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KhaineGB

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Everything posted by KhaineGB

  1. 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.
  2. As kickz found out, cows do not like to be petted...
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. It works whenever it feels like working. Which isn't very often.
  11. 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.
  12. Scavenging is working fine for me. I had the debug message on for ages to test that.
  13. 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
  14. 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.
  15. 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.
  16. 5-10 blocks above bedrock. Also, if you see little clumps of flowers/plants/grass it CAN be under that.
  17. That's... odd. I've never heard anyone have that issue. O.o
  18. I could, but that's intended. It's supposed to be slow. The localization thing is fixed in the next experimental too. I added Sphereii's localization patch so you don't have to manually add it. The game adds it at run-time just like the rest of the modlet.
  19. Not in DF stable it's not. It's 7 days or off. I actually added more days in the experimental version. I think it's 1, 3, 5, 7 right now.
  20. Intended, but extra options are being added. It sounds like it might be unzipped incorrectly or in the wrong place. Open the zip file and there should be a folder in it. Open THAT and you should find 7DaystoDie_Data, Data and Mods. Unzip that to your 7 days to die folder and overwrite when prompted. Hornet requires AnimationSDX to work, so you need to patch your DLL file. NPC numbers are NOT final. I left them high for testing purposes, so that will be refined.... slowly. Textures.... Kickz had the same problem. For some reason, the game is defaulting to Texture Streaming ON. Turn that off and it fixes it.
  21. It might, it also might not. It also doesn't take into account the extra tiers I'm going to be adding. Experimental is.... pretty close to being fine for long term play. Hoping to finish it up over the next 5-6 days Then it's just bug fixing, item icons and localization.
  22. I make absolutely no guarantees any of them will work. I know Firearms 2 should have been tweaked for better compatibility. Tyres already have a use. No idea what the arrow recipes is, but probably not because I edited arrow and bolt recipes. Brass knobs from doors should be ok. Death debuff timer should be ok. Faster vehicle speed MIGHT be ok until 2.1 due to extra vehicles. Flagstone frames might be... but eh... why? Trader daily restock might be ok, but that's kinda OP and I don't recommend it. Wandering horde size WONT be. Water refill.... no idea what that is so can't comment. Quality effectiveness bonus - Might be but don't use it. I balanced stuff around static damage/level so if you mess with that you're likely going to make a basic sniper rifle better than a coilgun since my new guns WON'T be in that modlet. Most things already have reduced stamina usage per level, so I wouldn't mess with that either. As a very general rule, modlets are use at your own risk. If it breaks the mod, not my problem. I also wish folks would play DF WITHOUT ANY MODLETS first. It's taken bloody days to try and balance everything, so at least give it a try before you start ruining that, kk thx.
  23. Lower the XP that things give you on the items... Or increase the amount of XP needed in progression.
  24. Nope. Guards will totally kill steal you and you get no XP, as Kickz found out today... On experimental... there is an altered near death debuff. Health dropped to 50 for the duration. Food dropped to 50 for the duration. Stamina dropped to 50 for the duration. -25% XP penalty for the duration. However, decent food and drink will offset the health/food/stamina penalties to a max of 100... so +50.
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