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doughphunghus

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doughphunghus last won the day on January 3 2021

doughphunghus had the most liked content!

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    Mediocre application support, bad sysadmin, terrible coder

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  1. Yep! All my mods for a21 are "public domain" and anyone can take them, make changes, and use them freely! I don't even mind (as long as any actual, meaningful changes are made to them, then I would mind a tiny bit but .. its "public domain" so it's still ok) if you rename them as yours and post them for others. Of course, I'd like a mention somewhere in the mod but the license I set on them does not require it . Also: The TFP modding agreement has restrictions on all mods, no matter what I say about mine
  2. Im not sure if ive missed this being talked about but: Will any of the POis and look/feel (like placing blocks/different assets) of the "7 Days to Die Bloodmoons" that i have already wishlisted and is listed as "coming soon" "in 6 to 12 months" on Steam be in a22?
  3. ummm... did I totally miss an announcement or something? I knew this "was coming someday" but it appears its on steam (coming soon) with some videos/images.... Search steam for "7 Days Blood Moons". I tried posting a link but it auto blocks me...
  4. Personally: the magpies have a bit high hit points for a bird. They killed me a lot, which is fun, but thats my only input so far edit: other than i love/appreciate any mod that adds any new animals/zeds. Snufkins server aide zeds used to have a "geist" flying zed that shot at you and had like ... 1200? 1800? Hit points and yeah i dropped that down to 600 i think. I couldn't handle that day 1 with stone arrows, and it hunted you mercilessly
  5. I want a few sets of "i was not a serious survivalist but i am managing thank you". Kinda like the cloth armor set we have today +flannel shirt +jacket +football helmet, basic shoes/boots etc. kinda a "i am living off stuff i salvaged and made" look. having a nice "set thats all put together" is cool once you spec into something and work at it or achieve a high level and buy/make everything, but i really like the "looting and dumpster diving" look and feel. In theory: its the junk clothing we have today that you actually use for the first week or so in game before you can craft/buy/loot better things. But making a few sets out of this "look" would be nice. Benefits? Maybe ... err... speed or looting or something... but the sets they have probably cover all the stats so maybe a hybrid non OP skillset of the "nicely put together" sets? and yes: wearing pieces of "the other sets" will kinda look like this but its not the same as "human who just started out"
  6. This link is weird, it just shows a "doc"? With 3 more links. I opened the top one and see there are several errors that are similar to this one: " 2024-03-10T16:39:45 1334.432 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-03-10T16:39:46 1335.742 EXC Class 'PassiveCollector, IDCCoreV2' not found on block cntAdvancedDewCollector! at BlocksFromXml.CreateBlock (System.Boolean _bEditMode, System.String blockName, DynamicProperties properties) [0x00078] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0..." anytime you have a "loading and parsing" and its a "xyz.xml" file, odds are high the game wont even start, or if it does, it will start streaming red console errors and be unplayable. You have several .xml files that are having this error. one thing i dont like about the modding/debugging that comes with the game is that they dont say what mod the "thing" that causes these types of errors comes from, so it can be hard to track down.BUT my guess for this specific error is its in the "IDCAdvancedDewCollector' mod (because of the "IDC" beginning in the mod name and the IDC text in the error. Fyi: you are loading a lot of mods, and it can be difficult to get this many to all "play nicely" together. There is no way (today at least) mods to easily be able to tell if they are compatible/incompatible with other mods and send a visible warning or "not load".... other than just having failures in the log as the warning. Most modders (i personally believe) make all their own mods to work together, but generally dont put much thought in them being compatible with those written by all the other modders and on top of that theres no real way to quickly check compatibility of a mod with "all known/released mods", so when adding mods its a good idea to add "some" (preferably by the same author) and load the game and make sure everything looks good, then shut the game down and add the next batch from another author. Repeat until you get errors and then you have a smaller list of "mods that might not work well together" to troubleshoot.
  7. He's the guy i wish was present on the board when Arby's was deciding to stop selling potato cakes. Because then i would still be able to buy potato cakes. Maybe: Nicolas Rage? it does look really good though, a very nice upgrade.
  8. Just posting to say: IMHO the fire mod is awesome. Random unplanned chaos/terror occurs at the worst of times. Simply Wonderful. Thanks for (you and spherii and whomever else contributed) for making/posting it!
  9. Just a thought: maybe it's possible the graphics quality is being automatically lowered by the game because additional assets are being loaded. Like the mod loads and memory usage hits some threshold and the game downgrades graphics quality? If this was the case, i would assume it would be only depend on the available memory (possibly graphics card memory?) capacity of the machine running the mod, not "everyone" (meaning it would only affect someone running the game with less memory available when the game starts up). I know there are "graphics sliders" in the game options and some get auto set (to lower amounts) based on the system available cpu and memory.... but not sure if loading mods (any mods with new assets) causes it to auto adjust downward in quality.
