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-Holo-

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Posts posted by -Holo-

  1. Having some weird problems , trying to alter the icons on some of the vanilla items, for example scrapiron, using this line in a modlet items.xml

     

    <append xpath="/items/item[@name=resourceScrapIron]/property[@name=HoldType]">

    <property name="CustomIcon" value="iron"/>

    </append>

     

    but ending up with this looks in the items.xml under configdumps,

     

    <item name="resourceScrapIron">

    <property name="HoldType" value="45">

    <property name="CustomIcon" value="iron"><!--Element appended by: "Holo's fixes"--></property>

    </property>

     

    what am i doing wrong? tried with append and insertafter but always ending up with the </property> that's not supposed to be there and making the lines unread by the server.

  2. Ooooh This is some wonderful news!

    Started a new A15.2 game just a few days ago with a friend and we remembered how much fun we had with True Survival in that alpha. Best experiences in 7days hands down. Really excited to try it for A18! :)

  3. I could be wrong, but I don't think that's dependant on NitroGen, but more on the DF MOD itself. For example, when you create a NitroGen map with the DF POIs, certain DF POIs (the special bunkers, e.g.) will only really appear while playing Darkness Falls, not in other MODs or the vanilla version, even when using the very same NitroGen map, from what I've seen.

    So if your question really is if it works, then I'd say yes. NitroGen would not create extra biomes for special MOD POIs by itself (at least not yet), as far as I know, and I'd say the condition you mention is linked to the POIs themselves (in conjunction with the MOD), not to the map.

     

    Thats too bad, some of the Darknes Falls progression items only spawn in special POI's that -only- spawns inside the special radiationwasteland biome in added from the mod.

    Would be sweet if it would be possible to add custom biomes to be generated somehow.

  4.  

    The bleeding effect I cannot confirm OR reproduce. It's working absolutely fine for me locally and I have confirmed the ranged attacks DO NOT proc bleeding in the XML. I used the cop as a base to get the hand items all working, and they don't proc bleeding either.

     

    The second isn't a bug. It's an effect of the Mutated Wight. All mutated zombies have some kind of special effect... that's the wights. He makes you throw up. You can thank my wife for that idea. :p

     

    EDIT: Potential fix for Holo. Go on to the server, open buffs.xml and search for buffIsOnFire.

     

    Replace it with this.

     

    	<buff name="buffIsOnFire" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
    	<damage_type value="Heat"/>
    	<stack_type value="ignore"/>
    	<duration value="0"/>
    	<update_rate value="1"/>
    	<!-- bookkeeping for all burning buffs -->
    
    	<effect_group> <!-- extinguish any fire if wet or if buffExtinguishFire is executed -->
    		<requirements compare_type="or">
    			<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,1" operation="LTE" value="@_wetness"/>
    			<requirement name="HasBuff" buff="buffExtinguishFire"/>
    		</requirements>
    
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov2"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironmentHack"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironment"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurning"/>
    		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding"/>
    	</effect_group>
    
    	<effect_group> <!-- terminate only if all burn buffs are gone -->
    		<requirements>
    			<requirement name="NotHasBuff" buff="buffBurningFlamingArrow"/>
    			<requirement name="NotHasBuff" buff="buffBurningMolotov"/>
    			<requirement name="NotHasBuff" buff="buffBurningMolotov2"/>
    			<requirement name="NotHasBuff" buff="buffBurningEnvironmentHack"/>
    			<requirement name="NotHasBuff" buff="buffBurningEnvironment"/>
    			<requirement name="NotHasBuff" buff="buffBurningElement"/>
    			<requirement name="NotHasBuff" buff="buffBurningElement2"/>
    			<requirement name="NotHasBuff" buff="buffBurning"/>
    		</requirements>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffIsOnFire"/>
    	</effect_group>
    
    	<effect_group> <!-- run particles -->
    		<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
    		<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
    
    		<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
    		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire" />
    
    		<triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/>
    
    		<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding"/>
    	</effect_group>
    </buff>

     

    That should remove the bleeding buff and make you immune while on fire. I haven't tested it beyond "It doesn't break the game" so I make no promises. :p

     

    Thanks! That removes the bleeding when I use a waterdrink! Should be doable to survive the bunker now!

    I wonder if it's something to do with the uuhh. that demonic perk to negate some physical damage.

