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KhaineGB

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Everything posted by KhaineGB

  1. 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.
  2. The 2.04 version of DF, which is the NON-EXPERIMENTAL one uses A17.2. The experimental version of DF is 2.1.
  3. 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.
  4. It means it's likely fixed. So make sure you have 2.04. Yes.
  5. I'm gonna be adding in a vehicle that sits between the minibike and bicycle that DOESNT need the torch. Just the workbench and wrench. Little faster the bicycle, slower than the minibike but with minibike storage.
  6. Oh yeah, I removed that casino and the amusement park from the RWG for those reasons. I left the retirement center thing in but I moved it to the wasteland for spawning.
  7. The farming of books thing is exactly why I've changed it in the test build. We didn't have all those bloody annoying schematics that you NEED in order to craft mods. Right now I'm trying to reorganise progression, and loot to some extent, to be more like A16 because the balance of the mod was WAY better there. Plus I've realised I mostly hate A17 vanilla. Quests and zombies not running in circles anymore were basically all I really wanted, though the extra modding support is nice.
  8. For anyone else reading the thread, I actually have some changes in the 2.1 test build right now. - All mod schematics were removed. They now use a generic schematic. - Generic schematics can be scrapped into skill notes. - Trader quests now have a chance of giving skill notes as a reward. Why did I make these changes? Ok, it's a bit long-winded but bear with me. The skill notes as trader quest rewards was always intended as it was a thing in A16. I just didn't know how to do it at the time. Now I do, so it's a thing again. Schematics. I HATE the fact that in A17 you have to buy the perk to make X mod, then you have to find the schematic for it. It also fills bookcases with unnecessary junk, which is very annoying when part of the mod has always been looking for recipes, class mastery books, etc. I figured getting rid of them should HOPEFULLY mean less crap in bookcases, but I still liked the idea of a schematic being used in the crafting, which is why I added a generic one that you can scrap for skill notes. It also stacks to 500, so hopefully less storage usage. Initial feedback seems positive.
  9. Still going on about the feelings thing? If you had hurt my feelings, you'd know about it. I'd be considerably less polite. Again, because you apparently cannot understand this. Your post was not presented as a request, feedback or even a suggestion. It was presented as a demand. I don't give in to demands. I tell you to walk. So... go on. Off you pop. Plenty of other folks have given me feedback and it has been accepted. My discord users are VERY helpful with suggestions and critique. Are they always accepted? No. But they're well written and well presented. Not just "I don't like this. Change it." The fact several other modders have now jumped in on this to make comments should be evidence that you presented your argument REALLY badly... not that you "hurt my feelings." Good lord.
  10. No, you didn't request. You demanded. Your post literally could've been summed up as "I don't like this. Change it." That's not a request. It's not even a suggestion on how to make it better. Also the fact you seem to think my feelings were hurt by that is... kinda laughable. The fact ONLY YOU seem to think it's a flaw when it's been in the mod for over a year speaks volumes IMO. It's still not getting changed. There are extra ways to get skill notes being put into the mod because I had them in A16 and couldn't find an acceptable way to do it when A17 came out. I now DO have an acceptable way to do it. You're still going to have to work for it. That is intended. You. Don't. Need. Every. Class. You just want several of them. That's not a mod-design issue. That's a you issue.
  11. In THEORY... no. You won't need to restart. New biome is in the experimental branch but I can only get the bloody thing working on the maps I've made. It isn't playing nice with RWG right now. And here's an example of how to get me NOT to change something. It's not supposed to be easy. It's supposed to be a grind. It's designed to keep you constantly looking. Short answer: It's not getting changed. You don't need all the classes. Rethink how you're playing the mod, or don't play it. But don't come in and try to make a demand because that's not gonna go well. Food/drink changes are currently desgined to mitigate the new Near Death debuff, which makes the farmer class WAY more useful.
