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The Dishong Tower Challenge, updated for Alpha 21

iv been trying to d/l this for a few days but they keel failing..

is there a better link i can use??

thank you

voodoo

 
Hi, having trouble with setting up Dishong tower Challenge on Host Havoc. Do I copy the Dishong-Tower-Challenge-main folder in their Mods folder or do I need to go into Dishong-Tower-Challenge-main and grab the files that are inside the Dishong-Tower-Challenge-main/Mods folder and upload only those? I have a ticket open with Host havoc but they think I need to find instructions from the Mod to do this. Is there a file I can read for adding this to a hosts server?

Thanks for your help.

 
StephenTube said:
Hi, having trouble with setting up Dishong tower Challenge on Host Havoc. Do I copy the Dishong-Tower-Challenge-main folder in their Mods folder or do I need to go into Dishong-Tower-Challenge-main and grab the files that are inside the Dishong-Tower-Challenge-main/Mods folder and upload only those? I have a ticket open with Host havoc but they think I need to find instructions from the Mod to do this. Is there a file I can read for adding this to a hosts server?

Thanks for your help.


Folder structure should be \Mods\[mod folders]. Basically, just copy/upload the \Mods folder and its contents to your server host.

 
I got the server up and running, thanks for the help, but my next question is I turned off zombie sleeper respawns but they keep respawning. Is there a property I can add to the server Host to make sure they stay off?

 
I got the server up and running, thanks for the help, but my next question is I turned off zombie sleeper respawns but they keep respawning. Is there a property I can add to the server Host to make sure they stay off?


Without knowing your server host/provider, it'll be difficult to tell you. I'm not entirely sure that the client settings would even override the server respawn settings anyway, and I'm not sure why you'd want to.

You need respawns on because the zombies drop loot bags for crafting magazines. Without zombie respawns it'll be nigh impossible to complete the challenge.

 
I'm newbie in modding, can't do much exept some very simple stuff, wish i could help you with this mod...  :D

Lost a lot of time trying to bring that yellow color back on wallTorchLightPlayer block, and the only way i manage to bring it back is by replacing existing block. lol

I added this in your block.xml :

<remove xpath="//block[@name='wallTorchLightPlayer']"/>

<block name="wallTorchLightPlayer">
            <property name="Extends" value="wallTorchLight"/>
            <property name="CreativeMode" value="Player"/>
            <property name="Class" value="TorchHeatMap"/> 
            <property name="HeatMapStrength" value="1"/>
            <property name="HeatMapTime" value="4000"/>
            <property name="CustomIcon" value="wallTorchLight"/>
            <property name="DescriptionKey" value="torchPlayerGroupDesc"/>
            <property name="Stacknumber" value="50"/>
            <property name="Model" value="Entities/Lighting/torch_wall_playerPrefab"/>
            <property name="WaterFlow" value="permitted"/>
            <property name="StabilitySupport" value="false"/>
            <property name="SortOrder1" value="B202"/>
            <property name="SortOrder2" value="3102"/>
            <property name="FilterTags" value="MC_playerBlocks,SC_electrical"/>
        </block>




Now you can pick it with 'E' and it glow yellow like it should, but of course buff gone, have no idea how to add it to this block now. Whatever i do i got bunch of errors, classic. :)

 
Just got a question. The description said there was 1 trader? I've gotten to the roof and feel like I scoured the building but I can't find them. Lol. Are they still in the mod, or nah?

 
Hells_Janitor said:
hmmm - puzzling. I don't currently have another site for downloading the mod, unfortunately.

I'll add that to my "to-do" list :)
i got it..  took a wile to get it completely

and copied it to the mod folder and work just fine..

thanks

me

 
Large storage and writable storage boxes appear to be broken.  I placed one of each and when trying to open the box, the command console opens and locks up the game.  Restarting sometimes fixes the issue and sometimes doesn't.

 
Large storage and writable storage boxes appear to be broken.  I placed one of each and when trying to open the box, the command console opens and locks up the game.  Restarting sometimes fixes the issue and sometimes doesn't.


This might have something to do with the StashBackpack mod. It might need updating - but you can do that yourself if you wish by downloading it from Nexus. I'll get it updated on the repo & mod launcher as soon as I'm able.

 
UPDATE!

The mod is now downloadable for version 1.0 (current experimental build b313)!!

Report any issues here as usual - the link on the forum topic has been updated for the new version.  :)  

 
I started to get bored with vanilla, so thought I'd try this out again.  Spawns might need tweaking in 1.0, I'm not sure.

I started in the forest biome on default difficulty.  Around noon on day one, as I'm clearing the 2nd floor, I hear some banging below me.  Go downstairs, and am met by 4 feral soldiers.

RIP.  GG.

Lol.

 
I started to get bored with vanilla, so thought I'd try this out again.  Spawns might need tweaking in 1.0, I'm not sure.

I started in the forest biome on default difficulty.  Around noon on day one, as I'm clearing the 2nd floor, I hear some banging below me.  Go downstairs, and am met by 4 feral soldiers.

RIP.  GG.

Lol.


Vanilla biome spawns and wandering hordes may have been changed for 1.0, but I see no reason to alter them at this time.

EDIT: I will be removing zombie bears and direwolves in an upcoming update.

 
Last edited by a moderator:
so I was trying to get this to work with v1.0 and it isn't working. like I click on new game and it says object instance not set. and I can see my continue game options open at all times, but can't interact with it.

 
Current update now live:

Edited numbers for gathering gyro parts so maxed out Advanced Engineering isn't required

Edited entitygroups to remove bears and direwolves

Edited primitive armour head gear to have 2 mod slots so the intellect mod and the helmet light can be slotted simultaneously

Localization tweaks

Should be save game safe, and as always, report anu bugs/issues here :)  

 
Just pushed an update to fix the NRE error for current experimental build (b317)

If you're having issues loading, make sure you update - should be save game safe :)  

 
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