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True Survival

Hello

hmmm...I found a server called Ger PVE TruDIE A16.2 stable, which I thought/hoped was a TS server. I connected and after about 60 sec i got kicked and banned. I had True survival loaded. Can it be that i connected to a server that wasent true survival, and got banned for it?

/Flanders

 
The .xml logic is fine, and that's why I mentioned that it should work as designed. My point is that nutrition is persisting after death in the player save file. Here's a recent test:
I created a new character on a server with the current nutrition system in place, and then ran a hexdump on the .ttp file:

Code:
hexdump -C <SteamID>.ttp | grep nutrition
000002f0  6e 75 74 72 69 74 69 6f  6e 00 45 47 72 61 70 68  |nutrition.EGraph|
00000360  00 ff ff ff ff 09 6e 75  74 72 69 74 69 6f 6e 00  |......nutrition.|
As expected nutrition is saved as a variable. Then I edited the buffs.xml removing ALL references to the nutrition system. I restarted the game server, logged the same character in, killed him. respawned and logged out. Checking the same player save file:

Code:
hexdump -C <SteamID>.ttp | grep nutrition
000005b0  09 6e 75 74 72 69 74 69  6f 6e 01 00 00 00 00 00  |.nutrition......|
So, a nutrition value appears to be saved in the player's save file forever, despite the fact that all references to nutrition were removed from buffs.xml. As a control test, I deleted the player save file and logged back in (with the no-nutrition version of buffs.xml). The new player save file had no reference to 'nutrition' at all.

Taking all this into consideration, I'm playing around with the 'initvars' buff (triggers on respawn after death) to see if adding a setvar 0 for nutrition, malnutrition and scratch will help. If not, IMO the whole nutrition/scratch system might not be salvageable.
So the reference of the variable doesnt get deleted from the savegame, its value gets reset to 0 instead. How is this a problem?

 
So the reference of the variable doesnt get deleted from the savegame, its value gets reset to 0 instead. How is this a problem?
The first hex ( 00000360 00 ff ff ff ff 09 6e 75 74 72 69 74 69 6f 6e 00 ) is:

Code:
30 30 30 30 30 33 36 30 20 20 30 30 20 66 66 20 66 66 20 66 66 20 66 66 20 30 39 20 36 65 20 37 35 20 20 37 34 20 37 32 20 36 39 20 37 34 20 36 39 20 36 66 20 36 65 20 30 30
The second one ( 000005b0 09 6e 75 74 72 69 74 69 6f 6e 01 00 00 00 00 00 ) after death and respawn is:

Code:
30 30 30 30 30 35 62 30 20 20 30 39 20 36 65 20 37 35 20 37 34 20 37 32 20 36 39 20 37 34 20 36 39 20 20 36 66 20 36 65 20 30 31 20 30 30 20 30 30 20 30 30 20 30 30 20 30 30
That's not "0". I have no idea how this translates to the buff itself, but it's fairly clear that it's not a complete reset.

Hello
Since the diet mechanic is bugged, is there a way to disable it? also...anyone know of a TS server up and running?

/Flanders
Im buffs.xml, add the "min" and "max" values below to disable the negative nutrition and scratch effects:

Code:
<buff id="nutrition_30_Trigger" duration="1" actions="increment(nutrition, 30, 0, 0, 1);min(nutrition, 0)" />
<buff id="nutritionFade" buffif="nutrition greater 0" debuffif="nutrition less 1" duration="0" actions="increment(nutrition, -1, 900, 0, 0);min(nutrition, 0)" />

<buff id="scratch" duration="1" actions="increment(scratch, 1, 0, 0, 1);max(scratch, 0)" />
<buff id="scratchesHealing" duration="0" buffif="scratch less 6" debuffif="scratch gequal 6" actions="increment(scratch, -1, 1200, 0, 0);max(scratch, 0)" />
And then remove the requires="goodNutrition1Tag" flag from the eatFood Triggers so that food will potentially heal you:

Code:
<buff id="eatFood_1_Trigger" requires="goodNutrition1Tag" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)
 
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I copy/pasted the vanilla RWG mixer into TS because I couldn't stand the terrain code in True Survival (sorry Clockwork) and I missed pine forests. So far things seem to be working fine but I'm unsure if this is going to hurt the balance at all, obviously there is more water but I don't see that as game breaking.
Anyone know of any problems I'm going to run into with this change?
None that I've noticed doing the same. as long as you leave the biomes xml untouched you will still find growing random food for example.

