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KhaineGB

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Posts posted by KhaineGB

  1. On 8/29/2023 at 3:32 PM, chiefoforc said:

    B20, there is a critical bug about Game Stage I think.

     

    At first,I played  Insane difficulty. Day 7 bloodmoon, I'm Lv20, the demolisher came,  I thought maybe you increase the difficult in Insane,so I dicide to play Warrior difficulty.

     

    Until Day6 , I feel it becomes harder than I expected, so I checked game stage,here you are:

     

    image.thumb.png.6c78a437fefe87f31877f1541f58e93d.png

     

    so something is wrong , it's 20+6 *6 =132, I thought it should be 20+6 *2 =52. By the way, I was died in this Tier II infested misson,after I died, I checked the game stage, it shows 52, which I think it is correct.

     

     

    And there is a minor bug about crouch, try this: crouch into a 1meter high hole, stand up before you go out the hole, then go out, your move speed still like crouch. this didnt happen in B19.

     

    Thank you khaineGB, for the fantastic MOD !


    Gamestage doesn't always display correctly. I noticed it in A20 as well this week (can't explain why, but there's a reason I was playing A20).

     

    16 hours ago, chiefoforc said:

    B20, I can hardly find any chothes or armors , it was a easy way to get some dye to make inks. Is that on purpose?

     

    B20, honey can cure infected, but not EVERY time it shows correctly . once I got infected, I eat a honey, it didnt work, then I eat another one ,still nothing. I thought maybe honey has a "cure chance",so I keep going. Later the infection suddenly disappears, I guess it worked but not show correctly. this happened only once.

     

     

    B20,my water is 70, I drink 5 bowl of water in a row , should be 70+5*5=95 or 94, it turns out only 90,maybe the game didint do a simple math in a short time :)

    Same on use sevaral bandages in a short time.

     

    cant wait playing B21 or B22 :)


    Honey is a CHANCE to cure infection. 70% You had bad rolls.

    I already explained how the water works. IT TICKS DOWN AS SOON AS YOU LEFT CLICK!. Not when the animation ends. As soon as you click. It adds to the "processing" buff and starts ticking down to regenerate your water.

    Which means every single time you drink, it's STILL ticking down and therefore doesn't display correctly, because your character already processed it.

  2. 3 hours ago, drmugwump95 said:

    @KhaineGB  not sure if this has been brought up but the barbed wire mod if placed on a club changes the actual look of the club to make it look as though you are holding a cloth. The club still works as normal though.

     

    Not complaining in anyway though because DF is the best there is, I struggle to play vanilla now 

     


    Pretty sure that's already fixed.

     

    1 hour ago, Similar said:

    In B20 hazmat pants scrap to military fiber (I haven't found other hazmat suit parts so far, so don't know if it's a general thing).


    Will check this but also think this is fixed.
     

    1 hour ago, XtheHellfirex said:

    I uninstalled the mod and did a full update for 7D2D and redownloaded the mod. Is there a new update since Thursday?


    No. I'd make sure you are DEFINITELY installing B20, but I 100% know that respawn bug is fixed because 3 of my testers spent 2 days on it, and then had it confirmed by the community.

    However, as per the notes, you LIKELY need a new save.

  3. 20 hours ago, Brevan said:

    @KhaineGB 

    5.0.0 B19

    - Scientist Quest 3 says to gather 4 cloth to make 2 Bandages, Q4 says to gather 4 cloth [to make FA Bandages].  Consider removing the Q4 4 cloth requirement since the player just did that, and FA Bandages requires Bandages

     

    5.0.0 B20

    - [Playing as Scavenger with a point in weave-cloth-from-grass perk, might be relevant] In the crafting menu there are 2 recipes for Cloth that both use 2 Cotton

    - Mobility mods are able to go into Padded Armor (these have no penalty, so net result is a mobility boost.  Might be canon?)

    - Forging Ahead book wasn't shown as already read when I'd put 1 point in it and read 2 books (reading a 3rd book made a 4th book show as already read)

    - Razor's Dig quest (given 3 times in a row) resulted in 3 dig sites all within 50m of Razor's base.  Might be a feature?

    - Razor was willing to give "Thin the herd" quest several times, they all share requirements (i.e. killing 20 Zs was rewarded however many times I accepted the quest).

     

    That aside, I noticed Razor has fixed the weakness in his base (blocks behind the electronics-blocks near his gas pumps used to be made of wood, now they're 30k blocks).  Good stuff.

     


    Regarding razor... from B19 notes.
     

    - Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently @%$#ing lazy.

     

    1 hour ago, XtheHellfirex said:

    New to this thread but wanted to say thank you Khaine for the hard work you have put into this Mod. A couple of my friends and I have been playing it day in and day out. Which brought me to this thread that maybe something I may not have set right. But, It seems anytime one of my buddies die. They have to leave my game (I host the server) and rejoin. Are you aware of this or is this something I can fix.


    That was fixed in B20. Update the mod.

  4. 3 minutes ago, Similar said:

    ah, I never noticed in vanilla, but I didn't play it for all that long before I gave up on it either.

     

    I don't think I'm being quite objective right now since I'm trying to find workstation tools without spawning them in, so it was pretty disappointing to see no change in their inventory. But in A20 and earlier reset day was also something to look forward to, which was nice (OTOH, traders have far too much impact in vanilla A21, I think).

     


    Feel free to just spawn them. The loot drop rate is not as we were hoping in B20. It seems better in B21.

  5. 1 hour ago, Similar said:

    heh. This creeped the hell out of me for a while. I thought some bug made those corpses grow around my base, like flowers or something.

    Eventually I remembered the patch notes had said something about gore blocks...

     

    Bonus question: I'm confused by trader mechanics now. Most of the time, trader reset doesn't seem to cause much, if any, change in inventory. Is their inventory governed by Barter or by your level with them or something else?


    They don't do a full reset. That's vanilla behaviour. I'm debating if I want to change that.

  6. 17 hours ago, wanderinpaladin said:

    Are the hunter/security quests still required to "kill with X weapon" or did that change? I got the class books read them to start the quest and was going to do the old mechanic trick of doing a scout mission with turrets with the weapon in hand, but on the way to the mission I got the mission complete with my main (non-club or bow) weapon.


    Kill with any.
     

