erlgrey
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[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
thanks @w00kien00kie i consider that as defeated, don't think i wanna recover from that and that is fine. huge mistake, moved to new base few days before horde, zed could get pushed through pillar "wall", overwhelmed me and 150% ai block damage did the rest. did test the wall with the few roaming zed and they could not get in, but once you have a bunch on a spot they pushed some through. -
[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
thanks for updating it to a21, will give it a try very soon. -
[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
but in general modifying the spawning.xml values should have an effect even when used in combination with your mod right? poi multi is x3 and max count 125, when i set the respawns to something like 3-5 days in xml it still seemed as the same zed respawned while i was still fighting zed of the area. probably i give a maxed out zedcount a try and fiddle around with spawning xml and the multi, if really not all have been spawned at that time, that may improve it. thank you edit: oh, just found that WMMBiomeRespawnDelay is also a modlet which modifies spawning.xml, gonna make my changes there and we will see how it goes. i guess spawning.xml was just altered several times previously. -
[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
is there a way to turn down spawn rate? (i think the multiplier does only makes spawns more frequent) w/o winchester i used to use a simple modlet which modifies spawning.xml in that way, more zed + lower respawn rate, but it feels like zed get sometimes instant respawned especially around poi which seems a bit exzessive. like the amount of zed with x3 multiplier around poi, but i don't really feel have to clear them every 5 minutes or something like that. -
[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
20.3 gives no error, last good version for this mod i think -
erlgrey started following [A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
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[A21] - The Winchester - mini overhaul mod - Updated for A21.2 b30
erlgrey replied to w00kien00kie's topic in Mods
didn't play 7dtd for a while but this is probably the mod i was waiting for. since a18 i'm extremely unhappy with the cities-are-no-longer-scary situation, raising overall biome spawns was kind of meh, never wanted full ravenhearst madness, thanks for sharing that, really looking forward trying it out. -
Player made doors automatically re-lock
erlgrey commented on Anerstead's record in Can not reproduce
great, you are welcome. -
Screen shaking when walking into road_paint_dash_cntr
erlgrey commented on NekoPawtato's record in Fixed
i guess i can consider this as fixed. since a few patches i never experienced a fall-through-the-world on ltt anymore and never heard of it since then, i think it is as good as it gets. -
Screen shaking when walking into road_paint_dash_cntr
erlgrey commented on NekoPawtato's record in Fixed
just checked my old save from b39 which was stuck in endless loading screen after i fell through world -> could properly load in with some errormessages though, didn't fell through it yet. 😕 -
Screen shaking when walking into road_paint_dash_cntr
erlgrey commented on NekoPawtato's record in Fixed
Yes, sure. I think I still have my old broken save somewhere if it helps, but seems we can repro it on the dedi anyways frequently enough with up2date Version. -
Screen shaking when walking into road_paint_dash_cntr
erlgrey commented on NekoPawtato's record in Fixed
had no mods active, folder was empty. this looks really like the issue on LTT when we are falling through world. but in b37-b39 it ended for me with infinite loadingscreen with the save. -
seems to be fixed for me quietly in some patch, so thanks i guess. notification & follow is bit bugged, didn't see until now that there are more posts here in the meanwhile.
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Screen shaking when walking into road_paint_dash_cntr
erlgrey commented on NekoPawtato's record in Fixed
GenerationInfo.txt : https://community.7daystodie.com/applications/core/interface/file/attachment.php?id=16158 map_info.xml: https://community.7daystodie.com/applications/core/interface/file/attachment.php?id=16159 reuploaded dbs screenshot again, it is full size 2560x1440, i hope it does not get resized again to stamp size, otherwise i have to upload it to imgur or so. -
now that i can add something here too, i posted this in discord previously: i mean, if i'm the only one who is affected, who cares, but it is kind of a weird behavior.
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HOW TO WIN (Getting more Zombies in your Game)
erlgrey replied to Roland's topic in General Discussion
<biome name="pine_forest"> <spawn maxcount="3" respawndelay="2" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="5" respawndelay="1" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="3" respawndelay="10" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> </biome> <biome name="desert"> <spawn maxcount="3" respawndelay="2" time="Any" entitygroup="ZombiesAll" /> <spawn maxcount="4" respawndelay="1" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsDesert" spawnDeadChance="0" /> </biome> <biome name="wasteland"> <spawn maxcount="4" respawndelay="1" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="6" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNight" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> </biome> <biome name="burnt_forest"> <spawn maxcount="5" respawndelay="1" time="Day" entitygroup="ZombiesBurntForest" /> <spawn maxcount="6" respawndelay="1" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsBurntForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsBurntForest" spawnDeadChance="0" /> </biome> <biome name="snow"> <spawn maxcount="2" respawndelay="2" time="Any" entitygroup="SnowZombies" /> <spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsSnow" spawnDeadChance="0" /> </biome> this are the settings i used in my last save (was mp with 3 people). not bad but i think i will up the respawndelay quite a bit, i kind of like the ability to clear an area which is then zed free for a while, otherwise you just start to ignore and not fight them.. over all it is a shame that you can't make a difference between city and poi vs. open land, i would prefer more zed in citys and around pois and only a few roaming ones in open area. not sure yet how i should balance that, without having open areas too crowded or citys and poi surroundings too empty.