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mdf25

FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More

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Thought you should know that you have made the workbench only craftable in the workbench. It makes it very difficult to get the workbench without using the cheat menu.

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Greetings :D

 

Workbench being craftable on a workbench is intended and not a bug. You will need to go out into the world and find a working workbench to use before you are able to craft one yourself, and it's meant to get you out exploring a little bit. Once you get your first bench, you will be able to use that to craft all future workbenches.

 

They're not too rare in the world either - remember that you can find them in the small hardware stores, pass+gas, working stiffs, traders, and even buy a working one from a trader sometimes as well. No reason for creative menu when you already have the options out there - just gotta look hard and get your looting done.

 

I have however come up with a solution to this issue of finding a broken workbench. In a future version you will be able to craft a 'workbench upgrade kit' which will repair any broken workbench into a fully functioning one. There is already a 'forge upgrade kit' available to craft the broken forge into a repaired one to use, and there will also be a precision wrench available in a future version which will allow you to pick up and move workstations in a future version too.

 

All I'll say is enjoy the early game - it's meant to last much longer than in Vanilla and give actual survival more meaning than having iron tools at the end of day 1 with everything you need. :)

 

- - - Updated - - -

 

Ok. All updated and working correctly. Thank you very much for the help. Now to continue enjoying the mod.

 

Glad you got the update done and working :D Have fun! :D

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i had full end game tools end of day 3 and dont ask the RNG gods just love me that much :)

 

Sometimes they do smile on you :D

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mdf25, what a fun mod! thanks for all your work. you have mentioned some WIP, i wonder if you have any additional classes planned for release, soonish? i can see myself playing this until A17.4 :)

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The only other thing I can see right now is splitting the rifles class into regular and assult rifles - currently the rifles class caters to 4 guns (hunting rifle, sniper rifle, ak47, and weirdly, the SMG) whereas pistols and shotguns only cater to 2 guns each. So rifles class is a little bit OP at the moment since you get buffs to more guns.

 

There is a lot of WIP stuff still going on and in A17 a lot of things like the classes and skills are likely to change. We'll have to see exactly what these new changes are to the skill and buff system, before I can definitively say this style of mod would work in A17. But, if they are adding buffs to armour and allow conditional buffs to be met outside the scope of health, stamina, and a couple others (for example, being within x distance of a zombie causes a buff, like getting too close to a radiated one will give you radiation damage) then we could see a lot of interesting things :)

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i agree on the rifle class mdf but we all know theres only 2 worthy guns there and thats the ak and sniper :)

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Thanks

 

Cobblestone needs to be gathered from pre-existing brick and cobblestone blocks now. To do this, you need to first craft yourself a chisel which takes some forged iron to make. You can find forged iron now from many more sources and if you're lucky enough to get a welding torch you will get more (see update for what you can get forged metal from for your chisel)

 

Once you have the chisel, go to any brick block like at a factory POI or house (broken forges can also be harvested with the chisel too!) and use the chisel on the block. It will slowly break down the block and you'll get cobblestone rocks. Once you got the forge up you can craft your own cobblestone rocks using the forge. Essentially the early game is designed to be a lot slower and limit how quickly you can get to your forging, since the early game feeling will be maintained longer whilst copper is hard and you're only relying on primitive tools to do your harvesting and damage.

 

I could make it so that cobblestone is crafted in the firepit but costs a lot more to make (maybe 10 stone + 10 clay = 1 cobble after 3 minutes, meaning you have to make more firepits and bellows to increase production speed), though I kinda like the fact that you are made to explore a little bit to get your first resources. It's a big world out there :D

 

Bigger backpack version will likely become available once the modding is done as well as a dedicated version for singleplayer allowing you to unlock quests. But this will be an optional extra, and I recommend playing without it to be forced to make choices. This mod thrives most on making you decide what's important but rewards you well later on :)

 

Thanks for the fast reply mate, we werent accustomed to that mechanic.

 

I have a new question for you, how do you get a new Specialization ? I dont get how to upgrade my weapon smithing to level 8. Its kinda annoying to not finding out how to progress :/

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Thanks for the fast reply mate, we werent accustomed to that mechanic.