    12 hours ago, drmugwump95 said:

    @KhaineGB is there an issue with zombie pathing? Built a typical killing corridor for horde night and all the zombies beat around the outside walls. 


    I believe Faatal cut down AI calcs on zombies until they get really close to you for performance reasons in A21, which can cause this.

     

    2 hours ago, tithin said:

     

    One showed up for me today, day 26, airplane loot

     

    I acknowledge that the zombie loot isn't done, but I'd look at those 4 items for immediate rectification, as it severely bottlenecks crafting without access to them.

     

    I've also come across a new bug where no trader will offer me any further quests - I don't know why, but it's persisted through restarting the game so far, and there's nothing in the console log either. Enabling debugmenu and force resetting quests does nothing, the actual option to take a quest just isn't there.


    Loot, in general, still isn't done. It's not the serious issue you think it is when it's an experimental build. 😛 It's not intended for long play and is kinda expected for people to cheat stuff in to progress while we hammer out the kinks.

    Also, I posted B20 in discord and forgot to post it here. Will get notes and stuff in a min.

    --------------------------------------------------------------------------------------------------

    Darkness Falls V5.0 DEV Build 20 (Big Chungus)
     

    (IDC) Fixed spawn loop bug issue on multiplayer.
    (IDC) Fixed day/night sounds returning when player obtains and wears a watch.
    (IDC) Fixed invisible water from rain catcher.
    (Myth) Fixed zombies doing more damage on higher difficulties that are not insane.
    Fixed "Loading Asset Bundle" errors that weren't actually breaking anything, they just annoyed me (thanks Sphereii for the tip on what C# to edit to get the file name!).
    Fixed bellows not working.
    Fixed rad ready mods not working in military stealth armor.
    Fixed tac rigging not working in a lot of armor.
    Fixed missing upgrade path for storage so the broadcast can work.
    Fixed NRE with improved heating element.
    Fixed zombies not eating the player on death.
    Fixed Laborer 3 not telling the player to get the right amount of resources for 2 scrap tools.
    Fixed a couple of missing icons.
    Fixed Bellows and Crucible not being locked when they were supposed to.
    Fixed UI for Stealth Assassin sneak damage not working correctly.
    Fixed UI for auto weapons not working correctly.
    Fixed missing unlockedby on Aloe Cream.
    Fixed model issue when using barbed wire mod on clubs.
    Fixed demons not being immune to fire.
    Fixed Titanium Clawhammer and Laser Multi-tool not being able to upgrade doors/hatches.
    Fixed one of the Working Sink models.
    Fixed player lights block missing icon and causing NRE's.
    Fixed Light/Heavy armor localization on the scout so it now relates to the right perk.
    Fixed various armors and the poncho not being scrappable.
    Fixed writeable storage not being upgradeable to broadcast storage.
    Fixed traders not offering T6 quests and breaking things.
    Fixed incorrect amount of mod slots on Iron Helmet.
    Fixed lootable vehicles not having a durability bar when harvested/damaged.
    Fixed slightly incorrect values on The Survivor perk.
    Fixed Charismatic Nature adding to "trader stage" (the new thing that lets them sell better items faster) twice.
    Fixed Threat Assessment not being properly removed.
    Fixed The Survivor localization.
    Fixed White River Scout not offering Bladed Weapon crafting (Caitlin did though!)
    Fixed Joel teaching you ammo recipes and then still offering to teach them.
    Fixed Machete and Steel Spear unlocks being the wrong way around.
    Fixed missing unlockedby on Fruit Smoothie.
    Fixed normal stalkers having Physical Damage Resistance when they shouldn't.
    Fixed crops not growing.
    Fixed incorrect loot bag on radiated zombie lab male
    Added copies of the Empty and Playtest worlds to the DF folder so the game doesn't break.
    Added extra recipes for glue that take boiled water and use less bones.
    Added workstation tools to various traders to help with folks who can't find things like calipers and the welding torch. Each trader has different tools, so shop around!
    Added Water Canteen. Localization, icon and model not done. This is for testing purposes.
    Added T6 quests to scout as it was breaking things.
    Slightly adjusted font size and icon size of the collected item list, because apparently i'm fixing vanilla bugs now.
    Slightly increased amount of loot in various named crates.
    Lowered amount of brass found in trash.
    Lowered price of mineral infuser.
    Lowered physical damage resistance of the Mutated Stalker.
    Lowered player resistance to crits as the TFP bug is supposedly fixed.
    Increased amount of loot in Hidden Stash, Air Drops and End Loot chests.
    Rebalanced drink costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier. No more cheap orange tea and tomato juice!
    Rebalanced food costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier.
    Changed Silence of the Lambs T5 to spawn and require killing Demonic Screamers.
    Changed the gore block that zombies drop just on the off chance they're dropping invisible.
    Removed incorrect reference to required perks in the Chemistry Station perk.
    Removed some unneeded unity assets as vanilla now has them (cop car, fire truck, for example) to reduce disk space and RAM usage.
    Reordered some loot items since the game rolls from top down, and it makes no sense to start at the highest prob and work down to the lowest as this means the lowest will likely never drop.
    Remade all trader rewards to potentially fix NRE's when collecting rewards, and increased all buried supplies base radius by 2 blocks to potentially fix disappearing circle issue.
    (Lemon-PEP) Fixed over 100 POIs with minor block/texture issues.
    (Lemon-PEP) Fixed an issue where hitting a certain vanilla block caused NRE's
    (Lemon-PEP) Fixed open trade routes sending to abandoned traders.
    (Lemon-PEP) Lowered prefab weights for the whole set to be better compatible with other prefab packs like ZZTongs/MPLogues in future.
    (Lemon-PEP) Temporarily disabled residential from spawning in outskirts to decrease missing tile bug in the middle of towns.
    (Lemon-PEP) Reviewed Hidden Stash/Sealed Shipping container distribution across set, removed many plain sight hidden stashes in T1/2 POIs, decreased hidden stash counts for T3/4/5 POIs.
    (Lemon-PEP) Restored missing sleeper blocks and volumes.
     

    KNOWN ISSUES.
     

    Localization as per usual. Please post anything that seems odd or is missing.
    Zombies do not have custom loot lists right now.
    Loot is sort-of done so look for anything odd (other than zombies, as noted above).
     

