A21.2 compatibility : All my mods should be compatible with the subversion. Though, as known, some mods that change UI might have to be updated a little, so if something breaks, just tell me. I have not for now noticed something broken but I haven't played that much the new suralpha. I'm waiting for feedback. As of 23rd of November I fixed all I found to having been displaced or changed by the developers, looking for feedback if I forgot to fix something.
Concerning feedback : I need basically all feedback I can get from you players in coop games and server users.
update : I am waiting for the stable release to update my bigger mods. For my lesser mods I am waiting for feedback from the community. I will be testing my mods to check for console errors and code changes, but will be updating majority of bigger code blocks by the end July rather than adapt my code to every small patch that would be released.
Yes you need 40 small stones for the collapsed forge. You'll have to look at the console to see if any yellow error pops up. But if it doesn't show up on its own, there should be no conflict. For collapsed forge you need to have the 40 small stones in inventory, then hit it 4 times with a stone axe. If your other mod is done well, a pick up option should not conflict.
Right on. Thanks for the reply! Here's the mod list.
So setting up debug/creative mode I was able to Press 'u', grab a destroyed forge, and chem station. I placed them both down. I could repair, and pick up the chem station, but not the forge. The forge keeps saying I don't have stone when I go to repair it, and I clearly do.
Ok I understood. It's a code change in A21.2 that I didn't play that much from a new character point of view. So I didn't see that. The broken campfire had the same problem. The developers added a line in the small rocks code block that altered them, and I couldn't bother myself to understand why and how to fix it. So I changed the resource need from small stones to cobblestones in the latest update. You'll have to download it and use cobblestones instead but it will work.
Hey Duriel7, i tested your mod and it has a lot of interesting changes, but if i set AI block damage to 0%, it isn't a real zero because zombies keep (slowly) destroyng everything. Maybe is the game itself that doesn't know a true 0% for the blocks damage?! However thanks for your effort.
Hi, Yes in fact this is a game engine limitation. But 0% AI damage actually stop secondary attacks from damaging blocks. From my testings, demolishers and cops cannot not destroy blocks by exploding, neither can they by projectiles. It should also apply to all future enemies that use projectiles or explosions to attack. Unless developers change the core code. Which means during horde nights you're safe in a base and have almost no repair work to do.
I have an update cooking in the oven but almost no time to play test these days. So I will upload it later.
Great, now i'm curious to see what are you "cooking"... Just a small question, do you have mods regarding that weird night background sounds? I mean, something to replace or remove it? Because they are really annoying.
Just some other tweaks, like making the burnt wood give charcoal instead of coal, and other coherent fixes.
And obviously, my cooking mod will have some updates too, as well as my drugs mod.
You mean the grunts and rants types of noise ? I don't have anything myself, I can understand that you find them annoying but I don't really pay attention to those. As they help immmersion and craziness of a character lost in a zombie post apocalyptic world. I know there's a mod out there that alters some ambient noises, but I don't seem to remember the name.
Maybe you are reffering to this mod? https://www.nexusmods.com/7daystodie/mods/2829 however other than the noises you mentioned, there is a strange kind of noise like a flush of water, that it's really owful, not immersive at all, in my hopinion of course.
Not this one, I thought I saw one for A21, I might have been mistaken though. I don't remember a water flush noise, but I do remember many many other noises like tree leaves rustling and zombie rants, weed being stepped on... and sometimes I believe wolves howling (might come from another memory from another game though).
Yeah maybe you remember other games sound effects, but hey the perfect game doesn't exist, i suppose i have to get used to it for now. Thanks for your time!
Just got these warnings after running this on my dedicated server:
2023-11-18T09:07:58 11.692 WRN XML patch for "blocks.xml" from mod "DurielLittleTweaks" did not apply: <remove xpath="/blocks/block[@name='forge']/drop[@event='Harvest']" (line 62 at pos 3) 2023-11-18T09:07:58 11.710 WRN XML patch for "blocks.xml" from mod "DurielLittleTweaks" did not apply: <remove xpath="/blocks/block[@name='cntDewCollector']/drop[@event='Harvest']" (line 64 at pos 3)
Hope this helps with debugging. May be a mod conflict for all I know.
Hi thanks for the report. It might be a conflict but what version are you using ? I haven't got those errors but I will look at it.
EDIT : If there's only two lines that can't be applied, then it is for sure a mod conflict because not applying a patch means the object is not existent. Like some other mod already did the change or changed the name of the property, look at your modlist and tell me what other mods you are running because this will help better.
