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KhaineGB

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Posts posted by KhaineGB

  1. 14 hours ago, CyberGandhi said:

    Hi guys, having a little issue with my dedicated server, I made a few changes to my recipes and progression xml files in my dedicated server local files with the mod installed, however the changes are not reflecting in game, for example, I changed the amount of skill points per level from 1 to 3 and changes amount of meat needed for certain recipes but in game is still reflecting default settings.

     

    any idea how to fix this? 


    You have to change the files in Mods\0-DarknessFallsCore\Config, not Data/Config or the configdumps folder.

    But my point remains regarding overhauls. ;)

  2. 1 hour ago, Voras said:

    I forgot to add more explanation to my question. 

    I mean with editing xml. I have created some skills that increase health and stamina above 300 limit and when I eat something it drops to 300. 


    Then there's a lot more you need to change. You can't just go in and tweak things with the wellness system because I had to write a LOT of failsafes, and you're trigging them.

    I've said it before, and i'll say it again. Big overhauls like DF, RH, UL, AoO, AM, JM, etc are NOT meant for people to mod. They're just not. We have a lot of moving parts, as you have discovered.

    In other news...
     

    Aside from a few final things and working on POI's, I would say that 4.1 is largely ready. As such, I felt it was time to release a dev build for people to play around with. Be aware, this is DEV BUILD. There may be bugs and there may be progress wipe if I push out a new one/push to stable. Use at your own risk. 
     

    Only works on A20.6.
     

    V4.1.0-DEV-B9

    - Updated SCore to latest version as of 7th August.
    - Large backend XML rewrite to make things easier for future alphas.
    - Added grumpybeards fertilized crops fix.
    - Added underground variants of cannabis and rice (localization not done).
    - Halved the range of Threat Assessment.
    - Halved bonus rifle damage of Threat Assessment.
    - Scrapped Scavenger class.
    - Moved Charismatic Nature to Survivalist.
    - Self Medicated has been added to Physician.
    - Lucky Looter and Wasteland Treasures combined into 1 perk and added to Survivalist.
    - Pistol and Knuckle Crafting bonuses from Scavenger added to Survivalist.
    - Well Maintained moved to Laborer.
    - Heavy Armor crafting bonuses added to Security.
    - Titanium Machete unlock and crafting bonuses moved from Survivalist to Scientist so all bladed weapons are in the same place.
    - Advanced Forge perk scrapped and added to Forge Ahead, which is now 3 levels. This means it can be unlocked with books.
    - Added Tool Crafting 3 as a requirement for the Advanced Forge, but lowered the level requirement to 30.
    - Fixed bug with Physical Conditioning maxing the players wellness at 400 at level 2 (which it shouldn't do). Also food/drink will now work to get to 400 with this perk.
    - Increased level requirement of Future Tech 1, but lowered the requirements of further levels so the perk can be completed by level 150.
    - Fixed incorect clamp XP cost (should've been 75 instead of 50).
    - Increased max level to 500 since people apparently wanted higher than 250.

