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REV6:7-8's REALITY CHECK

OzzFreak,

I'm not doing a direct substitution of any NPCs in any of the modlets. Two (2) things are happening, speaking strictly about running the NO RADIATED and NO VULTURES modlets within the same game install...

1. I'm removing the NPCs specified from all entity groups in the entitygroups.xml file. In your examples, animalZombieVultureRadiated, (REMEMBER, modlets load ALPHABETICALLY)...

NO RADIATED:

<remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieVultureRadiated]" />

SUCCESS

NO VULTURES:

<remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieVultureRadiated]" />

THROWS A WARNING THAT THIS IS NOT APPLIED, AS IT'S ALREADY GONE PER NO RADIATED

2. I'm appending an animal only into those entity groups that would be otherwise left empty, because empty entity groups cause issues with entitygroups.xml (and sometimes spawning.xml).

NO RADIATED:

<append xpath="/entitygroups/entitygroup[@name=ZombieFeralRadiatedGroup]">

<entity name="animalChicken"/>

</append>

NO VULTURES:

<append xpath="/entitygroups/entitygroup[@name=EnemyAnimalsWasteland]">

<entity name="animalDoe"/>

</append>

<append xpath="/entitygroups/entitygroup[@name=VultureGroup]">

<entity name="animalDoe"/>

</append>

I'm actually doing "step 2" before "step 1," to ensure that groups are not empty at any point in the load process.

So, if you're running both NO VULTURES and NO RADIATED, the sequence of events is...

1. animalChicken gets appended into the ZombieFeralRadiatedGroup entity group (by NO RADIATED)

2. animalZombieVultureRadiated gets removed from all entity groups (by NO RADIATED)

3. animalDoe gets appended into the EnemyAnimalsWasteland and VultureGroup entity groups (by NO VULTURES)

4. animalZombieVultureRadiated is ATTEMPTED to be removed (by NO VULTURES), but throws a warning because it's already removed per NO RADIATED.

That's it. That's as complicated as those two modlets get, including their interactions between them.

In your particular situation, where you suspect modlets to be the culprit for your server crash(es), once again, I would advise you to go back through the troubleshooting steps I outlined for you previously (stopping the game/server, removing all mods/customizations, testing the base install for proper function and/or re-installing your base install, re-adding modlets one by one, re-starting the game, carefully watching the error console, checking for proper functionality, stopping the game, rinse and repeat).

I can only speak with any authority about what MY modlets do and how they interact with the base/vanilla 7DTD Alpha 17 install, not about how other modlet(s) from other author(s) may cause unexpected situations. Maybe try running your game/server with only my modlets, no other modlets or customizations, and see if you get the same issues. If so, then my modlets may be culprit. If not, you'll want to take the issue up with the author(s) of the offending modlet(s).

When in doubt, strip it out. Try to remove as many variables as you can while trying to troubleshoot this issue. Otherwise, I might be trying to troubleshoot someone else's mistakes, or vice versa.

Hope this helps, and cheers!

REV6:7-8

only difference i see is in no radiated you have animalZombieVultureRadiated replaced with animalChickenand in no vultures you have animalZombieVultureRadiated replaced with animalDoe

so 1 rad vulture getting removed and replaced with 2 animals and the system trying to keep it number of animals alive and zombies alive

?? maybe ??
 
prior to this i had no dogs no radiated and no vultrues going for 2 blood mons no problem, then this just happened for no reason. i havent changed any mods since yesterday.
... and what mods did you change yesterday? The devil is in the details. Please be as specific as you can.

- - - Updated - - -

After decades of providing IT support, one thing is pretty certain. When a customer tells me "it was working great, but I changed XYZ yesterday and now it's not," XYZ probably broke it.

 
... and what mods did you change yesterday? The devil is in the details. Please be as specific as you can.
- - - Updated - - -

After decades of providing IT support, one thing is pretty certain. When a customer tells me "it was working great, but I changed XYZ yesterday and now it's not," XYZ probably broke it.
https://csmm.catalysm.net/

is the only thing changed

only mods intalled are

Allocs

csmm

No rad

No Dogs

No Vultures

screenshot-143.png


 
In situations where everything was working before one thing was changed, I would start by removing that one thing and re-testing.

If you've tried the troubleshooting steps I've outlined a couple of times now, without success, and are still having this particular issue, then perhaps this modlet package may not be a good fit within your existing setup.

Maybe try stripping what you believe to be the offending modlets (i.e., my reality check modlet package) from your installation, and running the game for a similar period of time with a similar load (player logins) as you did when you encountered the issues. If removing my modlets from your server and running the game for an extended period of time does NOT produce similar error conditions, then my modlets were definitely to blame, and you should cease using them in your environment.

THAT SAID, if removing my modlets from your server and running the game for an extended period of time DOES produce similar error conditions, then my modlets were definitely NOT to blame, and you should contact the author(s) of the other modlet(s) and/or customization(s).

If you end up being the only person to have and/or report this particular error condition to me, then I may not be able to dedicate my time and energies to helping you troubleshoot this much further. In that case, it may be beneficial for you remove those modlets from your server, to ensure the continued accessibility and reliability of your server environment for your customer/player base.

That's the beauty of free software. If it doesn't work as well for you as it does for other people, you can always remove it and try something else.

Hope this helps, and cheers!

REV6:7-8

 
yeah i have ran my server set up for 4 years with no problems

i found a problem

im deleting the problems

thanks

and i hope THAT helps

 
Wow, why haven't I noticed this mod before? Dogs have been making my gameplay terrible since the day they appeared. Also, what do I do if I want to delete them instead of replacing them?

