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0-SphereIICore\Config\blocks.xml1Any chance to remove Transmogrifier and One Block Crouch or xml config option?
2I don't have footsteps sounds in custom zombies like creature pack, is it normal?
Some of your errors were my fault. I updated https://github.com/SphereII/SphereII.ModsA19Posted this in NPCs as well as here since I was installing SphereiiCore partially for NPCs. Hoping I can get a little guidance. I've used this mod previously & love it, however, whenever I try to build in DMT now, I get this:
warning CS1701: Assuming assembly reference 'mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' used by 'UnityEngine.CoreModule' matches identity 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' of 'mscorlib', you may need to supply runtime policy
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,20): warning CS0649: Field 'BlockLockedLoot.lockpick' is never assigned to, and will always have its default value null
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(4,7): error CS0246: The type or namespace name 'Lockpicking' could not be found (are you missing a using directive or an assembly reference?)
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(13,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
Failed to compile Mods.dll
Build failed
process exited with error code -1
I did make sure I had the newest version of DMT as well & did it on a clean A19 install. I have been trying to learn more about the game files & paths & such, but still a noob. Lol. Thanks so much in advance for any & all advice anyone can offer.
Thanks so much! I really appreciate it. I gave it a try & the Block issue is resolved, but I am still getting this:Some of your errors were my fault. I updated https://github.com/SphereII/SphereII.ModsA19
The CalcIfUnreachablePos() error is a mismatching between the 0-SphereIIMods and Alpha 19.0. If you are using Alpha 19.1, it should work.
However, if you have an older version of 0-SphereII, then you'd get a similar error when building on 19.1
Between 19.0 and 19.1, The EntityMoveHelper in the base game changed. The Core you are using now probably is supporting 19.1 and not 19.0.Out of curiosity, with the updated version of SC that was put up a few days ago, what would cause these:
C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
Failed to compile Mods.dll
Build failed
process exited with error code -1
Any thoughts on how I could possible fix this so it builds properly? Keep in mind, I am using it with 19.0 since Steam doesn't have any other 19 version except 19.2 exp, & if I understood right, the newest version of SC has to be used with a stable update, right? Sorry to be such a pain.
OMG! I feel like such an idiot & an ■■■■! I completely forgot the whole Opt Out thing! Thank you!!!Between 19.0 and 19.1, The EntityMoveHelper in the base game changed. The Core you are using now probably is supporting 19.1 and not 19.0.
19.1 should be "Opt out of Beta". 19.2 should ba latest_experimental.
Sorry for the delay, yes, that's how you do it. You'd have to upload the Mods folder, then a few files from your7DaysToDieServer_Data/Managed folder, such as the ASsembly_CSharp.dll, Mods.dll, 0-Harmony.dll, and DMT.dllThere was a thread somewhere about how to install DMT mods on a server such as a PingPerfect server. I can't seem to find it now. Does anyone possibly have a link to it? If I remember correctly, just build a dedi server on my pc & then just replace the PP server files with the dedi server files. Is that right?
There should be no necessary changes for A19.2. I've been using it on the latest_experimental. Let me know if you see anything.Hi Sphereii
There is some update for A19.2 stable or it will no longer be necessary due to the changes that have been made.
Because sphereii core and legacy distain terrain has been very helpful for performance.
Regards
Thanks so much! Hope you're doing well!sphereii said:Sorry for the delay, yes, that's how you do it. You'd have to upload the Mods folder, then a few files from your7DaysToDieServer_Data/Managed folder, such as the ASsembly_CSharp.dll, Mods.dll, 0-Harmony.dll, and DMT.dll
There should be no necessary changes for A19.2. I've been using it on the latest_experimental. Let me know if you see anything.