Jump to content

bdubyah

Members
  • Posts

    2,094
  • Joined

  • Last visited

  • Days Won

    27

Posts posted by bdubyah

  1. 4 hours ago, Yvels said:

    I only harvest 3 crops from planted plants..

    A20.6_2023-04-18_16-03-53.thumb.jpg.7d9f48a493ba55a0dba9aefae99a9a91.jpg

    Just tested it and I got 4 as expected. So not sure what your issue is. That part is referring to plants you planted yourself, not ones you find. Those are wild crops and it maxes at 3 for those.

     

    6 hours ago, B1ONIC0 said:

    sorry, when I go to build cars, a hammer symbol appears, as if a workbench is needed, but I don't understand which one is needed, thanks

    What mod are you referring to? Wasteland removed crafting vehicles. You only craft kits needed to repair vehicles you find in the world.

     

    22 hours ago, JustCallMeK said:

    Do you have a discord?

    I have a channel in Gup's Modding discord. There's a link to it here in...the Tutorials area I think.

     

    On 4/17/2023 at 7:43 AM, Yvels said:

    Little question about:

    It only applies to your hands. I'll edit the desc to be more clear. I'm also gonna rework it a bit so it adds significant damage to wood and a bit less to cobble, then even less to concrete/steel.

  2. 3 hours ago, Ayrton said:

    I really waited a lot to see Alpha 21, and I am really disappointed, after more than 4,000 hours of offline play and 2100 hours on Steam, can I say that I expected more from this Alpha 21 more than 15 months to just add aesthetic parts? (we appreciate it very much) and to add a water collection system that nobody asked for?
    Each Alpha was exciting when the release date arrived, what happened to the bandits? they are late from alpha 15! 6 alpha and several years have passed and we still don't have it, I don't know if the community is enthusiastic, but I'm not, I expected much more, apart from the double doors, the fire and missions we don't have anything new

    You people have to realize the new features list is pretty small now. They are only a few things away from being able to call the game complete. Bandits, the new character armors/models, and a few other things is all that is really left. Console is under way which they always said wouldn't happen till after gold, but still likely means the game is getting pretty close to feature complete. First people complain that the game "isn't done after 10 years" and then when the updates get smaller due to the game being almost done, they complain about that. Come on now...

     

    And also, it seems optimization has been a focus as they mentioned more than once that the game should be smoother now. Again, not new features but signs of a game being close to finished. So just because there isn't a long list of new things doesn't mean they haven't been working.

  3. Alright, found it. It's buffMosqDrain isn't in the list to be blocked. I'll fix it on my end. You can fix it easily enough yourself. Just open Wasteland's entityclasses.xml and search for

    <!-- Adding NPC resistance to WL buffs -->

    and in that list of buffs you see after BuffResistance, just add buffMosqDrain onto the end of it.

  4. 45 minutes ago, Yvels said:

    It happened again!
    VI24dPo.png
    HEYYqfB.png
    nothing is happening when I press and hold shift..

    Gotta click that Ply button that's on the bottom right of those. It'll open a tab on the top right corner that displays buffs and cvars. Then hold Shift while looking at him. 

  5. No worries. I'll spawn a few tonight and see what happens. I may have missed a buff somewhere but we kept NPCs immune to things they aren't able to cure themselves. I might look into adding a secondary action for all meds so you could cure them. But that might not be fun having to babysit them. And there currently isn't a way to see what they are being affected by, so it would be a guessing game as to what debuff they have. I could possibly add a requirement to the meds secondary action that makes sure they have that buff so you don't waste it. Definitely something I wanna look into. 

  6. He won't use ones you give him. Only heal a little over time. Can you type dm in the console, then hit F3, then check the PLY button on the top left. Then if you look at him and hold Shift it should show what all buffs and cvars he has. If you can screenshot that I can see what is affecting him. NPCs should be immune to the debuffs the critters apply.

  7. 27 minutes ago, Roland said:

     

     

    Both of our super powers was and is to do wtf we are told to do...lmao...

     

    If CC hasn't posted the announcement for the Streamer Weekend then it is simply because he hasn't been directed to do so yet. 


    The last thing I want anyone (especially my wife) to think is that I take or have ever taken initiative on my own. That just leads to expectations of things like work and even worse....work ethic.... ;)

    Hah. Well, if it's already been announced I don't see how it would be an issue to just post it here.