    I -think- it started happening around the same time i bought into 5 ranks in that perk, but on the otherhand, it happens to my buddy to which has choosen the tech tree instead. I did notice I am immune to spikes now though :p

     

    Ah. I see. Would it be possible to have the effect's like that puke-wight showup in the buffs? Would have made it more clear :)

     

    (and about the demonportals from earlier, I wasn't gonna farm XP, I was gonna farm for gyroparts :D )

    ((actually, how about having those gyrocomponents craftable as the perk for the completionist instead of the increased XP?))

  5. We found another of the large demonbunker POI's, but it's totally impossible to do now with every fireball hit we're getting that bleeding effect :(

    Any ideas on how to fix that? It does seem to dehydrate like the fire effect though.

     

    I also have encountered a bug twice now, when the hungerdebuff seems to fire off several times almost causing starvation even when eating large meals. Both times there has been a kindof hazy/drunken effect on the screen before it happens.

  6. I found a fix for the portals not spawning demons!

    Activate debugmode,(F1 for console, type dm) close the console and press F3, click the checkbox next to 'ch' and the info about the current region shows up, note the region the portal is in, ie r.5.-3, Move away from that region, close the server/game down and find the r.5.-3.7rg file in the saves folder of the world and delete it. Now it will be reset and will spawn demons again! :)

     

    Edit. Nevermind. seems like it stopped spawning again after server was restarted :(

  7. I realised what the portal problem is.

    When I fixed it, I had to restart my save or it didn't spawn demons.

    .

    Oh dear -.- We're at day 248 on this world now :'(

     

    And yep the fireballs definitly hits me with a unstoppable bleeding effect that would kill me if I dont use a medikit during it to boost up my HP. (from 150Hp)

  8. Demon portals are working fine for me. But I made their spawn radius larger so it doesn't all just spawn ON the portal and thus add to the lag.

    .

     

    How much larger area are we talking about?

    I did some more extensive testing now with a portal, there were 25 zombies and 41 entities alive when I was about 150 blocks away,

    Getting closer and getting the chunk to load, five more zombies (demons) were activated, but after that nothing more happens with the portal.

     

    I spent the entire ingameday pretty much next to the portal, and not a single demon has spawned again. Now its in the middle of the night, and not a demon/zombie is in sight (0 spawned according to serverconsole), just ran up to the portal to see if anything happened but nothing.

     

     

    Regarding the NPC's, they dont cause lag immidiately. But it seems if staying 'close' to them for a long time cause the server to start leaking memory (might be the logfile thats buffered in ram) Would it be safe to go into spawning.xml and just remove the lines for the survivors to spawn? They don't really add anything for our game anyways :)

  9. Demon portals are working fine for me. But I made their spawn radius larger so it doesn't all just spawn ON the portal and thus add to the lag.

    .

     

    How much larger area are we talking about? I was gonna try to farm some demons and killed the 'normal' demons that had spawned in the radioative area around the portal, (I kept my distance to it, by about 50-100blocks I'd guess) And walking up to it but nothing seemed to happen, and no demons in the vicinity either. I stayed at the portal for a while to see if it was delayed but nothing seems to happen.

    I'll try to go to more portals later today and check some more, I think there is 4-5 left on the map.

     

    And I forgot to ask, are the portals supposed to respawn?

    I noticed yesterday that the first portal I found, (and was forced to destroy since it spawned several hundreds demons) suddenly was back.

    This portal did not spawn in any demons either so I destoyed it too figuring it must be something that had bugged since before.

     

     

    Regarding the NPC's, they dont cause lag immidiately. But it seems if staying 'close' to them for a long time cause the server to start leaking memory (might be the logfile thats buffered in ram) Would it be safe to go into spawning.xml and just remove the lines for the survivors to spawn? They don't really add anything for our game anyways :)

     

    Oh, and another question. The demons fireballs seems to hit with some weird bleeding effect aswell now?

    I have been hit a few times now and started burning and bleeding, and unable to stop the bleeding with bandages so have had to use first aid kits to kick up the HP to not die. They do not show up as a debuff in the status panel though.

  10. I just came to think of something regarding the Darkness Falls mod. There is files for those prefabs I saw, but can the generator generate the special radioactive biome Darkness Falls use for some special POI's ?

  11. I found the error regarding 4x4trucksupgrades, it's the 4x4 fuel armor turbo combo thats missing if you made the armorturbo first

    <recipe name="vehicle4x4TruckArmoredFuelTurboPlaceable" count="1" craft_time="210" craft_area="vehicleworkstation" tags="learnable">

    <ingredient name="vehicle4x4TruckArmoredTurboPlaceable" count="1"/>

    <ingredient name="DFVehicleModFuelStorage" count="4"/>

    </recipe>

     

    Also. it seems the nerf for demonportals spawning is broken on the otherway around, now no demons spawn there at all :(

     

    And also , the survivorNPC's are still spamming the serverconsole like crazy!

