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Bhaaltazar

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Everything posted by Bhaaltazar

  1. Hey Khaine! So general schematics are nicely balanced now, not too many not too few, especially with buying them at the trader - perhaps increase the price a bit from 1 duke to 50? Mastery books from classes you already know and get salvaged should give back more notes ( maybe in range of Kages book - 15? ) Perhaps reduce animals spawn, they are literally jumping on my base ( I like more wolfs and bears that are chasing you ) but deer, boars and cows are trying to invade my base On the other hand pasta and sandwitches ( steak sandwitch gives same hunger as regular meat ) are bit underwhelming - could use a little buff especially with all the extra crafting involved:) Also I only had 1 spawn of behemoth and I live near a wasteland? Is that intended? I like all the zombies there are ferals though. I also have one question - whats up with the demon zombies and radiation zones - are they having any sort of purpose or are they work in progress to evolve into something more? Haven't gotten me radiation suit to explore deeper into zones, but I like the idea of them guarding something important and ominous Not demanding, just giving a positive feedback
  2. I found same example with cactus planted outside 2 wooden houses POI. I was collecting yucca and other plants around the houses on the first day and every time i came around the house I found the cactus I "missed" Every time it got chopped down it just popped back ( basically it doesn't disappear ). I remember there were similar problem with some trees back in 16.4 on server.
  3. Reinstall, same happened to me today. After reinstall all is fine. Ofcourse in steam make sure you have selected latest experimental - in this case you will have A17.3.
  4. Pass'n'Gass crates, garage boxes, working stiff tools crates, traders...
  5. If you played DF before this release, try deleting the mod and reinstalling it. There may be some leftover files from previous experimental for 17.2. I had some issues when upgrading and after reinstalling it everything is as it should be.
  6. I only died once at the beginning so haven't noticed that - I just had couple of meat stews and it was night time anyways when i died . I ll try to die more to make full use of it And must compliment you again on skill tree - lvl 120+ yet still having fun leveling and exploring. BTW - are those generalschematics fixed in loot drops now? Looted most of the libraries so i only looted few of bookshelfs lately ( it would be good if you would be getting those only from safes ( like you go loot a bank safes like in A16 to find schematics ), weapon bags, lootcrates... ofc like couple of those? )
  7. It occured to me that you may moved vehicles under mechanic, since recipe was there in earlier experimental, but machete and compound bow are still uncraftable. ( maybe you should just move compound bow somewhere under hunter tree? ). And one more thing on the side note - wheat, oranges, tomatoes, flour... and other seeds are locked behind farming mastery skill. It kind of "kills" the diversity purpose since they aren't part of any OP food recipe. Usually by the time you unlock the farming class mastery ( by finding the book usually ) they are sort of obsolete, since you are packed with meat stews and other stuff that are better than what you can make with those. Living of the land is the strongest "OP" perk in farming class, mastery itself is sort of subpar for a mastery - maybe mutated crops are locked in mastery or something better even? Also I noticed today, that advanced forge when you open it started to lag really badly ( 2 FPS ) with the last experimental version, cant craft anything into crafting line - I remember this "bug" in previous versions of vanilla A15 or A16 i think. Anything you can do about that? I tried picking it up and down, but it doesn't help.
  8. Hey Khaine, I think butchering tools, Bow crafting, leather armor crafting, minibike and bicycle crafting are broken. Lvl 120, all the books and weapon+tools mastery at 5, yet these are still "locked" under requirements not met and still red colored. I was able to make titanium machete, bikes from mastery skills, yet ordinary ones are still locked behind something. Haven't check the progression xml but I think there might be localization issue or no values added to requirements. Thats for experimental
  9. You can find them in Pass-n-Gass crates, working stiff crates. But Pass n gass crates has the highest drop rate for me.
