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KhaineGB

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Everything posted by KhaineGB

  1. I'll double check later but it definitely wasn't that much for me. One of my testers has 8GB and he was playing Small 1 and Small 2 with no issues. Yep. Any map ending in 2 does NOT have compo pack POI's. Any map ending in 1 DOES have them. Honestly, I want to remove compo pack. Loot isn't well balanced, when one of the testers has to balance it, he turns up the sleeper spawns (which folks then complain about) and quests are buggy. But everyone seems to want it for some reason. ^ this. I'm going to see what I can do about adjusting the UI so another button can be added in.
  2. Not sure what's going on with your issue Ryan, it's been ok for me. Caitlin is dfalls_settlement_trader, same as it has been since A16.
  3. Caitlins Rep isn't hooked up atm. I was trying to decide what I want to do with her.
  4. That's odd. Small maps only use like 6-8GB on my 32GB system. Try the maps ending with 2. Those don't have compo pack included, which can help with RAM usage.
  5. That's something TFP added in vanilla to stop people getting into death loops on bloodmoons. And yes, I hate it. It's dug pretty deep into the main code of the game though so turning it off is a nightmare.
  6. Oh, I know you werent, I just wanted to make sure people knew that. I also don't know why it's fine on windows but not Linux, and sadly don't have the source files to try and work it out. I may see if I can reverse-engineer and fix it later. Still got my Ubuntu 20.04 dual boot on here for testing.
  7. I don't think so, no. The server would probably have to remove it as well. It's not my mod, so it's not something I can fix. You either have to delete it, use Proton, or use Windows.
  8. Yep. And you can make forged steel in the Big Forge (not the normal forge)
  9. Yes. Go to /Mods and delete the Active Ingredients mod. That fixes it on linux.
  10. I fixed those... yesterday or the day before? I dont remember. My days are a mess. But Xyth told me so I uploaded the icons.
  11. I tried to do the tier thing with traders. It worked in SP, but not in MP. Therefore it's not happening until A20 when that functionallity is apparently going to be in the game (according to TFP). Hirable NPC's are currently disabled due to the fact that the AI was super, super busted, and I think it would be very difficult to impossible to do the rest of the suggestions. NPC's aren't players so don't have levels and skills.
  12. I uploaded it to my discord, but I think this link will work. It's about 100mb. https://cdn.discordapp.com/attachments/414452645521260546/794494628783063040/DF-V3.3A-Client.zip Did you go from 19.2 to 19.3? Because the only time i've seen that error is when someone didn't do a clean 19.3 install. Aha, ok. So I may have forgotten to put that on the masteries. But any mastery perk requirement is: Must have completed the class quest. Must be level 50.
  13. Also should tell you if you click on the perk level... in theory. I can't read that text to even begin to guess what the issue is.
  14. Yeah, i'd have to actually code it in, which i'm currently not planning to do.
  15. <property name="WHHours" value="6" /> <!-- How many hours between wandering horde spawn --> <property name="WHZombies" value="40" /> <!-- Amount of zombies per horde --> Literally in the comments next to those lines Oh wait, you mean COMPLETELY random like the bloodmoon stuff. No. That's not possible unless I go code it in.
  16. You have to change it to 0 days in the main menu. I have no idea why, but you do. No. I just @%$#ed up. Working on fixing it now. I think you can do that in Mods\1-RomeroModCore\Config\blocks.xml I shall check, but I think it will work.
  17. Completely forgot to post here. Darkness Falls V3.3A is out! Patch notes as follows. - Fixed a lot of forge craft times to be as close to vanilla as possible (for normal forges, advanced forges are often faster) - Added a workaround for AP ammo not correctly reducing armor on soldiers and bikers. - Fixed the first Blunt Weapons localization saying it causes bleed when it doesn't. - Fixed steel ammo not properly applying the 25% accuracy penalty. - Increased Apple and Orange tree size to make them easier to spot. - Remade the wheat plant. - Increased collider on the tomato plant so it's easier to pick up. - Small and Large tank mods can now be installed on the flamethrower. - memcl command changed to run every hour instead of every 30 mins, and now only runs for local players, NOT for the server. - Fixed incorrect localization on farmer quest 4. - Added a corn meal recipe for Super Corn (gives 4 instead of 2). - Removed eggs and feathers from the animal snare loot list. - Removed christmas items. No restart needed. Fully save compatible. Client (Gitlab/Launcher Primary Download): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Gitlab/Launcher Primary Download): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip Client (Gitlab/Launcher Alternate Download): https://5.9.209.22/KhaineGB/darkness-falls-a19-client/-/archive/master/darkness-falls-a19-client-master.zip Server (Gitlab/Launcher Alternate Download): https://5.9.209.22/KhaineGB/darkness-falls-a19-server/-/archive/master/darkness-falls-a19-server-master.zip Nexus: https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=9
  18. I did say in the notes it MIGHT be fixed, not that it WAS fixed. The code is correct and, honestly, i'm not gonna spend more time on it if TFP can't make basic XML work properly. Nope.
  19. It means they have compo pack 46 included for extra buildings. After they have triggered (you'll be able to tell because they'll be lootable), you need to right-click on them again with animal feed to "reset" them. Same happens with guns for normal ammo/ap ammo/hp ammo/steel ammo.
  20. Yes I am, but that doesn't mean I'm required to go tell SphereII about a launcher bug when I CONSTANTLY recommend doing manual installs over using the Launcher. I mean, I probably will because I talk to him a lot anyways, but even so... Coops/Snares have to be outside on dirt. It was the best way I could simulate them needing to be outside (I may alter coops later so they can be indoors, but not the snares). Baby animals... pen them in, place the block down, animal spawns. That's it. Eventually they die of old age, but if you have a male and a female, they make babies.
  21. Like I said, it's definitely NOT in my git, which is what the launcher pulls from. So... *shrug* Don't use the launcher?
  22. I just double checked my git folders and there's DEFINITELY no extra worlds in Data/Worlds. Just the Nav and Pregen ones (I intended to edit PREGEN01-03 for DF compatibility and forgot)
  23. If your server is using 20gb, you've got a problem. I'm only using 6.5gb on a 10k map (after boot and letting it settle for a bit). Using E doesn't give the benefit. You have to punch them. That's been answered several times in this thread. And I need to know what errors, though my guess is you didn't clean install the server. YOU MUST DO A COMPLETELY CLEAN INSTALL GOING FROM 19.2 TO 19.3!!! You didn't clean install. Almost everything was moved from the Data folder to the Mods/0-DarknessFallsCore folder. The only exceptions are: Edited navezgane, UMATextures.
  24. Try deleting the backpack buttons folder from Mods. I'll double check later and see if I accidentally modded the XML with it and also added the modlet (which is possible cos i'm dumb sometimes) but that should sort it.
  25. So the first error means the server isn't loading the DLL's, which is very common with server providers. The second is often a result of running a map too large for the amount of RAM the server has.
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