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KhaineGB

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Everything posted by KhaineGB

  1. Thats intended behaviour. They work like the campfire/chem station now.
  2. Just wait. It's approx 2 hours per update tick, so if you happened to JUST miss the update tick, it could take 4. They definitely work.
  3. ...I see why. Did you get those corner pieces from creative?
  4. I actually completely forgot to do it, so i'll try and get that done over the weekend.
  5. Traders also sometimes sell them and have them as quest rewards
  6. Small bunker isn't necessary. It just helps. You need keycards to get into the bunker. I'll have a look at the bullets. Might just need some tags. There's a TON of posts in this thread (with screenshots) showing you how to setup a farm with water. A lot of compo pack POI's were removed for performance reasons. Those craters were nitrogen maps. There are no nitrogen maps in the mod due to RAM usage concerns. Nope. It does. Find a rock, dig down, go looking. It's around there under the gravel level. It is not GUARANTEED, but likely.
  7. Pump isn't next to the water. You're 1 block away fron it (the concrete)
  8. No idea. I haven't tested it in the desert. I only tested it in the forest.
  9. Did you have them outside on grass? Because they have to be or that will happen. I use the "plant" code to make them grow. If they're not in dirt, the game gets rid of them. EDIT: I actually added this earlier to localization so it'll pop up as a journal entry when you make one. "Animal coops and snares must be placed outside and on grass. They will not work indoors or on player crafted blocks. You just have to wait for them to trigger and loot the contents. Once they have been looted, both coops and snares need to be baited with more animal feed in order for them to trigger again."
  10. You have to "upgrade" them again with animal feed after they've been triggered and looted.
  11. Will be adding one later. I've legit never seen that bug before. I assume repairchunkdensity works for the chunk you're in? If not, you can get the co-ords from the map screen. I assume you mean you want to use a DF map? If so, you'd replace navezgane with the name of the map and leave seed blank. Think I left it in. Yes. TFP said they're gonna do that eventually anyways, so figured i'd do it now. 1) It's based on gamestage and lucky looter. However, I DID add the ability to get steel stuff earlier than vanilla if you get lucky because I hated that you could go into a shotgun messiah on day 2 and get utter crap. I at least wanted there to be a CHANCE to get something. Scavenger also increases loot gamestage IIRC. 2) Yes, because it breaks characters. And sorry for the delay in getting back to folks. Still very busy helping out at the rescue, so i'm either there or asleep atm.
  12. Dont read quest starters from slots 11+
  13. Dont keep the pump near plants. The plants will still check for water, so they'll eat the water, which stops the pump working. Keep your pump and water source AT LEAST 5 blocks away from the closest plant.
  14. Put this in the discord, but also putting it here. Quick heads up. Cat rescue I help at has some slight issues. Basically the owner isn't well, there's cats who need transporting, only us and the owner actually have cars. So right now, i'm helping get cats to/from vets, transporting cat litter, food, etc. If I seem snappy or irritable, i'm not. I'm just tired. Please don't take it personally. I may also not be around much to answer questions for the next couple of days.
  15. Will check the titanium. The clipping issue is actually vanilla, and yeah, apparently they can spawn ANYWHERE now. Yes, the wolf is a little buggy. I know sphereii has been working on the AI, and we're working on fixing up some linux issues too. Power armor and Hazmat suits should be mixable already. Same with the Radiation Ready mods, hazmat and power armor. Flamethrowers are fine. They work like an auger. It's the only way I could make it work other than spitting molotovs, which just looks daft. It's got a 10 block range. I actually thought stun batons DID count as blunt already. Will check that. No, they're not the same. One is "hold trigger and gun goes brrr" while the other is single shot per left click. Autos are good for room clearance, rifles are better for stealth/sniping. That's why the AR/AK/M4A1/M60 are all auto.
  16. Their fireballs use positionAOE to apply the burning buff, which doesn't care about walls. Player molotovs work the same way.
  17. The guard thing can actually happen with ANY entity. I've had a zombie fall through the world while fighting it. (vanilla zombie too) And yes, it's sort-of intended. You need the hotfix. I'll upload it here. Goes in Data/Config/XUi. Take the tools out of the forge BEFORE you apply it. Also, for folks asking about the brass catcher and ammo, I have a workaround. windows.xml
  18. I mean, I had a quick look at it. It shouldn't BREAK anything, but I don't know how well it'll work. Give it a try?
  19. Nope. I need to be able to tag item name OR have something requirement=LoadedAmmoHasTags Use in-game RWG.
  20. You're missing, or have a corrupt mods.dll. However, gitlab was pooping itself last night so it's entirely possible you got a bad download through no fault of your own. Yeeeeeeah. I need to tweak that. Gitlab was having issue too. However, I did get the nexus upload done today! https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=6
  21. It's a gitlab problem. Sphereii is looking into it. I'll see about potentially moving off gitlab as they're honestly just a pain in the arse.
  22. Reverted the forge change to fix it. It's uploaded to git already. It's also the single file included in this post. (goes in Data/Config/XUi) Not fixable and never will be until TFP give me a way to check for type of ammo loaded. windows.xml
  23. Ok, DF V3.2A is up. Changes as follows. - Coilshotgun can no longer be sold (same as other coilguns) - Fixed the Quicker Crafting book not actually levelling Quicker Crafting. - Fixed Mining Action skill not actually letting rare ores drop at 91+. - Fixed display on Nerdy Glasses regarding craft time. - Fixed a bug with tame wolf attacking AI. - Slightly lowered cement craft time as it was higher than intended. - Slightly lowered forged iron craft time as it was higher than intended. - Slightly lowered iron dart craft time as it was higher than intended. - Slightly lowered bullet tip craft time as it was higher than intended. - Slightly lowered both arrowhead craft times as they were higher than intended. - Increased iron bar craft time as it was lower than intended. - Fixed a bug with the prefab editor toolbelt (though it may not be useable). - May have possibly fixed a bug with the baseball bat and wooden club damage. - Added new menu music. - POTENTIAL fix for the "free bellows in forges" added. - Added a failsafe to properly remove Anemia 4 on player death. NO RESTART NEEDED! Client (GDrive): https://drive.google.com/file/d/1sLA6AxPxUS2oJGGntUeTcJ5xNCZgSyrI/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1jFkK8gcr9wq85Wt690pDhfFp7BDa-0MA/view?usp=sharing Client (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip
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