 

I have a new question for you, how do you get a new Specialization ? I dont get how to upgrade my weapon smithing to level 8. Its kinda annoying to not finding out how to progress :/

 

Ways to get new specializations will come in a dedicated SP version. Currently I've been working on this for a joint community server so currently the MP version will have you only choose the 3 at the start.

 

The future SP version will have the specialization papers in loot or via trading, so that you will be able to unlock the other papers and thus raise skill levels. However unlike the starting specializations it will not make changes to your starting stats and attributes, which will be permanent to your character from the beginning. The papers will have a very similar quest chain, but will only give you Mastery 1. To get Mastery 2, you will need to find and read a Mastery 2 variant of the paper which will have harder quests (which will be harder than the ones you'd get at the start) to help in the late game progression.

 

All the skills above 7 have been capped for the simple reason that (at least for team based PvE) you have some dedicated members who will be better at certain things. However the SP version should have all of the things available to you once I have things implemented the way i want, but it will be a while yet before I do this since this means I have to maintain less xmls until MP is in a good place :)

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Navezgane

 

Hola se podrيa disfrutar de este mod jugando en el mapa Navezgane?

 

Hi, could you enjoy this mod playing on the Navezgane map?

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Hola se podrيa disfrutar de este mod jugando en el mapa Navezgane?

 

Hi, could you enjoy this mod playing on the Navezgane map?

 

I think you can, as there is not too much change to RWG and I think ores will generate as normal in Navezgane. So, go ahead and give it a go :)

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Coming soon to DevBranch and FennecMod 1.1

 

Food & Survival Overhaul

Food and water will no longer be easy to find in the world.

 

New Food Groups, Wellness Overhaul & Diet System

5 new food groups coming: Meats, Fruit, Veggies, Grains & Dairy. You will have to make sure that your character consumes enough of each type of food in these categories in order to gain benefits. By consuming enough of each type of food and keeping a balanced diet you'll gain up to 50 additional health and stamina on top of your current stats, get faster stamina recovery, and slight health regeneration over time. However, fail to keep up and you'll become fatigued and sluggish, losing up to 50 health and stamina when all 5 food groups have not been satisfied.

 

Being hungry or thirsty now has proper consequences. When you are below 10% hunger or hydration your character will move slower and lose stamina at a faster rate. When you are below 5% your health and wellness will slowly decay. Keep on top or you'll start to suffer. However trying to overeat or overhydrate will have similar consequences. Being over 95% food or hydration will cause you to become 'stuffed' which will slow you down and raise your core temperature slightly. This can be useful in a colder environment but it will mean running zeds will always catch up to you. So make sure you don't abuse the current saturation mechanic else you'll be sluggish for a while.

 

Wellness has also been overhauled. Food of all kinds will give much, much less wellness initially however you gain wellness over time by having a balanced diet. By having all 5 food groups maxed out, you'll gain about 1 wellness every half day, gradually slowing to about 1 wellness every day as you get more health points from base wellness.

 

 

Zombies & Food

Zombies will drop a lot less food than in Vanilla. Now you gotta loot harder to find canned food or try your luck in a shamway store. Lots of the time you may be eating rotten flesh now, so you will want to harvest zeds for any food you can find...

 

 

Worldgen and Food

Food will not spawn as frequently around the world anymore and you will have to loot hard or hunt effectively to be able to get enough to survive. Water will only ever be found in fridges and coolers, and the only other way to make yourself pure water is to first boil it and then use a water purifier from charcoal.

 

Farm POIs around the world you find in towns will also be removed completely. They were way too OP in Vanilla and as soon as you found a potato or blueberry one, you would never get short on food for a few days.

 

All biomes will have a significantly lower proportion of spawned food. Goldenrod, Chrysanthemum, Yucca, Aloe, Snowberries, Blueberries and Corn plants will be much rarer to find, with corn and blueberries being the rarest of all. Seeds will also be reduced in loot so that every seed you get will be a godsend and if you get lucky you'll find a potato seed. Cacti will no longer drop yucca fruit and instead give you some wood and a cactus seed that you can plant. They may provide a nice alternative to spikes...

