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V6: I was driving through the desert and explodey zombies were exploding left and right, like 5 in 30 seconds sometimes, sort of like they spawned in severely damaged (I didn't get a chance to see if that was the case, though). There were some that didn't explode, but they kind of seemed to be a minority (POI spawns behaved normally and first exploded when damaged). Pretty funny, but probably not intended. I haven't had the same thing happen in the forest biome (haven't been to snow or wasteland yet). (Edit: It does happen in forest too, I think it just happens a lot less because fewer explodey ones spawn there). In the last testing video, Khaine said there was a bug with zombie health. I think it was double what it should have been or such. Did the same bug cause Scavenger difficulty to have less health than intended? I started my game on Scavenger as I always do, but it was far easier than it's been in previous DFs. I one-shot almost everything with level 1 stone spear and primitive bow and at day 20 a compound crossbow and an M4A1 one-shot absolutely everything, no matter where I hit them. On day 8 or so I ran into a surprise radiated feral wight in an otherwise low stakes POI and it died almost instantly to my scrap spear and level 6 advanced pistol. Though, in 20 days I didn't see a single feral or rad at night nor in wandering hordes, so it's not just health that's different (I don't know if health might affect whether a zombie can spawn as a rad or feral). Then I changed the difficulty to the next step up (default) and suddenly wandering hordes are like 30-50% ferals with lots more health (in the forest biome), so that's quite a difficulty spike.
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That's not what the DF UI looks like (or vanilla). Do you have some UI mod installed? On day 1 you'd only have compass and "Day: 1", not time or anything else (unless you spawned in a watch, but that would only add the time, not the temperature or other stuff).
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Thanks.
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Spent 80 hours figuring out how to stop endlessly respawning vehicle loot (and vehicles), disappearing horde bases and mines, and respawning trees. This is not the most fun way I've ever wasted time. I'm far from an expert, and my head doesn't work too well anymore either, but this is how it seems to me: A21.2 seems to use an invalid value for the SaveDataLimit entry in the registry and somehow this doesn't cause problems. 1.0 uses a valid value for the entry, and that screws up A21.2 (I'm guessing TFP went with a fixed number in 1.0, rather than the -1, unlimited, that most people would want. And words could be said about using the registry for stuff like this, particularly for a game like 7DtD that people play multiple versions of, but nevermind). So, on day 8-10, in five games in a row, I hit the limit and chunks started to reset, leading to an unplayable mess. I tried all sorts of things and it took quite some time to find out none of it worked (I hadn't imagined they'd be using the registry for stuff like this when they've added the " -UserDataFolder=" option, so I didn't consider the registry at first). Apparently the SaveDataLimit can be changed in server config files, but there isn't any file that can be edited for SP games as far as I can tell. Only fix I could find was to uninstall and delete everything to do with 7DtD, including the registry entries, and then install only A21.2 and DF. I didn't try changing the registry value, mind you, partly because I have a suspicion it gets overwritten every time you run 1.0, but I might just be in a pessimistic mood at this point. Also not sure if other 1.0 registry entries might cause problems; it seemed like the first time I played A21.2 after having played 1.0, things were a bit wonky. Running A21.2, quitting it and then restarting it again seemed to make it less wonky, so there might be something there. Or I might have been hallucinating. Not sure. 1.0 isn't a priority for me at this point, so I've not really experimented further to find out which other problems it causes for A21.2. Anyway, my Darkness Falls appears to be back to its former glory now (and V5.1.0 is really very pleasant. I keep discovering nice things). I saw that in the last DF video, Khaine used a console command to set SaveDataLimit to -1. Does that get saved somewhere or do you have to do it every time you play?
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Just had a wandering horde that included a dire wolf. Day 8, game stage 17, forest biome, Scavenger difficulty. I've never had that happen before and I've played hundreds of hours of V5 (and V4). Not a complaint, I just don't think I've seen a dire wolf since A20 or maybe even A19, so it was quite a surprise.
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Thanks. That looks smarter than I thought was possible. I'll give it a try. I've also lost worlds to power outages several times (pretty stable power supply here, but all the power in the apartment goes if I turn my oven and electrical kettle on at the same time and I'm good at forgetting that).
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mh. Beginning to think making backups would be a good thing to do, but I usually play for 5-10 hours at a time, so I could still lose a lot (unless I frequently quit, backup, restart, but that'd get tedious and I know I'll forget to do it). Hopefully 1.0 will make things a bit more reliable. Glad you managed to fix your missing house relatively painlessly.
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I was just watching that episode. ouch, that's horrible. I think I'll do a lot of roaming around my new base to see if any errors pop up. Haven't actually moved anything there yet, which may be fortunate. Edit: Just noticed the vehicle manager keeps listing the MD-500 I lost when the game crashed, so that's apparently on the map somewhere (I don't know what "-243.4, 127.0, 1806.4), chunk -16, 112" translates to in ingame map coords). I lost it far from the area where I got the chunk error message, but it might not help make things more stable if it's stuck underground or bouncing around. Also, when I take the MD-500 I spawned in the original's place out of my inventory and place it, I get WRN warnings. Which seems weird.
