![]() Iآ´m in the verge of completing the Automobile workbench (i have 5 of the 7 skill points required) but in the end I know the bench will be nothing but an expensive decorative table, because in 63 damn levels I never got a single crowbar, not even a semi-damaged lvl 1. I never looted a Tool&die set, so I canآ´t finish the blade journal quest, because I canآ´t craft a stupid spacer. And Usually save everything, and yet in 63 levells I was unable to find a meat cleaver despite having more butcher knives, hunter knives, bates and frying pans that i can count in a life, so the farm quest is stucked. Iآ´m pretty much the diogenes of 7d2d, my bases are more a scrap yard than a base, because I loot every damn bag, box, nest, sink, etc. I have a char level 63 rigth now, but most of the main quest lines are at dead ends. You don't need a separate install or anything, the version you are playing has the proper provided server files in them already.I understand the main goal of the mod is to add depth and more challenge to the game, but I think there is some issues with this mod that make the game not challenging but frustrating. To add this to a server you would go to your install folder and upload these folders from your install folder The mod Launcher installs BOTh sp client and server client files to the same folder. Not your server it isn't kept current and can have incompatibilities. The Private Server download is for testing by our testers only. Note: I am very new to installing mods and this will be the first one I installed on the server. When I sign into the server everything appears to be Vanilla? From the new folder that is created from the mod install I am launching the server with the startdedicated.bat. I have a server running on a separate computer that my friends and I play on privately.įrom my understanding I need to install the "Ravenhearst SDX Private server Player download" mod to the server computer. ![]() So I've been able to get this mod running on my own in single player but I am really struggling to learn how to run it on a server. This means that if you want as few zombies to deal with as possible on a non-horde horde night then make sure that during the day you are killing anything that's alive around you to keep the numbers down. ![]() So, for example, if your game stage would normally have a horde group spawn size of 50 and you have 10 zombies already alive in the area then instead of getting 60 zombies you'll just see the 10 that are already alive show up to try to kill you. The 21 day setup can only stop the horde group from being spawned so you will still get any zombies that are already alive in your area sent to you by the game. The game also will send any zombies that are already alive in the area to your location as part of the horde night event. Is this expected behavior? I'm using the Mod Launcher, and I deleted my files earlier today and picked up the fresh mod files.ĭuring a normal horde night the game will spawn a horde group and send them to wherever you are. It didn't seem quite as strong as a typical day 7 though. ![]() I've been playing the 21 day blood moon (weather disabled) version here and I just hit day 7.and I had a blood moon horde.
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