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A16 - Tin'sMod: The Dying Lands.

Hey, quick question since you didnt go in too much detail in OP:

Why do you recommend client side to install your mod? Why is not server only inuf, iam not an expert, but i dont see that you have put any new textures or anything else that server doesnt push to clients? am i worng? I laso did (very small tho) testing and it seemed fine.

Could you give few details what wont work if it is on server only?

p.s. Great mod, i love that there isnt new items and whole skill system. Great work!

 
Hey, quick question since you didnt go in too much detail in OP:
Why do you recommend client side to install your mod? Why is not server only inuf, iam not an expert, but i dont see that you have put any new textures or anything else that server doesnt push to clients? am i worng? I laso did (very small tho) testing and it seemed fine.

Could you give few details what wont work if it is on server only?

p.s. Great mod, i love that there isnt new items and whole skill system. Great work!
Some particle effects don't get pushed from the server like they should among some blocks properties (again from the particle effects attached to them). Not really needed to do so but more to make sure everyone is seeing them.

And TY for the kind words :)

 
Some particle effects don't get pushed from the server like they should among some blocks properties (again from the particle effects attached to them). Not really needed to do so but more to make sure everyone is seeing them.
And TY for the kind words :)
Oh ok, thanks for information. And regular zombies claiming walls is intended change, am i right? :p

 
Oh ok, thanks for information. And regular zombies claiming walls is intended change, am i right? :p

I'm going to use your post to unload info but still answer your question :)

I have 4 categories of zeds:

Sleepers (SLPR): or poi found zeds and they can climb vertically.

Leaders (LDR): mostly biome zeds some can climb ie Cheerleader and such.

Fodder (FOD): mostly biome zeds they can't climb walls.

Feral: sprinkled can be found in pois or biomes.

Poi's themselves can spawn a mix of any zed but mostly SLPR types.

Biome Zeds are mostly FOD types (85% or so) with some LDR types and a few feral.

FOD have lower HP than Vanilla

LDR Have a range of low HP for the smaller thinner zeds all the way up to Vanilla HP

SLPR have a range of HP much like the LDR types

Feral types are = to Vanilla feral in hp.

FOD walk 24/7.

LDR are a bit faster but varied on zed size.

SLPR are a bit faster but varied on zed size.

Feral are the fastest but are actually lowered from vanilla speeds.

FOD types don't attack as often as LDR and SLPR types.

Feral attck more often than LDR and SLPR types, pretty much can do everything.

All zed damage is no greater than Vanilla set damage same with HP The Vanilla setting of HP and dmg are the tops in this mod.

FOD will only do 5 hp dmg

It's the aggressiveness of the way I did the AI that makes them appear to be more damaging.. and plus the majority of the zeds actually will focus on the player more and path better (mostly) although I still do have some edge cases that just react funky. xD

 
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Mod launcher is updated to the latest version :)

Bigger Back Pack / SMX is also updated.

Also snuck in Guppycur's WastelandUI as a non-biggerback option for a custom UI.

 
Mod launcher is updated to the latest version :)
Bigger Back Pack / SMX is also updated.

Also snuck in Guppycur's WastelandUI as a non-biggerback option for a custom UI.
Awesome! :)

 
Interesting mod.

Definitely a tricky aspect to the never-ending biomes, as the one I have ended up in, that seems to go on for forever, doesn't appear to contain any clay. This makes for a very tricky start. Especially given the 'no rest, no stopping, no time to gather, no time to build, never ending hordes' nature of the mod. Then again, maybe I shouldn't have gone with survivalist?

First day: After a trek across the world in which I never had a moment to slow down, in which there were always more zombies around than I felt I could deal with, in which I kept running into cops out in the wild, I found myself at a city. I know that cities aren't recommended until one is built up, but I found no pois that weren't swarmed along the way, most seemed to have cops inside. This has been pretty absurd.

Anyway, I finally decided to make my stand. Spent ~4 hours circling a small area, gathering mats to craft arrows and spike traps to deal with the ever-replenishing mini-horde that I'd managed to gather. I finally dealt with them all by nightfall, and found a(miraculously) uninhabited BoobyTrap. Solid brick walls give me some small sense of comfort, and the place had some food and water. And of course I now have plenty of leather and iron pipes. All I lack is clay to start forging. I am considering ripping up the floor, as each block contains 2 clay. This feels silly, but I'm not really certain what else I can do.

Where does one find clay in the new burnt biome? It's a lovely biome, much more interesting than the classic one, but the lack of clay is disgruntling.

 
And then I learned that your zombies can see me through walls if i happen to have a torch in hand.....

Thank goodness the boobytrap is... well.. boobytrapped. Yay mines.

Also, I found clay. Having read through the thread, I noticed it was a concern of others, and saw someone mention the patches were 'small'. And indeed, there are tiny brown patches all over the map that are apparently clay. Good to know.

 
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I'm getting this message in the console when I try to start the server, I thought I found one in the biomes.xml file, but I'm seeing looking at the file in totality there are many of these but here is the error I get and the server will not start...

2018-01-31T03:46:19 13.152 ERR Loading and parsing xml (comments cannot contain '--' Line 2704, position 5.)

 
Neelix: This sounds like there was an error in the launcher updating, if you are using the launcher. Best bet is to delete it and do a clean download(check the box 'download from Steam' or copy in a fresh/clean vanilla if you have one backed up to make sure you are starting clean).