    Main Link: https://drive.google.com/file/d/1XRArcuxCgKg1bDip9cYdrZRUHY0YdO0Y/view?usp=sharing
    Backup Link 1: https://drive.google.com/file/d/1mS91cYBsJQtmth6aQs1OuQ5KdcdQRTqR/view?usp=sharing
    Backup Link 2: http://darknessfallsmod.co.uk/DF-V5-DEV-B20.zip

  7. 5 hours ago, Orsmith said:

    It's the same as vanilla!?. Damn i must have been tripping.

     

    Also when i kill the radiated zombie lab researcher it sometimes says "Entity does not exist something"In the debug menu, and he just stay's there standing up even if hes dead, and the zombies that you aggroed will ignore you as if you are invisible.

     

    5 hours ago, tithin said:

    Improved heating element on the metal workbench seems to have some issues - while it doesn't hard crash, it does hard lock with log issues

     

    2023-08-24T19:29:24 99.112 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePrivate)
    2023-08-24T19:29:24 99.345 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775242283179120, server SteamID=90175657767878662, server public IP=20*.15*.21*.24*, server port=26900
    2023-08-24T19:29:24 99.348 INF [Steamworks.NET] Lobby entered: 109775242283179120
    2023-08-24T19:29:25 100.070 INF 3854 Vehicle PostInit [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.93, 35.05, -1207.22) (chunk -173, -76), rbPos (0.00, 0.00, 0.00)
    2023-08-24T19:29:25 100.073 WRN navobject already exists in list
    2023-08-24T19:29:25 100.074 INF 3854 VehicleManager loaded #0, id 12099, [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.9, 35.1, -1207.2), chunk -173, -76 (-173, -76)
    2023-08-24T19:29:25 100.074 INF 3854 VehicleManager Update loaded 1
    2023-08-24T19:29:25 100.329 INF [DECO] written 90034, in 22ms
    2023-08-24T19:29:25 100.333 INF [DECO] write thread 3ms
    2023-08-24T19:29:25 100.562 INF Respawn almost done
    2023-08-24T19:29:25 100.570 INF PlayerSpawnedInWorld (reason: LoadedGame, position: -2774, 47, -1210): localplayer
    2023-08-24T19:29:25 100.631 INF 3883+1 Origin Reposition (0.0, 0.0, 0.0) to (-2784.0, 32.0, -1216.0)
    2023-08-24T19:29:41 116.552 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal':
    2023-08-24T19:29:41 116.556 EXC Object reference not set to an instance of an object
      at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    XUi:OnUpdateDeltaTime(Single)
    XUiUpdater:Update()
    XUiUpdateHelper:LateUpdate()

    2023-08-24T19:29:42 116.714 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal':
    2023-08-24T19:29:42 116.715 EXC Object reference not set to an instance of an object
      at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    XUi:OnUpdateDeltaTime(Single)
    XUiUpdater:Update()
    XUiUpdateHelper:LateUpdate()

    2023-08-24T19:29:42 116.809 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal':
    2023-08-24T19:29:42 116.810 EXC Object reference not set to an instance of an object
      at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0
      at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
      at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    XUi:OnUpdateDeltaTime(Single)
    XUiUpdater:Update()
    XUiUpdateHelper:LateUpdate()

     

     

    Both fixed in B20

  8. On 8/22/2023 at 3:51 PM, Orsmith said:

    Feel like that the circle on treasure maps are too small, not like in vanilla the circle on treasure maps are definitely bigger.And also when i lock picked the treasure chest i always fail the quest,i can still loot it and get the loot inside tho.

     

    And the loot bags i feel like they always have alot of ammo on each of them.

    I was wondering if it was intended or not because i felt like it was too easy to find ammo, especially how common zombies drop loot bags in this mod.


    Again... ZOMBIE LOOT IS NOT DONE!

    Deal with it for now.

    The quest code for the circle is exactly  the same as vanilla, however I have increased it for B20.

     

    On 8/22/2023 at 11:36 PM, LemonDemon said:

    Hello, i start a new rwg map, and a POI in the city is 3 blocks taller, is there a way to fix it?

    A21.1_2023-08-20_21-32-30.jpg


    I'm pretty sure I can't fix vanilla RWG.

     

    15 hours ago, KDK241 said:

    Has anyone else had an issue playing on multiplayer? When I die I am unable to spawn near my backpack, if I click nothing happens, but spawn on or near my bed work.

     

    If the person I'm playing with dies he can't spawn near his backpack and only once in awhile can he spawn on/near his bed. The other times the game either freezes and he has to force close and load back in or it goes to a screen that says starting game and stays there. I have completely reinstalled both 7d2d and Darkness Falls twice and still have the same issue. He does not have this problem playing vanilla 7d2d 🤔


    Vanilla bug that has been reported. Have a fix for B20 which is tested and confirmed working.

     

    9 hours ago, Brevan said:

    @KhaineGB 5.0.0 B19

    - I started a new game and did 10 Scout missions, she's showing T2 missions as expected, so my earlier issue (no T2 Scout missions) was probably caused by transitioning from B17 to B19.

    - My new B19 game's Scout has had Aloe (10, and restocked 6) available, so I guess it was just RNG with my first game.

    - AR-15 and AK-47 (quality 12ish) show all non-damage stats as zeros.  Pistol, primitive bow, and Doublebarrel Shotgun displaying normally.

    - Tomato Juice still seems oddly cheap ($120 in VMachine $105 at Trader) vs Boiled Water ($140 at Trader) or Rice Milk ($400 at VMachine).  If the cost of things were $7/Water then I'd expect Boiled Water to be $140, Rice Milk to be $210, and Tomato Juice to be $350.  Maybe +50% if it does something fancy like Yucca Smoothie.  Since you mentioned taking a look at drink prices in B19, I'll assume the next update is canon.

    - It might be worth adding a line to Animal Snares (either item or journal description) regarding their placement, I've placed 4 and 3 of them disappeared.  They were placed in touching pairs, one pair beside a Chicken Coop (sunken down 2 blocks) and the other pair beside 2 beehives (sunken down 1 block).  They're outside and on the ground, so I'm not sure what I'm missing.  If anyone knows I'd be happy to hear.  I recall in the past using them without trouble when they had empty blocks surrounding them (I was going for a more compact placement this time, but maybe they have to be spread out?).


    Aside from the animal snares, all above fixed in B20.