  8. 53 minutes ago, Yvels said:

    created a new game in 3.1

    loaded 3.15 : can't open containers.
    Multiple tests to finally remove all those mods:
    sY5yULl.png
    Loaded 3.15 : can loot and open containers. No errors.
    Loaded my own save from 3.1 : can loot and open containers. No errors.
    Guess one of those mods mess something up with 3.1 game saves when you open those in 3.15.

    Any reason why you are running all those separate vehicle mods, and Bdubs Vehicle together? BV has all of them in one pack. Lol.

     

    And again...a log file would help...

  9. Alright, did spot an entitygroups.xml error someone else reported issues with. And another block issue as well. Will be updating the mod ASAP to fix those, so look for v3.16. But they didn't seem to have any loot issue as you do Yvels so a log would still help to determine the errors.

  10. As BFT said, you can make a recipe that turns the radio into a radio parts bundle that you can open and get whatever scraps you want it to give. There is no way to just hit scrap on something and get multiple items. Not without some C# to make it happen at least. sphereii's SCore mod may have something like that with its AdvancedItemFeatures bit, but I've never messed with it so can't say for sure.

  11. Hmm. Odd. I didn't do a bunch of testing, but I loaded a new game with 3.1, then closed the game and copied over 3.15 and loaded the same save with no errors. If you could post up a log maybe it will shed some light.

  12. The Wasteland

    Updated to 3.15, for A20.6

     

    Built on:
    SCore v20.6.453.1912
    NPCmod v20.6.02.0
    Full Auto Launcher v1.1.2
    Random Mainmenu Background v1.0.1

    Download at Git or Nexus

     

    SHOULD BE SAVE GAME SAFE, ALWAYS MAKE A BACKUP! RECOMMENDED TO WIPE OLD MOD FILES AND INSTALL FRESH! WORKSTATIONS MADE NEED TO BE REPLACED.

    -Added: Fire Extinguisher and ammo(ammo is not consumed on use but used to "recharge" it)
    -Added: All workstations have a tools area now. In most cases, 2 of the tools unlock recipes, and the third is for crafting speed
    -Added: Enemies have a chance to knock you off of bicycles and motorcycles(stronger enemies have higher chance)
    -Added: Ohm Depot POI that has the potential to find parts for Utilitron crafting/hiring
    -Added: Robotics for Dummies book that allows you to assemble Utilitrons(Robotics perk allows this plus part crafting)
    -Changed: Cryolator can also put out fires
    -Changed: Vomit/Mutated projectiles won't start fires anymore
    -Changed: Zombie Fisherman torch will start fires now
    -Changed: Allowed bicycle and minibike to still be picked up(both come with a movement penalty when carrying them though)
    -Changed: Connecting water pipes to bedrock allows for unlimited water
    -Changed: Reworked a few recipes
    -Changed: UI can now show up to 7 ingredients for recipes
    -Changed: Full suit of power armor reduces radiation damage(still need rad resist mod for the armor or high rad resist perk level to completely negate the damage)
    -Fixed: Swapped energy weapon repair tool to their parts
    -Fixed: Energy weapons scrap to their parts correctly now
    -Fixed: Supply quests not requiring resources to be turned in
    -Fixed: Incorrect harvests set for plants
    -Fixed: Scrap Laser Pistol recipe not being unlocked by default
    -Fixed: Missing Power Armor Impact Landing missing recipe
    -Fixed: Missing harvests for some of the generic vehicle parts(should make them a bit less rare)
    -Fixed: Antibiotics buff wasn't removing correctly
    -Fixed: Power Helmet C missing cvar info and wouldn't give full set buff

     

  13. There was an error with the generic parts, so they were dropping from normal salvaging as intended. That is now fixed.

     

    The handlebars are still used for repairs. They seem to be like the offroad light mod schematic, they are always there it seems like. Lol. The bicycle ones are also still needed for augers as well.

     

    Nothing I can really do with the tool parts. Only way would be to make one part do a full repair, and I don't like that. Best idea is what you are doing. Just always drag one part over for repairs.

     

    The damage falloff with degradation is steeper than I want, but until sphereii makes some changes to it, I can't tweak it. If it is too much of a bother you can turn it off in blocks.xml of Wasteland.

     

    Item stacks are mostly vanilla. I tweaked a few for ammo and stuff like that, but mostly left the rest. I get what you are saying, but the point of limiting things like med item to be a small stack is to force decisions. If you can stack 1000+ first aid bandages/kits, it kind of takes away from ever having to make choices with your inventory. It's one thing for more generic items to stack way high, but more important ones, like ammo/meds needs to be smaller stacks. You can always change it yourself if you disagree, but I likely won't change most of those items. It's more about gameplay than realism for that.

