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KhaineGB

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Everything posted by KhaineGB

  1. Sounds like you're using a mod because those groups don't existi n DF.
  2. Hint. Tactical rigging. Bigger backpacks.
  3. That wall safe looks normal to me... so I don't get the issue. However it's possible you dont have enough video RAM so the game is enabling texture streaming by default. Gun's don't scrap to parts in DF. That's vanilla. I may need to check that workbench schematic and make sure it's doing what it's supposed to do. What it's supposed to do is unlock the workbenches perk. If it's just unlocking a cvar (like vanilla), that's not intended. You're definitely missing something. It's possible to unlock all but 1 slot in the backpack with 3 pack mule + other things.
  4. Nope. I'll test that though becase no-one has reported an issue with that perk.
  5. Spawn rate, no. (unless someone made a modlet for that, which would work) But there should be a "Max Animals" option on the main menu. Turning that up can help.
  6. No. I literally made it, did a quick test and then threw it on my google drive. If it seems to fix the issue, i'll likely update the git.
  7. If anyone wants to risk it... I think I fixed the NRE. Basically I spawned a ton of demons and night stalkers since they seem to like attacking each other, and didn't have any errors. That's as far as i've tested. File goes in Mods\0-DarknessFallsCore\Config https://drive.google.com/file/d/1AB-FHHKHNjQVnzr2S1Gc5msJ7AmbiXEl/view?usp=sharing
  8. Nah, it says it's a buff problem. I suspect a zombie hit another zombie and infected it or something. Yes, that's a thing.
  9. Interesting... what's trying to apply a buff to what... hm... may need to do some testing
  10. Not without the actual log, no. Screenshots rarely tell me anything useful.
  11. Most won't work. It's an overhaul mod. Simple as that.
  12. Not being able to pick up placed water is intended to stop the infinite water nonsense. You need water within 4 blocks. Plants CONSUME water, so you can't just put a block down and hope it works. You need a water pump for the irrigation. The pump must be next to water. It does not consume the water, but plants will if they're too close. Farming tutorial:
  13. 3.5 is on nexus. You can't use it with the launcher. Pretty sure I posted either on this page or the last page with a google link to download it, which works fine with DF.
  14. Lockable inventory slots is already included in DF, so you don't need to add it. And it sounds like you're using the launcher, so i'm not totally sure how you'd add mods to that. But for me I have 7 Days to Die/Mods. The wandering horde modlet goes into the /Mods folder. I have an idea, but I make 0 promises.
  15. I actually never did one. Generally the only potential issue would be progression modifications. But I don't think I drastically changed the perks. Just added to them.
  16. Might be a conflict with sorcery if it already has HP bars. I know it works fine on straight up vanilla.
  17. Then play romero mod. It's got the same mod in it but they always walk. Hell you MIGHT be able to copy the wandering horde code from that and use it.
  18. It's in the DF discord. However i've uploaded it to my google drive since people either don't want to join it, or somehow fail to pass the very simple anti-bot verification check. https://drive.google.com/file/d/1PL76w0nRpG4_sn3FikT87492S1Sn_O2B/view?usp=sharing Also, it's not "Anywhere, anytime." That's just what Jawoodle calls his series.
  19. gamestages.xml controls the wandering horde spawning When you open kinggen, click advanced and there's a POI list dropdown. Click that, select use custom, click the text file you downloaded, done
  20. You have to do it in XML. It's intended to be a horde night replacement, hence the ferals. that sounds like a Sorcery problem.
  21. I was experimenting with some of the schematics to give them back to the player if the schematic is already known. I suspect it's that. My point stands though. I'm not going through the localization to add to every item (and all appropriate translations) what they unlock when the player could just look at the "Unlocks" tab to see what perk it unlocks, and then look up the perk. Now if THAT tab is missing, that's different and something I need to fix. EDIT: Been and checked and apparently that tab is missing, even though the schematic has the correct "unlocks" property. I'm still not going through every item and adding what it unlocks because that would SERIOUSLY take me 1-2 days. What I said. Hunter should have tracking. I know it does for me.
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