katarynna
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Posts posted by katarynna
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Ummm.... unless i am badly mistaken, r opens the pie menu, not e.
Try using r?
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The starter quest will send you to the nearest trader in the forest biome. That's why you get the no trader glitch when there is no forest biome trader.
I believe you can edit that quest so that it can send you to a wasteland trader if it is important to you.
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no.
pc and console are completely different versions of the game and are not compatible at all.
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You paint blocks, using a paintbrush and paint.
Paintbrush is an easy craft if you don't find one. paint can be crafted in the chem station, but scrapping dyes is the easy way for me unless i need a ton of it.
While having the paintbrush equipped, hold r.
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There is no way they can update console to a19.
xbox and playstation do not allow updates that break old saves. even on pc, major updates break old saves.
since updating consoles would break all old saves, it can't happen.
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you might want to post this question in the warezuk thread where the mod author will see it and perhaps have a response. this is not a vanilla issue i have seen posted about.
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I think what Jugginator is saying is to remove ALL of your mods and add them back in one at a time until you find the one(s) causing problems.
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smelt dukes. do quests and smelt the dukes you get for quest reward and selling loot.
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vr is one of the kickstarter goals. It won't be put in until the game is done or late beta though.
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6 hours ago, ShellHead said:
Fair, but the reason i bring that up is in response to the argument that INT players should be fine with using unperked weapons. I don’t disagree but then that standard has to be applied evenly to all weapons, otherwise there is a clear balance issue. Because the point where INT wants everyone else’s weapons and no one wants INT’s weapons is not a point any of us want to be at.
The reason int is different is because they can use both their ranged weapon and an unperked ranged weapon AT THE SAME TIME.
No other tree can do that.
I personally like the fact that a heavily int focused build plays very differently from other builds.
When i play any other attribute, i use the weapons from other trees much more rarely because i have to choose between my weapon and unperked weapons from other trees. It is not just int weapons i don't want. Actually int weapons are the one from other trees that i use most (sledge/junk turrets).
As for other trees' melee weapons, the only time i use them unperked is very early game if i am going int (because you can't craft a stun baton early).
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1 hour ago, aceman900 said:
Is anybody else having this weird missing textures problem? It started immediately after installing this mod, I've removed all other mods, uninstalled the game for a clean start and still having the same problem. Everything is just purple when using this mod.
Are you by chance on version 19.5 and trying to play the stable version?
Stable version is 19.4. experimental version is 19.5.
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There is no scientist class in vanilla.
You should check the modding subforum and post in the thread for the mod you are playing. The mod authors tend to respond very quickly and are the ones who know how to fix problems with their mods.
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To get 19.5 (the current stable build) you need to opt out of all betas under the properties tab.
The versions under properties are outdated and experimental. The stable version is always opt out of all betas.
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Did you use the same map and name your game the same?
If i recall correctly, i have read that if you do that, you not only spawn in the exact same spot, but the loot in the containers around you are exactly the same.
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Just at the start of the pandemic, i bought a pre-built msi gaming computer for $1600 that has worked beautifully for me.
i7 9700 with an nvidea geforce rtx 2070
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49 minutes ago, TWORDY said:
Also, some mechanics that would enable me to invite a friend to a mission would be great (I don`t mean a lobby, more or like invitation through in-game menus), so after finishing the mission a friend of mine could receive the same amount of XP and a reward from the trader. So essentially we could work as a team in every aspect.
You do know that you can share your quests with friends, and if they accept the quest and do it with you, you both get exp and quest rewards, right?
This has been in the game for a long time.
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4 hours ago, Blake_ said:
That's why I said that POIs are a non issue. It's pretty easy to plan ahead and make choke points. Hordes though, are extremely lacking on bases that require movility AND only use INT builds (I REALLY mean no bullets other than the turret ones, no explosives, no traps, no firearms whatsoever, I said INT and pure INT offensive melee/ranged alone, 2 turrets and the baton)). This rant is mainly about the combat effectiveness of the baton, which is arguably useful ONLY with the repulsor mod, and it should be way better than it is . DPS can be forgiven if there were OP mods for this weapon. The problem is one of DPS nevertheless due to the fact that dps of the baton is 20-36 and turrets do around 20 each, for a grand total of "YOU ARE GOING TO DIE " even with those 130 rounds per minute of the Turret. You can't fend off an horde without explosives, traps, firearms or any other melee weapon and using only the baton and 2 turrets? Man be serious, You might be able to escape, but you won't kill much in a common base. Not nearly as much as with any other pure build (again, no traps). INT lacks killing on that front, it's just delay fluff and does not have actual combat strenght so it relies heavily on electrical traps, so while the main combat capabilities are just passive support even while the player tries to be active with that crappy baton, the traps are valuable.
Int tree by design encourages the use of guns outside of the int tree. Why would you rely on only turrets and stun batons when you lose no advantages by also using an ak or shotgun or w/e.
Since the int tree ranged weapon is the turrets, which can be placed, it is obvious to me that you are also supposed to use the non-perked or minimally perked gun of choice from the other trees. Not doing so seems stupid to me.
As for no traps, traps are in the int tree. You should definitely be making use of your ability to make them cheap and obtain some experience from their kills.
You are setting up arbitrary restrictions for no real reason that i can see. When you test strength builds, do you disallow the use of concrete since you get that by mining?
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I had something similar when i tried to load into the stable ul version while i was on 19.5.
If your game is updated to 19.5 you have to play the experimental version of ul, or roll back to 19.4.
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If you post in the war3zuk mod thread in the modding subforum, the mod author will probably respond and give you a definitive answer.
Most of the overhaul mod creators repond several times a day to people who have questions or problems with their mod.
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Lol, i have a background in the medical field.
When i first started reading the thread, the only thing cp could stand for that i thought of was cerebral palsy. I assumed the op was advocating for the disabled. I had never seen cp used as an abbreviation for child porn.
My son cringed when i told him the story. He immediately thought child porn as well. It probably depends on which social groups you are a member of.
Personally, i don't think the association between cp and child porn is so widespread that it needs to be changed. Just don't get triggered by everything you read or type and everything will be ok.
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You might consider posting in the darkness falls mod thread and include logs. The mod author checks and responds several times daily usually.
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27 minutes ago, Kadigan KS-b said:
If this could be achieved by a mod, I wouldn't even bother with starting a thread.
Couldn't you mod the recipe so that 1 cement mix, 1 stone and 1 sand gives 10 units of concrete? This would function the same as increasing production time by 10, and you could always throw out the resources not used so that the resources required stays the same.
Just find a creative way to achieve what you want instead of expecting the devs to spend time customizing the game to your exact standards during alpha development.
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Every option they add during alpha, they have to test and debug with every change they make to the game.
Adding an option like this which would appeal to such a niche audience would not be likely because of this.
There have been many requests to add optional sliders to turn off specific zombies or animals, turn off digging zombies, turn off sleeper respawns, etc. Those options also have not been added, because during the development process they only add options they feel are necessary and that they feel are worth keeping updated, tested and debugged.
Before gold, they will likely revisit the options available when creating a game, but quite likely not until then.
In the meantime, they keep the game easily moddable so that you can customize the game to your preference.
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Is there a way to mod the workstations to increase the crafting speed? If so, you could just make the workstation crafting be 10x faster or something like that.
Or when you log in, just throw away an equivalent amount of base materials and grab the processed materials from creative.
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Air Filter Land Mine
in General Discussion
Posted
The only good zombie is a dead zombie.