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Mortelentus

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Everything posted by Mortelentus

  1. If server restart doesn't solve it, I would say that's probably a bugged entity somewhere, try to list them and kill them... Also search the foruns, I think that's a reported problem on official forum.
  2. The turret bug is known, just not got around to solve it yet. On the "boring" todo list And yes, there should be a first surrounding radiation biome (adapted burnt forest), before the edge of the map if you're using the original RWG files.
  3. Sorry you're having problems, we never ever had that report, and I'm not persuing it for now... Again, sorry for your bad experience, and I hope you can find fun somewhere.
  4. That model needs fixing, sorry. There's a very small "hitbox" when looking from the top. Also it's a manual machine, in the sense you need to be "there" for it to produce without loosing mats.
  5. If it turned to black, the radiation should be gone... You've, however, been affected by radiation sickness, and need treatment...
  6. Nice war story For now, I'm just there to nag you guys
  7. Without an operlog no one will be able to help much, i'm afraid.
  8. Seems not to be the general opinion... Thank you for posting in a way we can all understand
  9. I'm sorry, I missed your question before. Unless the progression isn't working as intended, it should be tied with Deep Water. I think the idea is, as you raise you fisherman skill (by using canes, or crafting fishing related items), you can acquire Deep Water. At level 5 you unlock the barge. If it isn't working as intended, please do not hesitate to tell us.
  10. 16.0.0.31 CLIENT / SERVER 16.0.0.31 Custom Bandits Due to the problems with UMA roaming bandits, we added custom bandits for that effect. We hope you like them Added rubber to loot Fixed rifle quest I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun! PS - For people playing on official servers, they should already be updated. PS1- Public Server repo is already updated
  11. Modlauncher should show 07/01/2018 - Client 16.0.0.30 It does for me?
  12. Yes, Goats are "controllable", but you can breed them too. Similar to German Sheppard
  13. Ok, seems there is a problem with bandits on higher difficulties, but apparently its a problem that can be solved (no idea how yet, but we'll see). I wont be able to do anything until later tonight, so if anyone is too bothered about them, just remove the bandits from spawning.xml or reduce game difficulty to 3. If there is no workaround, we'll remove the bandits and add custom ones at the next patch, or server admins will have to make their own choice as to keep them in or not! Thank you for your patience.
  14. 16.0.0.30 CLIENT / SERVER 16.0.0.30 Custom Hud and Bandits Our own CUSTOM HUD is finally ready, thanks to the hard work of DUST2DEATH first roaming bandits added to the world (no NREs on traders ) Added 2 new bosses radiated spider with ranged attack. It can drops spider heart. added a bandit boss in wasteland (based on Bad Company). He is one strong bastard, so be careful. The pay is however... interesting... [*]added a new gun... yep... [*]spider hearts can be used as exo armor upgrade. It may come in handy [*]some minor fixes NOTE: Exo Suit upgrades may suffer some changes. Opinions are welcomed I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun! PS - For people playing on official servers, they should already be updated. PS1- Public Server repo is already updated Here's a preview of the new Hud from DUST2DEATH: With Exo Suit off: With Exo Suit on: Exo Suit Status Screen: There is more to it, but we'll let you find out.
  15. Personally I'm with the majority of the other guys on this one, in leave the grass exactly as it is... In terms of progression it doesn't affect our plans, visually it helps to the tension with all the crawling stuff, and if its a performance problem there are game adjustments to minimize it.
  16. I'm guessing map corruption can happen to some people at any time. Our servers have been up and running thus far, and we have no reported issues, so I'm gonna risk saying it isn't directly tied to patch 16.0.0.29. Supposedly A16.4 fixed all power issues, but make sure the blue light on the failure relay is coming on... If not, try to pick it up and place it again. As for Gauges, they are rare, but are in the loot table. We didn't have complains after the last time Xyth adjusted it.
  17. Check the mill: <recipe name="sawBlade" count="1" craft_area="mill">
  18. Unfortunately, I can't personally tell you if it's possible to use the same dlls since I have no way of trying it. For what I know, Unity on Windows uses Mono, same as other platforms, so almost everything is automatically cross-platform. Maybe someone can give us some info.
  19. Of course, I have absolutely no problem with people using our mod for their personal social content. If anything I appreciate it My own channel is more directed for people that want to observe the mod progress, including some of my failed attempts to modify something
  20. If it's affecting chemistry station, we'll need to check on a vanilla version of the game to make sure if it's a result of crafting lag fix or if it is something that also happens on vanilla game... We'll be trying to do this debugging, but if anyone can provide further input on the following: does chemistry station really not stop when output full does chemistry station bug in sp too, or only mp can anyone confirm that this does NOT happen in vanilla We are trying to check this ourselves (thank you Pam for all the support), but again thanks everyone for all the information. PS - canned machine food is intended to be a hands on workstation. Canned food is a way to avoid spoilage, and we don't want it to be fully automated... However, it should indeed stop when no player present... No promises on fixes though, until we can pinpoint the origin.
  21. I'm not sure if that has anything to do with crafting lag fixes or powered workstations, but I'll try to take a look when possible. If anyone has any details about if this only happens on powered workstations or all stations including vanilla, please let me know. Thank you. PS - also let me know if silenced sounds and pets are now properly working in mp, as expected. Thanks.
  22. 1. Cammo armor never had any effect on stealth, its an interesting idea having different cammos though, and may worth persuing. As for the color i originally made it based on a guppy mod which used the cammo helmet texture, no idea what changed and why was it done, will take a look. Either of these will hit top priority though. 2. We'll take a look, thank you 3. Starvation did not touch in anyway in cloth stats or stats UI. If that is happening with vanilla cloths too, then it should happen in Vanilla too. Not something i really wanna mess with, for now, unless it's something xml related.
  23. maybe bosses need to have NOT headshot romero zombie bonuses... We'll do some trials and see
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