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KhaineGB

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Everything posted by KhaineGB

  1. I'm actually not fussed if they give a lot of wood. The issue is the resource bonus on better tools, not the base wood of the trees. As I said in the discord, if you have those tools and REALLY need to use those trees as a cheap source of wood, you probably have bigger issues.
  2. I cheat. I rent a bare metal dedicated server, installed windows on it and then just RDP to do all my management. Only costs me about 25 euros a month, and I can easily run several 7DTD servers off it.
  3. Will do. I just woke up. Basically I pushed the update for 17.4 and then passed out. I'll get that done today and then edit this post with the link. EDIT: Nexus download location as promised. https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=0 Some of that is fixed in 2.11, some isn't. SHort answer, you don't need forge ahead as a laborer because you get forge recipes as part of hammer and forge. Therefore I put in some code to disable buying perks you don't need since people were complaining about "wasting points". So like... the wrench and steel ammo were a bug. Forge, big forge, advanced forge and cement mixing are NOT bugs because you get them in your class specific hammer and forge perk. So buy that up to level 5. Go into video options and turn off texture streaming. Huh, I'll have to double check what I was told... they told me they'll install updates for folks if asked. But thank you for posting this anyways. May help folks chose a server provider
  4. Alright folks. A17.4 went stable, so I just uploaded Darkness Falls v2.11. Changes as follows. Updated for A17.4 compatibility. Added car battery crafting tier increase to science. Added Titanium Hunting Knife to Titanium Crafting skill. Vanilla farming journal entry altered to state water is needed for crops. Vanilla mining journal entry edited to state where ore is found, including titanium. Rocket launchers now gain crafting tiers from gun crafting. Scientist gets the T7 and T8 bonus. Some Food/Drink now grants HP regen bonus and max HP regen bonus like the old Healing Factor perk. Goldenrod tea now more effective at curing Dysentry and Food Poisoning. 75% for level 1, 50% for level 2. Orange Tea cures Dysentry and Food Poisoning at 100% for level 1 and 75% for level 2. Honey now cures Infection 1 and Pneumonia at 50% Antibiotics and Herbal Antibiotics no longer cure Food Poisoning and Dysentry. Herbal Antibiotic effectiveness reduced. Fixed uranium/plutonium stack sizes. Mastery book base economic value has been doubled. Added nailgun recipe to the Laborer class. Gained on finishing the class quest. Changed crafting perks to give a flat crafting time reduction of 1% per level, instead of on a per item basis. Added perks for Iron Armor and Steel Armor so anyone can obtain them. Changed feral lab zombies and hazmats to have a chance of giving Infection 2 to the player. Added a new perk called The Completionist. This should be considered the "I finished the mod" perk. All custom entities and new zombie textures now use the block-loading method to reduce spawning lag. Increases loading times and RAM usage, but stops spawn lag. Most gun schematics moved from the normal trader to caitlin/wandering trader. Lathe is now only found in behemoth loot, secret stash and airdrops. Airdrops overhauled so they're more useful. Turrets overhauled. They take less resources but now require the completed gun as part of the recipe. Auto-turret Mk2 added. Uses 7.62mm ammo. Shotgun Turret Mk2 added. Uses shotgun slugs. Changed rad biome texture to ice so its more obvious. Removed protection increase from all armour at T8, slightly lowered protection value of titanium armor, increased stunned/bleeding protection instead for all armor. Removed mod slots from the blunderbuss and slightly lowered it's damage. Changed RWG mixer back to vanilla-ish. Mostly spawns pine forest, radiated still spawns. Should help stop folks spawning in radiated biome or wasteland. A unique NPC now spawns in the world and offers a quest chain to help find the small bunker. Laser stuff now has T7 and T8 effects. Removed forge ahead requirement from workbench tools because it screwed up crafting the wrench for laborers. Remade steel, stainless steel and titanium bars to fix the "cant shoot through" issue. Yeah, Science localization has been fixed regarding mod crafting. Laser weapons can no longer take silencers. Coconut tree