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True Survival

Edit and answer:The vanilla game generates those files itself on the fly when launched first time IF there is UMATextures named folder under Data folder - this applies to 16.2, didn't test 16.3...

If that folder is missing then there is console error when starting game and it won't generate them.

But if I create that folder manually then in next game start it generates those 3 png files there on the fly.

So just create folder named UMATextures under Data folder manually and start game.

Original post:

You are absolutely right, my 16.2 and 16.3 vanilla archive folders are missing that too, 16.2 has the folder but no files and 16.3 don't have even that UMATextures folder.

I used Launcher to download True Survival from Steam so it loaded whole game + mod and that game folder has them.

PS. I send private message with link to those 3 png files so you can put them in place manually.
Can you send me the links too please? i have the same problem too :(

 
just have to say this.,.... i REALLY REALLY RREEAALLLYYYY hate the black wolfs....

aa there feeling much better..

cheers

Canadus

 
Unhandled Exception True Survival

Hi, I am having an issue starting the game when I restart my computer. Basically what happens then is that the Xui and Xui_Menu folders get locked somehow. So when I try to start the game through the modlauncher I get this warning "Unhandled exception has occurred in your application..." (http://imgur.com/a/Z5Y2y) and here's my log file (https://pastebin.com/GsfME85z)

and here is what the 2 folders say when I try to open, change or remove them;

"Location is not available (title). C\... \XUI is not accessible. Access is denied." so I'm locked out from these folders and so is the launcher, I don't know why though because I have Admin and whatever should be needed.

Thanks for any insight into how to solve this issue, the mod itself is wonderful by the way.

 
just have to say this.,.... i REALLY REALLY RREEAALLLYYYY hate the black wolfs.... aa there feeling much better..
i REALLY REALLY RREEAALLLYYY hate running versions of soldier zombies. 15 or so hits to the head with a level 230 bone shiv to kill it. seriously dangerous combination of run speed and a helmet protecting his brain.

On a separate note: is it intentional that storage sacks cant be picked up like other bags/backpacks? Hitting it with an axe gives 10 or so cloth instead of picking it up so you can move it.

- - - Updated - - -

HI EVERYONE..
what tool do i need to train the " building with scrapmetal" ??

cheers

Canadus
ScrapWrench=ScrapIronBlocks

 
aaa there it was... thanks alot mate :) .

ermm but i need to find one first to make the mold ?? never seen a scrap wrench.. only the normal one...

hah and there i found one..

thanks again :)

 
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think i found a bug..

when i use my cropssbow i level up in Archeryaction... not crossbowaction.

i just gained my 2nd lvl in archeryaction and dont even have a bow.

cheers

Canadus

 
There's a critical bug that thwarts cement building:

- pouredconcrete can never dry, cause pouredconcretemaster is missing these lines:

<property name="Class" value="UpgradeRated"/>

<property name="UpgradeRated.ToBlock" value="concreteMaster"/>
<property name="UpgradeRated.Rate" value="4"/>

instead, when you try to upgrade any shape of pouredconcrete while wet with a reinforcedconcretebar, it directly turns into a square wet reinforced concreteblock, since pouredconcretemaster is set to upgrade into pouredRconcretemaster.

- it also only has 200hp, the material is set to wood, and the repair items to plank instead of cementmix, as if it still only was the unfilled cementform.

- cementformmaster and cementformblock are set to upgrade directly into concreteblock instead of pouredconcreteblock

- there are no recipes for the forgedFrames (except for the square basic one), so they can't unlock

- The rebar frames really could use more shapes now, since you can't upgrade concrete into reinforced directly anymore. The selection is generally a bit limited in all materials (e.g. no eighth, quarter, centered pole etc). I realize the new system uses up a lot of extra block IDs, but maybe a bit of expansion is still possible for at least rebar and maybe steel?

- I don't like that I'm forced to build and upgrade 100 *square* blocks for each material first, that's a waste of a lot of material if you generally build with more shapes than that. It'd be better to add more allowed shapes to the quest (and let those recipes unlock at the earlier step too) - if it's even possible, at least I saw an OR function in the requirement group for the Lumberjack quest?

- and maybe a tiny tweak for gameplay: the boneshivs breaking THAT fast in the beginning just translates into tedium, not difficulty, since they're not hard to replace with just another bone.

 
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Hay peps I'm working on a update to fix all the reported bugs. I hope to have it out tomorrow so if you have any more bugs post them before then. Thanks for all the feed back.

 
The new version of the pig, the big hairy Boar, is basically free easy food. It does not run or attack with proximity to the player. You can walk right up to it and kill it easily with any weapon. I assume this isn't intended behavior.

 
I don't think the boar is supposed to attack on sight, it's not infected and humans are not on the menu.

If you injure it will attack though.

 
I assumed it was intended to be a more dangerous version of the pig otherwise whats the point of having a separate model? It's fine if it won't attack on sight, but it should at least run away. Currently it acts like a friendly pig in a petting zoo. You can walk right up to it and smash it in the head with ZERO danger. If i hear one make its grunting noise nearby i immediately run around looking for my free lunch.

 
a few more - in blocks:

- upgraded playerbrick uses a wood texture like cementforms instead of a brick texture (7 is the vanilla one)

- the player-built barricades (blocks 1683-1687) are almost impossible to target/interact with, so they basically can't be upgraded/destroyed, and I suspect they'll be very hard to damage by zombies too? but they collide with movement just fine - currently OP?

in recipes:

- brickFrameStairs25 shouldn't call for bricks at all, since it's upgraded with bricks after

- playerBrickArrowSlitHalf should call for bricks instead of cobblestones (or be changed to an upgradeable frame too, since it's the only outlier and has no icon due to coming as upgraded)

- concretearrowslithalf should be changed to pouredConcreteArrowSlitHalf and need 10 cementMix, not 20

- concreteSupport should be changed to pouredConcreteSupport, the recipe to 10 cementMix and 5 planks, crafted at the workbench with a handsaw etc like the block above

- scrapIronCTRpole should call for 15 scrapIron and 3 nutAndBolt, not planks

- plus, lots of recipes (many scrap iron frames, some woodframes, some cementforms, etc) are not made at the workbenches with the proper tools, and unlocked from the start, they need to be added to the progression file so they're properly locked behind their skills (if you start a new game you can catch them all). It's mostly the section in recipes that's directly above insulator.

 
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Hay peps I'm working on a update to fix all the reported bugs. I hope to have it out tomorrow so if you have any more bugs post them before then. Thanks for all the feed back.
Just wanted to say I bought this game specifically so I could play this mod, this is my zombie survival wet dream right here. It feels like the non ♥♥♥♥ty aspects of Wurm added to the engine, not sure where your inspiration comes from...maybe you are just creative AF.

I am looking forward to the update, and keep up the good work.

 
By the look of things Games4Kickz will stream True Survival this evening. Head over to twitter and vote on his poll to ensure that TS gets the stream spot.

And make sure to tune in on twitch at 22 U.K. Time to witness the struggle. Last time was hilarious, but he was unprepared then...what will happen this time?

 
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