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ow. Right where I'm building my new base (~8000 blocks used so far, all upgraded from shape to concrete...). Thanks. I didn't know that's what the error meant.
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Don't know if this is useful, but I just had an NRE (solo game). I was upgrading blocks to concrete (with a multitool so pretty fast) when a wandering horde spawned in. Aside from the console window popping up, the NRE didn't appear to cause any harm (well, that I'm aware of at this point, at least). The horde behaved as expected too. Don't know if rapidly upgrading blocks at the same time as the horde spawned could maybe just have caused a minor glitch. First NRE in the 108+ hours this game has lasted so far (day 54, level 152, so I've seen and done quite a lot without problems). 2024-06-15T12:46:42 1980.059 INF AIDirector: Spawned wandering horde (group bloodHordeStageGS99, zombie [type=EntityZombieCop, name=zombieFatHawaiianFeral, id=19635]) NullReferenceException: Object reference not set to an instance of an object at ChunkGameObject.StartCopyMeshLayer () [0x0002e] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at ChunkManager.doCopyChunksToUnity () [0x00193] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at ChunkManager.CopyChunksToUnity () [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GameManager.gmUpdate () [0x0036e] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at GameManager.Update () [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 2024-06-15T12:46:43 1981.110 INF AIDirector: Spawned wandering horde (group bloodHordeStageGS99, zombie [type=EntityZombie, name=zombieJanitorRadiatedWeak, id=19636]) 2024-06-15T12:46:43 1981.155 INF Chosen Random Zombies: 26 2024-06-15T12:46:43 1981.155 INF Spawned 26 Random Zombies 2024-06-15T12:46:43 1981.155 INF AIDirectorGameStagePartySpawner: groups done (1)
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How many problems do people have with vehicles these days (A21.2)? I got the MD-500 yesterday and used it for Eve's quests, which went fine (the bunker was 7km away, so it was a fair distance, but I had no problems). Then I wanted to see if I could find Caitlin and flew over the wasteland for quite a while (it's really hard to see anything from the air) until the game locked up. Surprisingly, my save didn't get corrupted (I'm on day 40, 120 minute days, so that would have sucked), but when I loaded the save I was on the ground in the wasteland, the MD-500 had evaporated, and I had to walk out of there, which got pretty exciting, and then I spent nearly two RL hours walking back to my base, which did not get exciting. I haven't had any crashes otherwise, so now I'm a little paranoid about using helicopters.
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ah, in my game calipers is the tool I've found the most. I'm pretty sure the place I've most often found welding torches in v5.x has been in Working Stiffs trucks, but that has failed me in my current game (well, I did find my second welding torch of the game in a truck, but that was on day 56 or so, so not really that helpful. But it does mean they can still be found in trucks, at least). I'm surprised not a single trader has had welding torches so far in my game. With Charismatic Nature 5 I should be seeing their full inventories, I think, and I've found at least one of each trader, except for Caitlin (aside for the lathe, they don't seem to have any workstations either, so I couldn't just buy a cement mixer). I think this game could be the first ever DF game I've had where I might be able to make all five radiation-ready mods. I have four so far. Granted, that's more because the cost of crafting them has been lowered than because the fibers are particularly common.
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Started a new game for 5.1.0-DEV-B1. I've found six traders so far and got Charismatic Nature maxed around level ... 30 or so. I'm level 55 now and I've never seen a welding torch at a trader (they do seem to have the other workstation tools). Never found any in containers either. I did finally get one when I was level 34 from a zombie drop. I'm playing an extremely casual game without bloodmoons, so lack of concrete and other stuff locked behind welding torches hasn't been too painful, but in a normal game it would have been a tad problematic. Am I just extremely unlucky or are welding torches that rare now?
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You can move the "PEP-POIExpansionPack" folder out of the "Mods" folder if you only want vanilla A21 POIs (the DF specific POIs are in another folder, so they'll still be included by the RWG).
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You find Razor by doing Scout quests until an Opening Trade Routes quest becomes available from her ("Do you have any other work" option), Razor sends you to Eve after you've done his quests and Eve sends you to Anna who has the final quest. When I did Anna's quest in ... B26 or so and returned to her, I got a portal source from her as a reward. I don't think you get it from the portal anymore (unsure since I couldn't get to the portal at all; the last doors in the bunker didn't work, maybe because I had updated from B25 to B26 without starting a new game. I could still finish the quest, though). Technically, you can use Anna, Razor and Eve as traders from day one, but that's due to something that can't be disabled by modders; Khaine has said they're not supposed to be used as traders.