Jump to content

KhaineGB

Members
  • Posts

    4,725
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. Not planning to add survivors/bandits. I want to keep this as "light" possible so it's easy for the end user to download then customize. You should be able to use the mod launcher to add modlets. That's just due to the large amount of roaming zombies. I'm looking at slightly lowering the amount.
  2. So... I think it's partially what I did and partially a vanilla thing. Because I've had air drops not appear in vanilla. For now, i've removed my patch for the next build and just altered the air drop loot list instead.
  3. We're trying to do some adjustments to help with that, and I do mean mild ones. Kinda "let's do this and see if that helps. It does? Ok. It doesn't? Right, let's undo that." Etc
  4. Not planning to. It was a pain to get them all working and upgrading properly just in DF. I don't really want to do that all as a seperate thing.
  5. Link is on page 1, or use the mod launcher.
  6. Yeah, I wasn't planning on pushing a romero-mod update until stable too. But that file SHOULD work on A19.0. I just didnt want to risk pushing the rest and breaking something.
  7. Ok, i've fixed it, but I fixed it on A19.1 and I dont know if pushing that code will break it for A19.0. If you want to try it yourself, add this file to Mods\1-RomeroModCore\Config and overwrite. entityclasses.xml
  8. There is an option. Mods\1-RomeroModCore\Config\Blocks.xml <property class="WHConfigLoad"> <property name="Logging" value="false"/> <property name="WHHours" value="6" /> <!-- How many hours between wandering horde spawn --> <property name="WHZombies" value="30" /> <!-- Amount of zombies per horde. I do not recommend going above 50 for fps reasons --> </property> That helps. I'll have a look. It might be related to the puke.
  9. Since it's using the cop "puke" method, we can't make them damn near accurate. Try spawning one in game in an open area and you'll see what I mean. Water DOES put it out. I fixed that in 3.02. It also makes you immune for 30 seconds. Lucky looter isn't intended to increase looting speed. It increase the amount of stuff found. Fast Eddie increases speed. Self Medicated sort-of works, but it works on pills, not bandages and stuff. NORMAL painkillers were bugged which I have fixed. Demolition Expert is bugged in A19. You have to increase the damage on ITEMS, not the perk. Example. <effect_group tiered="false" name="workaround for explosives ignoring perks/buffs"> <requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="1"/> <passive_effect name="EntityDamage" operation="perc_add" value=".1"/> <passive_effect name="BlockDamage" operation="perc_add" value=".1"/> <passive_effect name="DismemberChance" operation="base_add" value=".05"/> </effect_group> <effect_group tiered="false" name="workaround for explosives ignoring perks/buffs"> <requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2"/> <passive_effect name="DismemberChance" operation="base_add" value=".1"/> </effect_group> <effect_group tiered="false" name="workaround for explosives ignoring perks/buffs"> <requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="3"/> <passive_effect name="EntityDamage" operation="perc_add" value=".3"/> <passive_effect name="BlockDamage" operation="perc_add" value=".3"/> <passive_effect name="DismemberChance" operation="base_add" value=".2"/> </effect_group> <effect_group tiered="false" name="workaround for explosives ignoring perks/buffs"> <requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="4"/> <passive_effect name="EntityDamage" operation="perc_add" value=".4"/> <passive_effect name="BlockDamage" operation="perc_add" value=".4"/> <passive_effect name="DismemberChance" operation="base_add" value=".3"/> </effect_group> <effect_group tiered="false" name="workaround for explosives ignoring perks/buffs"> <requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="5"/> <passive_effect name="EntityDamage" operation="perc_add" value=".5"/> <passive_effect name="BlockDamage" operation="perc_add" value=".5"/> <passive_effect name="DismemberChance" operation="base_add" value=".45"/> </effect_group>
  10. It's because I'm using positionAOE to apply the buff and it ignores walls. Been like that since A17. Not fixable. Player molotovs work the same way.
  11. You would need onSelfItemCrafted, which buffs.xml says isn't hooked up yet. So right now, we can't increase skills via crafting.
  12. I'll have to check it later then, but I didn't change any zombies so no idea why they'd throw an NRE when trying to spawn. I just changed the wandering horde spawn groups to the whatever the bloodmoon uses.
  13. A lot of the gun attachments are just a pain in the arse. In some cases it's "I did the best I could" with them. I already know about the coilweapons needing fixing for attachments. Ignore forge stuff. They're getting re-written for 19.1. Vehicle stuff is fixed locally. Vehicle parts in boxes and stuff that weren't supposed to be there have already been removed. Will check the laser rifles but they worked for me. GS I can't do much about due to TFP's changes. What's the GS cap though, just out of interest?
  14. It does not at the moment. I just updated it on my machine today so need to test. My guess is you installed it on experimental, which has changed some zombies.
  15. Small ones are in burnt biome. Large ones are in the wasteland. If you can find Eve in the Snow biome, she'll send you to the small one.
  16. Yep, that's intended. Laborer should refund those points so you can spend them in Hammer and Forge, which unlocks steel. Raid labs. The desks and lockers in there can drop them.
  17. You don't cos it's a harmony patch.
  18. Probably not. It'd be a pain in the ass and a TON of extra code for that. There isn't a bedroll in the lab. Unless someone decided to make it their base. Also, person with the lab issue was in my discord. It was a corrupted prefab file, so we got it fixed.
  19. I do need to fix the coilrifle rounds. Will look at those buffs. IIRC I did it so you couldn't stack something, but I don't remember what the hell it was. Seen a few people say that with the titanium, which confuses the hell out of me tbh.
  20. Yep. it goes by the server. Server sends XML to the clients. So you can't just turn it off for one person.
  21. You would need to remove... 2-KHA19-BackpackButtonsV2 KHA19-12CraftQueue KHA19-60BBMFW KHA19-HPBars And I think that'll do it. Delete KHA19-HPBars from the Mods folder on the machine of whoever is hosting the game. That's it.
  22. If you edit the prefablist of your world, you can slap it in. Then, and this is the bit I am VERY unsure on how to do (I just know you can do it), you would re-generate the region with that prefab in it so the map has to spawn it.
  23. they are different so you can totally just replace all 3.
  24. Yeah, heatmap climbs too fast. I did do a fix that seemed to help (some folks in discord tested it) so it's getting rolled into 3.1 for A19.1 Basically I halved the heatmap of Pistols and Rifles, and lowered Shotguns/Autos by 25% (because they're big and loud). I figured that should give all guns a "purpose"... for lack of a better term.
×
×
  • Create New...