    And a general note for everyone. I know I said a lot of this is fixed in B20. That is NOT released yet. The testers just got it today so I want to let them have a little time to ensure it's as good as possible.

  9. 10 hours ago, Apocalipservice said:

    The good news is that my RWG maps now have all the DF sites but there are two of each i.e. two Anna's, two bunkers, etc. As for Vanilla traders, I'm getting 48-51 traders on a 10k map. Is that just me? 😃 Otherwise looking good so far,  - except the traders won't let me put down bedrolls or any other objects. 

     

    Traders thing is due to the patch. We're tryting to decide if we want to fix that or not. I also have a potential fix for other traders so you'll get less.

     

    10 hours ago, PatDTan said:

    Not sure if intentional but the Hunter class Threat Assessment perk does not activate if you crouch while moving. It will only activate if you crouch while standing still. 

     

    Unable to get water from Working Player Sinks and the "Granite Sink" version is only the faucet, not the entire sink.

     

    The hunter thing works the same way as animal tracking, Not planning to spend more time on it.

     

    10 hours ago, Brevan said:

    @KhaineGB

    - After doing 10 missions for Scout I'm not allowed to do Tier 2 Missions for her (next-Trader working fine), but I can for Trader Rekt.  Scout's skill-teaching list showed Science Crafting twice (might be related to me already having Tool Crafting 2 and Blade Crafting 1)

    - Not a big deal, but Scout not selling Aloe is intended I suppose?  Not sure where the Desert is, and wasn't expecting Scientist mission 2 (find aloe) to take long :).  It's alright of course, I've found a couple seeds...Should be good to go in a couple weeks *sniff*.

     

    Aside from that, I've seen the projectile from Hazmat without trouble.

    I can confirm Rain Catcher grows nearby crops despite no shown water.

     

    Max Health is based on your current Wellness.

    Your Wellness starts at 100 out of 200.

    A perk under Athleticism raises it +10 current and +20 max.

    Good food and drinks raise your current Wellness, but you won't get the Wellness benefit again while the "Good food/water" icons are visible (lasts 10 minutes for good snacks, and 20 minutes for excellent snacks).

     

    Will have a look at the scout quests, but haven't had that reported.
    Aloe is not intended and has been tweaked locally, which I need to test.

     

    6 hours ago, tithin said:

     

    Thank you - I only started playing 7dtd back in May - so many of these changes are new to me.

     

    Apologies if the questions are elementary!

     

    On a trader related note: It looks like "Abandoned trader" outposts are considered by the mod to be a valid trade route quest - making it uncompletable.

     

    I have been told this is fixed. It's a PEP issue.

     

    4 hours ago, Similar said:

    Very weird then. At this point in 4.1.2 I would already have found tons, so I'm pretty sure they can't drop in this game. Maybe using a B17 save with B19 does cause problems, after all.

    I guess I should start over. Can't really progress much without a welding torch.

     

    Very minor thing, btw: All treasure map 'quests' have failed for me. Right after unlocking the chests with lockpicks, I get a message saying the quest failed (and they get marked as failed in the quest list), but I can open the chests and they seem to contain what you'd expect.


    I'll do some loot testing on the working stiff crates. I think hugh sells them too. And i'll look at the treasure.

  10. 2 hours ago, BaseGlitter2295 said:

    Hi! Regarding DF21.1 - I updated to B19, and I’m not sure if it’s just me, but the zombie loot seems to be a little repetitive.. Nearly every loot bag that has dropped for me contains shotgun shells, a blood bag and wood? Even after 2 horde nights, each bag contains items among the same, with sometimes steroids instead of a blood bag, even with lucky goggles. (I have no other mods loaded outside of DF) - I’ve had the same kind of issue with air drops as well, all air drops up to day 15 (default settings) have all contained a single item, and is usually a tool of some kind. 


    As per the known issues...

    Zombie loot isn't done yet.

     

    1 hour ago, wanderinpaladin said:

    Vehicles for Dumb@%$#s is capping out at 2 reads. It will not let me get the third book.

     

    Edit: Just for clarity. On a play through I found them at separate times. When I realized I couldn't get the third book I created a new game and consoled in 3 copies along with forge ahead and farming tips, placed them at separate slots on the hotbar and read them slowly. After the second vehicle adventures the third showed an open book and when I read it it went to the first spot that held it in the hotbar.


    Cheers. I'll check the book :)

     

    28 minutes ago, Similar said:

    I would do a clean install of the game and B19; it sounds like something is rather broken.

    I seem to be getting a decent variety of stuff from zombie drops.

    Only had two air drops so far, but the first was one painkiller and one bandage (not even a first aid one. Possibly the most depressing air drop I've ever had) and the second had a portable lathe. Fewer items than in 4.1.2, I think, but a bit too early to tell for me.

     

    What I'm not getting at all from anything is tools for workstations, except for sewing kits, anvils and bellows (i.e. those that are in vanilla), but maybe they're not in the drop tables yet.


    They are definitely in the loot tables. Anywhere a tool can spawn, they can.

    I also just increased loot in hidden stash and air drops because it was pretty bad.

  11. I'm not messing with the food/drink stuff.

    I changed it to "give instant food/water" because people kept complaining it "doesnt give the full amount" when that's literally how it works in vanilla. It starts ticking the "process food/water" before the buff even hits your screen.

    Then people complained they can't over-eat/over-drink anymore.

    I'm not messing with it more than that.

    Cop vomit was not invisible for me, at all. I've even got a stream of it.

  12. 2 hours ago, tithin said:

    I did read that part ;)

     

    Question though: is dying supposed to have a permanent impact in your health and stamina?

    Currently level 11, had 100+ health, died, and now my max is 80/80


    Yes because DF Has always been like that

     

    1 hour ago, Similar said:

    I haven't had problems using my B17 save with B19 here so far. Been a couple of 120 minuite days since I updated and things seem to be working like they should.

     

    --

     

    Also, just to be certain; rain catchers don't work yet, right?

     



    Unsure. I've had people say they don't spawn water but plants are growing fine

  13. 7 hours ago, tithin said:

    Bug: Updated the way you told me to, and I was level 1 again with a gamestage of 1.

    Reverting back to B17 and my save file did not give me back my levels.

     

    Looks like I'm starting over!!


