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KhaineGB

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Everything posted by KhaineGB

  1. Go to the betas tab on steam. None - Opt Out is 19.1 Latest experimental is 19.2.
  2. I've never made a prefab with Trader Jen and Trader Joel in it... The locked zoom can usually be fixed by rebooting the server or killing the trader to force a respawn. I believe that's a vanilla issue, but not 100% sure. Not being able to sell usually means the trader has 3 items of what you are trying to sell already.
  3. Dude. At level 95, you should NOT be using an AK. You should have either an Ar, an M4A1, an M60 or some other T3 weapon (Desert Vulture, Sniper Rifle, Auto Shotgun) or the Coilweapons that do an addition +25% to demons that STACKS with Blessed Metal. An AK is considered a T1 weapon, right along with the basic Pistol, Double Barreled Shotgun and Hunting Rifle. And those perks are set up how they were in vanilla. So... eh. I don't really want to start poking into TFP's mess to try and fix it. 1) Destroy the body bags. 2) Yes, but you get the points back. So finish it and go all in on hammer and forge. 3) You can't. You'd have to set it to a flat number for all tiers. Labs and lab zombies.
  4. The first page has links to the 19.1 version and it's working fine. My best guess is you tried to install on 19.0 (which seems common) or 19.2.
  5. Feel free, and I can look at adding them later if folks want them (the chatty buffs that is)
  6. Reloading Weekly book is fixed. Steel armor seems to be fixed. Not doing bundles of dukes and not planning to add a military truck vehicle given how much of a pain non-vanilla vehicles are for catching on everything.
  7. I can't reproduce the issue with Caitlin at all. She works fine for me and quite a few others... perkMasterScavengerRank1Desc,progression,Perk,,,Unlocks the desert vulture recipe. Increases bonuses gained from Wasteland Treasures by 10%. Increase crafting tier by 10 for pistols. It also increases loot drop probability so I need to re-write that one. I have no idea either. It was easier in A16. However, A19.2 seems to be generating flatter maps from testing.
  8. The chat thing is actually related to the trader protection. I am PRETTY sure I just turned that off in sphereii-core, so you can just turn it back on to enable that. In DF, I use special buffs for it due to the protection being off.
  9. Given that I can't reproduce it, no. Just kill her and let her respawn.
  10. The farm plots I keep changing and somehow just can't get them to actually return as intended. No idea why, but i'm not looking into it because you don't need them. Everyone thinks you do, you don't. Hoe the ground. Laser rifle is fixed for next version. Didn't even realise the blank class book could be purchased. That's not intended. Trader bugs are due to trader protection being off. I can't fix that. And the other traders should also have the same hp as caitlin. I just haven't fixed it. Guard captains DO NOT increase faction with ANY trader in ANY of the trader encampments. They only increase quest tier. That is intended. The coilshotgun IS automatic. Try holding the trigger down. 😛 No. Folks just wanted more advanced temp mods for armor, so I added them. Yes, that's a cave system.
  11. Nah. I'm just lazy and grabbed the code from romero.
  12. Different item names. So you'd need to duplicate some of the code and add in the appropriate item names.
  13. I just did this via xpath. <append xpath="/items/item[@name='thrownAmmoPipeBomb']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".2"/> </append> <append xpath="/items/item[@name='thrownDynamite']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".2"/> </append> <append xpath="/items/item[@name='thrownGrenadeContact']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".3"/> </append> <append xpath="/items/item[@name='thrownGrenade']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".3"/> </append> <append xpath="/items/item[@name='ammoArrowExploding']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".4"/> </append> <append xpath="/items/item[@name='ammoCrossbowBoltExploding']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".4"/> </append> <append xpath="/items/item[@name='ammoRocketFrag']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".5"/> </append> <append xpath="/items/item[@name='ammoRocketHE']/effect_group"> <passive_effect name="DismemberChance" operation="base_add" value=".5"/> </append> So you'd need to make an items.xml and drop it into Mods\1-DarknessFalls\Config to apply the extra chance to those items. That WONT include the nailbomb and pulse grenade though.