  10. If the 4x4 could be made to "drive forward forever with no driver" (still using gas) could imagine some sort orshort block (flat, like a 1/2 block) that could be used to "guide it" in between its wheels as a "track" in a straight line, and for turns you would have to have a tunnel or "walled slow turn" it could be sent into and guided back onto the "track". Then.... reskin the 4x4 as a train (or maybe use the bus vehicle). ? Or maybe just leave it as the 4x4. in this way, you have a train. Not a fun train, prob not a good train) except maybe you could be in and shoot from it. You would need a way to fill it up and stop it (manually). Also: hilarious if it gets off track as unless "caught" it just keeps going, i guess ramming into something or flying off the map. The only part i find unappealing is not being able to build on it, but the vehicles already have "storage" (which could be increased) so that might be nice As you could "send the train off" from a mine and the at the end just have it hit a wall and "stop at the station" where another person could turn it off, unload, pick it up and send it back. not sure about the chunk loading being an issue.... maybe the train would not go far until a player got near it to load the next chunk of track, so maybe you would always have to "ride the train" to get it to move around the map. But not having to drive manually would be fun (and shoot zeds from it as it moves and a great "massive base mover" for a large storage. Even if you didnt put down a track it might be fun if its block damage was high (just jump in and let it go straight until you hit a building "found a new town!" Or fall into a pit and die. Gotta pay attention while riding. anyway: just thoughts Addendum: if it could pull anything at all... it would have to be the big "propane tank" prop that blows up when damaged. Then you could use the train as a remote zombie destroying device (release and shoot at it... or modify the timed charge to go off after a long time, attach it to the propane tank, send the train off.) and: yeah it needs a train horn sound and the chugga chugga chugga sound while its running.. all see very do-able. so: just need vehicle to travel forward but not player controlled? Option to have large propane tank/block attached behind it?
  11. Edit 2:also i believe with ravenhearst loaded you cant just "start the game" from steam, you have to have steam running, then start the game from a special executable (see the ravenhearst docs). I think its "bepinex.exe" or something but i havent played it in awhile so maybe thats changed.
  12. On top of the other suggestions: this error here may be one (of many) things causing the issue. Basically: you have added too many mods that add new blocks (probably the deco mods) and its just too many blocks (block types/definitions/etc). Maybe try removing the deco mods (or the ones adding a lot of new vehicles?) first. The error: 2024-02-24T04:13:20 319.280 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-02-24T04:13:20 319.302 EXC Specified argument was out of the range of valid values. Parameter name: Too many blocks defined (48326, allowed 32768 Parameter name: Too many blocks defined (48326, allowed 32768 Usually when you get a "loading and parsing xyz.xml failed" the game is going to not load and possibly hang on loading. Its basically "mods did some changes and the file cannot load/parse, and this file is necessary for the game to run". Blocks.xml is very important to load properly because... its a voxel game and the world is made of "blocks". Also: - it looks like you are adding mods to the "Ravenhearst" overhaul mod. While its possible to add mods to an overhaul mod, it can be tricky as overhauls change a lot of things in the game, and the smaller mods (modlets) are generally only made to mod the vanilla game. Its generally recommended to jot add mods to any overhaul mod unless you know a bit about modding (or how the game and overhaul works) to know if a mod may conflict with the overhaul. An example is i see you are loading some UI mods. I rarely have gotten a random UI mod to work when an overhaul mod is loaded as overhauls usually change up the UI a lot. - my "guess" is that adding additional POI mods is unlikely to cause any issues, but may be pointless if the overhaul mod comes with its own maps. So check the docs on ravenhearst and see if making your own custom map is ok (so additional pois may be put on the map) - i have added a lot of mods to games (i have gotten up to about 120) but with this many i have always had to go in and manually "fix" mods as they generally start stepping over each other. Loading issues/errors/warnings. Similar to the issue you are having. Generally i will first start removing "groups of mods" from a single modder, just to make troubleshooting easier. You seem to have a lot of mods from bdubs, and JT and a few others. So i would just remove all of JTs (for example) and see if the problem goes away. or maybe remove ravenhearst? Just saying again: with ravenhearst being in there, any modding can still "load the game" but something in the game may break (like something not work, like "oh i cannot use this ammo" or something.). Its always an issue with modding (especially in a game in alpha) but for this game there are not tools for modders (yet) to put in checks to handle incompatibilities with other mods. Like a modder cannot make their mod "not load" because it sees ravenhearst and knows its not compatible with ravenhearst. All mods try to load (and make their changes) regardless if they work with other mods. Also: i think i saw an "improved hordes" mod in there. Just a guess but its probably not going to play well with ravenhearst as i think it has its own custom horde stuff (just from playing it). It probably isn't adding any extra blocks, but i would also remove it if you're going to keep ravenhearst.
  13. Actually, maybe a "swimming debuff" if wearing armor/clothes. You jump in with heavy armor... down you go. In this way "normal naked swimming" can be made faster/use stamina, but all clothing/armor weighs you down making it harder to swim "up" . Maybe even "no swim animation" if the armor/clothes is too heavy, so you never leave the ground and can walk around underwater (while holding breath). This would make a "scuba" apparatus/mod look correct: wear it without heavy armor: swim, else "walk" on bottom. and if boats are added, you wear armor and fall off in the middle of the ocean. down you go. this is why a sea creature (other than zeds swimming) needs to exist: to punish if swim slow or walk under water. My vote is "zombie turtle or alligator" but since snakes are in the game it would probably be just a snake. Of course, the shark will always be welcome (something has to tip the boat over.... if there was a boat)
  14. I tried to find a "skip the tutorial" mod for a21 and i cannot fond one. I find them for other versions though. Weird. Its a popular request... maybe the a20 one works in a21? Anyway, there is one nexusmods for a20 called "Tutorial Skip". Ive never used it.
  15. Are the "original clothing items" going to still be in game as "scrappables"? Just wondering what it woukd be like to loot a drawer or clothing bag and get "special armor" vs "hey its a white t-shirt and only worth cloth"
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