  12. Would it be possible to alter the stats gained from the "Gotta go fast" perks? I bought 5 ranks in it yesterday, and I think it has caused some wierd sideffects, mostly noted when not running, it seems to make the movements 'stutter' similar to how it was on a minibike in earlier alphas.

    And it seems like it affects how much your character is turning around when moving the mouse.

  13. Eehhh, so regarding the demon portal. (V2.3)

     

    After I fought a ton of demons yesterday that spawned in when I got close (around 250), Today I did a better test with exact numbers.

    There were 14 zombies active before I got close to the portal and 23 entites according to the dedicated console, dedicated ran 32Fps. my gamestage is 302

     

    When I approached the portal I thought the game crashed. But. 623 demons/zombies spawned in. Yes 623. o.O

    needless to say. that was unplayable, server croaked to 0.4 fps, and client has 1-2fps. (Max zombies in serverconfig is 120 btw)

     

    Can this be fixed in the files somewhere?

  14. No idea on the screamer thing.

     

    All I know is if they play their "alert" sound (which is the scream), then they summon zombies. But I haven't messed with the screamers other than to add in some extra textures.

     

    Thats interesting. Since we are certain they could not have seen any of us and were screaming (we were underground and they had not come down the hatch) They had summoned a -huge- horde who had dug a giant hole right outside the well so we had a surprise for us when we had to retreat from the bunker below xD Gonna place turrets and generators outside the well next time we go there :p

  15. Yes that's intended. The bunker has 3 bags that spawn zombies. 1 near the door, 1 in the back room, 1 in another room. You have to destroy them.

     

    The screamer is coming because you're making a ton of gun noise. :p

    .

     

    ahhh. we never had the time to check for things due to the quick spawning (and slideshow fps) xD, we will return!

     

    Does the screamer scream by just the sounds now? hasn't it been that they had to spot a player before to scream? that would be amazing if so :D

  16. Hi! I bring questions again! (v2.3)

    we found (i assume) the other lab POI yesterday, a single well with ladders down to a small staircase and what seems to be a redesigned existing bunkertype prefab.

     

    There were some issues there. Like the larger bunker, the framerate tanks hard on the dedicated server, causing the clients to go at about 9-15 fps for me. I assume it is the sheer amount of Z active, when we opened the first door, there came about 50+ zombies running out.

    Which wasn't that bad, but they keeps respawning behind us and allover the place every couple seconds.

     

    And to top of that a screamer spawned on top, and seemed to be able to see us though the ground (?) we checked and she was not down with us or in the staircase but yet screaming for more Z's. so we got a massive horde on top aswell.

     

    Clients Fps tanked to 7-9 xD and we had no choice then to leave.

     

    So. with all that said. is it intentional that the zombies keep spawning behind us/ontop us all the time in there?

    The sheer amount of Z's were amazing, but shame the engine can't handle it :(

     

    (It's not really a potato server running either, the server is a Ryzen x1700 with 32Gig ram, and the world itself is on a ramdisk, leaving about 12 Gb free when server is running)

  17. Don't know if this is intentional, but the hunter ability that highlights the animals around, also shows the highlight for the other party players nearby (who is not hunters)

     

    There is a also lot of spamming in the serverwindow too,

    "Adding Buff for Attack Target() " and some others seemingly related is spammed like crazy, seems to be when near a traderoutpost. guards?

     

    That archer NPC is causing a lot of spam like these :

    Jade the Archer: 115239: Check Contents of Container: [TE] Loot/0, 0, 0/115239

    Jade the Archer: 115239: TileEntity: 48

     

    and alot of this is in the log too,

     

    Currency: item=557 m=0 ut=0 Faction: 4

    Colliding with: Jeanette the Archer - ID: 115197 Health: 62/300 Stamina: 199.725 Thirst: 99.93872 Food: 239 Water: 144 Sanitation: 0

    Food Items: All Food Items

    Water Items: All Water Items

    Food Bins: cntAnimalFood

    Water Bins: water,waterMoving,waterStaticBucket,waterMovingBucket,terrWaterPOI,cntAnimalWater

