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  1. 17 minutes ago, Lostgunman said:

    Just off hand...is there a suggested map we should be testing on? 400 pages is a bit much to read through and this could help a lot of people...since I am hearing random generated is a no-go...

    Any of the pre-gen maps the mod comes with, I would think, but RWG does work too. Almost all the maps I've generated for V5 so far, which is rather a lot, have had all the DF POIs, and the one map that didn't had been generated without snow and wasteland, for some reason (the A21 RWG has a very relaxed attitude when it comes to respecting your biome percentages, in my experience).

     

  2. 2 hours ago, Keeno said:

    Hello there..

    I have finally got the chance to download Darkness Fall 21.0..

    And when i start to play it, i can't loot the garbage.. 

    Why? 

    Sorry for my bad english, its not my main language.

    Hope that someone, will understand what i mean anyway. 

    /Keeno

    Are you using Alpha 21.2? Darkness Falls V5 only works with A21.1 for now.

  3. 14 hours ago, Kurosagi said:

    Have a question, not sure if it's a bug.

     

    Playing on 21.1, happened on B23 and B24.

     

    Got trader Jen, did first quests, got sent off on the trader quest, up to that point, everything was fine but the following day, I was expecting quest tier to increase but they stay stuck on tier 1.

     

    Just came back to DF after a year or so, am I not remembering something correctly or is my game borked?

     

    TIA!

    I normally don't pay attention; I just do a quest here and there and then I get an Open Trade Routes quest some day, and then at some point I have tier II quests available without really knowing how I got there.

     

    In my current game (day 8 so far) I had an Open Trade Routes from Hugh in my quests list, so I decided to pay attention this time (I play 120 minute days, so that's one  reason it took a while to reply). My reputation with Hugh was 5. I did the quest and, and after having to wait to the next day, then 5 more fetch/clear/buried quests until my reputation with him was 10.

    When I handed in the last quest, I got a console error (screenshot below), so I don't know if that has anything to do with things turning out how they have, but I didn't get the tier II reward, and the next day I didn't have tier II quests either. I did another quest, just to see if it changed anything, but it didn't.

    So maybe there is a problem.

    I'm reasonably certain I had tier IIs in my B23 game (but I'd done more Scout quests in that game than I have now, so I should maybe see if they affect things).

     

    EDIT: I got the Scout faction up to 10 and then did random stuff for a day or a bit more, took a clear quest (tier I) from Hugh late in the day and did it the next morning and now he has tier II quests. Hugh is at 13 now.

    So I don't know if Scout reputation matters or exactly what is going on, but it is possible to get tier IIs.

     

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

  4. 2 hours ago, Darthzabi said:

    None of the update links for B24 work for me anyone got an updated link?

    The one to the DF site seems to work for me (I do get a warning from Firefox about it not being allowed or some such, so I have to manually allow it).

    The Google links have never worked for me for any of the versions; they always say too many downloads.

  5. 4 hours ago, Chapita33 said:
    Hi, I have a question in general is DF stable for alpha 21.2? or only for 21.1? My friends and I are waiting for the stable version to be able to play the mod
     

    Only for 21.1. Doesn't work with 21.2 for now.

    Khaine has said that they're waiting for 21.2 to get a stable version before they move DF to it.

     

    It'll probably take a while before there's a DF version that is considered stable. A21 seems like it's a pain to work with...

  6. 1 hour ago, ZykovEddy said:

    Any way to spawn Eve and reactivate the quest? I've put a ton of effort into my game already, would be heartbreaking to see it go to waste. I really wanted to complete the story.

    I would think you can spawn her, but I can't actually see how because I can't find any of the traders in the menu. Granted, never tried to spawn a trader before, but still, it seems like they should be there.

     

    An alternative might be to add her POI. This video was helpful when I needed to add a trader a while ago. It's for A20, but hopefully not much has changed in this respect in A21.

     

     

  7. 34 minutes ago, ZykovEddy said:

    Wait, this mod is not suitable for random generation maps? o.o

    I haven't had problems with missing POIs in any of the ... 10 or so maps I've generated since the first V5 experimental (there's usually two of each POI, actually).

    Eve's POI does need desert, so if you've made a map without, that would be the problem.

