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A16 - Tin'sMod: The Dying Lands.

So sat down with this mod to play for an hour or 2 and ended up playing all night.

Never knew how much of a crutch the stealth meter was till I kept getting surprised by those glowing green eyed zeds.

Now I'm constantly keeping my head on a swivel because those guys can swarm you.

Might move the difficulty up to warrior and do some edits to slow down leveling.

Looking forward to see where you takes this, well done!

 
***Update Feb 9th 2018 V0.0.9d***

  • Minor tweaks:
  • Lowered Ghoul attack range down.
  • Lowered Ghoul run speed down a smidgen.
  • D/L Upated in OP.
  • Already in the launcher for update.
AND .. I thought they were on hyper Speed .. thank you (the reach _ it was a bit much).

Also the fps has gotten a bit better after a couple loads .. that big fps hit could have been getting stuck in Trader .. but I haven't been back yet .. so not sure. Have a Great Weekend and Enjoy

 
So sat down with this mod to play for an hour or 2 and ended up playing all night.
Never knew how much of a crutch the stealth meter was till I kept getting surprised by those glowing green eyed zeds.

Now I'm constantly keeping my head on a swivel because those guys can swarm you.

Might move the difficulty up to warrior and do some edits to slow down leveling.

Looking forward to see where you takes this, well done!
Sorry for your lack of sleep and sweet! all at the same time, :cool-new:

- - - Updated - - -

AND .. I thought they were on hyper Speed .. thank you (the reach _ it was a bit much).
Also the fps has gotten a bit better after a couple loads .. that big fps hit could have been getting stuck in Trader .. but I haven't been back yet .. so not sure. Have a Great Weekend and Enjoy
Awesome that it's working a bit better. :thumb:

 
Those ghouls are awesome! Almost wet myself the first time one can running at me lol!

I have yet to find a single skyscraper. Are they just really hard to find now? I've found some fair sized cities, but so far only one hotel is the closest thing to any of the tall buildings, and we are pushing day 30 on this world. No pharma, no book store, none of the skyscrapers seem to be found.

 
Those ghouls are awesome! Almost wet myself the first time one can running at me lol!
I have yet to find a single skyscraper. Are they just really hard to find now? I've found some fair sized cities, but so far only one hotel is the closest thing to any of the tall buildings, and we are pushing day 30 on this world. No pharma, no book store, none of the skyscrapers seem to be found.
The bigger cities with the skyscrapers are less likely to appear. I'm still tweaking the rwg poi setup here and there but will be awhile till I get something I like better then what it is now atm. Either way, for the stores, what you want to look for mostly is the strips of businesses really close together mostly, The stand alone stores are less likely to spawn.

Grand plan is to make more specialty hubs, like: residential and commercial hub, a downtown and a industrial hub, plus what I have now. Just taking time to get everything placing to how I want it mostly on my test worlds.

and thanks!

 
Those ghouls are awesome! Almost wet myself the first time one can running at me lol!
I have yet to find a single skyscraper. Are they just really hard to find now? I've found some fair sized cities, but so far only one hotel is the closest thing to any of the tall buildings, and we are pushing day 30 on this world. No pharma, no book store, none of the skyscrapers seem to be found.
I much have a great seed (map) .. Started off in the woods .. but near a burnt zone and went the other direction and run into a nice large town with most of the medium size building and I'm using one of the factories (the ones that have the 2 towers) as a starter base until I get my floating base finished .. IF the zeds would leave me alone long enough to finish it .. LOL

Just had my 28 day Horde and it was fairly brutal .. but we survived with only 1 break-in. (Thank goodness I had concrete on me)

But so far lovin the mod .. except for that one hic-cup as posted earlier and fixed. :02.47-tranquillity:

 
In about an Hour:GameEdge live stream of The Dying Lands

Could be a train wreck because I missed something with all the updates I've done but either way should be an interesting show :hopelessness:

At least it'll give those who are unsure if they want to try this out or not a good feel on how it is :thumb:

So if you have some time I'm sure they'll appreciate you all stopping by for a peek.

Obviously the live stream is over but you can still check out video at the link.

 
Last edited by a moderator:
Just a heads up...

It doesnt look like your new Ghouls interact nicely with Allocs Server Fixes mod it seems to run checks to show Hostiles (or a count). It is not game breaking, but the Log file on the server fills with (and gets kinda large) the following message over and over:

Code:
2018-02-10T09:32:34 345.128 EXC Cannot cast from source type to destination type.
InvalidCastException: Cannot cast from source type to destination type.
 at AllocsFixes.LiveData.Hostiles.GetCount () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
AllocsFixes.LiveData.Hostiles:GetCount()
AllocsFixes.NetConnections.Servers.Web.API.GetWebUIUpdates:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Handlers.ApiHandler:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Web:HandleRequest(IAsyncResult)
System.Net.ListenerAsyncResult:InvokeCallback(Object)
Might be an edge case, since i dont know how many run Allocs on their server with your mod, but, I dont think it likes the Bandit type used for these mobs.

