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A Winter Project A20 (WinterWeen)

Hi,

questioning myself that the problem described upside, comes from them, I deleted the other mods that I added personally, leaving only those of "WinterWeen".

I started the game on a save I made on the mission 'Retrieve The Supplies', activating the quest and going to the foot of the house under snow, where the bag is to be found, I put a blow of shovel on the snow outside, very close to the house, the collapse of the whole area of the house, as well as itself, in large part, began...

Of course, if I stay under the collapses in progress, I can lose a life. Once the collapse is over, there is a vast hole going down 10 or 15 meters, some times more, going to the bedrock.

So, I wanted to make sure that it wasn't one of the other mods I added myself that could create this collapse problem, but it turns out, apparently, that it wasn't.

On reflection about it, I thought : isn't it a matter of too much snow accumulation or something like that? And snow has a particular reaction to being piled up. Not like a 'solid' block. And If you put a blow of shovel on the snow block what can start the collapse, it starts...
I tell that because in some case, I used this tactical action, by removing the snow under a big block, to making it collapse for some big parts of snow...
 

I don't know but it might be an idea...

Well, I hope you'll find out what the problem is...

THX

Rygastan

 
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Hi,

questioning myself that the problem described upside, comes from them, I deleted the other mods that I added personally, leaving only those of "WinterWeen".

I started the game on a save I made on the mission 'Retrieve The Supplies', activating the quest and going to the foot of the house under snow, where the bag is to be found, I put a blow of shovel on the snow outside, very close to the house, the collapse of the whole area of the house, as well as itself, in large part, began...

Of course, if I stay under the collapses in progress, I can lose a life. Once the collapse is over, there is a vast hole going down 10 or 15 meters, some times more, going to the bedrock.

So, I wanted to make sure that it wasn't one of the other mods I added myself that could create this collapse problem, but it turns out, apparently, that it wasn't.

On reflection about it, I thought : isn't it a matter of too much snow accumulation or something like that? And snow has a particular reaction to being piled up. Not like a 'solid' block. And If you put a blow of shovel on the snow block what can start the collapse, it starts...
I tell that because in some case, I used this tactical action, by removing the snow under a big block, to making it collapse for some big parts of snow...
 

I don't know but it might be an idea...

Well, I hope you'll find out what the problem is...

THX

Rygastan
This problem appeared in the Wild West Mod quite recently from A20.6. In that case it has been in the desert biome and forest biome for POIs like this underground.
It appears that terrain stability is not what it was in A19 with much more frequent collapses even where there has been sufficient underground support. These collapses are not just occuring in weaker areas either. Once a small areas 'breaks', there is a cascade effect which is collapsing areas which used to have sufficient integrity.

The Wild West Mod has made no changes to terrain and uses no other mods which would cause such an event, but it is still happening. This issue is not just limited to Winterween and appears to be a game wide terrain issue with stability, integrity, and how the voxels were updated for A20.

 
Structural integrity goes all the way down in areas where blocks are dropping...and yet the cascade continues, pauses, continues, pauses, continues.

ndCUutD.jpg


I would report it as a potential bug, but don't add anything with a hint of custom features even though it is just a POI, based on a previous response for such a report.

 
I am guessing this is a function of the caves system under the snow than the snow itself.  Large caves underground will make the SI above very weak.  IN WW, this is a feature, it functions as yet another way to die 🙂  The solution is likely smaller caves on worldgen, or moving the caves under mountains only.  The cave system has many levels of caves, so its more like swiss cheese than stable underground.

 
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Structural integrity goes all the way down in areas where blocks are dropping...and yet the cascade continues, pauses, continues, pauses, continues.



I would report it as a potential bug, but don't add anything with a hint of custom features even though it is just a POI, based on a previous response for such a report.
Hi, Arramus

+1 👍
That's it ... it is what happening...I thought this only happened with snow, coz the dirt don't reacts like snow, but the example given shows that it happens even with dirt. So it seems the blocks are managed on the same way...

after my tests without my "personal" mods added, this is what seemed to me the most plausible. Besides, I talk about it in my last post.

So, it would not be a problem due to any setting in the mod, but rather a potential bug of blocks management, as Arramus says.

 
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I am guessing this is a function of the caves system under the snow than the snow itself.  Large caves underground will make the SI above very weak.  IN WW, this is a feature, it functions as yet another way to die [SIZE=14.6px]🙂[/SIZE]  The solution is likely smaller caves on worldgen, or moving the caves under mountains only.  The cave system has many levels of caves, so its more like swiss cheese than stable underground.
Hi Xyth,

why not, it is also a possibility.