Actually yes. Open the items.xml file with Notepad++ and go to the end. You have there all the patching part. As I detail in my article, you just have to move to green arrows to make all the patching part green too. And even if you have all the recipes and the kits all the items will use normal vanilla kits to be repaired. Alternatively just erase completely the patching part. To declutter the recipes you can also delete the recipes in the file so they are no more existent.
Works fine in singleplayer, doesn't seem to work in multiplayer. My friends can't join and I constantly get Null errors when they get to "Creating Character"
We've tested this numerous times with other mods and with this as the only active mod and this is the only one that seems to break multiplayer.
Ok, I keep that in mind. I don't have my friends to test this right now unfortunately, but I will think about what could be the problem.
Null errors come when the code doesn't know what to get things from, or what/where to point to. Do they have the mod too ? Easy question but since now it is also required by all players on the coop game I may insist on this. If so, I will review the files and try to guess what could be the problem, when I can test this multiplayer I will.
Yes, my friends also have the mod (we have many of your mods actually!) and it's the same with them. They can get into singleplayer games just fine. But whenever anyone tries to join multiplayer they get stuck on the game saying Creating Character and the host gets a Null error.
We have removed just this one mod and multiplayer works normally again. We have removed all other mods and tried only with this one mod and we still have this error. We even went as far as verifying the game cache, deleting character data and making NEW characters and reinstalling the game fresh and we still have this problem.
Yeah... I was away I had an unexpected event to handle. So I haven't watched my files nor looked for what could be causing the issue. I didn't touched entities data in this mod, so the character creation proble is weird. I am reviewing my files now and search what can cause problems.
If this issue occurs while creating a new world, then that's really weird, because normally creating a brand new world - and I mean, generate from a new unused seed or deleting world data for your prefered seed and regenerate it with the combo of my mods - solves almost any problem that can occur. Anyways I am searching for the mystery cause of this and repost in some time whatever the result is.
EDIT : I gotta release a new version also, I wanted to last week but I had this event to handle so I am doing it this week. You and your friends would download it and you tell me after if the issue is still there. With a new version, the same for everyone, and a completely new world generated with it, if the issue persists, then I have to stop working on it and search what is the source.
We've all downloaded the new version on a new world with no other mods.
2021-09-01T23:31:03 204.843 ERR [Steamworks.NET] NET: Could not send package to client 76561198126410402 RequestToSpawnPlayer: 182, Friend, 7 NullReferenceException: Object reference not set to an instance of an object
My friends are also reporting that they get stuck in "Creating Character" when loading in like last time.
Ok, so research wise : I got a large number of "Linux" coming back. Are you running on a Linux dedicated server ? (asking even if it's really unlikely)
Did you activate EAC maybe ? That should have been the first thing I ask but I forgot. Using Easy Anti Cheat, I mean let it activated, can freak out the game with most of the mods. It's recommended to turn it off when running mods to avoid this. That was another result of the research I did. If EAC is preventing then it's easy : tell your friends to turn it off.
If the problem persists after shutting off EAC : Can you post the log of the error, either on Pastebin, or between
Spoiler:
Show
tags here ? This error shows that some package cannot be sent to a client of one of your friend, or something like this. I wonder why, but maybe the rest of the log can lead me to a thiner path to put light on the cause. And I may ask on the forum if a more experienced modder for this game can help, but I'm pretty sure this is EAC blocking your friends from joining your server/multiplayer game.
Not running Linux and I'm not sure about EAC but I have a new situation that's very odd.
So we were messing around and trying to figure out if the mod worked and my friends removed it. I completely forgot to remove it (and I'm the host) and they were not only able to join me but the mod is working for them. Strangest thing ever, and I only noticed it by accident because I tried to destroy the starting campfire with the stone axe.
Yes that's "normal" because that's the normal function of a server side mod. The thing is, my mod now adds icons, and your friends won't be able to see the items added, like charcoal, biofuel, or makeshift pellet shells. At least I don't believe so, but I may be wrong (I'm still learning about server-side and client-side mod mechanics and characteristics). If you won't use the items, then it's fine, but there might be small issues with icons not showing when finding these items in loot.
As for why that would be a problem to have those icons/this mod used by your friends is still a mystery. If you have my cooking mod it's the same, as it adds pictures for food items and drinks, this one still has no issues reported from users.