 
Last edited by a moderator:
Just a heads up...
It doesnt look like your new Ghouls interact nicely with Allocs Server Fixes mod it seems to run checks to show Hostiles (or a count). It is not game breaking, but the Log file on the server fills with (and gets kinda large) the following message over and over:

Code:
2018-02-10T09:32:34 345.128 EXC Cannot cast from source type to destination type.
InvalidCastException: Cannot cast from source type to destination type.
 at AllocsFixes.LiveData.Hostiles.GetCount () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
AllocsFixes.LiveData.Hostiles:GetCount()
AllocsFixes.NetConnections.Servers.Web.API.GetWebUIUpdates:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Handlers.ApiHandler:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Web:HandleRequest(IAsyncResult)
System.Net.ListenerAsyncResult:InvokeCallback(Object)
Might be an edge case, since i dont know how many run Allocs on their server with your mod, but, I dont think it likes the Bandit type used for these mobs.
In my update that will be out in a few days I did some alterations to how the game looks at the ghouls so hopefully it will work better for you. Its just one of those things of a might, might not.

 
Just a heads up...
It doesnt look like your new Ghouls interact nicely with Allocs Server Fixes mod it seems to run checks to show Hostiles (or a count). It is not game breaking, but the Log file on the server fills with (and gets kinda large) the following message over and over:

Code:
2018-02-10T09:32:34 345.128 EXC Cannot cast from source type to destination type.
InvalidCastException: Cannot cast from source type to destination type.
 at AllocsFixes.LiveData.Hostiles.GetCount () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
AllocsFixes.LiveData.Hostiles:GetCount()
AllocsFixes.NetConnections.Servers.Web.API.GetWebUIUpdates:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Handlers.ApiHandler:HandleRequest(HttpListenerRequest, HttpListenerResponse, WebConnection, Int32)
AllocsFixes.NetConnections.Servers.Web.Web:HandleRequest(IAsyncResult)
System.Net.ListenerAsyncResult:InvokeCallback(Object)
Might be an edge case, since i dont know how many run Allocs on their server with your mod, but, I dont think it likes the Bandit type used for these mobs.

In my update that will be out in a few days I did some alterations to how the game looks at the ghouls so hopefully it will work better for you. Its just one of those things of a might, might not.
I would be interested to see where this data comes from. We are running this mod with Allocs but have not noticed any ill effects. Where can I find this data?

 
This is related to the mod but not a mod issue if that makes sense. I wanted to downsize the available area in random gen since there are only a few of us that regularly play. I posted this elsewhere but I have had success in a few tests with other mods. Navesgane is well known to us and too small. Random is too huge for the few of us that play. I am looking for something in between size wise. I made edits to the rwgmixer.xml as such;

Code:
<ruleset name="tinsRules" cell_cache_size="8" cell_size="2000" cell_offset="0" [color="#FF0000"]generation_distance="10000"[/color] terrain_generator="tinsWorldGen1" biome_generator="tinsBiomeGen2">

		<!--cell_rule: Name of Cell rules to use in the world. -->
		<cell_rule name="deadCell" prob="0.5"/> <!-- Lower the prob="" value to increase hubs generated-->
		<cell_rule name="settlementCell" prob="0.25"/>
		<cell_rule name="RuinedCityCell" prob="0.25"/>

	</ruleset>
AND

Code:
<biome_spawn_rules>


	<biome_spawn_rule name="plains">
		<biome_generator range="0, 0.166"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.166, 0.333"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.333, 0.499"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.499, 0.665"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<biome_generator range="0.665, 0.831"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0.831, 1"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		[color="#FF0000"]<distance_from_center range="5000,6000"/>[/color]	<!-- distance from center of map in meters the biome will generate range="start,end" in the game -->
	</biome_spawn_rule>

	<!--<biome_spawn_rule name="pine_forest">
		<distance_from_center range="0,18900"/>	
	</biome_spawn_rule>-->

	<biome_spawn_rule name="snow">
		<terrain_generator range="106,255"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">           		<!-- the "water" biome referring to biome decorations not the "water" block -->
		<terrain_generator range="-31, 0"/>   		<!-- the "water" biome can spawn anywhere if you want wiithout even being near liquid water -->
	</biome_spawn_rule>



</biome_spawn_rules>
The result is the following image...

7day.jpg

As can be seen, there are two distinct radiation zones. What is the correct way to decrease the overall size of the play area and have just the exterior radiation zone that would normally be there? I assume it can be done but I know I am missing the correct way to edit. Can anyone assist ?