     

     

  8. 2 hours ago, KhaineGB said:

    - Fixed the chairs/tables/lockers/etc in both bunkers and Anna's house having incorrect tag for harvesting. They should now benefit from using a wrench (or equivalent) and salvage operations perk.

    I only get two leather from the chairs now when wrenching them (without Salvage Operations). Maybe you end up with the full resources (titanium, etc.) with maxed Salvage?

     

    2 hours ago, KhaineGB said:

    - Fixed Buried Treasure quests failing due to the treasure chest inheriting lockpicking code from another block.

    Very nice. And I noticed that you also get valuables when you lockpick them now (previously you only got those when you broke the chest, but you got more items when you lockpicked. Which made it a bit hard to choose).

     

    2 hours ago, KhaineGB said:

    - Fixed small bunker having no zombies on reset.

    woo. Must have felt good to finally find a fix for that.

     

    I'm only on day 3 so far, but I did notice I had 63 glue at the end of day 1, much from the construction crates in Hugh's compound, but also from random junk, and I hadn't done any POIs (aside from Anna's). I'm not complaining, but it might be a bit more than intended.

     

  9. 6 minutes ago, Vortex said:

    ohhh, okay but how do i download A21.1?

     

    Right-click on 7DtD in your Steam library, choose Properties, then Betas and select Alpha 21.1 Stable from the pulldown menu.

    It's possible it's a good idea to uninstall the game first, to get a clean install.

     

    I run DF A21 from a copy of the 7DtD install (and DF A20 from another copy). That way I don't have to worry about it auto-updating and such.

  10. 8 minutes ago, Vortex said:

    I have the same issue as Adome, something related to loot.xml (2023-09-14T20:50:10 87.383 ERR LootContainer 'birdNest' unknown), my game version is the latest and i really want to play DF, how do i fix this?

    A problem with A21.2, maybe? Khaine has said they won't be moving DF to A21.2 until there's a stable release of it, so better use A21.1 for now.

     

    Edit: I don't know for certain that will fix it, but I'm using A21.1 with B22 and I've never seen that problem, so it seems likely.

  11. 2 hours ago, ZykovEddy said:

    Is there a way to disable new POIs from spawning and only have vanilla ones instead?

    Or better yet, is there a way to filter new POIs by size, author, date of creation, etc. To somehow prevent low quality ones from spawning in the world.

     

    Move the "PEP-POIExpansionPack" folder out of the "Mods" folder and generate a new map. That should give you only vanilla POIs plus the Darkness Falls plot POIs (and ore nodes and such). I've been doing this for the past few V5 versions and it seems to work well enough. I've not had problems with missing DF POIs or other things (might be an idea to check that everything's there before you start playing, though).

     

    I don't think there's an easy way to do the second thing. You probably have to figure out the names of the POIs you want to exclude and then go into Mods\PEP-POIExpansionPack\Config\rwgmixer.xml and comment out any lines containing the names of those POIs. That might be some work.

    I've not tried this, so I don't know if it makes things explode, but I don't think it should.

  12. 4 hours ago, tscoman98 said:

    i dont know if this been brought up

    but does anyone else have it to where containers wont open just says that container is unknown

    I've never seen that. I've read that there's some long standing multiplayer bug where people suddenly can't interact with containers, but I don't think they get any errors or messages from that.

    I would make a clean install of the game and the mod and see if that fixes it (especially if the messages you get are console errors).

     

    Though, I don't know if it could be a problem with A21.2? Khaine is using A21.1 in his videos, so I'm sticking with that version for B22 for now.

  13. I don't know if this counts as a bug, but I've never seen a vanilla trader in the wasteland in my DF games, so maybe?

     

    My first B22 Opening Trade Routes (for trader, not Scout) leads to a Jen in the wasteland. She's only about 200 meters in, but as far as I could tell it really is the wasteland, not a small patch of other biome or such.

    New RWG map for B22, no PEP (I moved the "PEP-POIExpansionPack" out of the mods folder, but as far as I can tell, that shouldn't affect normal trader generation).

     

    (oh, I can see that in 4.1.2 the vanilla traders had  "<property name="AllowedBiomes" value="forest,snow,desert" />", but they don't in B22).

  14. 3 hours ago, H7dek7 said:

     

    Does "crops need water" work like in A13 and previous patches (i.e. make your farm near a lake)?

