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Claim Auto Repair Block

Just tested and wasted 30 minutes; still works OK for me and 20.4 b42.

Also tested multiplayer shortly and didn't see any problems either.

Most obvious things you might done wrong:
- Didn't place a land claim block!?

- Didn't wait long enough!?
- Didn't disable EAC!?

- Didn't provide enough details ...

As for server-side only, won't happen as mentioned multiple times.

 
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Hi

I need some help, i am playing in a server with this Mod and it worked until today, now i have an error seen in the Img.

Server side is 0.7.1 and me as well on my side, all the others players can login in to the server just not me! 

Any additional info required just ask

Thanks

WXkexS.png
 

 
Absolutely beautiful work.

After testing i noticed a few things.

Presently any number of them can be put down but anymore then two and all will start having land claim block connection issue quite often.

I would frankly leave it that way as it prevent the mod from being abused and too op.

It also allows for larger claims and base sizes, since the math says it will eventually find all damaged blocks that time can vary wildly depending on claim and base size.

Two  allows for the max possible base/claim size allowed and still keeps it long enough without going op and but not so long that it defeats the purpose of the mod itself.

The second thing would be basically just a minor lack of info about the mod itself.

Adding the information that it is random in block discover but it does find closer blocks faster gives them a better idea of placement.

That direct connection to the land claim is best but not required for function and a second one can be put anywhere in the claim although it will occasionally lose connection to the land claim block if  it is used in this way.

Some are likely to assume because of the video direct connection the the land claim is a requirement and never bother to test.

 
So one repair block next to land claim no issues

A second repair block 6 or 7 blocks away  also no issues

Third repair block 12 blocks away will lose connection to the land claim block and want to stay there.

A fourth will make this worse and basically keep it and the third in red with loss of land claim connection but there is exception here.

If a block is damaged near the third or fourth repair block it will cause it to come out of red land claim mode and start repairing again.

Once done it will operate normal for a bit then go back to red

Add too many and it can start affecting all the repair blocks causing them to lose connection to the land claim block.

So if you want to maintain connection to the land claim stick to one or two repair blocks.

If you have a have a big base and need more adding two more is possible but they well go red but shall work if there damage near by.

Anymore then that though and its likely going to create serious headaches.

On a side note if a block is being repaired and a zombie goes to hit it the zombie can phase through the block thanks to a bug in the game.

 
Thanks for the feedback! The direct connection is in fact not needed, but once you move it like 5 blocks away, you start loosing coverage on what the land claim block actually covers (given that the auto repair block only looks for claim size + 5). So if you'd put it on the corner of the covered land claim, it would only repair one quarter of the cube the land claim covers. It is unfortunately kinda hard to convey this constraint in easy words, but I hope people do get it. Mathematically it is just the intersection of both cubes where blocks will be eligible for repairing. It just boils down to a) repair block finding a block to repair in radius "claim size + 5" and then b) checking if that block is also inside a allied land claim cube. Btw. you can adjust amount of allowed claim blocks and the claim size in the game options, which will influence how this block can be used. And it should also work if your allies place another claim block adjacent to your claim block (so you have two cubes of "claim size" where blocks found for repair are actually repaired). Finally the bug you mentioned certainly doesn't sound to be caused by this mod.

Btw. the red indicator was just added lately to give a bit better visual feedback and is indeed just a rough indicator (it doesn't really mean you made an error). I made it to show only if the block we found for possible repair, and is not covered by a land claim, is at least half the distance of a land claim away from the repair block. Means that if land claim size is 40, and the block found is 25 blocks away from the repair block (and not inside land claim), the red outline will show. If distance is lower than 20, the red outline shouldn't be shown. Basically means you could add 4 repair blocks on each "half" corner and it should never tell you to have "lost connection". Agree that this feature could be more deterministic, but haven't yet figured out the math to do it in the best way possible. The message I also added lately might get a bit annoying at some point though. Guess it's a minor nuisance for now, but will try to keep it in mind if I revisit that function. Finally to be very clear, the red indicator doesn't mean the block stops working. It only means that it detected a case it thinks you might have missed to place down a land claim block. Before the red indicator, people sometimes wondered why the block isn't doing anything, because they forgot to place a land claim at all. A threshold to only show it if it happens a certain times in a row though may already help to mitigate this confusion.

 
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Has anyone done any testing in Darkness Falls? This mod really feels like it would it in nicely with the overall technology level in DF, and it would make sense narrative-wise. 

Does the mod stop at vanilla steel in the hardcoding, or will it handle the advanced materials (like stainless steel)?

Great mod!

 
If I had to pick one mod to keep, it would be this one. Playing solo, this mod alleviates so much tedious work after horde night. Thank you :)

I have a desire to increase the repair area a few blocks outside of my land claim area. I poked around the code and decided to make this change in
Mods\ClaimAutoRepair-0.7.0\Harmony\TileEntityClaimAutoRepair.cs

int claimBuffer = 5;
int claimSize = ((GameStats.GetInt(EnumGameStats.LandClaimSize) - 1) / 2) + claimBuffer;



I'm not seeing any changes in the game so that leads me to a dumb question:
Do I need to compile this? I work with JavaScript but never messed with C. Offhand I know sometimes it needs to be compiled but I'm not certain.
If it does not need to be complied and my code change looks correct, then the next question would be is 'ground' considered a block?
What I want to accomplish here is repairing all the bullet-divots in my 'yard'. I can repair the ground with clay, just not sure if ground qualifies as a block to your code.

Anyway, great mod and please bear with my dumb sounding questions.

Edit: I answered my own question about ground blocks by increasing the land claim area in the game. It did repair the ground, but I would still like to know about compiling my change.

 
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Hello went to install this on my small private server. Ive downloaded the master from GitHub and dropped it into the mods folder. I have turned off EAC and keep getting the following error:

ERR XML loader: Loading and parsing " failed
EXC Class 'ClaimAutoRepair, ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair!

Any help would be super appreciated. I can almost garentee I missed something small

 
This is right from our serverconfig file: <property name="EACEnabled"                        value="false"/>
Where would I find this full log, sorry if it seems like a noob questions Im new to 7D2D hosting
I tried using the same version you posted above and still was unable to get this mod to work on my server.

 
Hello. Started using this and it seems pretty great, only I have a hard time telling how effective it is beyond the number of materials that are consumed by it because I repaired all the major damage to my base during the horde night.

However, when I open the claim repair block it gives me an error "Claim Auto Repair could use Land Claim Block". The CRB's outline is sometimes white, and it IS consuming materials. The CRB's outline is also sometimes red, to indicate that it doesn't detect an LCB. I did read the original post and the meanings of the outlines, but considering the CRB is directly next to the Land Claim Block I don't know how it's not detecting that. (To clarify, it IS repairing things, but it also apparently doesn't detect the LCB)

I am using a few other mods but none of them effect land claims.

I do have the claim area size increased higher than its default (not through a mod). I don't think that would effect it though.

EDIT: It's clearly eating my materials and doing something with them, but there are a few blocks that I found that did not get repaired.

 
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Hello, after installing this mode the game would not start. In the console an error message appears and the startup gets stuck, it is necessary to Alt+F4.
Another thing, after deleting this mod and then starting the game, over 1500 rounds of ammo in my smg turret, 5 engines and all the fuel from the generator disappeared, completely disconnected all the connected cables and it's two days till horde, thank you very much.

 
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