Share on other sites More sharing options...
Reytag Posted December 21, 2019 Share Posted December 21, 2019 it's handled through the biomes file, and i believe is only found in wastelands. Yeah, I looked in the wastelands as I saw it in the biomes file but still couldn't find any, must be super rare. Thanks. Link to comment Share on other sites More sharing options...
xyth Posted December 21, 2019 Share Posted December 21, 2019 Urgent We have been made aware of a serious bug regarding food spoilage on servers only. Food will spoil each and every time you open your container. This is 100 percent NOT intended and we will be releasing a fix very soon for this. Single Player is not impacted. This is a server only bug. We apologize for this unfortunate bug making it into release. If you run a server you can disable food spoilage until a fix is found by going inside the Mods folder and deleting the SphereiiFoodSpoilage folder entirely. Single Player is not impacted by this bug and should not need to remove it. I have sent updated files to Bluefang. You may need to ask them to remove this folder for you. Again I apologize for this inconvenience. This only needs to be done Server Side, clients do not have to do this. It can be done by yourself as well if you know how. I reported this to SphereII a while ago but we couldn't repo the bug on his server. The good news is now we have a second case, so that might help track down the bug. We are working on it this morning but still cannot isolate the cause. Perhaps it starts after several days of game play as in my case it just appeared over time, so if anyone finds a reproducible clue please let us know. Link to comment Share on other sites More sharing options...
Taylorsd Posted December 21, 2019 Share Posted December 21, 2019 Found something opposite in SP. I attached Yucca Fruit to the toolbelt and ate it in first person and it would not deplete the stack unless it was eaten in the inventory. Just in case this is in the same .XML file as the spoilage bug Link to comment Share on other sites More sharing options...
Mad Professor Posted December 21, 2019 Share Posted December 21, 2019 I keep getting dllnotfound exception: user32.dll while running the linux client. the error is spammed in console. The ravenhearst background is loaded but no menu. Why is ravenhearst looking for a windows library? vanilla linux client doesn't have this issue. Only when you install ravenhearst mod, the problem appears. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 21, 2019 Author Share Posted December 21, 2019 I reported this to SphereII a while ago but we couldn't repo the bug on his server. The good news is now we have a second case, so that might help track down the bug. We are working on it this morning but still cannot isolate the cause. Perhaps it starts after several days of game play as in my case it just appeared over time, so if anyone finds a reproducible clue please let us know. I knew you guys would rock this. Awesome to hear. We love this mechanic and everything you guys produce for this community I have made an official prefabfile for Nitrogen. I personally went through and placed what I wanted here. you can use this file in nitrogen. it includes vanilla pois. Enjoy! Also a patch will be released tonight for some bug fixes, including the backpack bug with slots. [ATTACH]31009[/ATTACH]prefablist_Ravenhearst6.txt Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 22, 2019 Author Share Posted December 22, 2019 Update Patch 6.2.1 No Wipe Needed Addition: Added a line to safe zone text saying drawing too much attention will attract zombies Addition: Added 2 health to insect recipes Addition: Added Store Shelf Helpers Addition: Added Chance of broken store shelves Addition: Ravenhearst Nitrogen prefablist file Balance: Slightly reduced birds nest Balance: Lowered amount of loot in weapons bags Change: Added Fertilizer, Toolbox and Tarps to Cardboard Box Loot Change: Removed Food Spoilage from Server Files Change: Bicycle Now Made in Personal Workbench Change: Commercial Doors now give hinges Change: Increased tree stumps in world Fix: Lowered Stack of Chapters Fix: Bicycle Handlebars now made in Personal Workbench Fix: Removed Quick Continue Module in Spherecore that may have been causing continue game loops Fix: Can of Water now has correct craft path Fix: Fixed Weird Science Quest Fix: Rotation on Well of Souls Fix: Backpacks will now unlock properly. Already learned backpack slots will automatically open. Removal: Cooking Pot and Grill removed as recipes Removal: Food spoilage removed. You may need to go into your Mods folder and delete Sphereii_FoodSpoilage as well. Removal: Removed rotten food recipes Link to comment Share on other sites More sharing options...
alexiwing Posted December 22, 2019 Share Posted December 22, 2019 Thank you!!! <3 Link to comment Share on other sites More sharing options...