 

 

Animals and Food

Animals will now be a much less common occurrence. Friendly animals such as stags and rabbits will mainly be found by water. Wolves will be more frequent in the snow biomes at night, and snakes will be a lot more frequent in the plains biome and maple forest. You may be lucky and find a couple of stags wandering together or maybe even some chickens crossing the road.

 

All meat is now separated out by type, which will give different gains and benefits instead of just a generic 'meat' type of food. You will be able to use the meat to craft canned food which you can take around with you, or cook it on a campfire. However the campfire isn't the best cooking tool and until you learn how to make or repair an oven, you won't be getting that much fullness from the meat you get.

 

 

Using Your Rear

Toilets in game will now have a function... To allow you to uh... expel... the food you have eaten. As you eat and drink more, you may need to go for a number 1 or a number 2. Failure to do so will result in... well, soggy brown pants, as well as a wellness drain and speed debuff. It ain't easy runnin' when you got a giant turd tryin' to break free of your clamped buttcheeks...

 

 

The Dreaded 'Yuccaria'

A horrible ailment caused by the overuse of Yucca fruit and yucca juice. By having a few yucca you will get a small rush that will increase your stamina regeneration, however if you abuse the yucca too much you will be afflicted with Yuccaria, which essentially will give you the brown pants for a while. It's not deadly but it will slow you down and lower your stamina by a bit, so try not to overuse yucca. You can relieve Yuccaria a little faster by sitting your ass on a toilet, though you'll be there a while.

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Coming soon to DevBranch and FennecMod 1.1

 

Food & Survival Overhaul

Food and water will no longer be easy to find in the world.

 

New Food Groups, Wellness Overhaul & Diet System

5 new food groups coming: Meats, Fruit, Veggies, Grains & Dairy. You will have to make sure that your character consumes enough of each type of food in these categories in order to gain benefits. By consuming enough of each type of food and keeping a balanced diet you'll gain up to 50 additional health and stamina on top of your current stats, get faster stamina recovery, and slight health regeneration over time. However, fail to keep up and you'll become fatigued and sluggish, losing up to 50 health and stamina when all 5 food groups have not been satisfied.

 

Being hungry or thirsty now has proper consequences. When you are below 10% hunger or hydration your character will move slower and lose stamina at a faster rate. When you are below 5% your health and wellness will slowly decay. Keep on top or you'll start to suffer. However trying to overeat or overhydrate will have similar consequences. Being over 95% food or hydration will cause you to become 'stuffed' which will slow you down and raise your core temperature slightly. This can be useful in a colder environment but it will mean running zeds will always catch up to you. So make sure you don't abuse the current saturation mechanic else you'll be sluggish for a while.

 

Wellness has also been overhauled. Food of all kinds will give much, much less wellness initially however you gain wellness over time by having a balanced diet. By having all 5 food groups maxed out, you'll gain about 1 wellness every half day, gradually slowing to about 1 wellness every day as you get more health points from base wellness.

 

 

Zombies & Food

Zombies will drop a lot less food than in Vanilla. Now you gotta loot harder to find canned food or try your luck in a shamway store. Lots of the time you may be eating rotten flesh now, so you will want to harvest zeds for any food you can find...

 

 

Worldgen and Food

Food will not spawn as frequently around the world anymore and you will have to loot hard or hunt effectively to be able to get enough to survive. Water will only ever be found in fridges and coolers, and the only other way to make yourself pure water is to first boil it and then use a water purifier from charcoal.

 

Farm POIs around the world you find in towns will also be removed completely. They were way too OP in Vanilla and as soon as you found a potato or blueberry one, you would never get short on food for a few days.

 

All biomes will have a significantly lower proportion of spawned food. Goldenrod, Chrysanthemum, Yucca, Aloe, Snowberries, Blueberries and Corn plants will be much rarer to find, with corn and blueberries being the rarest of all. Seeds will also be reduced in loot so that every seed you get will be a godsend and if you get lucky you'll find a potato seed. Cacti will no longer drop yucca fruit and instead give you some wood and a cactus seed that you can plant. They may provide a nice alternative to spikes...