 
Wow, why haven't I noticed this mod before? Dogs have been making my gameplay terrible since the day they appeared. Also, what do I do if I want to delete them instead of replacing them?
If you merely delete the dogs from all entity groups in entitygroups.xml using the NO DOGS modlet...

<remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieDog]" />

... then it's possible to end up with empty entity groups, depending on what NPCs other modlets may be removing.

Empty entity groups cause entitygroups.xml to fail to load properly, which can also cause issues with spawning.xml. If you then try deleting the empty entity groups, then spawning.xml ends up failing. If you remove all references to all of the empty entity groups from spawning.xml, it becomes a big PITA.

By adding different NPCs into groups that might otherwise be emptied during the removal, we avoid all of those problems...

<append xpath="/entitygroups/entitygroup[@name=EnemyAnimalsWasteland]">

<entity name="animalStag"/>

</append>

<append xpath="/entitygroups/entitygroup[@name=ZombieAnimalsGroup]">

<entity name="animalStag"/>

</append>

<append xpath="/entitygroups/entitygroup[@name=ZombieDogGroup]">

<entity name="animalStag"/>

</append>

It's not a pure replacement, as the animalStag NPC is only added into those entity groups at risk of becoming empty groups, given the very real possibility of people running any combination of my modlets.

Hope this explains, and cheers!

REV6:7-8

 
yeah i have ran my server set up for 4 years with no problemsi found a problem

im deleting the problems

thanks

and i hope THAT helps
Oh, it does.

OzzFreak > /dev/null 2>&1

 
i like this, is there a option to have them all except ferals? have you done a mod that removes them?
1. Added a new modlet:

NO FERALS - This modlet removes all feral zombies.

2. Updated OP to provide additional information about the new modlet.

Hope this helps, and cheers!

REV6:7-8

 
Oh okey, I will keep them in the game then. Looking forward to the feral horde with chickens and stags in it :D
Just wait until you see a herd of deer where sleeper vultures usually are INSIDE the Dishong Tower. If you don't one-shot kill them, some of them try to flee and end up falling to their death on the asphalt in front of the main entrance. Meat is still meat, and you can still carve 'em up if you hop on down to retrieve them.

 
Updated OP with signature links, to make it easier for people to find my other works in the forums.

Hope this helps, and cheers!

REV6:7-8

 
This modlet package has been updated to be fully compatible with Alpha 17.1 Experimental B8, while still retaining backward compatibility with Alpha 17 Stable B240.

Hope this helps, and cheers!

REV6:7-8

 
Updated the Known Compatibilities section of original post to include Stedman420's Simple UI modlets, with a link to that forum thread.

Hope this helps, and cheers!

REV6:7-8

 
Updated OP signature, adding a link to my newest modlet, REV6:7-8's THE GREY.

Hope this helps, and cheers!

REV6:7-8

 
Updated original post...

1. Made document formatting changes for improved readability.

2. Updated the Known INcompatibilities section.

3. Updated the Installation section.

4. Updated the Best Practices/Troubleshooting/Errors section.

Hope this helps, and cheers!

REV6:7-8

 
Could you please do one for screamers also or an option where they only come out at night. Also to not jump or climb ladders at all. I removed the ability for them to climb ladders aready and removed jumping gaps, but it's not very realistic seeing a zombie jump on another and over a wall...

 
The 11JAN2019 versions of these modlets are fully compatible with and have successfully passed testing for the latest experimental version, Alpha 17.1 Experimental B9.

Updated Systems Requirements/Fine Print section of original post.

Hope this helps, and cheers!

REV6:7-8

 
UPDATED JUST NOW...

1. The newest modlets package as of today ( rev678_realitycheck_16JAN2019.zip, download link in original post ) now has fifteen (15!) separate modlets included.

2. Some of the modlets are in-place updates for previous modlets: NO COPS, NO DOGS, NO FERALS, NO RADIATED, NO SNAKES, and NO SPIDERS.

3. Some of the modlets are either new or add/change functionality: NO BEARS STANDARD, NO BEARS ZOMBIE, NO SCREAMERS, NO VULTURES STANDARD, NO VULTURES RADIATED, NO WIGHTS FERAL, NO WIGHTS RADIATED, NO WOLVES STANDARD, and NO WOLVES DIRE.

4. Updated the download link in the original post with the latest zip file.

5. Updated the Description section of the original post.

6. Updated the Included Modlets section of the original post.

7. Updated the Why the substitutions I chose section of the original post.

8. If you already HAVE any old/existing rev678_realitycheck_ folders, remove them from the 7 Days To Die game folder's Mods folder before installing any of the new modlets. FAILURE TO DO SO MAY CAUSE YOU UNEXPECTED ISSUES!

9. Thanks to Ragsy 2145 (https://7daystodie.com/forums/member.php?183155-Ragsy-2145) for sharing jrbarrio (JRB)'s code snippets with me, to help me get the syntax for the contains conditionals working properly.

Hope this helps, and cheers!

REV6:7-8

 
Could you please do one for screamers also or an option where they only come out at night. Also to not jump or climb ladders at all. I removed the ability for them to climb ladders aready and removed jumping gaps, but it's not very realistic seeing a zombie jump on another and over a wall...
@ghettochild2600,

Please see my previous post in this thread about today's updates.

While I did add a modlet to let you remove screamers, the other portions of your request are really outside the scope of what the REALITY CHECK modlets are about... replacing existing animals or zombies with other animals, which is actually a fairly simply task, code-wise.

The other parts of what you were asking for (making it so screamers only come out at night, or making them not able to jump or climb ladders) would take more effort than I'm willing to commit at this time.

Hope this clarifies, and cheers!

REV6:7-8

 
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