Mad Professor Posted December 22, 2019 Share Posted December 22, 2019 (edited) user32.dll error non-loading menu on linux seems to be fixed in 6.2.1 ~Thank you. But new issue on the linux client. The game crashes to desktop while loading into game/world. This is spammed in console just moments before server start messages and game initialization messages. desired shader compiler platform 15 is not available in shader blob Setting everything to lowest in graphics quality allows me to load in and spawn in the world but a minute later the game crashes to desktop with no error. Only does it in ravenhearst, as vanilla linux doesn't behave the same or have these messages. If you run the vulkan renderer, the game doesn't crash and is quite playable if it wasn't for the unity mouse input lag. So something specfic to MESA/OPENGL and ravenhearst? Mod shaders issue? Running rx570 4GB and 24GB of ram with i5 2500k. Also Strawberry plant has missing texture. Verified in Steamplay/proton win32 and linux client. Thanks again! Edit: seems to be missing a lot of textures. EDIT2: Seems to be vulkan/unity issue, can't verify in GLcore since it crashes for me. Edited December 22, 2019 by Mad Professor New content, addinfo (see edit history) Link to comment Share on other sites More sharing options...
MattH93 Posted December 22, 2019 Share Posted December 22, 2019 I don't have 18.2 stable available in the betas on my stream account. 17.4, 18.0, 18.1 but no 18.2. How does this affect playing RH? It won't even load me to the home screen currently. Link to comment Share on other sites More sharing options...
dvl180 Posted December 22, 2019 Share Posted December 22, 2019 (edited) I'm having an issue, upon making a new random gen world, when I get to the make and place campfire quest of the intro. When I place the campfire I get a slow spamming NRE. I've tried deleting the save and restarting, same issue. I'm not sure where I can find any log information on what may be causing this to happen. *edit* I placed a campfire from the creative menu and had no issues, it's only when I place it to complete the quest. Edited December 22, 2019 by dvl180 (see edit history) Link to comment Share on other sites More sharing options...
Necrodemus Posted December 22, 2019 Share Posted December 22, 2019 (edited) This is really cool. Thank you for the release and update Very diligent modder and Team. Below are just some thoughts on my experience with the mod thus far. While playing last night, on day one at about noon, a tombstone appeared about 50 blocks ahead of us and a screamer emerged from it and ran straight for me... It's been a long time since this game scared me like that. And it's only day one. In my opinion this is good. I've become too comfortable in my own play-style. The witch will keep me eyeful of my errant complacency. I'm glad the spear can be crafted on the fly. "Darkness Falls" has the right mouse set to power attack with the spear, while still maintaining hold on it. Something like a charged power-trust. The left is the usual attack. Would it be possible to implement that in Ravenhearst, albeit, coding a hotkey through a Harmony dll that when pressed, will allow the spear to be thrown like in vanilla? Both worlds = more fun? Silly question? The personal crafting table was a shock to the system, but it became the norm after a short while. I put these things everywhere. And I hate using trash-bags so thanks for that. When I went to make frames and found out that they needed nails, I first cried blood and then applauded you guys for again routing me from my foxhole. Besides, nails are common enough on default loot settings anyway. The extra bodies and dead animals really give a sense of unease without any zeds around. Early day one is not just quiet, there is an eerie absence of life. It just gnawed at me the whole time. So when the witch appeared, I was not prepared. I believe we need more of this uncertainty and chaos to stress the player. Really enjoying this so far. And to the person who made the POI that's kind of a ruinous ranger lookout, with a stairs leading up on the inside, I found your trap. Thanks. EDIT: I have just started a new world and ahead of me was a gravestone among the trees. And of course I had to approach it... I thought they spawned based on heat. Anyways, good spooky stuff Edited December 22, 2019 by Necrodemus (see edit history) Link to comment Share on other sites More sharing options...
Daouid Posted December 22, 2019 Share Posted December 22, 2019 (edited) edit: fixed? tests in progress Edited December 22, 2019 by Daouid (see edit history) Link to comment Share on other sites More sharing options...
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