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KhaineGB

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Everything posted by KhaineGB

  1. You can find it. It spawns in the burnt biome. The quest was ONLY to help you find it so you don't just have to go looking through all the burnt biome for it. It's still there.
  2. Left click on a tree with an empty jar or empty bowl to get sap. Sounds like you may be better off manually installing it if the launcher isn't fully downloading the mod. Also, steam was down last night. I assume you mean the quests offered by the lady with the eye patch. If so, her third quest is bugged on servers. I let sphereii know because it's using his code but I don't expect it to be fixed before A18. Actual wasteland. Not radiated.
  3. You also need to max Charismatic Nature on the civilian to open up secret stash on the Wandering Trader and caitlin so they have a chance of solar panels. And caitlin only spawns in the wasteland, so make sure you explored all of that. Hopefully we can make POI spawning more regular in A18.
  4. ^ That. Yes it does. It does not. - Block AI Damage typo fixed (so no more 95100% damage). - Vehicle mods now unlock at level 3 Grease Monkey (was on Level 5 salvage operations for some reason). - New backpack buttons! Stash All, Stash All But First Row, Stack All. So Config/XUi/Windows.xml, Config/XUi_Menu/Windows.xml and Config/progression.xml. Plus DLL's in the 7DaystoDie_Data/Managed folder.
  5. Hopes and prayers? Explosives, like rocket launchers, pipe bombs, etc. Lots of ammo. Make sure you have your best armor.
  6. Yep. You have to find the laser workbench to make it. And no, the other doesn't look like a well.
  7. Well you're using a custom UI other than mine, which is NOT a good idea because it could mess up the workstation UI. Other than that, no. Advanced Forge requires you to NOT be a laborer and be player level 50. If you took the laborer class after buying the perk, then it's disabled until you level up Hammer & Forge.
  8. You're looking for an army camp in the wasteland. Non-launcher link: https://gitlab.com/KhaineGB/dfexperimentalclient/-/archive/master/dfexperimentalclient-master.zip It can be a little slow, just FYI. Guards can actually be pushed around, so you'll probably have to get creative with ramps.
  9. I just pushed it as an experimental build. So if you use the mod launcher, look for DF Experimental. Usual caveats apply, may break saves (it SHOULDN'T, but it might), may summon cthulu, may cause your PC to become skynet, etc. So make sure you have backups.
  10. There's a "Stack all" That checks the container and moves any matching items into it. So if you had say... plant fiber, stone and wood in your container (not full stacks), and then some of the same in your backpack, it would ONLY move those items into the container. That's about the best I can do. If you mean check for individual items (like look for guns and move all guns), then HELL no. Getting those 3 buttons to work was hard enough! Instead I'd just make use of the 3 you have to whittle down your backpack enough where you can just smack the "stash all" button.
  11. In other news... I made some additions to the backpack.
  12. The bicycle and minibike are made in a NORMAL workbench. That's so folks who find those two books aren't locked out of being able to make them. Mods should have been unlocked with grease monkey 3. They didn't unlock with ANYTHING. Just pushed an update to fix it.
  13. I actually fixed this a couple of weeks ago, pushed the fix and forgot to tell anyone. Whoops. Working fine for me. If you are using modlets to add more vehicles, don't. It breaks the progression and can cause this issue.
  14. Any vehicle that ISN'T a bicycle/minibike has to be made in the Mechanics Workstation (which you get at Grease Monkey 3). Some zombies provide a speed buff to all other zombies in the area (footballers).
  15. Ok, being in SP means it's easier for me to reproduce, so I'll do some poking later.
  16. Not gonna lie, i'm not sure what's going on with the quest thing. I had someone else report it, but ONLY on a server... but the XML is setup correctly. So I'm going to have to test that. Second one sounds like you may have chunk corruption, for just that area. Sadly it's a vanilla thing. I know there's a way to find out what region that POI is in, then you can delete the region and force the game to reset it, which SHOULD fix it... in theory.
