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Jimbothy

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  1. Sorry, but I feel this needs to be bumped. Not having two of the console commands working is kinda bad. Just want to make sure this is seen and being worked on.
  2. Haven't dug into the code myself to confirm, but I've heard that safehouses are solely based on whether the building has a room defined as a "bedroom" or not. Which is something set by the devs while making the map. Looking at that layout, it might not be considered to have a bedroom since it's all 1 room. Still something that needs to get fixed though, especially considering all the commercial buildings with apartments above them are claimable... meaning you can claim like a quarter of the West Point commercial district as your base since they technically have "bedrooms".
  3. you said this was connected to an existing structure? Like, touching a prefab house/etc? Pretty sure there was a post a while back mentioning that doing that will never make an indoor area unless you give it like a tile gap or so. Does the inside of the structure you're putting it in has the same temperature difference compared to outside as being inside a prefab house?
  4. As stated above, those console commands do literally nothing apart from the return functions at the end. Admin panel weather stop and weather start options do work. I've tested this on an unmodded server, the console commands just give their return line of "rain started"/"rain stopped" but don't really do anything besides those return functions. This is a pretty big issue for Hydrocraft servers specifically. While it's on the mod dev to fix his mod, a very nice workaround would be a simple program that detects a specific error (rain in hydrocraft can cause errors while loading chunks) and then runs the stoprain command. Without these console commands functioning this isn't an option and it then forces hydrocraft servers to disable rain altogether. Thank you guys for the updates you have pushed, and here's hoping soon that non-tile containers will actually save their inventory data when players remove stuff from them soon as well, but please consider patching this issue real quick as well for the coming update.
  5. So, Got a few things, mostly about Louisville that I've noticed (haven't dug too far into it, but the fact I noticed these issues right away is kinda telling...) First off, the Louisville gate outright breaks if you leave it open and unload the cell. Turns into a bunch of mis-matched tiles that block vehicles and can't be put back into the right position through opening and closing. Lost a few cars that way so far and when you can't find a sledgehammer it gets pretty bad. Second, the Military Lockers in the mili tents right at the beginning of Louisville don't function as containers, despite being able to be picked up (with a crowbar?) and weighing as much as you'd expect out of a storage locker. If you want to make them locked that's fine but please at least add a way to crack into them. Third, the new Boxing Gloves models don't work very well. They look fine on zombies and fine on a character that isn't holding anything, but they really just look off when you're wielding a weapon or doing anything while wearing them. Fourth, YOU CAN'T PICK UP THE GNOME IN SIGNS AND PAINTING IN LOUISVILLE! This is truly a tragedy of epic proportions, this gnome must be freed from his commercial confines. You also can't pick up the new trash can model and there's probably a few other new props I missed that can't be moved. Even if nothing else above gets fixed, at least let us take the gnome home.
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