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KhaineGB

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Everything posted by KhaineGB

  1. Nope because I hard coded it into the XML files. And the time being removed is intended.
  2. I'm gonna look into it, cos it's annoying, but that's just what folks have been telling me. Snowberries looking like yucca is a known issue and has been fixed in the next version. All plants are 1x1 so you don't need to space for 2x2. Ok. Doors are odd. See if this helps?
  3. No, it's not supposed to be easy. There's something wrong with hordes. If you only get a few zombies, LEAVE YOUR BASE. I'm not kidding. The rest seriously get stuck on a tree or a rock or god knows what else and won't path to you unless you leave... then it all starts working again. Absolutely no idea why since I haven't messed with the AI. Just used Guppys trickle fix and added some extra zombies.
  4. Look in the workbench for Water Barrel or Rain Catcher. I know the launcher was being odd a couple of days ago... is it ok now? Might be worth talking to sphereii if you're still having issues. Also make sure EAC is off. Arrowheads is absolutely a mistake. I thought I'd added it to the hunter mastery, but apparently not... so whoops. Spear is generic, which is intended.
  5. The action skills were actually based off Deceptive Pastry's work, which I believe IS a modlet. You can download that here. https://7daystodie.com/forums/showthread.php?99334-Return-of-Action-Skills-perks-that-level-as-you-use-them-(Test-Release)&highlight=action+skill Ok, I don't use the mod launcher, but I THINK you can tell it to copy the version you downloaded from steam. So make sure you have 17.2 downloaded from steam and then I think you can tell it to copy the steam version and point it to your steam folder.
  6. A) It's intentional that multiplayer versions only have 1 class book. The mod actually used to only give 1 and folks who enjoy single player said they felt it was too limiting, so I changed single player only to 2. B) You want a rain catcher. Dig a trench 2 blocks deep and put the rain catcher somewhere around the middle. It spawns water on top that SHOULD then fill the trench. It does this approx once per day.
  7. I'm gonna guess it's this bit. 2019-03-26T19:05:54 6.382 INF Parsing server configfile: C:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls\SaveConfig.xml 2019-03-26T19:05:54 6.392 ERR Error parsing configfile: 2019-03-26T19:05:54 6.393 EXC Document element did not appear. Line 1, position 1. XmlException: Document element did not appear. Line 1, position 1. at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0 at GameStartupHelper.LoadConfigFile (System.String _filename) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) GameStartupHelper:LoadConfigFile(String) GameStartupHelper:ParseCommandLine(String[]) GameManager:Awake() Soooo... absolutely nothing to do with the mod. I'd make sure you're running 17.2 though.
  8. Just updated the mod earlier to hotfix that. So she will sell them now You may need to go into admin mode and force-refresh her inventory.
  9. Try the corners of the maps... Also I found out caitlin has the wrong trader ID and currently does not sell solar banks.
  10. All biomes One of my players seems to like being a mole man in the desert and says he often finds titanium there. In fact he was complaining he was finding more titanium than iron.
  11. I've had folks report luck finding titanium around 5-10 blocks above bedrock. It also spawns on the surface in the wasteland.
  12. Yep. Stone hammer doesn't upgrade to iron. Mastery books are found, sometimes bought from the trader. Bloodmoons should be semi-random. I need to tweak that a little as it's not working entirely as intended. That sounds like something isn't installed correctly.
  13. There's a mastery book for all classes so you don't have to spend the points. Which door and what tool?
  14. ^ that Arrows + non-vanilla entities = tomahawk missile.
  15. The quest starter is the class book you have to make. If you didn't make and read a civilian class book, you won't get the attribute. I can -try- but since RWG doesn't always obey what I tell it to do, I make no guarantee's...
  16. The trader thing/NRE will absolutely be due to no traders on the map. What is REALLY annoying is I set every single trader prefab to min_count=1 and at least 1 trader type per BIOME, so you should have at least 5 on the map. But apparently RWG hates me.
  17. Clients NEED the mod installed due to modified DLL. Won't work without it. And yes, make sure client and server both have EAC disabled.
  18. I'll see about adding sphereii's localization patch to DF so you should just be able to add it via xpath in the future.
  19. Nope. That all seems fine... hmmmm.
  20. Check the output_log of the server for any errors. Yeah. You installed the experimental version that isn't even SLIGHTLY finished. It's for folks to test out the mod, report bugs, suggest balance changes, etc. The backpack is intentional. It uses the same slot as the players shirt. Players will need to use that + mods + clothes + strength to unlock backpack slots. The skills thing is because I haven't finished localization yet. What you're looking at is the raw code used in the game. It's also A16 skill progression with A17 stuff tacked onto it.
  21. Nope. It's an overhaul mod, which means all the XML is hard-edited and there's a lot of DLL patches. So you have the lot, or nothing.
  22. The 2.04 version of DF, which is the NON-EXPERIMENTAL one uses A17.2. The experimental version of DF is 2.1.
  23. The AI is kinda janky on th guards. But basically, it's this. <property name="AITarget-3" value="SetNearestEntityAsTarget" param1="EntityZombie,0,EntityZombieCop,0,EntityVulture,0"/> I do need to go through and add some extras in there, like EntityZombieNew, which is what the behemoth uses.
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