    *ahem*
     

    18 hours ago, KhaineGB said:

    I don't THINK it needs a new save, but don't be surprised if you need one


    So no. That's not a bug. That's the risk you take with experimental builds.

  14. Alright folks, my internet has been bad so uploading this has taken way, way longer than it should have.
     

    However, new build is up! This is builds 18 and 19, with quite a few fixes, especially for multiplayer. Hopefully this should address most issues.
     

    I don't THINK it needs a new save, but don't be surprised if you need one. Delete the old mods folder and replace, DO NOT JUST OVERWRITE.
     

    Darkness Falls V5.0 DEV Build 18 and 19 Patch Notes.
     

    Fixed metal chain mod having wrong model.
    Fixed bowl of water not displaying water amount.
    Fixed the very hard to find NRE with quests.
    Fixed incorrect unlockedby on bdubs stuff.
    Fixed some drinks having an "open" option when they shouldn't.
    Fixed scout quests not working in MP.
    Fixed random rocket launcher parts being in loot when they shouldn't be.
    Fixed bad UI display on Pipe Shotgun and Double-Barreled Shotgun.
    Fixed missing coil and laser turret recipes.
    Fixed recipe tracker not working.
    Fixed Improved Heating Element mod being straight up missing because I'm an idiot.
    Fixed scouts not being on their own faction like they were supposed to be.
    Fixed quests not sharing.
    Fixed incorrect unlockedby on Coilbattery bundle.

    Fixed grenades and some other throwables (like pipe bombs) not stacking.
    Fixed Survivalist Torch not having flame when placed.
    Fixed zombie tracking not always working due to ONE missing tag. One.
    Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently lazy.
    Fixed finding only high quality stun batons in loot. Junk and Pipe batons should now be mixed in.
    (IDC) Fixed RWG breaking if you try to generate another world without rebooting the game.
    (IDC) Fixed players being stuck while respawning by removing the "Spawn Near Backpack" option as that apparently breaks things in modded games. This bug has been reported to TFP.
    Removed 'Must be read from the hotbar' from the books that increase action skills as that issue has been fixed.
    Removed Open/Close times on traders to fix potential bug (and also stop people reporting no interaction as a bug).
    Removed Weapon Crafting requirement from the Chemistry Station perk as that perk no longer exists.
    Added missing turds to toilet loot (clearly the most important fix here).
    Edited wandering horde config so frequency is closer to vanilla, as the more often ones were a test setting.
    Increased selling price of vending machines for food and drink.
    Increased the amount of food a sticky apple grants to be equal to the baked apple.
    Slightly increased chances of loot in crack-a-book shelves, crates and bookcases.
    Adjusted loot so the highest quality item you can generally find, is now quality 39 to encourage crafting and questing (this may be adjusted later so high quality items will be found in specific places).

     

    Download Link: https://drive.google.com/file/d/1y5NHXvUB4d08hRZq1_3YtiudXPqtZ9T6/view?usp=sharing
    Backup Link: https://drive.google.com/file/d/1XG1a5iEpJ-XwYEE4wFOZ6giVuFPrv_45/view?usp=sharing
    Backup Link 2: https://mega.nz/file/Yj1z0KaI#d99p-iCN7DLTSTKOuyvDAMgU9L4r1DJVwBocaDdrLbg

     

    For the mega link, you need to highlight and copy the URL to your browser. Don't just click it or it won't work.

    Alright folks, my internet has been bad so uploading this has taken way, way longer than it should have.
     

    However, new build is up! This is builds 18 and 19, with quite a few fixes, especially for multiplayer. Hopefully this should address most issues.
     

    I don't THINK it needs a new save, but don't be surprised if you need one. Delete the old mods folder and replace, DO NOT JUST OVERWRITE.
     

    Darkness Falls V5.0 DEV Build 18 and 19 Patch Notes.
     

    Fixed metal chain mod having wrong model.
    Fixed bowl of water not displaying water amount.
    Fixed the very hard to find NRE with quests.
    Fixed incorrect unlockedby on bdubs stuff.
    Fixed some drinks having an "open" option when they shouldn't.
    Fixed scout quests not working in MP.
    Fixed random rocket launcher parts being in loot when they shouldn't be.
    Fixed bad UI display on Pipe Shotgun and Double-Barreled Shotgun.
    Fixed missing coil and laser turret recipes.
    Fixed recipe tracker not working.
    Fixed Improved Heating Element mod being straight up missing because I'm an idiot.
    Fixed scouts not being on their own faction like they were supposed to be.
    Fixed quests not sharing.
    Fixed incorrect unlockedby on Coilbattery bundle.

    Fixed grenades and some other throwables (like pipe bombs) not stacking.
    Fixed Survivalist Torch not having flame when placed.
    Fixed zombie tracking not always working due to ONE missing tag. One.
    Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently lazy.
    Fixed finding only high quality stun batons in loot. Junk and Pipe batons should now be mixed in.
    (IDC) Fixed RWG breaking if you try to generate another world without rebooting the game.
    (IDC) Fixed players being stuck while respawning by removing the "Spawn Near Backpack" option as that apparently breaks things in modded games. This bug has been reported to TFP.
    Removed 'Must be read from the hotbar' from the books that increase action skills as that issue has been fixed.
    Removed Open/Close times on traders to fix potential bug (and also stop people reporting no interaction as a bug).
    Removed Weapon Crafting requirement from the Chemistry Station perk as that perk no longer exists.
    Added missing turds to toilet loot (clearly the most important fix here).
    Edited wandering horde config so frequency is closer to vanilla, as the more often ones were a test setting.
    Increased selling price of vending machines for food and drink.
    Increased the amount of food a sticky apple grants to be equal to the baked apple.
    Slightly increased chances of loot in crack-a-book shelves, crates and bookcases.
    Adjusted loot so the highest quality item you can generally find, is now quality 39 to encourage crafting and questing (this may be adjusted later so high quality items will be found in specific places).

     

    Download Link: https://drive.google.com/file/d/1y5NHXvUB4d08hRZq1_3YtiudXPqtZ9T6/view?usp=sharing
    Backup Link: https://drive.google.com/file/d/1XG1a5iEpJ-XwYEE4wFOZ6giVuFPrv_45/view?usp=sharing
    Backup Link 2: https://mega.nz/file/Yj1z0KaI#d99p-iCN7DLTSTKOuyvDAMgU9L4r1DJVwBocaDdrLbg

     

    For the mega link, you need to highlight and copy the URL to your browser. Don't just click it or it won't work.

