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KhaineGB

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Everything posted by KhaineGB

  1. Gonna be going through a lot of those. I need to fix self medicated too. I STUPIDLY thought that TFP had that all sorted out... Mod is installed on a base of A18.3 Experimental. Make sure you have A18.2 downloaded and CLEAN from steam, and tell the launcher to clone that folder for installing the mod.
  2. It's pretty much only in the rad biome. If you used RWG, you won't have one, which is why I do not recommend RWG at all. Sorcery hasn't been updated for A18, so that's why it won't work. I removed that in A17. I'm planning to add some high tech grenades to help with that. There's actually a section in the skills that says "Perks Unlocked By Books." That's MOSTLY correct. I think cement mixer, workbenches, iron armor, scrap armor and leather armor need to be under that too (though the books for armor aren't working how I intended)
  3. Yep, it is. Jax could also totally remove it if he wanted to just by setting all decoy chances to 0. That'd make things interesting.
  4. Gunpowder... probably not. All of the crafting perks decrease crafting time globally + there's quicker crafting. Ammo boxes are in, but they're literally JUST designed to help you store bullets rather than save resources. It's intended for the stone hammer to upgrade fast to help you get started with building, however it does NOT upgrade beyond cobblestone.
  5. I'm gonna test the steel thing later because it is listed to unlock with Hammer and Forge. I double and triple checked it. EDIT: MAY have found the issue with this. One of the forged steel recipes did not have tags=learnable... and that was the Big Forge one. I think it was buggering things up. Have fixed that and will test. Regarding ore, make sure you;re on the latest version. Folks have been finding veins fine. I also changed up the biomes. Snow - Primary: Nitrate. Secondary: Lead/Coal Forest - Primary: Iron. Secondary: Lead/Nitrate Desert - Primary: Oil. Secondary: Coal/Iron Wasteland - Primary: Titanium. Secondary: Coal/Iron Burnt - Primary: Coal. Secondary: Oil/Nitrate Radiated - Primary: Titanium. Secondary: Uranium/Plutonium RWG is not recommended for DF. At all. It doesn't spawn the rad biome and some of the other ones are kinda screwed up (I didn't mess with biome distribution)
  6. Here's the mod launcher thread: https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die Glad you got it sorted though. Nope, that's intended. You need the Big Forge or Advanced Forge to make steel.
  7. So I think what's happening is one of the mods in an earlier build of the mod was deleting vehicles. It was ONLY supposed to delete zombies, but since I removed those harmony patches, I haven't had any reports of missing vehicles. So what I'd do is make sure you have a clean version of the game, and re-download the mod and see if that sorts it out. That one I honestly have no idea on. I grabbed a clean version of 18.2 off steam, downloaded off git and manually added the mod to see if I could reproduce and it just worked fine. If anyone else reading the thread has any ideas on this one, please let me and the user know, cos i'm stumped! I did not know that. Huh. Gonna have to look into that. Thanks for the heads up. Is that just tossing the forged titanium straight back into the input slots? Okay, so I know what this is... but it's not easily fixable. If you have one of the perks to make the item, but you're in the wrong WORKSTATION, it claims you're missing the perk. For the cement mixer, you need the metal workstation. I may need to go through pretty much all items/blocks and manually add the workstation + tool info to the descriptions. That's gonna suuuuuuuuuck.
  8. The rad zone thing is going to be difficult just because TFP partially removed it from RWG since it doesn't work the same way as it did in A16. Which is a huge shame.
  9. Actually it's not an issue. Some zombies spawn as "full HP decoys", which means they don't react to sight/sound events. That chance can be removed with XML edits so everything is angry and wants to kill you. EDIT: Code snippet with comments. <!-- <group name="S_Default_XS" emptyChance="0" decoyChance="0" decoy1hpChance="0"> 1. emptyChance: the chance of the entire sleeper VOLUME having no zombies 2. count: after emptyChance has been checked, the total number of SLEEPERS spawned is determined by the count 3. decoyChance: determines how many OF the spawned sleepers will be DECOYS 4. decoy1hpChance: determines how many OF the spawned decoys will be ONE HIT POINT DECOYS Full hit point decoys: Will never wake up due to sight/sound events. Will wake up if attacked. 1 HP decoys: Will never wake up due to sight/sound events. Will die instantly if attacked.
  10. Hope everyone had a good holiday season! I actually snuck out 2.4 stable and forgot to post in here because my sleep schedule is completely RIP right now. I'll do some testing and see if I can reproduce it. I've checked all the code and it SHOULD work, but obviously it doesn't... for some reason. Construction Tools was removed. All it did was increase block damamge for hammers and used as a way to gate some skills. So it was a little pointless. Yeeeeeeeah, that place is not nice. Expect bugs. I haven't found anything that breaks the mod (except for the trader issue that I threw a band-aid fix on until I can re-code the C# patch), but it does have some minor bugs... as you can probably see from reading the thread.
  11. I'll have to mess around with it and see what I can work out, but I haven't touched battery banks/solar panels so I'm going to assume it's likely a vanilla issue... somehow. Someone in the discord was having the exact same problem. What it was doing is downloading 18.3 and then applying the 18.2 mod to it. Make sure you get steam to download a completely vanilla 18.2, and then have the mod launcher clone that folder. I believe that's in options somewhere.