 
This is related to the mod but not a mod issue if that makes sense. I wanted to downsize the available area in random gen since there are only a few of us that regularly play. I posted this elsewhere but I have had success in a few tests with other mods. Navesgane is well known to us and too small. Random is too huge for the few of us that play. I am looking for something in between size wise. I made edits to the rwgmixer.xml as such;

Code:
<ruleset name="tinsRules" cell_cache_size="8" cell_size="2000" cell_offset="0" [color="#FF0000"]generation_distance="10000"[/color] terrain_generator="tinsWorldGen1" biome_generator="tinsBiomeGen2">

		<!--cell_rule: Name of Cell rules to use in the world. -->
		<cell_rule name="deadCell" prob="0.5"/> <!-- Lower the prob="" value to increase hubs generated-->
		<cell_rule name="settlementCell" prob="0.25"/>
		<cell_rule name="RuinedCityCell" prob="0.25"/>

	</ruleset>
AND

Code:
<biome_spawn_rules>


	<biome_spawn_rule name="plains">
		<biome_generator range="0, 0.166"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.166, 0.333"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.333, 0.499"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.499, 0.665"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<biome_generator range="0.665, 0.831"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0.831, 1"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		[color="#FF0000"]<distance_from_center range="5000,6000"/>[/color]	<!-- distance from center of map in meters the biome will generate range="start,end" in the game -->
	</biome_spawn_rule>

	<!--<biome_spawn_rule name="pine_forest">
		<distance_from_center range="0,18900"/>	
	</biome_spawn_rule>-->

	<biome_spawn_rule name="snow">
		<terrain_generator range="106,255"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">           		<!-- the "water" biome referring to biome decorations not the "water" block -->
		<terrain_generator range="-31, 0"/>   		<!-- the "water" biome can spawn anywhere if you want wiithout even being near liquid water -->
	</biome_spawn_rule>



</biome_spawn_rules>
The result is the following image...



As can be seen, there are two distinct radiation zones. What is the correct way to decrease the overall size of the play area and have just the exterior radiation zone that would normally be there? I assume it can be done but I know I am missing the correct way to edit. Can anyone assist ?
make your generation_distance="5000" and it'll make the world 5k with a rad zone after.

Just for future:

generation_distance="" needs to be the minimum of the <distance_from_center range="Min,Max"/>

So:

generation_distance="5000"

<distance_from_center range="5000,Max"/> The max could be really no more than 5001 but 6000 is just fine.

Hope that a bit clearer.

 
I would be interested to see where this data comes from. We are running this mod with Allocs but have not noticed any ill effects. Where can I find this data?
On the server, in the game folder, in \7DaysToDieServer_Data folder there is the output_log files that capture any warnings or errors thrown by the server including those not sent to the client.

and as i posted...doesnt seem breaking...just the log file gets large.

 
On the server, in the game folder, in \7DaysToDieServer_Data folder there is the output_log files that capture any warnings or errors thrown by the server including those not sent to the client.
and as i posted...doesnt seem breaking...just the log file gets large.
I’ll ftp in and check mine. I didn’t notice any large files last time but I’ll check. Since you say it’s nor game breaking and I’ve had no issues I’ll likely sit back and see if anything becomes of it.

 
Mod Update

Gotta get the update going, looks great!!

This is a great way to add to the game while we wait for A17.

Will this mod be viable with the updates that will be in A17?

 
Last edited by a moderator:
From what i have read about the changes, it seems some of the changes in the mod won't work. Tin would have to say more though. TFP are planning quite a lot to update and i am pretty sure some of these changes are in the configs that Tin touched in the mod.

 
From what i have read about the changes, it seems some of the changes in the mod won't work. Tin would have to say more though. TFP are planning quite a lot to update and i am pretty sure some of these changes are in the configs that Tin touched in the mod.
Makes sense. I was thinking that would probably be the case. Hopefully it could get a patch update for the new additions. Really looking forward to A17.

 
Just noticed that some of my stuff has been vanishing from the bag when i die. I would suspect the bigger backpack as the culprit, because i was playing on it and had almost full bag. Anyone had a similar problem? Once i lost over 100 arrows and with another a good wrench, shovel, leather duster, a lot of wooden spikes and a good pair of tires i found...

 
Last edited by a moderator:
Just noticed that some of my stuff has been vanishing from the bag when i die. I would suspect the bigger backpack as the culprit, because i was playing on it and had almost full bag. Anyone had a similar problem? Once i lost over 100 arrows and with another a good wrench, shovel, leather duster, a lot of wooden spikes and a good pair of tires i found...
Are you playing on SP or on a server? If you are playing on a server, then the bigger backpack mod needs to be installed both on the server and on the client.

 
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