  15. Ok folks, I promised an experimental release after my stream was done.
     

    It is now done, so here you go.
     

    PLEASE REMEMBER THIS IS AN EXPERIMENTAL! There will be bugs. There will be balance issues. Myself and the team have done our best to squash any bugs that would stop your progress and enjoyment of the mod. Hopefully any bug fixing should not cause a save restart, but please remember that SAVE RESTARTS ARE A POSSIBILITY!
     

    If you cannot accept the above, do not download the experimental.
     

    Also, NO THIS IS NOT ON THE MOD LAUNCHER! I never release experimentals on the mod launcher. Please review my manual install video (yes it's for A20 but the method is the same) and do that instead: https://youtu.be/3ku2GZr1x2Y
     

    With all the warnings and everything out of the way, here's your patch notes. :)
     

    Darkness Falls V5.0 DEV Build 1-17 Patch Notes.
     

    - Updated DF C# patches for A21.1 compatibility.
    - Updated DF XML for A21.1 compatibility.
    - Updated SCore for A21.1 compatibility.
    - Updated BiomePrefabExclusion for A21.1 compatibility.
    - Updated OcbWaypointIcons for A21.1 compatibility.
    - Updated Quartz for A21.1 compatibility.
    - Remade all zombies with a new controller for A21.1 compatibility.
    - Added Zilox's tintable zombie material mod.
    - Added new crafting perks.
    - Added dew collector to Basic Farming level 2.
    - Added Coilturrets.
    - Added Laser Turrets.
    - Added new recipe for jerky that uses the workbench and only makes 1.
    - Added Military Stealth Boots recipe unlock to Master Hunter.
    - Added stealth versions of all military armor and added unlock to Master Hunter.
    - Added Titanium-Reinforced Kevlar Armour (Light version of titanium).
    - Added a patch that sets vehicles to UNLOCKED by default on placement, not locked.
    - Added a "lockpicked" version of all secure loot blocks with better loot than just smashing it open.
    - Added a patch that allows the player to place blocks faster while building (Prefab Editor speed).
    - Added POTENTIAL fix for the arc gun repeating sound after firing has ended.

    - Added Tobi's rifle tweaks.
    - Added IDC's trader waypoint mod to stop scouts being auto-added and to allow players to remove trader waypoints.
    - Added recipe for the Laser Workbench that needs a portal power source and more resources, but can be made in the metal workbench.
    - Added Gamestage and Loot bonuses at night for all biomes (forest does not have a GS bonus, only a loot bonus).
    - Added IDC's mod that prevents users from loading vanilla worlds and thus being without DF POI's.
    - Added IDC Core and IDC's Advanced Dew Collector (renamed to Dew Collector and replaces the vanilla one).
    - Added IDC's progression patch that allows customizable XP requirements per level, and customizable skill points per level (players now get 2 points every 10 levels).
    - Added IDC's gamestaged screamers.
    - Added Demonic and Empowered Demonic Screamers.
    - Added Titanium Darts to the Junk Turret.
    - Added corpse removal effect to explosives to help with corpse clean up.
    - Fixed hand item on Demonic Vulture (Hellpidgeon) so it can actually fireball now.
    - Fixed encumbrance being wrong, and also made it worse than V4 so people need to be more careful.
    - Fixed missing recipe for high powered barrel mod.
    - Fixed Broodmother mutated spider not applying radiation on fireball explosion instead of fire.
    - (KySoto) Fixed Reflex Sights on Coilguns, Laser Guns and probably others.
    - (KySoto) Fixed ADS on Coilguns, Laser Guns and probably others.
    - Fixed reflex sight on the M4A1 so it should be more likely to sit on top of the post.
    - Fixed laser sights and flashlights on all guns with TFP provided settings.
    - Fixed camera locking at Caitlin's waist when you talk to her.

    - Changed first laborer quest to gather wood.
    - Changed second laborer quest to craft and place frame shapes.
    - Changed Spear Master 4 to grant entity penetration with power attacks, rather than mobility.
    - Increase physical damage resistance of all behemoths and titans, both incubi, both succubi and Lord of Hell. Reasoning: They have lower HP and you can overcome it with the armor shredder ammo mod so it's something the player can be tactical about.
    - Removed a lot of unnecessary perks due to new crafting perks.
    - Combined the "electric trap" perks into 1 perk.
    - Coil weapons no longer have bonus damage to demons, but DO disable demonic regen.
    - Empowered demons now REQUIRE laser for regen to be disabled (coil won't work).
    - Coilturrets ALSO disable demonic regen, but not empowered.
    - Laser weapons with normal energy cells now deal +100% damage to demons.
    - Overcharged energy cells now deal +200% damage to demons.
    - Tailoring station recipe for Jerky makes 2.
    - Increased Jerky stack size to 20.
    - Increased heat/cold resistance of The Survivor to 10/lvl. This is the same as the basic mods that go in armor, so level 5 of the perk gives heat/cold resist as if you had 5 of the heat and 5 of the cold resist mods installed in armor.
    - Increased disease reisstance of The Survivor to 20%/lvl, with level 5 granting immunity. Diseases are Dysentry, Food Poisoning and Pneumonia. (Others may get added later)
    - Lowered the bonus from Improved Element to 15% to see if it helps with some of the "instacraft" bugs in the forge.
    - Demolition Expert now grants 5% explosion resistance per level.
    - Adjusted Pulse Mine damage from 300 to 1200 like Pulse Rockets.
    - Slightly lowered mobility penalty of leather armor to make it more viable at low levels.
    - Slightly increased physical resistance of military stealth armor.