For EAC : Right click (in Steam) on your game and choose Play, then it will ask for your choice about Launcher or Game, just click Show Launcher, the last check boxes is the anti cheat, if it's unchecked then it's good, ask your friends to verify. If they have this unchecked too I will have to burn my neurons and find what is going on.
Family events, funerals and other things going on have kept me busy but I'm back.
We were doing fine before but nobody could see the icons, they could still use the items but they just couldn't see them so they had to hover over invisible blocks which was fine, whatever. We can play like this.
Today we downloaded the updated file and now the game doesn't even load and the text menu shows up on its own.
2021-09-22T21:56:12 9.122 INF [MODS] Loading localization from mod: Duriel's Little Tweaks 2021-09-22T21:56:12 9.123 WRN Localization: Entry Missing a key! Please check Localization file. Skipping entry... 2021-09-22T21:56:12 9.123 WRN Localization: Entry Missing a key! Please check Localization file. Skipping entry...
Other stuff loaded here
IndexOutOfRangeException: Index was outside the bounds of the array. 2021-09-22T21:56:12 9.303 INF User joined: Mr. L 2021-09-22T21:56:12 9.529 INF Updated culture for display texts 2021-09-22T21:56:14 10.745 INF [GSM] GameSparks Connected 2021-09-22T21:56:15 12:245 INF [GSM] Skipping me
and my game gets completely stuck here, no options to start a new game, continue, or anything. Just says "Now Loading" and I've been stuck there for over twenty minutes.
Turning off EAC has made no difference. It worked fine with it on before.
Editing my post. The Optional File "Kaine's Scrap Tools and Pipe Weapons" is what was causing all the issues. Removing it fixed the issue entirely. I wonder if it's a naming issue?
Hi, No problems, you must handle your life before anything else. The yellow alerts are normal, I left "models" in the localization file to not have to copy paste entire lines and delete each entry, so I copy/pasted a blank line with only the comas and needed keys. The game also alerts me on this.
The issue with Khaine's mod is weird, I use it too and it works completely fine.
Care to share your mod list ? I may find something in it that interferes with my mod. Out of Range Exceptions show that your overpass the limit of something, here I can throw an hypothesis : you may have too many mod and the total number of items in your game is more than 32,000, so the game throws an exception for that and does not load anymore. Clarifying : The game tags every item with an internal numeric ID that you, player, cannot see. So if you have too many mods and the last ID is more than 32,000 the game will freeze/won't load.
As for the "why" my Little Tweaks mod bugs multiplayer I'm still in the fog, my other mods are totally fine.
EDIT : I had an idea just now, if you load my mod, and your friends too, but they have to delete the "XUI_Menu" folder while you keep it, does it solve the problem you had ? I was wondering if this, as this is a server side setting modlet, could be conflicting if the client also has it.
Thank you for creating this mod! Just wanted to add that I had the same issue yesterday while playing multiplayer and was curious to see if you had found a solution. In the meantime, I'll use it for single player only. Thanks!
Thanks for the kind comment. And reporting the issue. At this stage I still haven't found any solution, and I still don't even understand why the mod would create such an issue. I still need to know if, while using it multiplayer, the joining players see the icons or not. They shouldn't see them. That's why the mod should need to be both server and client. I also still need to know if EAC interferes with my mod if you or your friends have it activated.
Be sure that when I have more info from testings and testers I'll put it in the first post and the description page.
32 comments
All my mods should be compatible with the subversion. Though, as known, some mods that change UI might have to be updated a little, so if something breaks, just tell me. I have not for now noticed something broken but I haven't played that much the new suralpha. I'm waiting for feedback.
As of 23rd of November I fixed all I found to having been displaced or changed by the developers, looking for feedback if I forgot to fix something.
Concerning feedback :
I need basically all feedback I can get from you players in coop games and server users.
update :
I am waiting for the stable release to update my bigger mods. For my lesser mods I am waiting for feedback from the community. I will be testing my mods to check for console errors and code changes, but will be updating majority of bigger code blocks by the end July rather than adapt my code to every small patch that would be released.
Is it possible that the 'repair workbenches' conflicts with pick up more stuff mod? I mean... I guess it is.
EDIT: So you repair it as a normal block first, then wrench to pick up. Got it. Thanks for this mod BTW!!
EDIT 2: The forge wont repair? I have 2000 small stone, and it's telling me I need stone.
Yes you need 40 small stones for the collapsed forge.
You'll have to look at the console to see if any yellow error pops up. But if it doesn't show up on its own, there should be no conflict.