    - Slightly reduced XP gained from mining and uprading.
    - Reduced amount of demon portals in the wasteland.
    - Feral+ zombies are now more resistant to knockdown and shock.
    - All behemoth-style zombies should now be immune to knockdown.
    - Demonic Behemoth is now smaller so his fat ass can fit through doors.
    - Some zombies had HP increased and some lowered to be similar to vanilla.
    - Lowered the cost of making farm plots with fertilizer.
    - Added farm plots to Basic Farming 3 so non-farmers can make them.
    - Added a failsafe for a full suit of power armor to remove any fire buffs on the player just in case the immunity doesn't work.
    - White River Scout can now add 1 rep to all traders, per 5 quests done, up to 100 instead of 50 (+20 in total).
    - Removed GS bonuses based on biomes.
    - Removed loot bonuses based on biomes for desert and snow, and LOWERED the wasteland one from +100% to +50% as it's still dangerous.
    - Put back A19 gamestage scaling based on difficulty. This means Nomad is more like Warrior, Warrior is more like Survivalist, Survivalist is more like Insane... and Insane is... well... Insane.
    - Removed the random locked/unlocked doors so POI's should now work as intended.
    - Fusion Forge can now craft Chemistry Station recipes to stop people asking for a bloody Advanced Chem Station.
    - Laser Workbench should now properly be able to replace both the Metal Workbench and Workbench for crafting.
    - Watch changed from a Survivalist locked item to a Tier 2 mod.
    - Survivalist torch changed from a mastery item to unlocked when the class is completed (like the watch was).
    - Added missing AP/HP steel ammo recipes.
    - M4A1 craft bonuses moved to Security so all auto weapons are in the same place.
    - Bow and Crossbow bonuses moved from Hunter to Survivalist.
    - Master Survivalist now gets Titanium Crossbow and Titanium Arrows/Bolts recipes.
    - All T3 ranged weapons (Sniper Rifle, Desert Vulture, M60, M4A1, SMG, Auto Shotgun) are no longer master locked.
    - Rebalanced perk requirements for unlocking gun recipes. The level of perk now equals the tier of the gun (Pistol needs Gun Crafting 1, as it's a T1 gun. Desert Vulture needs Gun Crafting 3 as it's T3, for example).
    - In line with the above, coilguns now require Gun Crafting 4, plus level 60 (first level) and level 75 (second level).
    - Fixing Living Off The Land stacking with the Iron Hoe for stupid farming numbers.
    - Tempered Blade no longer stacks with Diamond Tip mods.
    - Fixed heat generation with the following silenced weapons: Desert Vulture, Black Sky, Winchester Rifle.
    - Fixed some incorrect schematics in trader inventories.
    - All traders should now carry general, basic building materials.
    - Nurses and Strippers dropping silly amounts of bladed weapons has been adjusted and HOPEFULLY fixed.
    - Survivor animations are fixed.
    - Myth made my Quality Degradation code suck less, so this has been included.
    - Added ocbMaurice's paint brush mod.
    - Bunker textures added to the paintbrush for people who may want to paint their base.
    - Remade both the lab and the bunker with new blocks to help fix the "enemies can see through blocks" bug.
    - Anna's loot room is now fully locked up. Keycard required.
    - Small bunker no longer has blocks you can break to sneak in without getting a keycard.
    - Reduced damage of the crowbar.
    - Added a damage increase for the crowbar to the Breaking and Entering skill.
    - Tweaked the stun baton line damage progression.
    - Slightly reduced the amount of bookcases that have books in the A18 Crack A Book POI.
    - Flaming mods can no longer go in tools (wrench, axes, pickaxes, shovels) as this was not intended.
    - Removed mobility penalty from power armor and increased physical damage resist from 11 per piece, to 12 per piece.
    - Added the Custom Game Options mod kindly provided by wOOkie nOOkie. Many thanks!
    - Screamer Horde zombie amounts are now configurable from the main menu.
    - Wandering Horde zombie amounts are now configurable from the main menu.
    - Wandering Horde min/max hours is now configurable from the main menu.
    - Increased the base reload speed of the M60, which has now fixed the perk adding to reload speed... for some reason.
    - Increased M60 base ammo capacity.
    - Changed the M4A1 to use pistol muzzle flash since gun nuts were complaining it was wrong.
    - Slightly increased the reload speed of pipe pistol, pipe shotgun and pipe rifle to make them a little more useful starting out.
    - All T0 weapons and tools now have ONE mod slot to help out when starting. This does not increase with quality.
    - Strippers should no longer drop a million knives and knuckles.
    - Reduced the Pulse Grenade AOE to 5 blocks from 10 so players are less likely to kill themselves.
    - Honey doesn't give empty jars anymore.
    - Removed empty jars from loot in line with expected A21 adjustments.
    - Lowered the chance of finding boiled water, but increased the chance of finding murky water (again, in line with expected A21 adjustments).
    - Cooking Pot and Cooking Grill can now only be found, when looting, in ovens (placed pots in POI's still remain).
    - In line with the above, shamway boxes are now more likely to have useable food/drink, along with seeds and cans of sham.
    - Vending machines are now more expensive to purchase from.
    - Sap no longer gives hydration, but the stamina regen buff now lasts for quite a bit longer.
