Jump to content

KhaineGB

Members
  • Posts

    4,725
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. That error looks like it might be a missing trader group for inventory. So you'd have to find the one that's erroring and change it to append to one that exists. I actually don't know. On windows it's usually in %appdata%\locallow\the fun pimps\7 days to die. I'd probably use a start param to write it somewhere else so you can easily find it. DF is not supposed to be played without bloodmoons. It's balanced around every 7 days and no more than 90 min days.
  2. The invisible block thing I am PRETTY sure is a vanilla issue because I saw a "fix" for it in the 19.3 experimental build.
  3. I dont think so. Just make sure you have a backup first.
  4. Yes. 1) Destroy the body bags. 2) Pretty sure I put a failsafe in to remove that in 3.2A. But i'll look at fixing it in 3.3 Nope. You should just be able to go to my gitlab and grab the blocks.xml though for the same effect.
  5. Yes they do. Underground plants are different, so they don't use water but they REQUIRE irrigation. Sounds like you picked one of the maps without CP stuff. IIRC, the maps ending with 2 do not have compo pack, maps ending with 1 do. And nitrogen won't work with DF because it doesn't have the bunkers, and I will not be making a nitrogen list.
  6. Says it's an AI error. Killall will fix it but i'll have to go manually spawn all the @%$# and work out where it's crashing. You need water within 4 blocks. The rain catcher is just easier. You don't need fertalizer. Yes it works with farm plots. Make sure you PUNCH plants. It doesn't apply if picking up with E or using a tool. 1) Depends what you mean. Hordes can. Normal zombies cant. 2) Auto.
  7. Yep. Every trader gives a set of "open trade route" quests at the following values: 5/15/25/35/45. Last one (45) is ALWAYS caitlin.
  8. I could've sworn I left the Ar-15 as my new model... Oh well. That's one less gun I need to change then. It used to be that model In A16/A17/A18 though.
  9. They've been like that since A19. TFP did something to the AI. I've tweked it a bit and they're not as bad. And it's the AR-15.
  10. Just an FYI regarding laser pistol and silencer. There was a slight derp in the code, which I fixed, but the BASE volume level of the laser pistol is VERY SLIGHTLY LESS than a silenced pistol.
  11. I mean.... silencing a laser beam would be kinda daft... I'm gonna look at reducing the amount of "noise" it makes though. But yeah, I normally go down there with a coilpistol or Desert Vulture and a silencer to clear the first 2 floors, then an M4A1, grenades and rockets for the bottom.
  12. Make less noise until you get to the bottom floor then. Then you wont spawn stuff on the surface.
  13. Yes it is. I mean, I don't have sorcery installed. My GUESS is that sorcery might be overriding my fireball particle, but I know they work just fine on the linux server VM I was testing with. This is why I always say that modding DF with modlets is NOT SUPPORTED. Me and Devrix do our best to make sure they play nice with each other, but it's still not supported. Oh good god. I'm gonna need to go diving. Ferals around 10. Nasty radiated (the non-weak ones) around 20. Boss zombies around 50. Demo zombie around 120. Behemoths around 200. Demons around 300. I shall look into it. Last time I tried I just broke all of the things. That was wOOkie for RH, which I updated for Jax for one of his RH versions and he said I could use it. So I adjusted it to work better for what I wanted in DF.
  14. Yep, there is a reason for that. RWG doesn't like towers. Legit. That's the reason. I have no idea why. It's why i'm thinking of re-doing a lot of the maps tbh.
  15. Impact Driver, Titanium Clawhammer, Laser Multitool. Regarding the feedback. 1) That's a Compo pack POI. AKA - Not my problem. 😛 2) You can get a bowl of murky water the same way as you get a bottle of murky water, and then cook it the same way, so I don't understand the complaint here. Though I did mean to add corn bread with bottle of water as an alt recipe, so I need to do that. 3) Welcome to 7DTD RWG. I'm likely going to be re-doing all the maps soon though. And regarding the questions. 1) If you mean the skills they teach, then yes. 2) Not guaranteed. Possibly. 3) Yes. Your complaint about level 100+ would go a lot quicker with bloodmoon on. 4) You don't. I already reduced it. If I reduced it even further, you'd get negative XP (which some folks have been complaining about already) 5) No. I tried. It broke servers. You have to wait for A20 where TFP are doing that as default.
  16. ^ that. And since the Advanced Forge generates very little heat, you can make a ton of them to speed up production.
  17. That's about the same as vanilla if you literally sat and watched your stuff smelt and then hit the craft button. So yes.
  18. It's commented out in recipes. <!-- <recipe name="modXPNerf" count="1" craft_area="workbench" tags="learnable,workbenchCrafting"> <ingredient name="DFGenericSchematic" count="5"/> <ingredient name="resourceForgedIron" count="5"/> <ingredient name="resourceDuctTape" count="2"/> <ingredient name="resourceScrapPolymers" count="2"/> <ingredient name="ammoGasCan" count="10"/> </recipe> --> Just uncomment it.
  19. Yes, you can still find them. Also adding a way to craft them later. But it's gonna be SUPER expensive.
  20. Each trader offers specific masteries. So that farming one? That won't change. For mechanic, you need to go find Trader Bob.
  21. Yeah, it should work. If not, you can use removequest from the console to get rid of it. Actually... that happens in other mods AND vanilla to with anything interactable. Saw it reported as a bug. Nope. Not yet anyways. No added biomes. Nitrogen does not spawn the required POI's. It is not recommended or supported due to this fact and the fact nitrogen maps use a TON of ram. In-game RWG works like.... 99% of the time. Fixed when I updated the mod to 3.2A. I shall double check that later.
  22. Num pad on the keyboard. Look up the perk. Highly likely it unlocked but you don't meet the requirements. Books don't work the same way as vanilla. Yeah, the corner pipes don't work and I don't know why. So I removed the recipes and made them creative only. I need to look into that again at some point. T-joints work fine though. Glad you sorted it. And the advanced forge thing is because people kept complaining they were buying a perk they didn't need. HOWEVER, you get the points you spent back so you can spend those 2 points and not "lose" anything. Yeah. Just copy 7DTD out of your steam folder, put it somewhere else, patch that copy with DF. That's what I do. Otherwise, no. You can't do that. You NEED a second copy of the game to play modded and vanilla. He works the same way as traders do in vanilla. You should be able to just remove the quest from your failed section in the journal.
×
×
  • Create New...