For collapsed forge you need to have the 40 small stones in inventory, then hit it 4 times with a stone axe. If your other mod is done well, a pick up option should not conflict.
Gimme your mod list just in case.
So setting up debug/creative mode I was able to Press 'u', grab a destroyed forge, and chem station. I placed them both down. I could repair, and pick up the chem station, but not the forge. The forge keeps saying I don't have stone when I go to repair it, and I clearly do.
The developers added a line in the small rocks code block that altered them, and I couldn't bother myself to understand why and how to fix it. So I changed the resource need from small stones to cobblestones in the latest update.
You'll have to download it and use cobblestones instead but it will work.
Yes in fact this is a game engine limitation. But 0% AI damage actually stop secondary attacks from damaging blocks. From my testings, demolishers and cops cannot not destroy blocks by exploding, neither can they by projectiles. It should also apply to all future enemies that use projectiles or explosions to attack. Unless developers change the core code.
Which means during horde nights you're safe in a base and have almost no repair work to do.
I have an update cooking in the oven but almost no time to play test these days. So I will upload it later.
And obviously, my cooking mod will have some updates too, as well as my drugs mod.
You mean the grunts and rants types of noise ? I don't have anything myself, I can understand that you find them annoying but I don't really pay attention to those. As they help immmersion and craziness of a character lost in a zombie post apocalyptic world. I know there's a mod out there that alters some ambient noises, but I don't seem to remember the name.
however other than the noises you mentioned, there is a strange kind of noise like a flush of water, that it's really owful, not immersive at all, in my hopinion of course.
I don't remember a water flush noise, but I do remember many many other noises like tree leaves rustling and zombie rants, weed being stepped on... and sometimes I believe wolves howling (might come from another memory from another game though).
I can't help for that, sorry buddy.
2023-11-18T09:07:58 11.692 WRN XML patch for "blocks.xml" from mod "DurielLittleTweaks" did not apply: <remove xpath="/blocks/block[@name='forge']/drop[@event='Harvest']" (line 62 at pos 3)
2023-11-18T09:07:58 11.710 WRN XML patch for "blocks.xml" from mod "DurielLittleTweaks" did not apply: <remove xpath="/blocks/block[@name='cntDewCollector']/drop[@event='Harvest']" (line 64 at pos 3)
Hope this helps with debugging. May be a mod conflict for all I know.
It might be a conflict but what version are you using ?
I haven't got those errors but I will look at it.
EDIT : If there's only two lines that can't be applied, then it is for sure a mod conflict because not applying a patch means the object is not existent. Like some other mod already did the change or changed the name of the property, look at your modlist and tell me what other mods you are running because this will help better.
Thanks!
You have there all the patching part. As I detail in my article, you just have to move to green arrows to make all the patching part green too.
And even if you have all the recipes and the kits all the items will use normal vanilla kits to be repaired.
Alternatively just erase completely the patching part. To declutter the recipes you can also delete the recipes in the file so they are no more existent.
We've tested this numerous times with other mods and with this as the only active mod and this is the only one that seems to break multiplayer.
Null errors come when the code doesn't know what to get things from, or what/where to point to. Do they have the mod too ? Easy question but since now it is also required by all players on the coop game I may insist on this. If so, I will review the files and try to guess what could be the problem, when I can test this multiplayer I will.
Yes, my friends also have the mod (we have many of your mods actually!) and it's the same with them. They can get into singleplayer games just fine. But whenever anyone tries to join multiplayer they get stuck on the game saying Creating Character and the host gets a Null error.
We have removed just this one mod and multiplayer works normally again. We have removed all other mods and tried only with this one mod and we still have this error. We even went as far as verifying the game cache, deleting character data and making NEW characters and reinstalling the game fresh and we still have this problem.
Yeah... I was away I had an unexpected event to handle. So I haven't watched my files nor looked for what could be causing the issue. I didn't touched entities data in this mod, so the character creation proble is weird. I am reviewing my files now and search what can cause problems.
If this issue occurs while creating a new world, then that's really weird, because normally creating a brand new world - and I mean, generate from a new unused seed or deleting world data for your prefered seed and regenerate it with the combo of my mods - solves almost any problem that can occur.
Anyways I am searching for the mystery cause of this and repost in some time whatever the result is.
EDIT : I gotta release a new version also, I wanted to last week but I had this event to handle so I am doing it this week. You and your friends would download it and you tell me after if the issue is still there. With a new version, the same for everyone, and a completely new world generated with it, if the issue persists, then I have to stop working on it and search what is the source.
