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  1. we just did a steam update on our server and after that the issue was resolved
  2. The issue is there is no real way to tell server operators that a steam update has occured other than for a player to just simply notice steam updated a file. Especially when there are no notes provided with the build, you cant even right click on the update and look at anything. Most people dont have their servers configured to check for updates at every restart. Im looking for a api feed that doesnt cost money so i can at least get some notification that a steam update has occured the best i have found so far is im going to have to either pay 100$ to get a publisher id from steam or pay 1$/month to steamapi so i can get a data feed for when the game is updated.
  3. does your weight ever decrease? On the server i play on since last save we can only gain weight. No matter what we try we cant lose weight, ill need to check if the nutrition is checked.
  4. i setup a second test server, walled off west point and then admin wiped the zed population and after a couple of hours the same settings that are on my live server seemed to respawn, today i logged in to check and its well over 50% restored. I guess im having a ultima problem with my players being locust and moving across the map too actively; im going to have to start dialing back those RespawnUnseenHours / RespawnHours until i get something that works with my population. the issue is players are constantly logging in though out the day to do various activities
  5. SandboxVars = { VERSION = 4, Zombies = 4, Distribution = 1, DayLength = 5, StartYear = 1, StartMonth = 7, StartDay = 9, StartTime = 2, WaterShut = 2, ElecShut = 2, WaterShutModifier = 28, ElecShutModifier = 28, FoodLoot = 2, CannedFoodLoot = 2, LiteratureLoot = 2, SurvivalGearsLoot = 2, MedicalLoot = 2, WeaponLoot = 2, RangedWeaponLoot = 2, AmmoLoot = 2, MechanicsLoot = 2, OtherLoot = 2, Temperature = 3, Rain = 3, ErosionSpeed = 3, ErosionDays = 0, XpMultiplier = 1.0, ZombieAttractionMultiplier = 1.0, VehicleEasyUse = false, Farming = 3, CompostTime = 2, StatsDecrease = 3, NatureAbundance = 3, Alarm = 4, LockedHouses = 6, StarterKit = true, Nutrition = true, FoodRotSpeed = 3, FridgeFactor = 3, LootRespawn = 1, SeenHoursPreventLootRespawn = 0, WorldItemRemovalList = "Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes,Base.Hat,Base.Glasses", HoursForWorldItemRemoval = 24.0, ItemRemovalListBlacklistToggle = false, TimeSinceApo = 1, PlantResilience = 3, PlantAbundance = 3, EndRegen = 3, Helicopter = 3, MetaEvent = 2, SleepingEvent = 1, GeneratorSpawning = 3, GeneratorFuelConsumption = 1.0, SurvivorHouseChance = 3, VehicleStoryChance = 3, ZoneStoryChance = 3, AnnotatedMapChance = 4, CharacterFreePoints = 10, ConstructionBonusPoints = 5, NightDarkness = 3, NightLength = 3, InjurySeverity = 2, BoneFracture = true, HoursForCorpseRemoval = 216.0, DecayingCorpseHealthImpact = 3, BloodLevel = 3, ClothingDegradation = 3, FireSpread = false, DaysForRottenFoodRemoval = -1, AllowExteriorGenerator = true, MaxFogIntensity = 1, MaxRainFxIntensity = 1, EnableSnowOnGround = true, MultiHitZombies = true, RearVulnerability = 3, AttackBlockMovements = false, AllClothesUnlocked = false, CarSpawnRate = 3, ChanceHasGas = 1, InitialGas = 2, FuelStationGas = 8, CarGasConsumption = 0.5, LockedCar = 3, CarGeneralCondition = 2, CarDamageOnImpact = 3, DamageToPlayerFromHitByACar = 1, TrafficJam = true, CarAlarm = 2, PlayerDamageFromCrash = true, SirenShutoffHours = 1.0, RecentlySurvivorVehicles = 1, EnableVehicles = true, Map = { AllowMiniMap = true, AllowWorldMap = true, MapAllKnown = false, }, ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 2, Mortality = 5, Reanimate = 3, Cognition = 3, CrawlUnderVehicle = 5, Memory = 2, Decomp = 1, Sight = 2, Hearing = 2, ThumpNoChasing = false, ThumpOnConstruction = false, ActiveOnly = 1, TriggerHouseAlarm = false, ZombiesDragDown = true, ZombiesFenceLunge = true, }, ZombieConfig = { PopulationMultiplier = 2.0, PopulationStartMultiplier = 1.0, PopulationPeakMultiplier = 1.5, PopulationPeakDay = 28, RespawnHours = 24.0, RespawnUnseenHours = 12.0, RespawnMultiplier = 0.1, RedistributeHours = 12.0, FollowSoundDistance = 100, RallyGroupSize = 50, RallyTravelDistance = 20, RallyGroupSeparation = 15, RallyGroupRadius = 3, }, } I always have about 5-10 players online all the time, could they be keeping the cells "awake"? I have 3 hour days so im guessin its 1.5 hours before they start respawning stuff but i have gone out to areas of the map where no one goes and killed of everything then come back later and its still dead.