now properly re-grows to fruit status. Wrench is no longer considered a blunt weapon, but can level construction when upgrading/repairing Made the shotgun slug cheaper to craft because I think TFP were on something at the time. Lowered AR15 damage. Removed the accuracy penalty from the barrel extender mod. Increased knife and machete damage to make them more viable as weapons. Physician perk now grants increased healing on bandages/first aid kits. Power armor added. It is a light armor, with higher protection than titanium and the full suit grants radiation immunity. Laser multitool was using uranium as a repair item when it should've been using energy cells. Fixed the large bunker spawning in the radiated biome instead of the wasteland. Increased spawn area of the body bags in the small bunker so you don't have to be humping them. Cars now have car alarms. All glasses items should now show the correct stat adjustments, though the ski goggles do need 1 thing tweaking. Gave the hardened chest a new loot list cos it was bad. Added research notes to feral lab zombies and feral hazmat workers. Edited pack mule costs to be cheaper to help out in the early levels. Lowered encumbrance penalty. Added extra options for bloodmoon frequency and range. Reduced XP from auger, chainsaw and titanium mining tools. Fixed titanium tool durability. Made raw titanium rarer in all biomes except radiated and wasteland. Added recipes for the sandbags, chain link fences and concrete barriers. Removed the leather recipe from the tailoring station. Health and stamina now show the "blacked out" part so you know if you're at max or not. If you see the "fog" that folks complain about, delete 7DTD. Delete the mod. Make sure there's nothing left of EITHER. Redownload 7DTD, redownload the mod. And yes, this is save-game compatible according to my testers.
  5. I mean, I've had plenty of folks complain it's too easy to tip over...
  6. Not had no 1. Need a titanium clawhammer to use forged titanium.
  7. It really is. I hope they fix it soon. Did you change seed at all? I'm not sure why it constantly picks the same spawn point... it seems like the game picks 1 spawn spot and then gets OBSESSED with it. And yeah, I know what that is. For some reason, and I don't know why the AI is programmed to do this, any zombies near a POI... like the trader... will INSTANTLY path towards it when you enter it. I've tested it myself and watched the buggers do it by sitting on a roof. So it's something coded into vanilla AI behaviour. I absolutely wish I could stop it doing that. Not sure on survivors/bandits, but I am playing with the spawning numbers a bit right now.
  8. First thing, I replied to this last because you gave me a long response and thus I wanted to give you an appropriate amount of time. It seemed only fair. Second thing, I wasn't being sarcastic. I'm just suuuuuuuuuper blunt, even in RL, and it's worse in text. So my apologies if that's how I came across. The emoji limit on the forums really does not help to try and mitigate that. Not even kidding. 1) I'll check grease monkey. I was sure I'd put it in the localization but eh... it's me. I often end up missing localization. But you don't need to craft wheels because you can wrench tyres to get them just like you could in A16. EDIT: Confirmed localization was missing. Now fixed locally. Best thing to remember with Darkness Falls. I tried to make it more like A16 with A17 bits bolted onto it. Ignore vanilla A17, think about where you used to find stuff and how stuff worked in A16... but with prettier graphics. 2) I did remove the protection increase from titanium and went and gave all armour a bit of a balance pass. It wasn't showing that much for me at all, so when I said mods... I mean armor mods. Not modlets. What I've got right now, is slightly lower protection but an increased protection vs bad buffs, like stun and bleed. I felt that was a good trade off. Regarding classes and time completion, yes 60 minutes is about right. EDIT: Didn't want to fully delete this, but wanted to clarify that was before I changed a lot of stuff from craft to gather, so 30-40 is probably about right. That doesn't mean I'm playing my mod wrong, it means I'm playing it in the way I figure most people would... which means grab a couple of classes, work out what they need and complete them while ALSO doing other stuff that you would need to do in the first 1-2 days... like resource gathering and looting. I also play on 60 min days, which seems to be rare. Most folks seem to play 