2021-09-01T23:31:03 204.843 ERR [Steamworks.NET] NET: Could not send package to client 76561198126410402
RequestToSpawnPlayer: 182, Friend, 7
NullReferenceException: Object reference not set to an instance of an object
My friends are also reporting that they get stuck in "Creating Character" when loading in like last time.
Did you activate EAC maybe ?
That should have been the first thing I ask but I forgot. Using Easy Anti Cheat, I mean let it activated, can freak out the game with most of the mods. It's recommended to turn it off when running mods to avoid this.
That was another result of the research I did. If EAC is preventing then it's easy : tell your friends to turn it off.
If the problem persists after shutting off EAC :
Can you post the log of the error, either on Pastebin, or between
So we were messing around and trying to figure out if the mod worked and my friends removed it. I completely forgot to remove it (and I'm the host) and they were not only able to join me but the mod is working for them. Strangest thing ever, and I only noticed it by accident because I tried to destroy the starting campfire with the stone axe.
As for why that would be a problem to have those icons/this mod used by your friends is still a mystery. If you have my cooking mod it's the same, as it adds pictures for food items and drinks, this one still has no issues reported from users.
For EAC : Right click (in Steam) on your game and choose Play, then it will ask for your choice about Launcher or Game, just click Show Launcher, the last check boxes is the anti cheat, if it's unchecked then it's good, ask your friends to verify. If they have this unchecked too I will have to burn my neurons and find what is going on.
We were doing fine before but nobody could see the icons, they could still use the items but they just couldn't see them so they had to hover over invisible blocks which was fine, whatever. We can play like this.
Today we downloaded the updated file and now the game doesn't even load and the text menu shows up on its own.
2021-09-22T21:56:12 9.122 INF [MODS] Loading localization from mod: Duriel's Little Tweaks
2021-09-22T21:56:12 9.123 WRN Localization: Entry Missing a key! Please check Localization file. Skipping entry...
2021-09-22T21:56:12 9.123 WRN Localization: Entry Missing a key! Please check Localization file. Skipping entry...
Other stuff loaded here
IndexOutOfRangeException: Index was outside the bounds of the array.
2021-09-22T21:56:12 9.303 INF User joined: Mr. L
2021-09-22T21:56:12 9.529 INF Updated culture for display texts
2021-09-22T21:56:14 10.745 INF [GSM] GameSparks Connected
2021-09-22T21:56:15 12:245 INF [GSM] Skipping me
and my game gets completely stuck here, no options to start a new game, continue, or anything. Just says "Now Loading" and I've been stuck there for over twenty minutes.
Turning off EAC has made no difference. It worked fine with it on before.
Editing my post. The Optional File "Kaine's Scrap Tools and Pipe Weapons" is what was causing all the issues. Removing it fixed the issue entirely. I wonder if it's a naming issue?
No problems, you must handle your life before anything else.
The yellow alerts are normal, I left "models" in the localization file to not have to copy paste entire lines and delete each entry, so I copy/pasted a blank line with only the comas and needed keys. The game also alerts me on this.
The issue with Khaine's mod is weird, I use it too and it works completely fine.
Care to share your mod list ? I may find something in it that interferes with my mod. Out of Range Exceptions show that your overpass the limit of something, here I can throw an hypothesis : you may have too many mod and the total number of items in your game is more than 32,000, so the game throws an exception for that and does not load anymore.
Clarifying : The game tags every item with an internal numeric ID that you, player, cannot see. So if you have too many mods and the last ID is more than 32,000 the game will freeze/won't load.
As for the "why" my Little Tweaks mod bugs multiplayer I'm still in the fog, my other mods are totally fine.
EDIT : I had an idea just now, if you load my mod, and your friends too, but they have to delete the "XUI_Menu" folder while you keep it, does it solve the problem you had ? I was wondering if this, as this is a server side setting modlet, could be conflicting if the client also has it.
Just wanted to add that I had the same issue yesterday while playing multiplayer and was curious to see if you had found a solution.
In the meantime, I'll use it for single player only.
Thanks!
At this stage I still haven't found any solution, and I still don't even understand why the mod would create such an issue.
I still need to know if, while using it multiplayer, the joining players see the icons or not. They shouldn't see them.
That's why the mod should need to be both server and client.
I also still need to know if EAC interferes with my mod if you or your friends have it activated.
Be sure that when I have more info from testings and testers I'll put it in the first post and the description page.