    - Forged Steel should now scrap for considerably less.
    - Archery headshot bonus has been moved off Threat Assessment to the Archery action skill as discussed, starting at level 21.
    - Drastically reduced the total time for infection to progress from 7 hours to 3, thus making it much more deadly.
    - Snow now melts into murky water, not clean water.
    - Reduced amount of gas found in cars and bikes.
    - Increased amount of gas found in large vehicles, like the fire truck and garbage truck as an example.
    - Cans of tuna/salmon can now be "opened" in the backpack for raw fish, which is safe to eat but gives less food.
    - All recipes using tuna/salmon now use raw fish.
    - Added a fish pie recipe unlocked with sous chef 3.
    - Added "Slice of Bread" item. A loaf of bread crafts 8.
    - Most recipes that need a full loaf of bread now use slices of bread.
    - To help with confusion regarding coil batteries, they are now crafted in a bundle of 50 that the player must open, rather than the recipe looking like it only crafts one.
    - Butchering and Mining/Tree chopping resource amounts should now be reduced from Warrior and higher. (reduction is 25% per difficulty, starting at WARRIOR)
    - Laser weapons can no longer take silencers, because they're lasers.
    - Laser weapons now have a new mod: Thermal Cooling. This reduces heat and noise generation without changing the firing sound of the weapon.
    - Blade Master no longer works with spears. Knife Guy and Bladed Weapons action skills still do.
    - Spear Master perk line added. (this was Torqqed's idea before anyone tries to say I did it because I like using spears!)
    - Bandages and First Aid Kits (and equivalents) have been reverted to heal over time as this should allow them to work more consistently with the drone.
    - Painkillers now heal 30hp instantly instead of 20 due to the bandage/first aid kit change. This may also encourage players to use them despite the water hit.
    - Codeine now removes concussion.
    - Fixed first aid and paramedic kits being unable to remove laceration.
    - Increased prices of drugs.
    - Fixed being unable to upgrade to quality 80 in the laser workbench.
    - Fixed survivors being unable to hit things.
    - Herbal and normal antibiotics now add more infection cure based on your level of physician.
    - Painkillers and Codine now last longer based on your level of physician.
    - Lowered the base bonus of fortbites and recog from 50% to 40%.
    - Fortbites, recog and diazepam now last longer, and give an increased bonus, based on your level of physician.
    - Vitamins do NOT benefit from physician as longer duration would ruin the ability to use them for wellness. This is intended.
    - Antirad now has a longer duration, based on your level of physician.
    - First Aid Bandages now stack to 10.
    - Lowered requirements of Forge Ahead from 10/20/30 to 5/15/30 so Forge and Big Forge are slightly easier to get.
    - Fixed several melee weapons attacking FASTER with power attack when they shouldn't.
    - Readded Can of Murky Water and Can of Boiled Water to help with early survival due to Boiled Water needing a cooking pot.
    - Class quests that require the player to make Boiled Water have been changed to Can of Boiled Water instead.
    - Nailbombs are now more dangerous.
    - Schematics made for T3 guns and added to loot.
    - Added tougher survivors for biomes beyond forest.
    - Survivors now have a rare chance to spawn as a wandering trader. They carry some basic items, like food, drink, seeds, ammo, resources and books. Nothing OP, but you can sell to them.
    - Added Quartz by Laydor.
    - Added search fields to the backpack and storage windows. Searching an item will make others "disappear" from your bag if they don't match. Deleting the search text makes them reappear. This is only visual, it does not delete the items.
    - Added Xyth's lockpicking modlet so it works more like skyrim rather than a timer.
    - Added missing Expanded Seat mod for vehicles.
    - Fixed backpack overlapping hotbar at 100% UI scaling.
    - Fixed Titanium, Uranium and Plutonium not being able to drop rare ores with applicably high miner 69'er skill.
    - Added new legendary item: Lucky Rabbits Foot (tool mod).
    - Very slightly increased the damage of laser guns to make them a little more attractive to players.
    - Legendary weapons no longer have tiers, but have stats similar to what they would've had at level 80 to make them more appealing to players.
    - Remade farm animals to fix NRE's and for potential animal husbandry (cow, sheep, goat, boar only).
    - Lowered amount of oil shale needed to make oil.
    - Birds Nests and Trash Bags are now destroyed after opening/looting as players seem to like that.
    - Added broken bicycle, minibike and motorcycle to the car random helper spawn list as rare spawns.
    - Added vehicle repair kit. These aren't cheap, but also aren't stupidly expensive, and can be used to repair broken vehicles to get a useable version.
    - Remade Succubus physicsbody and re-tagged all the bones so hitboxes now work properly.
    - Added more scout quests for T2 or higher.
    - Redid trader quest rewards to ensure that titanium and coil level tools/weapons now have a chance to be rewarded (mostly only at T5).
    - Changed "empty" fruit trees to use UpgradeRated instead of PlantGrowing, so if they get smacked it shouldn't cause the "indestructable tree" bug.
    - Sledgehammer schematics should now appropriately unlock various levels of the sledgehammers perk.
     

