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Magolis Compo Pack by The Compopack

Compopack with Nitrogen and Darkness Falls is keeping this game alive for me and my crew :)

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DF isn't compatible with nitrogen btw. You can ask Khaine if you don't believe me.

Eventually DF will also update the POIs, since better performance is of high value (in general). So thank you all for the work put into this :)

 
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All prefabs are having their loot checked. only prefabs starting with A and B have been done, the rest are ongoing for cp 47. The cp will not be easy loot. the cp is for variety and challenge. so we have the variety, and we will be introducing greater challenges for fun. expect traps set by the bandits that TFP has yet to introduce. traps set by people who have died for whatever reason and now there are zombies around them.

I will be going through as well on the major quest pathing. this will entail better graphical directions as to how to get in and around with the use of lights or signs and their like. Zombies will start to be hand placed more logically to fit the narrative, as it stands what we have are mostly fill ins from before sleeper volumes were introduced, which is why many in 43 and 44 didnt have much.

CP 47 wont be out anytime soon, so I hope you all enjoy what has been done so far. we still have a lot of clean up to do and other work to be done. and we want a large chunk finished before we release again.

Feel free to leave quest not working reports, but when you do, a screen shot of the quest with its location in text would be highly appreciated. as an example

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Just curious as to which POI were considered to be gamebreakingly overpowered.

there are a few that had insane amounts of loot, which I found hilarious.

The library tower had a LOT of books, but it's a library, it should have a lot of books.

(also had a lot of zombies, so had to work to get them)

btw, I cleared 3 of those towers, never did get the workstation schematic I was looking for. (or a couple others)

RNG is still RNG, so I hope that got left alone.

I checked the changlog, and it doesn't say which ones got loot reductions.

(I'd like to check them in 45 before going to 46+)

Just for giggles.   :D
There were a few of my pois lol. 

The trader pois that are in there. 

But there has to be a balance not over looted not no loot. To many boss chests for low level pois etc. Large prefabs will still have more loot then smaller pois. But to walk into a house and get 3 boss chests for a tier 1 is to much loot. Or walk into a tier 1 and get a locked boss chest locked doors etc isn't how tier 1s should work. 

I am with you and rng is rng sometimes you get 100 crates and get 1 item. The next play thru you can get 100 items. Also the loot settings people play on to also have an effect and we need to have a balance with all this in mind. 

 
Tried to run this pack with the latest stable DF release and got naught but null reference errors in the console.  I take it this is normal or do they already use it in their own pack?

 
Tried to run this pack with the latest stable DF release and got naught but null reference errors in the console.  I take it this is normal or do they already use it in their own pack?
DF use their own copy/version of the Compo Pack. and is completely seperate from the CP.

 
Hi Stallionsden and Wolfbain5

Passing by to thank you from the bottom of my heart, for the great work you have done with this new version of the CompoPack, the performance is much better, the prefabs are better leveled in terms of objects, (about zombies I can't say the same, haha , sure is a Stallionsden thing) etc.
I hope everything goes much better in the next CompoPacks and with respect to Magoli that everything is fine.
Regards

 
Hi Stallionsden and Wolfbain5

Passing by to thank you from the bottom of my heart, for the great work you have done with this new version of the CompoPack, the performance is much better, the prefabs are better leveled in terms of objects, (about zombies I can't say the same, haha , sure is a Stallionsden thing) etc.
I hope everything goes much better in the next CompoPacks and with respect to Magoli that everything is fine.
Regards
Lol haha did you like it. I guess you visited one of my prefabs lol

 
Love the CP46 update :)

Created a new random Nitrogen map with CP46 and did find some weirdnesses - towns/cities all mashed together in the center with just raw biome surrounding it for endless miles.  Also all of the traders all spawned together next to each other at the edge of the city (south side I think).  Also the raceway POI seemed to have been excessively favored and spawned every 3-4 buildings.  Quit and am now playing the CP46000 map... like it so far !

 
Love the CP46 update :)

Created a new random Nitrogen map with CP46 and did find some weirdnesses - towns/cities all mashed together in the center with just raw biome surrounding it for endless miles.  Also all of the traders all spawned together next to each other at the edge of the city (south side I think).  Also the raceway POI seemed to have been excessively favored and spawned every 3-4 buildings.  Quit and am now playing the CP46000 map... like it so far !
you didnt turn off scenario, you are in the ocd testing scenario on the right hand side of nitrogen

 
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Hey all... kind of a bit stuck and maybe you can help.

Ive tried using the CompoPack46 on a hosted server. It was 19.1 experimental at the time. I followed instructions and used the Nitrogen path. Copied the resource files, copied the prefabs etc. I generated a 6k map and uploaded it to the server and started it up... and things were not right. There were huge terrain walls like the height map was all jacked up. I thought maybe it was something with the generated files so I redid them and reuploaded it and still issues. I decided to try it on my local system and took the same files and it runs and looks fine, no issues. For some reason it only has issues on the dedicated server. Ive even tried rolling back to stable 19 and that didnt help, nor did using the CP46000 provided map and files. I included a screenshot for reference. Really not sure what to do here and scratching my head.

I did open the 7DTD console control panel on the hosted server and when it starts up it throws errors that it cannot find certain prefabs, but I checked and the files do show there.

example: 2020-10-07T16:20:52 29.795 WRN Could not load prefab 'xcostum_bridgesideapartmentsA16(by_Batman)'. Skipping itfiles.JPG

bustedmap.JPG

 
I did. Both server and client are currently stable 19. 

Wonder if the file encoding would be jacked since host is a Linux box and I'm windows. Maybe line ending are bleh.. I'll have to check.
sorry that I cant provide support in this area as I have no experience with dedicated server. but I do not believe it to be a CP problem as single player and coop servers are working fine.

 
arramus said:
That is a truly superb decrease in processing demand. 3 months ago on a 12K map I was crashing on load out with 12gb+ RAM demand and I had to increase paging followed by get a couple more sticks of RAM. The extra RAM peaked at 14.5gb on load out until it settled down. This will open things up to a lot more low-medium end players. A fine accomplishment.
I'm just picking a random kudo to add my voice to. I came to this thread to ask about the 20GB (!) memory use of my 8x8 map and I'm super happy to see that the latest optimizations are bringing that under control. Great work! I'm off to regenerate a new world for my server...

 
Just something for the future.

xcostum_Villa (by Topminder) is looking superb but after being unable to initiate a fetch quest I took a peek in the editor. It didn't display any satchels or a rally marker although the game could at least set up the rally marker at ground level as it sometimes does.

Almost a week with over 60 quests and also getting feedback from other server buddies and this is the only one we've been stumped on.

 
Just something for the future.

xcostum_Villa (by Topminder) is looking superb but after being unable to initiate a fetch quest I took a peek in the editor. It didn't display any satchels or a rally marker although the game could at least set up the rally marker at ground level as it sometimes does.

Almost a week with over 60 quests and also getting feedback from other server buddies and this is the only one we've been stumped on.
Hey arramus

Will take a look at the prefab and fix it for next release. 

 
There was an amazing Mall in this Pack.. not sure the name, but it had all kinds of stores in it.  I generated a bunch of maps and haven't seen it, has it been removed?

 
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