 

 

Animals and Food

Animals will now be a much less common occurrence. Friendly animals such as stags and rabbits will mainly be found by water. Wolves will be more frequent in the snow biomes at night, and snakes will be a lot more frequent in the plains biome and maple forest. You may be lucky and find a couple of stags wandering together or maybe even some chickens crossing the road.

 

All meat is now separated out by type, which will give different gains and benefits instead of just a generic 'meat' type of food. You will be able to use the meat to craft canned food which you can take around with you, or cook it on a campfire. However the campfire isn't the best cooking tool and until you learn how to make or repair an oven, you won't be getting that much fullness from the meat you get.

 

 

Using Your Rear

Toilets in game will now have a function... To allow you to uh... expel... the food you have eaten. As you eat and drink more, you may need to go for a number 1 or a number 2. Failure to do so will result in... well, soggy brown pants, as well as a wellness drain and speed debuff. It ain't easy runnin' when you got a giant turd tryin' to break free of your clamped buttcheeks...

 

 

The Dreaded 'Yuccaria'

A horrible ailment caused by the overuse of Yucca fruit and yucca juice. By having a few yucca you will get a small rush that will increase your stamina regeneration, however if you abuse the yucca too much you will be afflicted with Yuccaria, which essentially will give you the brown pants for a while. It's not deadly but it will slow you down and lower your stamina by a bit, so try not to overuse yucca. You can relieve Yuccaria a little faster by sitting your ass on a toilet, though you'll be there a while.

 

that would be funny drinking too much dairy (if you actually able to find any) could land you on the poo bowl for like 30-1 min while you spray paint the bowl i nice shade of baby ♥♥♥♥ brown hahaha

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also do you think you've made this more for MP rather then cater for the SP or is SP more dialed back to allow people to actually feel like they are progressing and not make it impossible there by giving people a sense of accomplishing something to an end goal

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Coming soon to DevBranch and FennecMod 1.1

 

Progression Overhaul

Progression has been slowed down to give that early game feeling more longevity!

 

 

Changes to tool tiers and a new tier!

Copper tools will now cost less copper and also be repairable. This will be good for early game mining and harvesting though you'll still need to keep up on your copper smelting in the firepit to get enough ingots.

 

Pig Iron & Pig Iron Tools will be added. When you get a forge up and running you won't be able to smelt forged iron immediately, as your first real experience with using a forge and putting some iron in there will probably result in a rough and ready form of impure iron ingots, aka Pig Iron. Pig iron ingots can be used to make the tools, and by doing so you'll have tools with the durability slightly less than iron tools but a much needed improvement over the copper tools. They can also be repaired with iron.

 

Pickaxes have a small chance to get cobblestone rocks out of brick, cobble and flagstone blocks. It's nowhere near as good as the chisel however, but still very viable if you haven't got enough forged iron to make the chisel yet.

 

 

Changes to level progression and skills

The EXP required to level up is now much greater, but still in a balancing act so that we can balance EXP gains with overuse of augers (currently augers cause tons of EXP gain when used, so trying to strike a finer balance with this and other action skills)

 

Augers & Chainsaws now fall under their own tool category of Power Tools. A new perk will be added for these which will increase block damage and harvest count. Now being good with axes doesn't automatically make you good with chainsaws, and being good with pickaxes doesn't automatically make you good with augers.

 

All the 10-level perks are now reworked and you will have to level up much more to get the later ones. The level of tools you create has also been altered as well, so it now goes such as:

- Quality 10 at the start of the game

- Quality 20 with level 1, requiring player level of 10

- Quality 30 with level 2, requiring player level of 20

- Quality 50 with level 3, requiring player level of 30

- Quality 100 with level 4, requiring player level of 50

- Quality 150 with level 5, requiring player level of 70

- Quality 200 with level 6, requiring player level of 90

- Quality 250 with level 7, requiring player level of 110

- Quality 300 with level 8, requiring player level of 130 and the necessary class mastery at level 1

- Quality 400 with level 9, requiring player level of 150 and the necessary class mastery at level 1

- Quality 500 with level 10, requiring player level of 180 and the necessary class mastery at level 2

 

This reflects also how many skill points you put into the perk as well. 3 skill points from 0 to 1 is 10x less than 30 skill points at level 9 to 10, so it has been balanced around this. This means unless you loot you'll be spending early game with poor quality tools, so encourages looting if you want better stuff or trying to trade for better tools. Combining will also allow you to raise the quality of your tools as usual, at a cost.