  6. I'm unable to get zeds to respawn with any settings. No matter what settings i use zeds do no respawn, default/custom/whatever I never see a increase in my populations in cities. At first I though it was players moving around and keeping cells away, but i can go to remote parts of the server, clear out the zeds and what i come back.. its still empty. If i go into debug mod on the server the number next to the population just ticks between 1.0 and 0.99. But in single player the exact same settings i can watch the system repopulate the cells after they reach the count down. If I clear out a area, leave and then come back zed migration sort of helps balance out the missing zeds but over time a long ran server slowly has less and less zeds. The only solution is to bring up the horde UI and spawn a horde or type a command to type a command if I want keep my players involved. Is there anyone else that has some magic combination of settings that allows zeds to repawn?
  7. Did you not see that this was originally posted in 2014 and the last post is from 2016? You shouldnt necro a forum post that is older than a year, let alone one that is 6 years old.
  8. It appears if the model is tall enough it gets cut off when rendered this way. definitely based on height
  9. It appears if the model is tall enough it gets cut off when rendered this way. definitely based on height Oh also what is the deal with importing models and the scaling???? like i spend hours trying to export things out of blender with different scaling only to have to put in different numbers in model config i honestly have such a hard time dealing with models in this games engine i makes me want to pull my hair out half the time.
  10. So ReplaceOnCooked seems to be broken in multiplayer, Items crafted by them are deleted a short bit after they turn into the new item. Base.Egg, Base.PancakesCraft, Base.BakingTrayBread are all affected, the items they craft: Base.EggBoiled, Base.Pancakes, Base.BakingTray;Base.Dough. all disappear if the player transfers them into their inventory when in multiplayer. If i drag the item from the oven to the floor the item doesnt get deleted. I noticed in the debug console there is some spam of " ItemTransactionManager.receiveOnServer> set accepted [ 2025135699 : -1 => -1 ]" & "ItemTransactionManager.receiveOnServer> remove processed [ 2025135699 : -1 => -1 ]" that seems to occurring around the same time the deletes happen but that might just be my imagination. This is in vanilla with no mods installed, using the locally hosting game, issue does not occur in single player. https://puu.sh/IV8u2/0cf208d4f2.mp4
  11. Hello, I needed to spawn vehicles in multiplayer for a trader mod... Once i realized i was going to need one lua recipe per car i freaked out cause thats a lot of code even if im using a generator. So i created CarWanna, the multi-player vehicle spawning library so that other players with out lua experience can add recipes to craft cars via pink slips. Yes it works on multiplayer on build 41.68 with all anti cheats enabled. Here is my is my library on steam, it comes with all the vanilla vehicle pink slips and recipe to craft all of the vanilla cars from that. https://steamcommunity.com/sharedfiles/filedetails/?id=2786560561 I have created addons for several popular vehicle mods: Autotsar Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787344986 fhqwhgads Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787345141 Filibuster Rhymes' Used Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2786565562 KI5 Car Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2787345275 At release i current support the spawning of 385? some odd cars (my count is off as fhq added that car pack last night) I created this for the SIXIS BlackMarket for the server i play on, you can take a look at how i have added that in as a requirement here: https://steamcommunity.com/sharedfiles/filedetails/?id=2770287924 and realized what i had made and decided to rip it out and create this mod along with a template mod so anyone else can add their own cars with a guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2786568777 Here is a a example of what a addon for this another trader mod: Wizard's Titles https://steamcommunity.com/sharedfiles/filedetails/?id=2789247660 Wizard Trade Plus Mod https://steamcommunity.com/sharedfiles/filedetails/?id=2786290508 I have also decide to release my project under GNU GPL v3, access to my source code is here: https://github.com/xyberviri/CarWanna Comments, Opinions, Curses are welcome, if i have coded something wrong or could have done something better please let me know. Yes i do plan on improving it with more features. Current bugs(features i havent added yet): -Vehicles spawn facing south fixed -Vehicles spawn with random inventory fixed -Spawn function requires player target to spawn
  12. garbage bags have the same capacity as the weight of a corpse and once you put a corpse in it you can use the from ground recipe. Just use that item or copy the item and call it a body bag, then return that item as the result of the craft, then in the OnCreate section of the recipe call a function to give you the item you want via lua. the advantage here is you can give back the container item each time then using lua you can check the players skills and give them a variable amount of other stuff You will also need to add some code for OnTest to make sure that the bodybag/garbage back is empty or at the very least empty the items out of the back in the OnCreate code. since you are looping though the items anyway in that recipe. at least thats my work around there is better ways to do it
  13. Oh I just noticed, I believe the issue is your model is in "module Astaroth" and not "module Base" try using this: WorldStaticModel = Astaroth.Asta,
  14. That is by design according to mod https://steamcommunity.com/sharedfiles/filedetails/?id=2651600962: Opened can will be poisonous if opened with bloody weapon or bloody hands (if used a stone).
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