     

    No idea about the crops. That's likely just vanilla behavior. Is the side that grows more the side you are closer to more often? Other than that, I can only thing there's a chunk boundary there that might causing oddness. I might need to make a scarecrow type block like Khaine has in DF to keep chunks loaded for farms.

     

    I can increase the power armor guys some. I only have the normal ones spawning in the wild I think. The Rad Cat guys are currently only at the Big Rocket POI. Those need the star caps to hire, the normal ones just take dukes. I might up the normal one's spawn rate a tad, and add rare RC spawns to the wild as well.

  14. I have looked over those new parts and I think I missed a bit on their salvage chances, I'll check it out tonight and make sure it is how I want it to be. That might be a reason as to why they are so rare.

     

    I think I'm about ready to push this update, I've just had a few bug reports in the last couple days I've been getting fixed.

  15. The elixir still works. Gives you all SPIFSAL and normal skill points back. But I haven't really changed the rate at which traders offer vehicles, nor crucibles. Just sounds like bad RNG. Find you a vehicle on the road that is close to complete and try and find the parts you need for it.

  16. Well, plants also consume the water over time now as well, so you need to keep an eye on it. I also forgot to mention that sphereii added a way to see it. If you hold E while looking at either the plants, or the water pipes it will show how much water is left at their source. It doesn't work when looking at the water block itself. But each time a plant grows it ticks down the water that is left. If the water runs out and the plant tried to grow to the next stage it will wilt and die.

  17. 5 hours ago, Yvels said:

    Playing 3.1 and ran into farming issue: farming plots now require water nearby. I got 5 water pipes in a farming package and a bucket.
    Am I supposed to place pipes and dump water over those? It doesn't work.. I didn't found any way to craft more pipes neither.
    I finally placed about 20 plots near a little lake by my base and planted it all (i could plant it so it seems fine). It started growing for a bit to then it all turned into dry grass. Stuff you get 3 wood from. ALL of it. Do you have any tutorial about farming in 3.1? I planted 5 more plots, near lake, I'm visiting everyday to see whats up.. spacer.png

    You need either a pipe valve block placed on the pipes, or a sprinkler. The normal pipes carry water, the valve types and sprinkler are what actually water your crops. There should be a journal tip you got when messing with them that explains it.

  18. 9 hours ago, Angilion said:

     

    I was thinking it would be months until the next update, not days, when I wrote "If it's practical to do so" about possibly making fire extinguishers available as modlet. You run a fast pace of development work on your mod!

     

    Now I know what power armour mod to look for in particular when clearing supermutant lairs. Just an out of date description, no problem. By coincidence, in today's video from the series by More2Me4Life that you referred to a few posts back, they rejected using power armour because they also assumed the mod description was accurate and therefore that the mod didn't provide resistance to radiation.

     

    Figuring out what part is needed would be easier if what could be seen in the gameworld was an accurate depiction of the state of the vehicle in the gameworld, e.g. it's missing a seat, a bumper, whatever. But a player can't see that, so the only way to know is to know. It's not just a matter of "doesn't need to be spelled out". There isn't a clue. It's not about survival. I'll survive in the game using the motorcycle I bought from a trader and ignoring the vehicle repair system. I survived for the first 10 days on foot, then another 8 or 9 on a bicycle I got from a trader. Repairing vehicles isn't required for survival. It was just something that I thought was a nice idea and wanted to play with it. But my character won't die if they can't repair vehicles. It's not a survival thing.

     

    I wasn't "fussing" about the limited points. I was acknowledging the existence of it, arguably the biggest difference between vanilla and the Wasteland, in the context of choosing to not put a third of the entire available attribute points to get one skill that slightly increases the chance of finding vehicle parts. You talk about hard choices - that's not a hard choice. There are obviously far more useful things to use a third of the total available attribute points on. Maybe it would be a good choice in a multiplayer game where one player was roleplaying a mechanic. Which would be interesting and entertaining to some players. Probably including me. I like some car mechanic games. 7 Days to Die meets My Summer Car. I'd buy that game if it existed.

     

    Anyway, I'm wandering off the point. Thanks for the mod, it's great fun. Time for me to head back into the wasteland and find more supermutants to kill for their bags of good loot.