Barring that, check through the log to be sure you know which file is being loaded. What you will probably be looking for is a comment that wasn't correctly closed, which therefor ended up enclosing a second comment. That's usually what causes that error, since the contents of a comment can't contain '--', and the opening of a comment is: <!-- The closing is --> so if you can figure out where the comment was supposed to close, you can do so using that syntax.

If you open the file in NotePad++, stuff that is encapsulated in comments will show up green. That could help you find the run-on comment.

 
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Neelix: This sounds like there was an error in the launcher updating, if you are using the launcher. Best bet is to delete it and do a clean download(check the box 'download from Steam' or copy in a fresh/clean vanilla if you have one backed up to make sure you are starting clean).
Barring that, check through the log to be sure you know which file is being loaded. What you will probably be looking for is a comment that wasn't correctly closed, which therefor ended up enclosing a second comment. That's usually what causes that error, since the contents of a comment can't contain '--', and the opening of a comment is: <!-- The closing is --> so if you can figure out where the comment was supposed to close, you can do so using that syntax.

If you open the file in NotePad++, stuff that is encapsulated in comments will show up green. That could help you find the run-on comment.
I appreciate your response. If it matters, the server is not hosted locally, its hosted through TruGaming. Would I need a launcher of some sort on the server side? I understand to make this mod work it appears thats needed currently client side, but I haven't gotten that far yet. I sort of kinda understand how this works, but maybe not enough. I merely via FTP replaced the files as described (actually the folders) and I get this error when launching the server. I wish I knew which file was causing the issue, the web console doesn't say which file. But in biomes.xml, there is indeed a comment with double hyphens on line 2074 in Notepad ++ , in fact several on lines not the one in question, including before the comment the console seems to disallow, which is where my perhaps insufficient understanding lies.

Edit: I think I solved the issue, we had a mod prior which gave us working faucets and oven that functions as a campfire, I manually added that on top of Tin's mod. Either I screwed re-implementing the relevant portions of the XML files, or Tin's mod doesn't want to play nice with Pringlez. I don't know. It would be nice to make them play together, if anyone more experienced in coding wishes to help me with that, I wouldn't say no. But the server does start now that I did a fresh re-up of Tin's files without adding the coding for the ovens and faucets.

 
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Glad you figured it out.

Yeah, making 2 mods work together can be really tricky. If you went in to modify the xml itself, pasting in the relevant portions, its likely you just made an error in the way you pasted it in, and caused a syntax error.

I can take a look at Pringlez and see if I can paste them together somehow. Would be nice if people made piecemeal mods like 'working faucets and sinks' as standalone SDX packages, that would make them way easier to use as add-ons.

 
Glad you figured it out.
Yeah, making 2 mods work together can be really tricky. If you went in to modify the xml itself, pasting in the relevant portions, its likely you just made an error in the way you pasted it in, and caused a syntax error.

I can take a look at Pringlez and see if I can paste them together somehow. Would be nice if people made piecemeal mods like 'working faucets and sinks' as standalone SDX packages, that would make them way easier to use as add-ons.
Right, it could be that I screwed that up. I understanding coding insofar as my Unix 101 class years ago required me write a simple BASH script to present to the class with multiple executable options, one of which I created, let people on our server spam the professor with emails, she loved it (no sarcasm). But thats about it, that and combined with my drinking since I'm off tomorrow, I may have made a simple syntax error. But if you can make it work. Hey man, I would appreciate it a lot. We definitely like the convenience of that mod, and the logic that if in a future zombie apocalypse, if we can make lights work with a gas generator in an abandoned house, we can make the dang water well work and having running water lol.

Edit: the mod in question

https://www.nexusmods.com/7daystodie/mods/56/

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Can you link me to the mod in question?
Yes sir.

https://www.nexusmods.com/7daystodie/mods/56/

 
One tricky thing in setting up a unique mod-mashup on a server though is that in order to work right, everyone who uses your server will have to download the specific files you used. The big advantage to using a prepackaged mod like this is that you can tell people to just download Tin's mod from the Launcher.

 
One tricky thing in setting up a unique mod-mashup on a server though is that in order to work right, everyone who uses your server will have to download the specific files you used. The big advantage to using a prepackaged mod like this is that you can tell people to just download Tin's mod from the Launcher.
Well theres only 4 of us, 2 other friends who I play games with consistently, (think of the movie Noobs, thats us), 1 newer person recently who came along, but its easy enough for me to distribute the files so all of us can be on the same page there.

 
I can patch the modifications in myself if you like, it's simple enough(Pringlez nicely added all the changes at the end of the file, so adding it in to other mods is a piece of cake), but if you still have the copy you modded sitting around, a quick scan of recipes.xml around line 2704 ought to turn up the problem.

 
OH! Yeah, no, just pasting in the Pringlz code isn't going to work for blocks.xml. Both Tin and Pringlz mods make use of the same go-to block IDs. :/

This is why I wish people coded these things as SDX packages. It's a tiny bit more work but it completely bypasses the issue of 2 mods using the same ID numbers by automatically assigning new blocks an unused ID# if there are any remaining.

 
Doing this is going to take a bit of banging, and I have some rl things to do. I will get back to it though, and should have it for you tomorrow, if that's ok.

 
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