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KhaineGB

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Everything posted by KhaineGB

  1. This is one of the weapons, just as a sneak peek for folks.
  2. Glad you're enjoying it. The new laser weapons and their ammo will need titanium. So don't worry, more uses are coming.
  3. Basically roughly once per day it spawns water on top of it. It SHOULD be able to go on any type of ground/block, but checks for light above it to simulate being outside... like a rain catcher should be. Just don't surround it with blocks otherwise it pushes the water into the blocks and causes chunk corruption. Make sure there's plenty of air around it so the water can flow.
  4. Not that I know of. I may have to tweak rwg again later, but since it's just so ♥♥♥♥♥♥♥ broken in the first place... I just don't recommend using it. Using A17.1 to generate maps is WAY better, which is kinda sad.
  5. No. The maps I included are the best to use. Nitrogen won't spawn any of the compo pack POI's. It should work for 2.04, but you'll be missing trader caitlin and some other things... like wasteland.
  6. You can also just build a rain catcher... That's what everyone else has been doing and it works fine. EDIT: This is how one user has been managing their farms. Those pools of water all have rain catchers under them.
  7. Huh. How odd... I know the sounds.xml is the same, which controls stealth based on noise.... so that'd be hitting anything. I did reduce zombie sight to 20 blocks, so I wonder if it's related to that.
  8. No. And farming is not supposed to just be a fire and forget. 1) Not sure what you mean. The server XML is almost identical to the single player XML, which controls the visibility. The only difference is server start with 1 class book, not 2. 2) Just the localization is missing. The perks have effects. No you can't buy them, you have to make items to access that tree and be player level 100+ 3) Yes. There's guppys shopping cart, which can be made by anyone, and the muscle car which is mechanic only. 4) No. There's 8 5) Might want to get screenshots of them and report them in the compo pack thread then. The only POI'S I made were the bunkers, which I know are laggy due to the sleepers.
  9. You need a lockpicking set, and lockpicking components. Equip the lockpick and hold right mouse on an UNDAMAGED safe, house door or blue metal door. It does not work on hatches, the wooden doors the player can craft, the metal doors the player can craft or the vault door.
  10. Okay... Hotfix for the server scavenging issue is on Gitlab for anyone who wants to help test it. I've tested it in SP and MP and everything still appears to be fine. The skill levels from looting and taking apart cars. But as we have already found out... just because I tested it doesn't necessarily mean it'll work. EDIT: I should state that is for the experimental version, not the stable version... just to save confusion.
  11. As kickz found out, cows do not like to be petted...
  12. It's not supposed to, but it has been since I put it in. Since it's only a visual thing, I decided to ignore it as a bug that isn't a massive priority. There is an extra nasty critter at night. I do plan to add some more later.
  13. May have a preliminary fix for scavenging on servers. First round of tests seem to be working. I'm going to test it out more later to ensure it is still working, then test it out in single player as well to make sure it didn't break anything there.
  14. Oh yeah, I already have custom ones and they work great... so I've got a template. Though I have been using your tool to generate heightmaps and going to try those out on some already generated worlds, since I really like the flatter terrain.
  15. It's the biomes specifically I was after, mostly because RWG is a mess and I wanted to suggest to folks using my mod that they generate worlds with this instead. But I need to be able to generate burnt forest and wasteland as a minimum. EDIT: Guppy's idea of supplying a biome image would actually be bloody perfect for my use case.
  16. It's 37, though I can look at updating it. I'll get a clean copy of the server and do more testing, but survivors and bandits were DEFINITELY working. The only reason I know that is because they had the Layer 1 spam issue, so I had to remake their animation controllers and retest on the server to make sure that issue was gone. And no, XP progress for action skills is not currently possible because it requires DLL editing for the window controller. The only person who's done that is subquake and he hasn't made an SDX patch for it. EDIT: Ok, update. Survivors/bandits sometimes work... and sometimes don't. Trying to find out why. Scavenging doesn't work on LOOT... so onSelfOpenLootContainer doesn't seem to be working properly and I'm not sure why. Scavenging level up from disassembling items with the wrench DOES work. Spear fixed. I was trying to be smart. I failed.
  17. Great tool The bat files don't seem to work, for some reason, but loading the JAR file directly works fine. Is there any way to add in additional biomes to the generation from a user standpoint? Or is that all contained within the code itself?
  18. The first few days, I usually hide, 2nd or 3rd day I like to get started on a mine before it gets dark so I can get resources during the night. Traders without guards are intended on dedicated servers due to a bug. I see you got it fixed. And yeah, I'm looking into using Nitrogen if I can get the prefab list edited so it'll add in the compo pack + my POI's.
  19. It works whenever it feels like working. Which isn't very often.
  20. That means you have 0 traders on your map. Make a new map or use one of the included ones. It's really, really annoying. I know there's a 3rd party RWG tool.... I'm gonna look at poking that and see if I can edit it to include compo pack and DF specific prefabs. Client files on a server could certainly be an issue. It's using custom code to add the levels for all skills, so it could've broken something. But I know scavenging is working fine because I've seen it working for other folks. Specifically Kage and Kickz. I also know survivors and bandits are working fine on their attack animations because they have 2, and I had to test the crap out of them to get run/walk working... which ended up needing some new SDX code. What a pain in the butt.
  21. Scavenging is working fine for me. I had the debug message on for ages to test that.
  22. Yes it's intended that they walk. The rad zombies that spawn at night are half the HP of normal rad zombies and become walkers. They should be considered the next step up from a normal zombie, and below a feral in terms of difficulty. They're not supposed to be easy to kill. They've been there since the A16 version of the mod. In fact, they were actually tougher in the A16 vresion, so I toned them down. There are some new mods. I'm pretty sure the Tactical Rigging is craft only. Don't remember if I put blessed metal as a drop or not, will have to check. If you mean the guards, they've been like that since the A17 version first came out due to the ranged animation being a pain in the nuts to get working properly. Been trying to work on it but it was delaying other things, so it can wait. The survivors and bandits animations work fine for me. I generally don't recommend using ANY modlet with ANY overhaul mod, just because it screws up the progression that the modder intended. That goes for DF, RH and even UL when it finally comes out. But folk's are gonna do it anyway. - - - Updated - - - Yup
  23. Known issue. They're using a custom SDX class which the guard AI can't respond to without crashing HARD. Already tried it. HOWEVER, sphereii's new faction-based AI should resolve that, which I have to do more testing on.
  24. Pretty much. It's in all biomes though one of my testers says he has more luck finding it in the desert than any other biome. Wasteland just has it spawn on the surface. Goldenrod, Chrysanthemum, Cotton, etc. Like the clumps of flowers where clay used to spawn in A16. 1. NPC spawn rate/numbers have been reduced so that should be less of an issue. I based their damage off the base iron club the player has. 2. Absolutely nothing. I need to go re-do all the glasses. 3. Yes it does. Melee weapons use less stamina, tools give more resources, I don't remember what I did for armour, guns have a longer damage fall off range... so better quality gun = more effective at range. 4. Slightly different XML, different trader prefabs, drastically different DLL files. Using the wrong DLL files on the wrong version will cause a crash. Server files are for the dedicated server version. CLient files for anything else.
  25. 5-10 blocks above bedrock. Also, if you see little clumps of flowers/plants/grass it CAN be under that.
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