  12. You don't. The game has a max stack limit before it starts to do strange things. 30k is the accepted safe maximum, 50k is the absolute maximum. Anything over 30k can cause issues. However if you want to risk breaking it, you need to find unit_iron in items.xml and increase the number there. Most of the others extend from that, so changing that one should fix the rest. Absolutely NOT recommended though. I'm hoping 2 weeks max. I would like 2.1 to be out by the end of the month. You're welcome to try the experimental though. Going by tester feedback so far, I don't expect many game-breaking changes at this point.
  13. Try updating. Apparently I commented out something i shouldn't have when trying to fix an NRE. So just updated the file. Specifically blocks.
  14. Most mod creators don't add modlets, or even seek to make them compatible, because they feel it doesn't fit with their vision of how they want the mod to be played. Something you folks should consider before trying to work out what you're going to stuff into UL. It might ruin the carefuly crafted experience for the sake of you wanting more shiny stuff.
  15. 1) Localization error. Crucible is level 4, which you need to have completed your class quest for and be player level 30. 2) Scrap recipes and books you don't need.
  16. That's probably why then. Not much I can do about that because the spawn trader block is a vanilla function. However I'm absolutely be going to recommend folks use the maps I'm including from now on, just because I'm having so many problems with getting the RWG to do what I want regarding POI and biome distribution. I honestly wish they'd just put the A16 one back for now.
  17. 90% sure that's the armor skill... And pretty sure it's because it was accessing an incorrect cvar. EDIT: Fixed the errant cvar and pushed to gitlab. No idea if it will fix it, but I'm basically re-writing the progression file anyways... soooooo...
  18. So... 2.1 is going to be delayed. I realised I HATE the A17 progression system. Absolutely hate it. So I downloaded A16 and I'm converting that over as a base to start with, then adding in A17 perks that I like, mod specific stuff, etc. - - - Updated - - - That's the vanilla trader spawning block I think. Which means either people are moving traders around... which I do NOT recommend because the block constantly spawns traders, or something else is messing with it.
  19. ^ This is actally a good point. I've had 7DTD say it can't find steam unless I run 7DTD as an admin... and then other times it just works.
  20. Absolutely no idea. I don't use the mod launcher. Could try making sure all the .NET 4.0 or higher framework is up to date. Failing that, beg master Sphereii for help.
  21. I'll need the output_log to find out what the issue is there. I also need confirmation you're definitely using the 2.1 experimental build. It sounds like the armor use skill might be bugging out, but I haven't had anyone else report that yet. And yeah, you might have to delete his profile to fix it. That's why the experimental has a big warning on it.
  22. Are you using any server tools? I think there's a way to teleport an offline player if so. I'm REALLY bad with the server-side of things, so I'm just going by what other folks have told me. I believe I was told about that. Sounds like it's just a localization issue. Feel free to ignore. I'm re-doing a lot of that anyways so I will make absolutely sure that it's correct for 2.1. Any incorrect XML will be pushed from the server, so you're good. Also, just a bit of an update for everyone regarding what's going on right now. 7th was my wedding anniversary, so I spent the whole day with the wife. Next week I'm away at a festival for 4 days, 14th to 17th, so any messages during that time won't be answered since I'll be in the middle of Wales with a potato for internet signal on my phone. I -will- try to hop in the discord. But I might be drunk. So you've been warned.
  23. That's intentional. It's supposed to be an automatic, but I set the XML up wrong, so that's on my to-fix list.
  24. Absolutely not. Wellness was hard coded into the DLL, so putting back the old system is impossible for an idiot like me. Might be easier for someone who actually knows what they're doing. But a basic emulation of it IS possible, which is what I'm thinking of. I would like to have it so the player needs to eat at least once a day. As an example, as a fat, lazy SOB, I have 1 big meal and 1 snack per day. I figure someone who is in shape and fairly active could survive off that, but might need more fluid intake. So I do want to look at balancing that, but first I have a million and one ideas I want to get working and other things I want to fix/balance. Unlikely to be something I do anytime soon, but I'll see if I can get it into 2.1.
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