     

    There are rain catchers you can craft, and if you have Master Farmer, also an irrigation system with pipes, pumps and also grow lamps, for underground farms (don't know if everything is in B22 yet).

    You can dig the rain catchers into the ground (3x1 trench, dig the middle block out, so it's two blocks down, and put the rain catcher in the hole) and plant the crops around them.

    I usually make a 7x7x2 frame of cobble or concrete (don't try dirt; it won't hold the farm plots...) holding a 5x5 of farm plot blocks, over a 5x5 of empty space, and then a single block hole in the center of the dirt 'under' the empty space where the rain catcher resides. More expensive (I start gathering rotting flesh on the first day of a new game), but I feel it's easier to manage.

     

    3 hours ago, H7dek7 said:

     

    Regarding WRS, all 5 quests available for me (kill nurses/cable guys/tourists) were almost in the same spot (300-400 meters north from the trader) - if it's intended, it should be changed, because in our case it meant radiated zone.

    Those quests usually seem to be placed in the wilderness, away from cities and, usually (?), POIs. Outside of that the direction appears to be pretty random.

    Maybe there aren't that many places the system can put yours in the area you're in?

     

    Granted, my trader is around 250 meters from the edge of a snow biome and it does seem eager to put all sorts of quests in there, which is a problem because I don't have clothes or mods or vehicles so far, nor weapons to deal with snow biome wild life. There's a whole forest biome town where it could put clear/fetch quests and plenty of open forest space for Scout quests, but nope. So sometimes it's just evil, I think.

     

  15. 12 hours ago, Voras said:

    I notice that after get large backpack, Pack Mule lv3 and put 3 triple pocket mod I still got 14 encumbered slots. It is intentional?

    There's still the Basic, Tactical and Advanced Tactical Riggings.

     

    IIRC, it used to be that you could unlock all slots without having to put points into Pack Mule. Don't know if that's still the case.

  16. 1 hour ago, PoloPoPo said:

    Workbench B21:

     

    Just put a lvl 41 (full hp) and lvl 48 (damaged) fire axe in the workbench as I wanted to repair my lvl 48 one. Instead of a lvl 48 full hp one I got a lvl 40 full hp fire axe. This has never happened before, therefore I consider this a bug. 

    yeh. And if both axes had been damaged and the resulting item ended up not being full health, it would have stayed level 48. There is something odd going on.

     

    I have some military gloves that keep reverting to level 40 even when both items are above level 41, but then I combined a bunch of laser pistols, multi-tools and plasma batons after doing the military bunker. Those all retained the level of the highest level item (50+). Which is what I would expect.

     

  17. In B21 (and probably earlier) some things end up as level 40 when you combine them in a workbench even if their levels are higher than 40 (and if combining them results in them having full health) while others can be combined and stay as level 41-60.

    Is this intended?

     

    Just wanted to check because if it is intended I can't figure out the system.

  18. 27 minutes ago, Man with a hat said:

    I feel it is a bit to good. I'm on day 13, lvl 20, no points in any loot perk. Looted two Working stiffs.

     

    Have found:

    2 Portable Lathe

    3 Tanning racks

    4 Callipers

    5 Welding torches

     

    On the other hand my best gun is lvl 17....

    yeh. I'm not getting flooded with the tools, but I think I have one of each on day 10 (120 minute days). I haven't looted any Working Stiffs yet.

    Maybe they are a bit too common now, but it's a hard thing to balance. Lots of stuff locked behind especially the welding torch, so it would get annoying if they're too rare.

    I did notice that in B20 and previous, I always got lathes far earlier than any of the workstation tools, mostly from WS crates and air drops (haven't found any in my B21 game so far).

     

    My best gun is a level 22, but that was a quest reward, otherwise weapons seem to be between level 4 and 19. I've found one single purple so far and that was a SWAT helmet. No blues at all. So that definitely will encourage crafting, I think.

    Though, I don't have Survivalist yet, so I don't know how the loot bonus from that will affect things.

     

    Probably a coincidence, but right before I quit for the night yesterday, I reached Quality Joe 5, ran into a wandering horde right after and all the loot bags were suddenly terrible. They had been perfectly fine on Quality Joe 4. I need to play more to see if that persists, but it was pretty depressing.

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