rev678
New member
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
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 ??