    Well, trying to upgrade a vehicle would pop up the picture of the item needed. Sure, it doesn't tell you the name, but most of them should be obvious enough so that when you manage to buy or salvage one, you'll likely know it's the needed part. I could add it to the name you see when looking at the block, but I fiddled with stuff like that when I added that feature and I didn't like how it looked.

     

    Grease Monkey also unlocks the vehicle mod crafting, as well as gas and oil. But it isn't any more necessary than several of the other perks. Just up to what you wanna be good at. :)

  19. 1 hour ago, Yvels said:

    Hi bdubyah,

    Thanks for amazing mod (Playing 3.1); being a fan of fallout 4 it was nice to see BOS guys roaming around.
    Little question: do you have a discord for this mod? I looked around and couldn't find nothing. Cheers.

    I have a channel in Gup's discord. Link is in the...Tutorials section if I remember right.

     

    12 minutes ago, Angilion said:

     

    I'll go with AP ammo then. If you're going with the setup from vanilla A20, there isn't a damage penalty for AP against unarmoured (or for HP against armoured). But there was in A19 and in some overhaul mods (including some otherwise based on A20, such as the most recent version of Darkness Falls).

     

    I'm glad I wasn't missing something obvious regarding fire extinguishers. If it's practical to do so it might be a good idea to make them available as a modlet compatible with this version of The Wasteland. Being unable to extinguish fires is quite a big problem when POI-consuming fires can be started so easily. Zombies triggering landmines is quite common from day 1 and cops puking becomes quite common quite early on. I assume it would also make it wildly impractical for players to use any explosives or molotovs except in the context of a horde base containing absolutely nothing that can burn. I don't use either, but many players do. It could be worse (e.g. the sparks from beating into a safe with a pickaxe could start a fire) but it's quite a big problem.

     

    Which power armour mod gives you full rad resistance? The only power armour thing related to radiation resistance I can see is the the power armour mod "Rad Resistant" which is described as "Makes you immune to radiation sickness from ghouls". Not "Makes you immune to radiation".  Just immunity to radiation sickness, the disease in your mod that works like a faster-acting version of the zombie infection. Not to the AoE damage of radiation. Am I missing something?

     

    For vehicle parts, I don't see a way of learning to make them. They seem to be found or bought from traders only. Trying to repair a vehicle without the part required for the next stage provides a tiny icon of the missing part in the corner of the screen, but that's not much help. Is there any sort of FAQ showing what part is needed for which stage for each vehicle? Guess I'll look through blocks.xml. Or just stick with the motorcycle I bought from a trader.

     

    I didn't spec into Grease Monkey at all in this attempt. I did in my previous attempt, who was killed on day 19 (I play permadeath). It didn't make any noticeable difference. It's only a small increase in the chance to find the very rare vehicle parts, so I decided not to put a third of the entire available attribute points into int just for that.

     

    For the same reason, I can't make power armour mods either. I set int to 4. +1 for the int power armour statue and +1 for nerdy specs gives me 6 int. Need 7 for Grease Monkey and 8 for High Tech (for PA mods) but there's no way of increasing int (or any other stat) any higher. The harsh restrictions on attribute points might be the biggest change The Wasteland has over vanilla. It radically changes the game by forcing players to rigidly specialise and to be completely cut off from most skills and perks.

    I'm hoping to get the update out ASAP. I'm not gonna waste time separating the extinguishers just for it to not be needed in potentially a few days. Worst case you can turn the fire stuff off at the top of blocks.xml for the time being if it a problem. I have made some tweaks so that vomit will no longer cause fires, so that should tone it down a bit. And fire is really only a problem for wood stuff at the moment, so if you have cobble you are good.

     

    That is the correct mod. The description just hasn't been changed since I reworked ghouls and radiation.

     

    There is no way to learn them. Buy, loot, or salvage. And figuring out what part you need is part of it. Everything doesn't need to be spelled out. It's a survival game...survive. 😛

    GM should help a decent bit when it comes to finding parts. Though there were a few missing bits for some of the part salvage events, so the parts might be a bit more rare than intended.

     

    I've heard more than enough fussing about the limited points, I'm not hashing that out again. You've just made a character that isn't good at crafting high tech things. I don't see that as an issue. People are just too used to being able to do everything. The vanilla skill page may as well just be one big list and you can buy whatever, whenever. There no hard choices or consequences. Besides, you have clothing that can boost it as you mentioned, and there are drugs that can give decent temporary boosts. And there is always the forget'n elixir to respec if needed.

×
×
  • Create New...