    Active Buffs:

    buffanimalstatuscheck ( Seconds: 69.7 Ticks: 1394 )

    buffstatuscheck ( Seconds: 69.7 Ticks: 1394 )

    buffperkabilityupdate ( Seconds: 69.65 Ticks: 1393 )

    buffanimalbaby ( Seconds: 67.7 Ticks: 1354 )

    buffhealstaminamax ( Seconds: 66.8 Ticks: 1336 )

    buffhealwatermax ( Seconds: 66.75 Ticks: 1335 )

    buffwaterstaminaregen ( Seconds: 66.75 Ticks: 1335 )

    buffarmbroken ( Seconds: 1.1 Ticks: 22 )

    buffarmsprained ( Seconds: 1.1 Ticks: 22 )

    buffinjurystunned1 ( Seconds: 3.35 Ticks: 67 )

    Active CVars:

    _difficulty : 1

    $waterStaminaRegenAmount : 22

    $foodAmountAdd : 0

    _notAlerted : 0

    _underwater : 0

    $A17b7patch : 1

    PainTolerance : 0

    _coretemp : 0

    _wetness : 0

    _biomeradiation : 0

    _encumberedslots : 0

    $LastPlayerLevel : 1

    $sizeScale : 0.3

    _xpFromLoot : 0

    $xpFromLootThisLevel : 0

    _xpFromHarvesting : 0

    $xpFromHarvestingThisLevel : 0

    _xpFromKill : 0

    $xpFromKillThisLevel : 0

    $xpFromLootLast : 0

    $xpFromHarvestingLast : 0

    $xpFromKillLast : 0

    $waterAmountAdd : 0

    $foodAmount : 39.50008

    $waterAmount : 43.90009

    medicalHealthAmount : 0

    foodHealthAmount : 0

    maxHealthAmount : 0

    $waterAmountAdd2 : 0

    foodAmount : 39.50008

    waterAmount : 43.90009

    $BloodDrawKitCounter : 0

    Active Quests:

    Patrol Points:

     

    can these NPC's also be removed from entitygroups and classes?

  18. Is it safe to remove some of those mods in the darknessfalls/harmony folder on the server that we don't like/use?

    For example the wandering trader is a walking wreckball with his rocketlauncher :D And also remove the unlockhealthbar and nosleeperhealth ?

     

    We've already removed the HP bar modlet from the client and server mods folder already so maybe those are no use to keep?

     

    Also thought I'd mention, the fusion forge. It can smelt a bunch of metals, but can't do anything with most of it. I added in forged bars and raw metals/clay on my server to be able to empy it !

  19. Getting a red spamming "InvalidCastException: Cannot cast from source type to destination type." about 5-10 times per second on my dedicated console. seems to have started at 18 on a bloodmoon night, something to do with the enginekiller mod?

    It stops when I log out but resumes as soon as I logback.

    As soon as the hordenight was done, it stopped spamming.

     

    Also. where can we take a look at the food consumption? the new 2.3 version feels alot too much as regular A17 for us so we'd like to tune it a bit on our server, is it just in the buffs.xml?

     

    And regarding the demonlab-bunker. It was both the most fun and most horrible experience we have had in a while, (this was during 2.11 still)

    it was amazing for us to fight the sheer numbers and struggling to hold the corridors and pushing forwards. (and chugging waterbottles like madmen xD )

     

    it was horrible since the gameengine choked to 5-10 fps and their fireballs hit from literally across the lab. (there is a place with two red doubledoors right behind eachother, we had opened the first of those, but not the second, so no demons past that point. but we were still being hit by fireballs while standing at the entrance :/

  20. One is a well. The other is tents.

     

     

     

    Check for existing survivalist/hunter quests. They work fine from a clean save.

     

     

     

    No 9mm guns are missing HP ammo... so that confuses me. The pistol not having it (the normal, not the P225) is intended.

     

    Plastic isn't "missing." I just never added it since it's super easy to make in the campfire.

     

    Yellow dye is fixed.

     

    Didn't add the old metal trussing since I'm pretty sure it's gonna get removed in A18.

     

    Ah. I 'fixed' our 2.11 by adding the HP ammo to all guns that seemed to miss it, so I thought it was an oversight. It was indeed the regular 9mm regular handgun that I meant.

     

    And I figured plastics should be in the chemstation aswell so I thought that was an missing thing!

     

    However. We have found that the Scifi door (single, havent checked the doubledoor) seems to be abit bugged. (behaves like vehicle lights) For me it can be closed, but for another player on the server, the door is open and he can pass freely and vica versa.

    Aswell as having a very hard to use 'spot' in it's hitbox

     

    But it's not all doom and gloom! From me and all of my 7day buddies, a really big "Thank you" for the UI update and larger iconsize. (and the whole moditself ofcourse!)

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