90 min, which would make it a lot easier. If YOU are doing them in about 5 minutes... then congrats? You're playing it in a way you feel is most optimal. I don't do that. I like to explore and do other things while also working on the classes. Example, I usually take civilian, because the skill points are very helpful from a testing standpoint, +1 other. My first day is getting the starter quest done, hit the trader, work on civilian to the point I need dukes, go do a trader quest. By the time I've done all that, it's nearly night time due to 60 min days, I've got civilian pretty much done and I've probably half-finished the other class. And the reason I changed everything to gather was because craft sometimes wasn't firing and RARELY caused an NRE. 3) Can you tell me which guns specifically? If one is the combat shotgun then I'm afraid you're gonna have to deal with that one. I lined up the iron sights as best I could on that and everyone complained the folding stock of the model was in the way, so I just had to make do on that. I think the M4A1 is ok because I was messing with that earlier for testing something. Same with the laser rifle... but if you can give me a list of any others, I'll go poke it. 4) The mod is supposed to make EARLY and MID game a little more difficult. When you get towards end game, with stuff like titanium armor, I want the player to feel a little OP and like they can take on the world. Think of it like playing an MMO. You start out, stuff is kicking your ass. After a few levels and better gear, you can go back to the old location and absolutely murder everything. That's the sort of feel I'm trying to go for. Honestly... if I could get RWG working how I want, then I'd actually seperate it all out so the biomes are essentially "tiers" of difficulty.... so forest would be more like T1, desert/snow more like T2, then Burnt for T3, wasteland for T4 and radiated for T5. I'm REALLY hoping I can do that with the new RWG in A18 because then it'll feel less jarring. Gamestage control over biome spawns would also be really, really nice, but that requires some advanced DLL nonsense that I honestly don't have the experience for. Also I'm currently tweaking the levelling rate so that might make it a little more difficult to get titanium. I'd love it if I could have level requirements for actually wearing stuff, again like MMO's, but such is life. May see if I can limit the passive effects with requirement=progressionlevel but no promises. 5) Blunderbuss. Looking into it. The problem is you're saying it's base damage of 11 is OP, yet every single player I've spoken to REFUSED to use it because they said it was underpowered and crap. Soooo... who's right there? I don't mean that to be sarcastic or rude, but I've got one guy telling me it's overpowered even before I altered it, and a LOT of other people telling me it just isn't. 6) Will revisit the schematics. I tweaked the loot drop a while back so they should be as common as paper.... yet paper is still dropping more often and I'm not sure why. I may need to give them a slight prob bump. 7) What do you mean on the demons? I only gave them the fire particle effect. Can you grab a screenshot to illustrate it for me? 8) Bomber zombies doing that is intended. Folks loved it in A16 because it made them hard to see/hard to hit. I recommend excessive amounts of explosions and/or molotovs. 9) The machete being the wrong way around is interesting.... because the way it's orientated in-game is correct from a unity standpoint. What I mean by that, is that the blade is facing the correct way in the unity editor. Might be a shader issue I need to look into. 10) Which behemoths? Is it the female ones or male ones? Reason I ask is because then I can compare the night stalker to the male ones for colliders if the males fit but he doesn't. It might also be the size scale property I was using in the XML. So a little more info there would be super helpful so I can try and track it down. Finally, just to reiterate, I wasn't trying to be sarcastic or offensive... and I hope your cold buggers off soon. I hate colds. They always make you feel absolutely miserable for no reason at all. EDIT: Also I'd consider removing the grass and loot bag modlets. I already reduced the grass and increased loot bag time.... and increased loot bag time AGAIN on the experimental branch. Longer loot bags = more entities = more lag. Subquake tested that out because we were both curious just how long you can push the loot bag timer before lag is an issue.