    Yes, this is the only download link you get.
    No, it's not on the launcher as this is a DEV build and I want people to be able to find logs if there is a problem.
    Yes, you will ABSOLUTELY NEED to make a new save game for 4.1. No question about it.

    Updates to the dev build will be as and when I feel it needs to be done.
     

    Download Link: https://drive.google.com/file/d/1IhJ024CYqtfCXW9FKhZxgSjPrpJWTQXQ/view?usp=sharing

  3. 26 minutes ago, CartoonXiaosin said:

    Hi khaine u mention not to use the mod launcher but i do not how to install it manual as im afraid it destory my original 7d2d. any tutor or guide to install DF manually? thank you very much for this information

     


    I'm also working on an installer so you just download, run, hit next a lot, turn off EAC and that's it.

    Then when you're done, you'd just go to add/remove programs and hit uninstall on darkness falls. This will use TFP's new mod's directory.

  4. On 8/19/2022 at 12:06 PM, Annihilatorza said:

    Nah Roland, Let him put his money where his mouth is. 

     

    Build a complete voxel based game with the following by Xmas

     

    Base Building

    Hoard Night 

    Every block breakable

    Farming

    Electricity

    HD Zombies

    Weapons

    Vehicles

    Wind System

    Feral System

    Day Night Cycle

    Looting

    Crafting

    Armour System

    10km2 maps 

    Ect....

     


    Can I have until just after new year? Cos I can do most of that by christmas, but it might take a little longer for the electricity and a proper RWG with cities and stuff ;)

  5. 11 minutes ago, jdifran said:

     

    If they get the weighted looting odds right and folks reliably get enough of the books for the trees they've perked into, that should go a long way.  They could even add a slider in settings to increase or decrease the weight.  Ensuring that the traders always have a good supply of books would also help avoid frustration when you're screwed by the RNG.


    I mean this with no disrespect... how much MP have you played?

    Because on running servers, cities near spawn are often picked clean like a plaque of locusts has been through, which will severely impact the players ability to get books, regardless of perks.

    That's the problem I'm refering to. :)

  6. I mean, being honest, I just want TFP to make sure the buy functionality is in the XUi Controller.

    They don't even had to enable it. But having it there so people could mod it in, if they so wish, would be a good solution (and then the code is ready if they DO need it)

  7. 5 minutes ago, Roland said:

    I think the biggest complaint we will see is the loss of control over being able to quickly level up in the ladder we want to quickly level up in. People are used to being able to farm points quickly and race to the top the perks and be able to craft the best they can within days of starting. @KhaineGB said he faced this and the solution he had was to allow people to spend points in lieu of books in order to return that control to the player. 

     

    It will be interesting to see if TFP follows in this same design path eventually. Khaine was warning TFP to just do it now and save themselves the headache later. We'll see.


    Honestly, it's more that I can see people getting frustrated if they can't find the books, especially on MP.

    I see it a lot with DF. Even then, players can be very resistant to spending points. ;) I just think it's a good OPTION to have.

  8.  Right, now git has finished screwing me in a variety of different ways, Darkness Falls V4.04 is now up! Patch notes and crap as follows.
     

    V4.04

    - Updated for A20.6.
    - Should include the fixed twitch file if I copied the right one, because twitch nerds apparently can't live without twitch integration.
    - Potentially fixed CompoPack breaking traders.
    - Moved all CompoPack files into their own folder so players can just delete that if they don't want it in DF.
    - Fixed Beehives producing too much honey.
     

    Download Link: https://dev.azure.com/KhaineUK/_git/DarknessFallsA20 (click the 3 dots, select download as zip)
    Alt Download Link: https://gitlab.com/KhaineGB/darkness-falls-a20/-/tree/main (click the icon next to clone and then zip)
     

    In light of the compopack TOS change, it is currently still included in this version of the mod. However, it WILL be removed for 4.1. I decided to do this so that folk's won't be forced to restart their games because of something I did.
     

    So just to make it clear, because someone always asks, NO YOU DO NOT NEED TO RESTART! It is RECOMMENDED, just because TFP always recommend it going between alpha subversions, but your 4.03A DF save will work on 4.04 (tested on my youtube series).

  9. You would need to change animalsnake and animalbigsnake in all spawning instances (which I think is just entitygroups) to something else.

    But i'll say what I say to everyone.

    Tell him to get over it. I have to deal with severe phobias of heights, which translates to the skyscrapers in game, and I just get on with it.

  10. 10 hours ago, Jamolisim said:

    Hello all...new here and absolutely adore this mod and all the work.-thank you.

     

    I have run into an issue when using the Big Forge and trying to make any item:

     

    1642.049 EXC NullReferenceException: Object reference not set to an instance of an object

     

    Anyone help?  I would greatly appreciate it.  

     

     

     

    I'd need a log file, but make sure you aren't using any other mods. Big Forge seems to be working fine for me.

     

    9 hours ago, Arrow said:

    can someone help me please i made a farm i put multiple water sources under it its a 15x19 farm but the crops never seem to grow


    You want a smaller area and more rain catchers. I recommend 5x5.

    Also scarecrows help.

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