For my part, (all of them, for this kind of quest), the cases that occurred were with a house placed on a slab of solid dirt, usually two blocks thick and even exceeding it (like any prefab that can be added to a map) and when a shovel hit the snow at one or two blocks max of the outer wall of the house, to make my way along it, to enter in it, and the collapse can happen anytime.

From there, the collapse can reach all or part of the house, the caves around are not necessarily very damaged. I don't come in through the caves, (I often use the immediate sides when possible either to go down and explore from the bottom up, or explore from the top down, and then go back up, but often the cave-ins happen when I explore the perimeters of the house looking for loot.

So, I don't know, but I don't use the caves very much at the moment, I don't dig in them or very little and not when I'm on a quest.

When you say "Large underground caves will make the SI above very low", I agree in this sense but I don't use them, or a very little. I agree in the absolute, because it could be that would fragilize the general SI, like you wrote, but as you could read just before, I use them very little for the moment, in my game. So, if this influe directly all the structures on the map, I understant the reflection.

As you also write "In WW, it is a feature, it works as another way to die 😄"

🤣 🤣 I think about this every time I have these types of quests, but it is systematic, whatever the precautions taken, and the worst is when the quest is canceled by the destruction of the coveted supplie due to the collapse .

Concerning the smaller caves, moved under the mountains, I don't know, but it could be a solution at least temporary, if the devs don't correct the blocks management. Otherwise, see if there is a way to reinforce these caves (walls, separations, thicker slabs). I do not know the possible options in the world generator. After, I also think: "Is it that with a full basement, without caves, it would not happen anyway?"

I think that could be the solution, to solve the problem, at least temporarily can be found in one or more tests, with or without caves, outside the cities or buildings, caves under the mountains only, away from built-up areas, reducing their sizes, etc...

One or more solutions may be possible. On my side, I'm willing to test any available map. Just let know here that it is available for download for example.

Anyway, thanks again for the work done, the idea is good, as well as the additions made (even if I personally added mods), to make things more 'realistic', more lootable things, for example, objects or furniture in addition, etc.

One thing I thought about too would be, adding a vehicle like a snow bike or a snow plow but they might be hindered by the 'bug' raised here, or if it would not make things worse...but it would make it much easier to move around, especially considering the living conditions... (I haven't tried yet to build a 'classic' vehicle to see what it gives!! 🤣 )

Well, here it is, I may have been a bit long in the text, but I wanted to be the most complete and precise in my writings.

Good continuation to all,

Rygastan

 
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Rygaldo said:
Re,

I made the translation of the all mod in FR.

All works fine and with my files, you have english and french language available.

The only thing I can't traduce is the modlet folder named 'OcbEnclosedSpace'... There is no location file and I don't know how to make one ... So if there is one in the future, I can do it, but for now I can't.

You can find the ZIP contening all traductions here :

https://anonfiles.com/H2YeJ3obzb/WinterProject_A20_6_Traduct_FR_Mods_WinterWeen_zip

Just have to open the ZIP file, extract and paste the 'mods' folder. Like this all 'location.txt' will be replaced.

You can had this to the overhaul mod download and tell the french language is add to the mod ;)

Rygastan.
(I know, I suscribed with rygaldo but it's because I can't find my logs at this time ...)
Thank you so much. We'll add that in for the next update.

 
While I was watching the latest episode of GNS's Winterween adventure, released to regular viewers today (20May2023), I thought, "Imagine a sinkhole that moved from one side of the map, to the other, OR a sinkhole that wandered around the map in a randomized path."

The Niland "Geyser" erupted in the 1950s and was stationary until 2007. It is a 30 meter diameter mud pot that is moving at a rate of approximately 10 centimeters every day. It has damaged a portion of California State Route 111 and a section of Union Pacific railroad. The angry mud puddle has also put fuel pipeline and underground telecom infrastructure at risk, forcing these to be rerouted. There are other roads and property along its path of travel.

The air immediately above the surface of the mud is saturated with carbon dioxide and hydrogen sulfide; it can kill anyone who decides to climb down into its basin without a gas mask and a supply of oxygen. So far, that I know of, no one has been stupid enough to FAFO.

Encountering such a geological phenomenon in 7Days could make base building an interesting/frustrating challenge.

 
So I got caught by a snow collapse as I exited my 3rd mission POI, falling quite a ways into the caverns. Surprisingly, I survived the fall.