  9. Yes but it's high gamestage. However, I kinda miscalculated how gamestage works in A17 vs A16, so I need to revisit that so they turn up earlier. Completely delete the game. Completely delete the mod. Reinstall both. Happens everytime there's a .X update to the game and I have no idea why. XUi_Menu/Windows.xml This bit. <gameoption name="BloodMoonFrequency" title="goBloodMoonFrequency" value_wrap="false" value_type="int" values="0, 3, 5, 7, 14, 21" display_names="goDisabled" value_localization_prefix="goDay" /> Just add a 1. I'll do it on my local copy too. That's actually a vanilla bug that TFP have CLAIMED to fix. Apparently they didn't. That's kinda frustrating.
  10. Portals do respawn. Or they're supposed to. If the XML likes me. It does work, yes. The 2 main differences are 1 class book instead of 2 and no guards at the trader. Wrench issue is fixed in the latest experimental build of the mod. Basically... I'm dumb and derped. Latest experimental build also works with A17.4. Already tweaked animals spawns. Just waiting on tester feedback. As for RAM, I do have 32GB and the experimental build is using 12GB on an 8k map. Some of my testers only have 8GB and say it runs absolutely fine, so you don't need 32GB. But... I mean... if you wanna use it as an excuse to upgrade. *cough*Yes you absolutely need it*cough* Pack mule does not unlock all slots. This is intended. To unlock all slots you need the medium backpack, all pack mule, the Tactical Rigging and triple storage pockets installed on coat, chest clothes and pants clothes. The class-only advanced tactical rigging and class only large backpack just make it so you don't have to buy all levels of pack mule. EDIT: Also I haven't forgotten the other posts here. The forum just wouldn't let me quote anymore. I will address those points shortly.
  11. Because I felt like it. Also at the time, WotW was using Tungsten and I wanted to have something a little different.
  12. Could be worse. In 17.0, I did a clear sleepers quest, went into the attic of a house at like... level 3... and there were 3 ferals in there... T1 quest. Yeah, I died. That was vanilla too. And yes, like the hidden military bunkers. There's some in the burnt biome and some in the wasteland. Also, just to point out, the perk you're trying to unlock with research notes REQUIRES player level 75 as a minimum. At that point you should be able to fight behemoths if you have the right gear and play smart.
  13. 1) Depends where you're looking. I didn't alter sleeper gamestages at all, so that's like vanilla. Wasteland in general is tougher than most other biomes. 2) At the moment, from the bunkers. They will drop from feral lab zombies and feral hazmat zombies in 2.11.
  14. Traders don't have guards on servers. That was intentional due to a bug. You can copy the trader files from the client version to the server to restore them because I THINK the bug is fixed, but it's an at your own risk thing. I keep telling people NOT to use the trader as a base. You could always run the dedicated server files from steam on a PC and play it like that instead. It actually helps with lag a bit too. Mmmkay, so I have a localization issue to fix.... thanks for letting me know. I know there was a reason I kept the range low-ish... and I have no idea why I set it to 15 on the titanium one. Will have to look into that. No it's not possible to make the spears poke through bars because it's a melee weapon and bars block melee weapons but not missles like arrows/gun fire. I wonder if I can use hitmask_override on that... This is what I get for having a million XML files open at once. Yep, it's master hunter... not survivalist. Just checked it. Radiation is not invisible on the map. I made it red like it used to be in A16. And there IS a point to that biome. You're just not high enough level for it to matter yet. No idea what's going on with the advanced forge. It was working fine in 17.2, I didn't change anything and it's using a slightly altered Forge UI + the forge class... so maybe TFP tweaked something on the forge block class? I mean, they already tweaked the AI and didn't tell us...
  15. If it was a red book, that was the mastery book, not the class book. You don't generally find class books in loot. - - - Updated - - - Depends on your class. Laborer gets it as part of hammer and forge. Normal steel crafting requires weapons crafting 2, science crafting 2, tool crafting 3 and NOT be a laborer. Steel crossbow is only available to the survivalist after you read the mastery book/bought the perk.