  10. Khaine playing DF Experimental: So I'm going through progression.xml for Butchering tools lvl2, perkbowweapons2... and it says requirements are reqweapons4 - which means i leveled to lvl80 unlocked all crafting perks to lvl4 ( weps, tools, guns... ) yet it still says I don't meet the requirements? According to progression.xml this should be it - so what am I missing? Side note - you did a superb job in balancing the pack - best by far, but it would be even better without any level gates ( personaly I prefer "gates" behind skills progression or combination of those. Also if you find a book recipe than recipe should be unlocked, but materials like steel for example are still locked behind normal progression, which means you either buy them or find them elsewhere salvaging etc. I know you are limited by TFP limitations, but I think these could be done. One more - last one I promise: generalschematics should have higher drop chance since they are the only way to make mods. Day 19 and I only found 5 of those after looting 2 Bookstore towers and 5 big libraries ( QualityJoe 5/5 ) - I have only few mods that I found in loot boxes, but mostly for tools. Maybe a little tweak here would be nice, since recipes requires from 5 - 10 schematics for a single mod. Great playthrough so far, you really balanced the perks and gameplay spot on. ( with few tweaks perhaps as mentioned above ).
  11. Try a backpack - you do need tailor workbench and sewing kit to make it. You also have DFarmor mods that unlocks 10+ slots. Though regular storage mods doesn't work in armors.
  12. Tnx, something was messed up.. I reinstalled launcher again and now it worked - I had the proper version, but it wasn't showing it for some reason.. Had simmilar problem few months back - not sure why though
  13. Hey KhaineGB, so how do I DL experimental version of the new DF.. I m running it with launcher, but i don't see any option to change to experimental version, just the normal version - just sort of finished the ordinary playthrough again and would like to try the new stuff As for RWG the NITROGEN is really awsome, with ton of options and choices for map generation. Maps looks really great, with great looking mountains, roads are smooth and nicely connected, no floating buildings... looks like what maps should be like in the game - you can adjust them to your wishes - why can't TFP come up with something like this
  14. Just tried this out and I wish TFP came up with something like this Works like a charm and maps looks great!
  15. Just found mine on day 8 in a working stiff box. Also check at traders they are selling tools as well - quite expensive now with traders nerf but it can be done.
  16. A17.2 can't create any new map... gets stuck after bunch of errors pops up. I assume A17.2 messed everything up? Any way to revert to 17.1 Darkness falls?
  17. Or for watering plants just add a recipe for POI water source ( if that is possible ). I noticed plants doesn't use water from pools or fountains because that water is POI water block. I remember in previous versions of these mods you had a water tank in the middle so you didn't pour water over ur crops and loose them and you only had to fill them once - I guess it behaved same as POI water block entity.
  18. Khaine could you check snowberry seeds and harvesting issue? 4 berries for 1 seed, you plant them and when harvesting - it says press E to pick 1 snowberry, than you only get 1 back and seed is lost - doesn't remain on the tiled ground as the others are - even if you punch them result is the same. Plus Living of the land invested 2 points should give me 2 crops - works normal with other crops.
  19. Luckily I haven't scrapped it yet Didn't check for updates since I disabled the gore blocks - when gore blocks disappear they mess up with dirt blocks underneath - they create ground spike shape, which cant be removed with leveling trick via Wood frames. I also dug it out made new ground block and placed it down and it re-takes the spiky shape that counts as 2 blocks. ( maybe a bug? )
  20. Hey Khaine is Rad remover mod "removed" from your modpack? I found a schematic for it, leveled up yeah science for tier 3 crafting, but still I can only scrap it or drop it. Edit: Just checked the recipes xml and I see you disabled it. Will just scrap it than.
  21. OH nice, didn't remember that one for the notes. Yes as I said and edited my post I had my Near death debuff on me so forge skill was red p.s. you are quite prompt with replies Thumbs up!
  22. Crucible - I am sure I was able to make a crucible in the previous play through without taking laborer class - am I wrong and I mixed it up? And where do you find those skill notes.. in two playthroughs I found only one Kickz book which gave me some skill notes ( 15 i think ) - but only 1 such book in like 6 libraries? EDIT: My bad i had Near Death debuff on me so advanced forge skill was negated. Still interested about Skill notes though.
  23. Khaine!?! Just had a WTF moment Day 6 and i just had a wandering horde consisting of 2 behemots and 6 bomber spitting zombies... since I don't even have a gun at this point it didn't end well! What did you do there? Are this intended this early in progression? ( gamestage 43 ) I think it's a "little over the top". And it was a wandering horde in the forest biome, so they didn't wander from the wasteland.
  24. Yep I just spawned in the books and redo all the quests.
  25. Just realized same happened to me after last night playing normally. You can use giveyourselfxp command and skill books to get to approximately where you were before ( from what you remember ) Next start don't use refresh or pre-sync in launcher.
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