 
i cant say mush about the hex data or how 7 days to die handle variables, perhaps if u delete all references to the variable in scripts, it becomes unmanaged/ignored so maybe that's why it didn't reset to 0 in your example or maybe we are just interpreting the hex wrongly. However with the code i put on post post754263

u can see the effective value of the buff in real time, you can see how its resets to 0 when u die, how it fades every x time, how it increases with every food with nutrition u eat, and how it removes bad diet and give good diet when its 15, gives u balanced diet on 25 and healthy diet on 35. Working as intended. It could use more player feedback tho (I think this is the problem that is a long term buff with no feedback), i was frustrated with the mechanism myself until i added the values to UI.

 
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None that I've noticed doing the same. as long as you leave the biomes xml untouched you will still find growing random food for example.
I just realized that the custom tropical biome doesn't spawn but i guess thats not a very big deal.

 
Hydro, where in the buff.xml does this nutrition code go for the UI and is there any open or close statements for this code?

 
Hydro, where in the buff.xml does this nutrition code go for the UI and is there any open or close statements for this code?
the code must go inside the <buffs>...</buffs> root at any position (for example at the end)

here is a link with the modified version of buffs.xml https://drive.google.com/open?id=0ByM_t7QBCggQWU9TZ0szWVdyMDA

just download it and replace <Game Folder>/Data/Config/buffs.xml

Note: the first time you install it you may not see the value in the UI until something updates the variable value (ej you eat something with nutrition or your actual value fades)

 
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People are still posting here huh... lol. Thought I'd check in. All ya'll talking about the Nutrition custom variable . The information about the variable resetting on death is known and was accounted for when the buff was built. I spent more than a week testing and understanding how the code deals with the custom variables resetting(because it handles them strangely) to get the system to work as intended. Its working as intended, the only thing that I know of that would make it not work properly is changing the Day Length setting to be more or less than 60min. Changing that setting will cause a unbalanced Nutrition System causing the buffs to fade to quickly or last to long..

 
I'm wondering will this mod remove all zombies and the dire wolf?

Cause if so I'll take a look at this mod, if not then I'll pass.

 
Hello guys, I hope there's still someone around. I get a graphical issue after enabling glcore renderer in the game launcher. Several plants from the mod turn purple as if they do not have a texture. Palms and wheat, for example. Here are the images: https://imgur.com/a/Tgrn1

Edit: Is there any solution to this problem? GLcore renderer gives me incredible performance boost, while if it is not active the game hardly runs. Changing graphic options doesn't help at all.

 
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I'm wondering will this mod remove all zombies and the dire wolf?Cause if so I'll take a look at this mod, if not then I'll pass.
You can remove all zombies yourself simply by unticking enemy spawning in options. Mod makes for a good hunting sim this way.

 
Hey Bov, when do u plan to launch the server ? We're 5 now, might be enough for a start and more people could join later.
Hello

Yea, i been checking in several times every day to see if the server is up and running yet, enjoying TS once more. Its different then a15 TS and still much more fun then vanilla. I played vanilla a16 2 hours and got bored. If i had any computer skills besides turning on and off the power switch I would set up the server myself. I would wish that you do not change anything though unless its gamebreaking bugs. I havent figured out how the diet system works but for me it adds some challenge to the game.

/Flanders

 
Can't use cobblestone and brick frame ramps. Just selecting them on the toolbelt makes the console give an error. "no texture".

Wood frame ramps work well though. Is this a common issue?

 
Hey Bov, i've just seen you connecting to my server. I wanted to play a SP while you work on the MP but I created a MP by mistake ^^ Anyway, we'll need to create a new one, I've made this one with my own rules (no loot respawns, no airdrops, land claim has only a 7 squares surface even if we'll play PvE...).

I'll keep playing on this one until your server is ready. Everyone welcome for a training.

Server name : trainingday

Lopezien

 
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Hey Bov, i've just seen you connecting to my server. I wanted to play a SP while you work on the MP but I created a MP by mistake ^^ Anyway, we'll need to create a new one, I've made this one with my own rules (no loot respawns, no airdrops, land claim has only a 7 squares surface even if we'll play PvE...).
I'll keep playing on this one until your server is ready. Everyone welcome for a training.

Server name : trainingday

Lopezien
Hello

What ip is it? And i would also like to throw out a question to Bov when he setting up server, not sure if Spiders setting is Warrior diff, but if not would you consider bumping it up to warrior difficulty?

 
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