Thank you so much!V4.3.3 Released!
-Fixed Clothing Station Not Allowing Crafting

Thank you so much!V4.3.3 Released!
-Fixed Clothing Station Not Allowing Crafting
It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.Hey guys, i found a bug with the casino coins.The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.
To "fix" this, a change must be done in the items.xml:
<item id="1435" name="casinoCoin">
<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />
<property name="Material" value="organic" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="50000" /> <!-- STK resource -->
<property name="EconomicValue" value="5" />
<property name="EconomicBundleSize" value="1" />
<property name="SellableToTrader" value="false" />
</item>
to
<item id="1435" name="casinoCoin">
<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />
<property name="Material" value="organic" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="32767" /> <!-- STK resource -->
<property name="EconomicValue" value="5" />
<property name="EconomicBundleSize" value="1" />
<property name="SellableToTrader" value="false" />
</item>
Yes, it's a 2^15-1 limitation :nightmare:It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.
Ya its a known bug, I put it in the known Bugs section on first page. I will get it fixedI don't know if its a problem with my copy of the mod/game but wandering Survivors don't attack AT ALL if you attack them. :apathy:
Ya I use Magoli's Prefab Pack and include my own made Prefabs in it. Its in the latest VersionHey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.
Yes I had a feeling that those pills may be the cause of it. Removed them in V4.3.5 Lets see if it continuesDying worked - I noticed that when I respawned afetr death, I immediately got the debuff tired/exhausted for the first time ever, that hadn't happened when I spawned at the start of the game and took your activation pills. Maybe that helps you track the bug?
1. Rest system is actually unseen from in game, Those Buffs pop up when Rest Points Reach a certain level, etc. (Beer actually uses similar System) This is also why its hard finding out whats going on. I need to find a way to see the rest level from the player save file possibly, and see if its actually moving or not which will tell me if the Buffs themselves are bugged or its the Rest Code. Its boggling my mind why its not working as it did in A14 as it worked their fine but as soon as I ported it over (Without changing anything this happened). No changes from the TFP Side that I noticed.I can confirm too that dying resets your character to Rest Level 0 and the Exhausted debuff.But as soon as you get to Well Rested and Rest Level 20,it stays there forever.
Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily? As in : Rest Level 20 on a 2 min timer(for example),when that expires,apply Rest Level 19 on the same timer and so on and so on until you reach the Rest Level that changes the Well Rested buff to the Rested buff,then continue the same way until there are no rest levels left and the Exhausted debuff is applied?
Also,why don't the survivors attack you if you attack them?
That's the name of my sex tape!those pills may be the cause of it.
Thanks for posting, it didn't make me fall asleep. Some good ideasI used the random generation code from GNAMOD as a base and then played around with some of my own settings as well. It mainly affects the terrain and biome generation, in the sense of how even or uneven the terrain is. Mostly it generates less water and extreme mountains.I also surrounded the center city with a forest biome, because I like to build just outside the center city, but then I surrounded the forest circle with burnt forest and wasteland rings to make it a challenge to get to the center city.
From the True Survival mod, I added fiber rope, purification tablets and sticks. The rope and sticks I use in various recipes like the bow and arrows, stone pickaxe, etc.
I changed locked doors to not be destroyed when damaged, but rather downgrade to an unlocked door. Sort of like breaking the lock instead of breaking down the door. It can then be upgraded with a doorknob if you wanted to. I still want to merge in lockpicks as well, so that you can either damage locked blocks, or lockpick them.
From the ComSenMod I used a few loot balancing ideas like having certain loot only showing up where you would normally expect to find it. Like never finding guns or ammo in trash, but rather in shotgun messiah crates, gun safes, etc. I also merged in some of the recipe ideas like using cloth and cotton for the sleeping bag and using the sticks from true survival with plant fibre, stones and a torch to craft a campfire. It also changes the biome generation by decreasing birds nests and the big rocks that gives stone, iron and nitrate powder.
I also made the wasteland and burnt forest biomes spawn more loot and surface resources than the other biomes. It gives me a reason to go there![]()
Then I still want to merge in the skinning knife and butchers knife from valmod. I think the lockpicks are from Project Z, and I think from the same mod there are sewing needles, which together with thread can be used to sew up deep wounds that doesn't heal with band aids or med kits.
That would about cover everything I can remember from other mods so far.
I might remember some other stuff later and implement those as well.
For now these will be the added features I will play with and then start tweaking the balancing of harvested resources and loot until I find a balance that I like.
I can share the Xml files with you to check out later down the line when I feel "happy" with the changes if you want.
I just copy the stuff the authors of those mods did, so I cannot claim it as my own, except for the small little changes I make.
Sorry for the long reply.
I hope you didn't fall asleep reading that!![]()
Followers maybe if I get time to do it before A16. Too much on my plate right now that may take around a month to get through. And I am hoping that A16 will be out before springHey dwallorde thanks for the great update of your mod. Of all the mods I've tried yours seems to run the smoothest for me. Love the prefabs, NPC's, armor diversity, UI, etc. Between you, Spider, and spherii I can't move on from 7DTD. Will you eventually enable followers? I do appreciate seeing the other survivors in game even if we cannot recruit them. Keep up the great work it is very much appreciated.
They are in all biomes but the odds are really low. In V4.4 that will change! But in the mean time you can change the probability in biomes.xml to your liking.Where are diamonds found? Been playing this mod for some time, and have yet to find any.
Good to know!Hey dwallorde! Kic Gaming started a youtube series using your mod! Just letting ya know!
Quest Requires to gather 24 cloth, 10 Aloe Plants, 4 Moldy Bread, 3 Potassium Nitrate, 1 Bottled Water, 4 Wood.May be a bug may not; Also may have been reported or not
Dwall quest 2 part 3 of 4 will not trigger complete for me. I have tried 3 times and each time all works but when Crafting the antibiotics it triggers green meaning success then stays that way and won't trigger complete. I also tried crafting 10 too of everything to make sure with the same result.
May be my ineptitude or not![]()
Can confirm. I went into the quest list and it shows any steps not shown onscreen however after finishing all ( all are green with a tick) still its onscreen and uncompleted.Quest Requires to gather 24 cloth, 10 Aloe Plants, 4 Moldy Bread, 3 Potassium Nitrate, 1 Bottled Water, 4 Wood.Craft 5 Bandages, 5 Aloe Cream, 5 First Aid Bandage, 1 Antibiotic, 2 Splints.
Can you confirm that you see all that? It may not show full list on the tracking screen but should in the actual quest window.
I did't yesterday. You must craft all (antibiotics in chemistration, you must see the moment of the crafting to count. The splint , First Aid Bandages and bandages on inventory).Can confirm. I went into the quest list and it shows any steps not shown onscreen however after finishing all ( all are green with a tick) still its onscreen and uncompleted.
I should clarify I did this 3 times each time making sure I had all the ingredients. Boy those aloe are rare now
P.S. Outstanding mod.