 

 

Forge & Firepit

The forge is now locked behind a perk and you will not be able to craft one until you reach player level 30 and learn the Forging 101 schematic (or purchase the perk if you've been unlucky and not found the book by this time). Upon learning the forging recipe you will be able to craft all of the pig iron tools by smelting up iron. When you reach player level 50, the forged iron will open up to you and steel will open up at level 100, as well as trussing, rebar and other stuff you make in the forge at various levels. If you happen to find a forge earlier on in the game, you'll be able to use it only to smelt copper for less or turn raw iron into scrap iron, but that's literally all you'd be able to do until level 30 hits. So still worth finding until you level up enough from looting and zombie killing, as its efficiency over the firepit should be worth it.

 

New schematics found include those for glassworking (3 books, covering basic, industrial and bulletproof glass) and those found for making trussing and rebar frames. Remember all these blocks are more common in loot, so that is now a much more viable option. Need some trussing? Maybe a working stiffs will have a box with some you can salvage.

 

 

Leather Tanning

Animal hide now needs to be properly tanned in order to make leather. In order to do this, one will need to collect a few various resources and farming will be important for this. Vegetable oil (made from corn meal, a potato and some boiled water) and grain alcohol will be used to make a vegetable liquor to speed up the curing process, where the animal hide is then steeped in this solution over a firepit. After some time, it will cure into leather which can then be used in crafting. Rotten flesh will also be curable into leather, though at a much, much slower rate.

 

All leather that is harvested from around the world will also not be immediately usable, as hacking apart a leather sofa with an axe will leave you with tattered leather pieces which can then be cured into the leather that you use for crafting. Instead you'll need to repair the tattered leather by sewing a few pieces together with some thread, which can be made from cloth and then sewn on a workbench.

 

- - - Updated - - -

 

also do you think you've made this more for MP rather then cater for the SP or is SP more dialed back to allow people to actually feel like they are progressing and not make it impossible there by giving people a sense of accomplishing something to an end goal

 

The purpose of this mod initially was to be used on a 2-team MP server. So, initially this mod will cater more for MP. However there is nothing stopping you from playing this mod in SP and in fact it will force you to make choices, which I think the vanilla game lacks somewhat especially in the late game department. It is definitely not impossible in SP, in fact far from it :)

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that would be funny drinking too much dairy (if you actually able to find any) could land you on the poo bowl for like 30-1 min while you spray paint the bowl i nice shade of baby ♥♥♥♥ brown hahaha

 

You will be able to find dairy products around the world, there will be a few types including milk and yoghurts, cheese, powdered milk (that you can craft into regular milk when mixed with water) and a few others. Still trying to think about how you'd get milk without having to loot it (making it renewable essentially) but then again it may be more interesting having it as loot-only items that you find or trade for. Maybe the trader will be your primary source for milk and dairy products as thinking about it they'd go off quite fast. But somewhere in the White River settlement there's sure to be a dairy farm somewhere, somewhere... Just not in the wasted bit of earth you currently reside in :)

 

And dairy overuse may cause some bad side effects - or maybe eating too much cheese then resting on a bed could give you nightmares ;)

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You will be able to find dairy products around the world, there will be a few types including milk and yoghurts, cheese, powdered milk (that you can craft into regular milk when mixed with water) and a few others. Still trying to think about how you'd get milk without having to loot it (making it renewable essentially) but then again it may be more interesting having it as loot-only items that you find or trade for. Maybe the trader will be your primary source for milk and dairy products as thinking about it they'd go off quite fast. But somewhere in the White River settlement there's sure to be a dairy farm somewhere, somewhere... Just not in the wasted bit of earth you currently reside in :)

 

And dairy overuse may cause some bad side effects - or maybe eating too much cheese then resting on a bed could give you nightmares ;)

 

Soya plants.

 

Make milk out of soya beans and add calcium to them. Calcium can be made from egg shells irl.

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Soya plants.