  17. If you're using the mod launcher, I think that stores logs somewhere else. Otherwise it's in %AppData%\LocalLow\The Fun Pimps\7 Days To Die
  18. A few of us have been testing out the bleeding thing and honestly cannot get it to reproduce at all. So I have no idea what's going on in your case. And that's with either all tech or all demon too. So.... no clue. The puke buff is an instant-effect, so not really. I can trigger a tooltip though (shows above the hotbar). You can still farm the rad biome itself for gyro parts. The respawn rate is pretty fast. And no, it's not going to be a perk you can just get.
  19. Looks like they might be another problem with the animals that I need to look into. I'll look into the guard function. That definitely shouldn't be using that much. I'll see if there's something I can hook into to put a custom buff on when guarding to balance things out.
  20. There's no crash noted in that log, so I have no idea. Will double check but pretty sure I fixed that. Mine were drinking one water maybe every 2-3 hours, which seems reasonable. 2.30A is the most up to date, yes. No it's not pointless. Hoard them. Burnt biome for the small one. Wasteland for the large one. Put your mouse cursor over the lock icon and it'll tell you what you need.
  21. It's because messing with the speed setting only adjusts the server tickrate (in SP, it's basically a 1 player server, no idea why). So that throws out the portal spawning, the plants have issues, zombie spawn/despawn gets screwed up, etc.
  22. You should get plenty looting the bunkers. I know exactly which speed thing you mean. If you ever get bored, give yourself god mode, fly and set it to max just to see what happens to the zombies. It's pretty funny. However, I do not recommend using that to set game speed. The reason for that is because it somehow messes things up so the game is totally out of sync with effects based on seconds and minutes (like buffs and plant growing times). You'd be better off going into Data/Config/XUi_Menu and editing windows.xml with notepad++ Then find this... <gameoption name="DayNightLength" title="goDayLength" value_wrap="false" value_type="int" values="15, 30, 45, 60, 75, 90, 105, 120" display_names="" value_localization_prefix="goMinute" /> And just add some extra numbers. That's in minutes. However the mod is absolutely not balanced for anything beyond 90 miniutes. That's why I haven't added any extra options beyond 120. It's called Steel Tool Crafting. I need to fix the localization. Requires Tool Crafting 3, Science Crafting 2, Weapon Crafting 2.
  23. Ooof. I can't even remember what I've changed.... I know you'll need Mods/DarknessFalls/Harmony, 7DaysToDieServer_Data/Managed, Data/Config and Data/Bundles/GKRTorch.unity3d as a minimum. You can't. Glad to hear you're enjoying it. Check the Animal Husbandry section of the journal. It has all the info. I doubt they'd do that. They haven't for more complicated mods like Ravenhearst. Shame really because I think it'd be a great idea for DF, RH, WotW and UL (when SubQuake finally releases it) - - - Updated - - - Forum derp, so replying to these in a seperate post. Wrenching to level scavenging is intended. The item thing is... sort-of not intended but I just decided to leave it. Seems appropriate for a class-mastery item. 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. Glad you're enjoying it. 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.
  24. Best place would be the wasteland, probably underground. Glad you're enjoying it. I wouldn't worry about it too much. The rad biome still spawns demons. Just means you can't farm for XP, so you'll at least be getting drops. Huh. I was sure the advanced wire tool was perk locked. I'll check it. I don't mind it making fence traps OP if it's class locked. Bunker locations. <decoration type="model" name="DFalls_Resarch_Lab1" position="3584,18,3544" rotation="3" /> <decoration type="model" name="DFalls_Resarch_Lab1" position="-3515,13,-3540" rotation="0" /> <decoration type="model" name="DFalls_Military_Bunker" position="-3056,35,1793" rotation="1" /> <decoration type="model" name="DFalls_Military_Bunker" position="-2900,36,319" rotation="1" /> <decoration type="model" name="DFalls_Military_Bunker" position="3070,37,-1842" rotation="1" /> <decoration type="model" name="DFalls_Military_Bunker" position="2958,35,-93" rotation="1" />
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