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If re-activated, the containers no longer displayed, but spawn a new container "military locker tier 7 for example" work fine and displayed again only this container
If I deactivate this mod, all bag´s weight capacity under dynamic backpack mod upgrades mod works fine, but.... the containers with my guns, ammo, etc no longer displayed or are invisible but still there... wtf ???
same here... do you know how to fix it?
First, I want to thank you for your quick responses to every question users ask.
My question is; In my saved game I'm using your mod along with the dynamic backpack upgrades, last night the game was working correctly but, this morning when loading the game it told me that my save game was missing limit capacity bypass, when I continued loading the game, my backpack and all the other bags on my character lost their weight capacity limit to the default, how do I solve this?
The containers are still there, including the content. However, they are no longer displayed or are invisible...
Server keeps trying to restart but says this Mod is the issue.
I restarted, I waited, I did everything I usually do when a mod gets an update.
So, effectively not working on B41 servers.
@ ElVelos0 Sure, I missed that there'd been a rewrite.
@Xander The new update should work on existing saves. For B42 you need to fix your sandbox settings again as they will have been changed.
I cannot find zombie folder into 2719850086 ID....
Here's a direct link to the modding discord message by Gravy: https://discord.com/channels/908422782554107904/908422783049007116/1393831241761030196
No need to comment again with the same issue. :)
LOG : General , 1752396470573> 220,686,084> Workshop: onItemNotDownloaded itemID=2719850086 result=2
LOG : General , 1752396470574> 220,686,085> Workshop: item state DownloadPending -> Fail ID=2719850086
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FF89CBF1B60/0x000'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FF89CBF1B60/0x000'
Yes, It`s not working.
Link 1 [theindiestone.com], Link 2
LOG : General , 1752394932224> 3,484,277,131> Workshop: onItemNotDownloaded itemID=2719850086 result=2 can't download....
The upcoming update will change the structure of sandbox options settings. This means that what you have selected currently In existing saves will not be the same once the update is released. To change your sandbox options again follow these steps:
1. Add -debug to your launch options.
2. In-game, open the Debug Menu located on the left hand side of your screen(looks like a small bug)
3. Click on Sandbox Settings
4. Then change the options back to whatever you'd like
5. Lastly, Reload your Save
This does not affect Build 41
Thank you, I appreciate the kind words :)
Anyway, we love your mods and your contributions to the community!
I've been working a lot on modding again, and am working on the biggest update I've ever done for this mod. It should not disappoint.
Sorry I haven't been responding to peoples questions or complaints, It's been a combination of not wanting to because people say the same thing over and over again mixed with not having the time or simply the energy to do so. It gets exhausting when I constantly have to check in and deal with it. But, I do appreciate the people that report issues! So keep at it. :)
Anyway, I just released my first mod in over 3.5 Years. It's a small QOL mod for B42, but one I'm excited about(which is a requirement for me to even make a mod):
HigherFPS
Bye for now!
Error is something about Get****Sound nil
The tutorial that I watched showed three pictures for stackable objects, one on the floor, one where the bottom is at the height of the top of the one on the floor and a third where the bottom is at the height of the top of the middle one.
I can't say for sure because I was using my old PC, but I don't recall seeing multiple pictures for stackable objects in this mod.
There are a few things about the way this mod works that seem different to the tutorials, maybe it's because the tutorials were for B41 or earlier and B42 does things differently.
Seems like in vanilla, each container has "PaintingType = crates" in its newtiledefinitions.tiles.txt file for the painting system.
Also, there is a ContainerPosition=low/(no ContainerPosition)/ContainerPosition=high version for crates for stacking them, with a different 'surface' value (z offset?) for all 3, in vanilla but not in this mod. I assume that is why they don't stack well with themselves or vanilla crates.
When one of this mods container is placed on top of a vanilla container, it looks perfect (No weird z-fighting where the container graphics overlap)
When a vanilla container is placed on top of one of this mods, the vanilla container ends up *behind* the mods container.
I believe something isn't setting the Z offset right on this mods graphics.