 

Make milk out of soya beans and add calcium to them. Calcium can be made from egg shells irl.

 

This could work - though soya isn't particularly classed as dairy, it's close enough :) I also added the dairy up to some pasta dishes as well since some may have cheese too :) Oh man, lots of ideas for good foods for sure :D I wonder what I could use as a soya bean plant without having to use SDX... Maybe a hanging moss upside down, or maybe I could try applying a tint colour to a potato plant to make it greener... Hmmmm RandomTintMaterial1 or RandomTintColor1 I think is the property name I need to use... Could work :D

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The thing is, we don't technically NEED dairy in our diets. We need the vitamins and minerals that the dairy provides.

 

Calcium is the big one. :) Protein, iodine, potassium, phosphorus and vitamins B2 and B12 are the other ones in milk (and also cheese by extension). Protein you can get from meat, Potassium can be handled by modding in a banana tree as they're a good source. Not sure about the rest cos I've only had 4 hours sleep.

 

Have a look at other mods. I think WotW has soya beans in it? It may have a soya plant so that would give you an idea of what models could work.

 

EDIT: Aha. Soya bean plants are very small and look similar to the small green bushes in game. The code for those is this.

 

<property name="Shape" value="ModelEntity" />
<property name="Texture" value="292" />
<property name="Model" value="Entities/Trees/AzaleaPrefab" />

 

So you can use that as your "grown" plant and maybe the wood bush things from the desert as your mid-growing stage? So you'd have a small, green sprout, then the wood bush (I'll see if I can find the code for that), then the Azalea prefab as the "finished" plant.

Edited by KhaineGB (see edit history)

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Fixes for FennecMod 1.0 (Stable)

 

Greetings! :D I have done some quick patches on FennecMod 1.0 over the past few days, and here's a list of all the stuff that has now hopefully been resolved...

 

NOTE: These changes and fixes are NOT present in DevBranch. Make sure you're using 1.0 from the launcher to get these fixes.

 

- Copper arrowheads:

Now actually melt in the forge to produce copper. Previously they were making iron or nothing at all.

 

- Quick-Dry Concrete:

Now unlocked by the Builder class at Builder Mastery 2. It was listed as Crafter Mastery 2 by mistake.

 

- Uranium Generation:

Uranium now actually generates in the wasteland biome! It didn't used to generate but now it does.

 

- Tool Smithing 8 to 9:

Would cause a nullref when opening the skills menu. A small typo that has now been fixed.

 

Have fun guys :D Still working on 1.1, slowly but surely :D

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This could work - though soya isn't particularly classed as dairy, it's close enough :) I also added the dairy up to some pasta dishes as well since some may have cheese too :) Oh man, lots of ideas for good foods for sure :D I wonder what I could use as a soya bean plant without having to use SDX... Maybe a hanging moss upside down, or maybe I could try applying a tint colour to a potato plant to make it greener... Hmmmm RandomTintMaterial1 or RandomTintColor1 I think is the property name I need to use... Could work :D

 

Hey, please treat this as if I just pulled it out of my ... mule, because I don't have the slightest experience with tinting models in 7dtd whatsoever. I did with some other game before though and what I learned was, the more contrast and the darker a model is, the less tinting will show up. So by looking at some 7dtd plants, the tree saplings could make good candidates - they are pretty uniformly muted grey-green and not too dark.

 

I'm a big fan of starvation mod and the way animal farming is handled there is pretty awesome. Would require SDX, so I guess that's not what you want and probably it's better that way if you're not intenting to make that a pivotal feature of your mod. You could pull of the le petit prince trick though: give the player a cardboard box and pretend the sheep is in there. It could be done like this: player finds quest note reading they discovered a small family of pygmy fainting goats (yes, they actually exist) that are too scared and traumatized by the zombies, so you decide to take care of them - "accept". You get a cardboard box as a quest reward that actually is a workstation that converts plant fibers into milk over time, but with a cute little flavor description - problem solved.

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Fixes for FennecMod 1.0 (Stable)

 

- Uranium Generation:

Uranium now actually generates in the wasteland biome! It didn't used to generate but now it does.

 

Does this mean that an old map needs to be restarted?

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