  12. It's definitely there. <recipe name="resourceForgedSteel" count="1" craft_area="advforge" craft_tool="toolForgeCrucible" material_based="true" tags="learnable"> <ingredient name="unit_iron" count="20"/> <ingredient name="unit_clay" count="10"/> </recipe>
  13. I think we all miss starvation. It was such a unique mod.
  14. Upgrading to titanium needs the titanium clawhammer. Biofuel is... my bad. 2 character typo so it wasn't unlocking the recipe. Whoops. Honestly, i'm seriously considering saving up and paying someone to re-do the UI for me, because I can't art. Unless you want stick men. Then we good. Ok, so I THINK what you have to do is add the launcher to steam as a non-steam game in order to enable controller functionality. If you manually installed the mod, then I think you need to add the non-EAC exe file to steam in the same way. Ugh, that's annoying that AMD users are still having issues. I'll still be including sphereii's legacy distant terrain mod anyways when I update to 18.3. I'm gonna look into it myself. I have a theory on why it's not working.
  15. K, so i'm an idiot then. Will add it to my list of things to fix. Thanks for the heads up.
  16. It absolutely is not. Whoops. Can't scrap polymer be made in the chem station? Or am I being a derp?
  17. Female ones are just made using UMA's, so you can grab the code from Entityclasses and the Archetypes XML files. Male NORMAL behemoth is TFP's model, so you can use that. The male RADIATED Behemoth is an asset I bought, which I cannot give permission for, i'm afraid. I believe the male behemoth SOUNDS are ones I purchased as well, so you couldn't use those but you can use the default zombie sounds built into the game. Sounds like you used normal RWG, which isn't compatible with the mod since custom biomes don't work. So afraid not. However, DF 2.4 stable is getting uploaded VERY soon, so if you want to restart, you can do so with the stable build. Pretty sure that's fixed for next build, however that's actually how it works in vanilla too. So if it doesn't work, then it likely doesn't work in vanilla either.
  18. Next build that's due out next week has a LOT of localization fixes. Like this, as an example.
  19. You can also do it in entityclasses.xml on playerMale. I don't THINK so... because I don't have the forge use fuel and i'm pretty sure heat is only accrued when the forge is on. But you could look at torches maybe? They don't have an on/off and they add heat.
  20. Look under Advanced Engineering and Hammer and Forge. EDIT: Example. This is ALL Hammer and Forge... <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,5" tags="DFmeleeToolFireaxeScrap,DFmeleeToolPickaxeScrap,DFmeleeToolShovelScrap,lanternLight_player"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2,5" tags="forge,meleeToolFireaxeIron,meleeToolPickaxeIron,meleeToolShovelIron,meleeToolClawHammer,meleeToolSledgehammer,meleeToolKnifeIron"/> <-- iron tools <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="3,5" tags="armorIronBoots,armorIronChest,armorIronGloves,armorIronHelmet,armorIronLegs,DFBigForge"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="4,5" tags="toolForgeCrucible,resourceArrowHeadSteelAP,resourceForgedSteel,cementMixer,resourceCement,resourceConcreteMix"/> <-- cement mixer <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="5" tags="meleeToolPickaxeSteel,meleeToolShovelSteel,meleeToolFireaxeSteel,DFAdvForge,toolBellows"/> That sounds like you're somehow getting B3 instead of B5.
  21. The turret is fixed for 70+ in the build the testers currently have.
  22. The last I heard, it's not getting updated for ANY alpha because the modder has lost interest in modding. So keep the file backed up and enjoy it on A16. Or look for another mod for A18.
  23. Nope, it doesn't. The advanced mag replaces it, and I don't want the junk turret to have it's mag extended. You already get a pretty big bonus from higher tier turrets + the turret perk. The clock being removed is intended because that's how I want the mod to be played. You can get the time from any trader, the vending machines (including the player owned ones you can buy from the trader), the radio (survivalist mastery) or the watch (rare loot or made by the survivalist class once your class quest is done). If you listen to the audio, you can tell what time of day it is too. Crickets start in the background noise at 7pm, for example. I've got a basic idea for fishing already. The buff is currently disabled in buffs because I need to actually test it, but had other stuff I need to get done. The traps might come in eventually, just not now. Bug fixing and getting a stable code base to start adding things to is WAY more important. I'm looking at overhauling farming too (made some code for an irrigation system, but currently untested)
  24. You can't stop folks from wielding stuff. What you CAN do is have 2 effect groups. 1 for if X parameter is met, and 1 for if it's not. So, as an example, this is a weapon I was working on for DF (need to finish the anims) <effect_group name="Effects to stop any issues with slots and degradation"> <requirement name="NotHasBuff" buff="buffPowerArmorComplete"/> <passive_effect name="DegradationMax" operation="base_set" value="7000,14000" tier="1,60"/> <passive_effect name="DegradationPerUse" operation="base_set" value="16"/> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,3,4,5,6,7,8" tier="1,11,21,31,41,51,61,71,80"/> <passive_effect name="ModPowerBonus" operation="perc_add" value="0.1,0.2" tier="11,60" tags="EntityDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/> <triggered_effect trigger="onSelfEquipStart" action="ShowToolbeltMessage" message="WARNING: POWER ARMOR IS REQUIRED TO USE THIS WEAPON."/> </effect_group> <effect_group name="Powered Plasma Cannon Effects"> <requirement name="HasBuff" buff="buffPowerArmorComplete"/> <-- actual weapon stuff goes here, snipped for size --> </effect_group> In theory you could do something with either a cvar or a buff.
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