  16. IT's meant to be like that. There is no gyrocopter. Motorcycle and 4x4 are under Master Mechanic. Titanium can be found in ALL biomes approx 5-10 blocks above bedrock. It also spawns in the wasteland above ground.
  17. Thanks. It's been a lot of work and a LOT of asking for help.
  18. Trader Caitlin has completely different inventory to any other trader.
  19. Just checked for you. Both small maps have 2 trader caitlins, 2 large wasteland bunkers, 4 of the small one you already found. Regarding the radiation biome... I want to make it quite clear I do not mean this in a nasty or rude way. It is NOT supposed to be easy. If you want to go explore that, you have to sacrifice some of your armor slots. Chest and legs should be fine, but you will lose your gloves, boots and head slot. Mod those two pieces of armor appropriately, like with steel or military plating, for extra protection. As Scyris mentioned, get the Blessed Metal mod because it doubles the damage of the weapon vs demons. It is not a biome to be taken lightly. Preparation and gear is necessary. I noticed that with the wrench in vanilla as well as in the mod. No idea what's going on there. Bleeding... yeah. I think the zombie with the highest chance of causing bleed is like... 20% or 25%... and I'm pretty sure that's either the dog or a feral. Bearing that in mind, it's INSANE how often it happens. I did wonder about adding an Coagulant med that the player can take which grants immunity to bleed for X amount of time. Still trying to decide if it's a good idea or not. Regarding infection, it works similar to A16, so chop down those tree stumps and gut hornets for honey. You need a proper knife or machete to get honey from a hornet. Shiv won't work, but the honey has a good chance of curing Infection 1.
  20. There's a much larger one. It's supposed to be in the wasteland but the prefab had the wrong biome so it was only in the radiated biome. If you're using the premade maps, they're definitely in the wasteland. Have fixed it for 2.11 for RWG though. 1) Yep. You need the full suit. There is a cure for radiation.... anti-rad pills. It's a scientist mastery recipe. The radiation is supposed to be deadly, so that's not getting altered. You go in there without the right protection? You're gonna die. I did change the texture in my local build to make the biome WAY more obvious though. 2) Bleeding is literaly just the vanilla values. I didn't change it. Probably not going to mess with it either because it's all cvar based and honestly gives me a headache trying to work out what the hell TFP are doing. Food/Drink have been overhauled in the experimental build to give the player a version of the old Healing Factor perk, so you will very slowly regenerate health and max health for 30 minutes. I figure that makes it more valuable than just filling up the appropriate stat. 3) ATM no, it's not. I also don't recommend living with the trader because I'm pretty sure the guards count against your max zombie count for bloodmoons. Still trying to confirm that though. Hirable NPC's will be a thing in the future, but they won't work in the way you're hoping. You'll have to hire them for cash, give them food/drink constantly and they'll either follow you or stand guard.
  21. I don't believe so. I am pretty sure it's a texture located in the asset file, so not easy to change. Works fine for me... you might not be close enough. That's my thought too. I want to try 12k and see how bad that is on the RAM use. It doesn't. Science Crafting is for mod schematics. I only found out last night that the Yeah, Science localization is incorrect. Basically it gives early access to all types of normal ammo and most explosives... plus the battery bank.
  22. Mechanic gets access to grease monkey which you have to buy. Check The Huntsman perk. Code says you get leather armor at level 1, machete at 2, hunting knife at 3, Hunting rifle + ammo at 4... and you get 2 levels of that perk for free. If the perk doesn't say that, then I need to edit the localization.
  23. Annoying you had to upgrade to 64GB, but glad you're enjoying it. Side-note: I made a 16k map today while testing RWG and actually PLAYING the map uses 20GB... I couldn't believe it.
  24. <property name="CanPickup" value="true"/> ^ there you go. I have tweaked rwg a bit, but I'd wait for build 3 if you want to mess with that. I'm still doing tweaking. I -think- it's safe to go from 17.3 to 17.4, but make sure you backup your save first.
  25. Aha, found the issue. Fixed it for 2.11
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