I looked around at a labyrinthine network of tunnels for a few seconds and then got a jump-scare. Some phook-huge spider-like thing came up on me and scream-whispered what sounded like, "GTFO," or something. Then the Drider slapped me and I died as I flew across the cave.

Gods-damned, is this Xyth's fever-dream project of bringing the Underdark, of the Forgotten Realms setting, into 7Days?

 
I need help. I tried uploading the mod to the server I rent and it crashes. I even uploaded it without the video file. How can I upload it to the server to work. I have it working on single player no problem. I am so frustrated because this is a great mod, but I can’t play it on the rented server.  Anyone have any ideas? Is there a server mod version to run? 

 
I need help. I tried uploading the mod to the server I rent and it crashes. I even uploaded it without the video file. How can I upload it to the server to work. I have it working on single player no problem. I am so frustrated because this is a great mod, but I can’t play it on the rented server.  Anyone have any ideas? Is there a server mod version to run? 
do you have the log files from the server?

 
I am having problems with this mod. When I start the game it doesn't show the menu where I can start or click to start a new game. When I use the mod launcher the zombie dogs look glitch and I can't do any damage or they can't do any damage to me. I don't really like using the mod launcher. Can someone help me with this. I downloaded the mod and replace my mod in the 7 days to die folder.

 
I am having problems with this mod. When I start the game it doesn't show the menu where I can start or click to start a new game. When I use the mod launcher the zombie dogs look glitch and I can't do any damage or they can't do any damage to me. I don't really like using the mod launcher. Can someone help me with this. I downloaded the mod and replace my mod in the 7 days to die folder.
If you added the entire mod to your Mods folder, and dont have any other mods loaded in either of the 2 possible Mods folder locations, and you have EAC off, it works.  If you are doing all that and it still doesn't work, we need to see your logfile.

 
Afternoon, thanks for the mod.  Just installed on our dedi server and the cave system takes a bit of getting used to!!.  Question, majority of the people who play on our server aren't fans of the fire mod and have asked if we can remove it.  If we did would this cause any problems?  Cheers.

 
We are also having problems with getting next tier of quests to show.  Ive completed T1 and two days later still get T1, found that i have to accept a T1 cancel it for 1 x T2 to show.  Unfortunately the same rule doesn't apply for T3.  We also do not get the option to scroll up and down Tiers.  Any thoughts?

 
Afternoon, thanks for the mod.  Just installed on our dedi server and the cave system takes a bit of getting used to!!.  Question, majority of the people who play on our server aren't fans of the fire mod and have asked if we can remove it.  If we did would this cause any problems?  Cheers.


In the guppyfire Mod, edit this line in his blocks.xml file, and set it to false or delete it all together:           <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FireManagement']/property[@name='FireEnable']/@value">true</set>

We are also having problems with getting next tier of quests to show.  Ive completed T1 and two days later still get T1, found that i have to accept a T1 cancel it for 1 x T2 to show.  Unfortunately the same rule doesn't apply for T3.  We also do not get the option to scroll up and down Tiers.  Any thoughts?
We will look into this, sounds like a bug.

 
Hey guys, just rolled back my 7dtd to a20.6 just to play this mod and I'm super excited to check it out. Unfortunately, After manual install into the game directory  and editing the startdedicated.bat file, it gives me 2 red lines in the log when i get to the main menu. It reads "ERR [XUi] failed initializing window group newContinueGame" and "EXC Requsted value 'CustomIntValue' was not found." All the other lines appear to be fine. If i click new game i get another red line "EXC NullReferenceException: Object reference not set to an instance of an object". Any help is greatly appreciated.

 
Hey guys, just rolled back my 7dtd to a20.6 just to play this mod and I'm super excited to check it out. Unfortunately, After manual install into the game directory  and editing the startdedicated.bat file, it gives me 2 red lines in the log when i get to the main menu. It reads "ERR [XUi] failed initializing window group newContinueGame" and "EXC Requsted value 'CustomIntValue' was not found." All the other lines appear to be fine. If i click new game i get another red line "EXC NullReferenceException: Object reference not set to an instance of an object". Any help is greatly appreciated.
Can you send the log file?

 
hi, new to the mod and wanted to try it. loads fine and plays fine until i try to access a trader and it crashes while i have an option to click "i have the diary" but it does nothing.  have searched and searched and found it has something to do with other mods im running but i am not running any other mods and am using the mod-launcher.  please help

 
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