    - Lowered the stamina reduction bonus from action skills on melee weapons and tools (As sexy rex is still a thing and stacking was causing infinite stamina).
    - Increased the rounds per minute bonus on the pistols action skill to see if that helps pistols be more viable at higher gamestages.
    - Increased the base player resistances to crits as it was kinda nuts in vanilla.
    - Rebalanced mod slots so the tier of the item (stone/wood, scrap, iron, steel, titanium, laser) now matters. Items will have a max of 3+tier. Stone/wood is 0, laser is 5.
    - Medical items should now stack healing correctly.
    - Adjusted LootStage bonus of Quality Joe to account for new loot templates.
    - Nights should be darker.
    - Bunker doors are no longer invulnerable after being unlocked.
    - Silencers can no longer be installed on laser weapons.
    - Lowered all Hornet sounds by 50%.
    - Lowered Menu Music by 50%.
    - Lowered fruit tree spawn rate as it was a little nuts, especially in the desert.
    - Changed Caitlin to a wilderness only spawn like she used to be back in the old days, plus it helps with RWG.
    - Changed forged steel and titanium to no longer be locked/learnable, and re-locked arrows.
    - Unlocked scrap weapons but increased craft costs.
    - Standardized the "window width size" of all loot containers (except drone because it's special).
    - Slightly increased the spawn rate of portals in the wasteland.
    - Re-made animal spawns for Forest/Desert/Snow.
    - Re-made zombie spawns for Forest/Desert/Snow.
    - Reverted crowbar to DF 4.04 damage levels.

    - Adjusted vomit zombies so their vomit spreads out more and should be a little easier to dodge.
    - Arc gun can now chain it's stun effect up to 5 blocks from the initially hit target.
    - Pain tolerance now affects how quickly the player recovers from untreated critical hits (like sprains/breaks).
    - Physician now affects how quickly the player recovers from treated critical hits (like sprains/breaks).
    - Erik's Hammer can now take the stun baton Repulsor Mod, because it's funny.
    - Food and Water items now restore food and water over time and thus you can now "over eat" like in vanilla.
    - Getting hit while infected, and thus making the infection worse, now causes wellness loss, rather than each stage of infection causing the loss. Hits that do not make the infection worse do not cause wellness loss.
    - Added small bonus to harvesting fruit trees with Living off the Land perk to help compensate for the fact they can't downgrade anymore.
    - Lowered the amount of zombies that spawn in big cities to help with FPS issues.
    - Increased the respawn rate of zombies that spawn in big cities to try and keep the "crowded" feel while hopefully keeping the FPS gains.
    - Adjusted scout quest rewards, specifically guns.
    - Swapped Fusion Forge and Laser Workbench in the lab to non-working versions because of a TFP multiplayer bug.
    - Made new blockplaceholders for trader prefabs and updated the traders due to a TFP muliplayer bug with working workstations on POI reset.
    - Anna's quest now rewards a portal power source so you can open the door to her loot room and use the workbench in there.
    - Increased chances of working forge and workbenches in traders.
    - Decreased chances of working chemistry stations and cement mixers in traders.
    - Updated Scout so she can teach the new crafting perks for money. Same cost per level as previous skills since money really isn't an issue.
    - Advanced Mag Extender can now be installed on junk turrets.
    - Weighted head, Metal chain, metal spikes and Barbed wire mods can now be installed in knuckles.
     

    KNOWN ISSUES.
     

    - Localization as per usual. Please post anything that seems odd or is missing.
    - Zombies do not have custom loot lists right now.
    - Loot is sort-of done so look for anything odd (other than zombies, as noted above).
     

    Download Link: https://drive.google.com/file/d/1ET5OWkBEwfMxxk_1RA-kGcZUEYthXM04/view?usp=sharing
    Backup Link: https://drive.google.com/file/d/1rzWUMrJuXC4p1occbldDerTKcHkzB1uD/view?usp=sharing
    Backup Link 2: https://mega.nz/file/9jEwFb6D#_VvdStmdcxneRDk6YV1cyJMjustImFXyeUXHCYbOxT0

    Bugs found and fixed while streaming (not included in this build, will be in B18)

    - Fixed metal chain mod having wrong model.
    - Fixed bowl of water not displaying water amount.
    - Fixed the very hard to find NRE with quests.

  16. 13 hours ago, gpcstargate said:

    Good day KhaineGB

     

    I was just wondering if the new Update is working with A21.1 b6 as it should be ... I know a couple of mods that got broken by the update. Just wanted to check. 

    Thank You and Have a Great week. The OldGamer 😌


    Yep. The one I did yesterday seems to work.

  17. 11 hours ago, slaughter said:

    Hey Khaine,

     

    Any chance the Hornet mod will get some loving for A21? I tried to use the current one, but it seems to be broken?

     

    Anyway, thanks for reading.


    It already is updated and works.
     

    10 hours ago, SelDraken said:

    I love the Night Vision mod, it makes it so much more useful.

    However, my GF can't stand the 'red' tint to everything.

    Is there a way I can adjust the amount of red, blue, green that is used?

    I think something more with a green tint would suit our needs better.

     

    Thanks.


    Nope. It's literally just the bright effect.

  18. On 8/9/2023 at 5:26 AM, Neutromancer said:

    Hey I love these modlets, I noticed that the 3 Slot Forge disabled the hotkey for taking stuff from the output, so I fixed it. I changed this part:

     

    		<window name="windowThreeForgeOutput" pos="0,-48" width="228" height="152" anchor="CenterTop" panel="Right" cursor_area="true" controller="WorkstationOutputWindow">
    			<panel style="header.panel" pos="0,-38">
    				<sprite style="header.icon" sprite="ui_game_symbol_loot_sack"/>
    				<label style="header.name" text="OUTPUT" text_key="xuiOutput"/>
    
            <rect pivot="topleft" pos="0,0" controller="ContainerStandardControls" createuiwidget="true" visible="{buttons_visible}">
              <button   depth="3" name="btnMoveAll"          sprite="ui_game_symbol_store_all_up"     tooltip="{take_all_tooltip}"          pos="203, -22" style="icon32px, press, hover" pivot="center" sound="[paging_click]" />
            </rect>
    			</panel>
    
    
    			<rect name="content" depth="0" pos="0,-83" height="150" disablefallthrough="true" on_press="true">
    				<sprite depth="2" name="backgroundMain" sprite="menu_empty3px" height="150" color="[black]" type="sliced" fillcenter="false" on_press="true" />
    					<grid depth="10" name="inventory" rows="2" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationOutputGrid" repeat_content="true">
    						<item_stack name="0"/>
    					</grid>
    			</rect>
    		</window>		

     

     

    Cheers. Didn't realise they'd done that so will have a look.

     

    13 hours ago, darkmalice said:

    Do the wandering hordes in the Frequency mod spawn at (non-BM) night? Or are they limited to daytime hours?