  14. I shall see if I can do anything with land mines. No promises, but i'll try. It's definitely related to headshot only. I changed grenades/explosive bolts/rocket launcher to have higher dismemberment chance. 1) I know I answered this in the DF thread, but for anyone else... set Bloodmoon to 0 days, not disabled. I don't know WHY, but disabled doesn't work. 0 Day does. I've been trying to make that the default, but the game doesn't want to know. 2) I believe you can disable this in sphereii-core if you so wish. 3) Nope. It's either on or off. There IS a modlet on the forums somewhere that makes headshots lethal... so pretty much guaranteed kill. That'd work well with this mod, but I didn't include it as default as I had concerns it would be too easy.
  15. Romero mod is mine. Set bloodmoon to 0, not disabled. I don't know WHY it happens, but you have to do that or you get bloodmoons. I'm doing my best to make sure that anything I do will NOT require a restart. But I'll be recommending one anyways just because TFP always do when we go between alpha sub-versions. (so 18.0 to 18.1, 18.1 to 18.2, etc)
  16. They need water, just like other plants
  17. Yeah, it's likely hitting max zombies. That's a configurable option on the main menu, so you can increase it if you like. I think I set the max to 200, but I was testing with 100.
  18. It's been doing that in vanilla too. It's like the supply crate doesn't "load" unless you're in the chunk where it's supposed to drop. As mentioned, ONE of them is a higher cost motorcycle that does not need the mechanics workstation and cannot take mods. The other one is mechanic only. You don't need irrigation for outside plants. You CAN use it, but you don't need it. Water blocks/ rain catchers work fine.
  19. Sounds like you still have the 10 slot toolbelt dll either on server, or client, or both.
  20. There's 2 versions of the motorcycle. One uses WAY more resources and is made in the workbench for folks who aren't a master mechanic. The other uses less resources and is made in the mechanics workstation (it can also take mods. The other one cant)
  21. ^ this. As per usual. There will be no version until 19.2 is stable. Testers are testing it though.
  22. That entitygroup isn't used in my spawning.xml. <biome name="pine_forest"> <spawn maxcount="4" respawndelay="7" time="Day" entitygroup="ZombiesDay" /> <spawn maxcount="4" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="10" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="15" time="Any" entitygroup="MeleeSurvivor" /> </biome> <biome name="desert"> <spawn maxcount="5" respawndelay="7" time="Any" entitygroup="ZombiesDay" /> <spawn maxcount="5" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="10" time="Any" entitygroup="FriendlyAnimalsDesert" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="15" time="Any" entitygroup="MeleeSurvivor" /> <spawn maxcount="1" respawndelay="30" time="Any" entitygroup="MeleeBandit" /> </biome> <biome name="wasteland"> <spawn maxcount="3" respawndelay="3" time="Day" entitygroup="ZombiesWasteland2" /> <spawn maxcount="3" respawndelay="4" time="Any" entitygroup="ZombiesWastelandNight" /> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> <spawn maxcount="5" respawndelay="1" time="Night" entitygroup="ZombieDemonsBiome" /> <spawn maxcount="1" respawndelay="3" time="Night" entitygroup="EnemyAnimalsWastelandHub" /> </biome> <biome name="burnt_forest"> <spawn maxcount="4" respawndelay="7" time="Any" entitygroup="ZombiesBurntForest" /> <spawn maxcount="4" respawndelay="4" time="Night" entitygroup="ZombiesBurntForestNight" /> <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsBurntForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="15" time="Any" entitygroup="MeleeBandit" /> <spawn maxcount="1" respawndelay="10" time="Any" entitygroup="FriendlyAnimalsBurntForest" spawnDeadChance="0" /> </biome> <biome name="snow"> <spawn maxcount="3" respawndelay="7" time="Day" entitygroup="SnowZombies" /> <spawn maxcount="3" respawndelay="4" time="Night" entitygroup="SnowZombiesNight" /> <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="10" time="Any" entitygroup="FriendlyAnimalsSnow" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="15" time="Any" entitygroup="MeleeSurvivor" /> </biome>
  23. Yep, fixed it last night before bed for the A19.2 version. Decided not to worry about a hotfix since the actual ore blocks work. You're still running 19.0. That block was added in 19.1.
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