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Everything posted by KhaineGB
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Its Annoying That Streamers Get the Game First!
KhaineGB replied to Rizno's topic in General Discussion
I work 2 jobs, 9-5, 7 days a week (for one) and 5 days a week for about an hour (for the other). And i'm in the streamer list. I also know several in that list who ALSO work 9-5. So.... might wanna calm that down a bit there bud. EDIT: Oh, and I also work on DF, and Romero Mod, and making sure my modlets are up to date, along with making videos so I could hit that 5k sub count... and voluteer at a cat rescue... -
https://drive.google.com/file/d/1Jr-_ro3yvZudJoY-4VEk6M-I6CTOUmtu/view?usp=sharing Use that. It works fine.
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Wasteland is just radiated by default. The map generator doesn't need to do anything special.
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No cos it's a C# patch. However, since rumour is A20 will load C# patches as modlets, I AM planning to release it standalone then. That's an odd one. Tried increasing your virtual memory?
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Unlikely. Why would you want that anyways when you can configure the size of them in the wandering horde frequency mod?
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Probably not, no
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Yup. 5,192 according to my dashboard.
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Announcing: A20 Streamer Weekend Application
KhaineGB replied to Roland's topic in News & Announcements
The english part is debatable. Have you HEARD me try to speak???- 73 replies
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12
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JUst woke up from a nap and at 5,083 now
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@Roland We good now, right? (I know I need to do more but i've been awake 20 hours and haven't slept yet, so I'll do it tomorrow or Saturday)
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I think I normally go tech boosts for the damage reduction. Makes you damn near immortal.
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Lies. I'm an @%$#
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Elevators are broken in 19.6 and likely won't be fixed until V4.
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419 atm. I'm doing my best to ignore it because I don't want to get my hopes up and be disappointed.
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In the past, TFP have said that folks can stream modding the early access if they're normally a modder. So that's actually something I'd like to do. Like maybe stream working on updating my modlets (because that's easier than updating DF) and showing a bit of my workflow.
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Not without code, which I am working on
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It's entirely possible that the modlet has added something to the save, so yeah, i'd try putting it back.
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It is a little buggy. Like it wasn't resetting wellness for me, and it's not properly removing map waypoints. So i'll look into that later.
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No, I found out it doesn't work properly. That's why I shared the code above that goes on playerMale in entity classes.
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The POI light enabler wont work because, as far as I know, it's an edited main DLL file. But it's likely some of the other mods might be doing an insertBefore on the blocks file that's making it crash.
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It's disabled by default. This is the code I use to enable it in my current youtube series. <!-- This is all code for hardcore mode. Uncomment to enable it --> <append xpath="/entity_classes/entity_class[@name='playerMale']/effect_group[@name='playerMale']"> <triggered_effect trigger="onSelfDied" action="ResetSpawnPoints, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="RemoveLandClaims, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="RemovePlayerVehicle, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="ResetPlayerQuests, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetProgression" reset_books="true"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetPlayerLevel, Harmony-0-DarknessFallsCore" target="self" value="15835"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetPlayerSkills, Harmony-0-DarknessFallsCore" target="self" value="0"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ClearMapSDX, Harmony-0-DarknessFallsCore"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="GiveQuestSDX, SCore" target="self" quest="quest_PlayerRespawn"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="buffNewbieCoat"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> </append>
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Announcing: A20 Streamer Weekend Application
KhaineGB replied to Roland's topic in News & Announcements
Oh well, only another 995 to go for me... -
I'll look at dismemberment in A20 cos they're messing with it. I'll also look at making the "force bloodmoon off" a seperate modlet that is included by default, but can just be deleted. Otherwise, no. You can't turn it on because I felt bloodmoons went against the spirit of romero, and most people playing this WANTED that.
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Yeah, it's super fast for early building, and that's it.
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Alright, i'm gonna say this one more time, because i'm starting to get annoyed. ALL of the trader issues you're experience is because TRADER PROTECTION IS OFF!!!! Double captains? No trader protection. ! under the world? No trader protection. Can't talk to traders? No trader protection. The ! thing doesn't matter. The double captains and/or traders? Kill one. Can't talk to one? Reboot your game. All of this has been brought up several times in this thread and fixes explained.