    They can spawn any non-BM time.
     

    4 hours ago, dujinyuan said:

    I used a lot of your mods..But where is the chicken mod? In that mod i can feed them and get the  eggs and feathers. That makes me very happy...


    I need to re-do that one later. I remember I was having issues getting it into the progression system with the new magazines and stuff

  19. On 8/2/2023 at 7:49 AM, shaggs said:

    01d6afe079_album.jpg

     

    Cannot reproduce this. I'd check and make sure you don't have other stuff installed messing with the backpack.

     

    On 8/3/2023 at 3:54 PM, SiliconPenguin said:

    A simple question, mostly about terminology...  When you defined 3 categories of mods/modlets as follows:

    1). XML Only Modlets (can be installed on servers with no client download).

    2). XML + Assets Modlets (cannot be server only).

    3). C# Modlets (cannot be server only, EAC must be off!!!)

     

    Were you strictly referring to 'dedicated' servers? Or are you including multiplayer games served from a single player game as well? If I install any of the working mods from the first category into my mod directory, does it get automatically downloaded by players connecting to my game? Or do they need to download the mod themselves, and install it? I'm thinking the later, but can I get some clarification?

     

    ANY kind of server. If someone is connecting to a dedicated server, or TO YOU, or you TO THEM, then the 2 and 3 mods MUST be installed by everyone.

     

    On 8/5/2023 at 3:41 AM, AaronG85 said:

    Just saw a small grammatical error in your Food Water Mod 

     

    ModInfo.xml
    <Name value="FoodWndWaterBars" />

     

    But also get this yellow warning everytime i load

     

    2023-08-05T12:40:21 71.510 WRN XML patch for "XUi/windows.xml" from mod "FoodWndWaterBars" did not apply: <remove xpath="/windows/window[@name='windowToolbelt']/rect/rect[@pos='376,-77']"  (line 5 at pos 3)
     

    Just thought i would let you know.

     

     

     

    Intended. The warning patch is in case someone decides to use it with my larger toolbelt. Easier than releasing 2 versions since it doesn't break anything.

     

    On 8/5/2023 at 3:54 PM, floreit said:

    Anyone know how i can force the 15 slots to be in one row and not 2 rows?  I had this same problem in A20 and the only way i could solve it then was a Overhaul modpack.

     

    Um, it IS one row.

     

    On 8/7/2023 at 12:58 AM, madtag76 said:

    Using your 96 slot backpack, having all armour pieces with triple armour pocket mods, and all clothing with the double clothing pocket mods we still have one full row and 2 slots which are keeping us encumbered.  Is this by design?

     

    Yes. Buy pack mule.

     

    On 8/7/2023 at 3:41 AM, Krougal said:

     

     

    Having just gone from the 60 to the 96, I feel like they should give double. He more or less doubled the pack mule perks. I just now went ahead and did it for myself. No, I didn't rename the mods, I did update the display value though. It could be it's own mod but it only makes sense to me to use it along with this mod. For the 60 slot I would scale it back a little. I feel like this keeps it in scale with vanilla, although without this it does make pack mule more valuable (I haven't put points into it in ages, even when I am Str focused) and you could skip pockets pretty much altogether if you maxed it out. I just feel with the amount of crap that has been added to the game, the amount of inventory we get should also scale with it. In A20 I was content with 60 but in A21 it doesn't feel like enough. I'm not even sure if anything new added really besides the magazines but I am carrying and making a lot heavier use of vending machine consumables now.

     

    Make an item_modifiers.xml and stick it in  \Mods\KHA21-96BBM\Config. I don't remember exactly where I picked up using my name instead of config, but it isn't an ego thing. Some old tutorial considered it a good habit to avoid conflicts (although I don't really see how). Feel free to put your own name, config or whatever you like, just make sure the open and close match.

    <Krougal>
    
    	<!-- *** Clothing_Pocket_Mods -->
    <set xpath="item_modifiers/item_modifier[@name='modClothingStoragePocket']/effect_group[@tiered='false']/passive_effect[@name='CarryCapacity']/@value">2</set>
    <set xpath="item_modifiers/item_modifier[@name='modClothingStoragePocket']/effect_group[@tiered='false']/display_value[@name='dCarryCapacity']/@value">2</set>
    
    <set xpath="item_modifiers/item_modifier[@name='modClothingCargoStoragePocket']/effect_group[@tiered='false']/passive_effect[@name='CarryCapacity']/@value">4</set>
    <set xpath="item_modifiers/item_modifier[@name='modClothingCargoStoragePocket']/effect_group[@tiered='false']/display_value[@name='dCarryCapacity']/@value">4</set>
    
    	<!-- *** Armor_Mods -->
    
    	<!--Clothing Attachments-->
    	
    <set xpath="item_modifiers/item_modifier[@name='modArmorStoragePocket']/effect_group[@tiered='false']/passive_effect[@name='CarryCapacity']/@value">2</set>
    <set xpath="item_modifiers/item_modifier[@name='modArmorStoragePocket']/effect_group[@tiered='false']/display_value[@name='dCarryCapacity']/@value">2</set>
    
    <set xpath="item_modifiers/item_modifier[@name='modArmorDoubleStoragePocket']/effect_group[@tiered='false']/passive_effect[@name='CarryCapacity']/@value">4</set>
    <set xpath="item_modifiers/item_modifier[@name='modArmorDoubleStoragePocket']/effect_group[@tiered='false']/display_value[@name='dCarryCapacity']/@value">4</set>
    
    <set xpath="item_modifiers/item_modifier[@name='modArmorTripleStoragePocket']/effect_group[@tiered='false']/passive_effect[@name='CarryCapacity']/@value">6</set>
    <set xpath="item_modifiers/item_modifier[@name='modArmorTripleStoragePocket']/effect_group[@tiered='false']/display_value[@name='dCarryCapacity']/@value">6</set>
    
    </Krougal>

     

     


    Or you could buy pack mule as intended. I did that so the perk actually has a use.
     

    On 8/7/2023 at 3:22 PM, lordneg said:

    I have heard rumors that Khaine made a mod that made the zombie path different, more like alpha16? I am looking for one that will have them attack doors, walls, windows, not just walk on a certain path to get to you. I didn't see it on this list. any ideas? thnks


    I did not make a mod like that.

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