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KhaineGB

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Everything posted by KhaineGB

  1. Update the mod as that was fixed last week.
  2. Okay. So the tech stuff was cut down from 3 perks per "branch" (tech or bio) to 2 and the benefits were rolled into the other perks. I felt that made it much more of a choice. I'll check the Accelerated Healing one. It should work fine but it might be a derp on my end. Wellness can only be gained if you do not have the average/good food/drink buff. So basically you drank orange tea, got a buff (probably good drink) and you MUST wait for that to expire before you get the wellness again. That was to stop people just spamming stuff for cheap wellness.
  3. First post should be linked to the git, which is updated, but here's the links. Client (Git): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip Client (GDrive): https://drive.google.com/file/d/1s_Rd1HJcC51oDtzlWmlkokgcvmHwI8yC/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1jY-DZhFdZNfgbUUkbf5Surj7uX-jjMhD/view?usp=sharing Nexus (Both): https://www.nexusmods.com/7daystodie/mods/235?tab=files Tech boosts were fixed in that update. And the fireballs do a fire buff on AOE impact, just the same way player molotovs do. Therefore they don't care about walls. That's a TFP problem with how positionAOE works. EDIT: Also the demons are marked as "feral" and it seems like ferals give 0 craps about LOS or anything. No idea why.
  4. F6, spawn one at ground level. Then spawn a ton of zombies facing them so they'll attack. They stop ranged attacking somewhere around 3 blocks, which they didnt used to. That's what I mean when I say the ranged attack AI got changed. Cos the guards would shoot out the catwalks from under them (so zombies were in the next block)
  5. If I am awake, then sure. But I sleep at REALLY strange times.
  6. No idea, but this is what i'm working with atm. So... yeah. For me, it works absolutely fine. Clean 7DTD from steam. Clean 3.01 install. Completely new save. Working as intended, and i've also destroyed AND replaced some of those upgraded blocks with no issues. So right now, my advice is going to be "try a new save."
  7. Ok. 3.01. Brand new save (DFalls-Medium1, though that shouldn't matter). Dug down 10 blocks, out 5 blocks, then made an 11x11 room. I can put down and pick up frames with no issues. I also destroyed some wood blocks and put frames back where they were with no issues. So i'll do more testing, but ATM that's a bug I can't reproduce.
  8. This is gonna be annoying then. I went and checked and the code is DEFINITELY removed...
  9. Okay. When you load the game, it should have the version number on the main menu. If it says v3, it's the old version. In which case, kick the mod launcher up the butt to update. If it says v3.01, that's the one I put out yesterday morning (my time, about 7am GMT) in which case I need to do more digging into the issue.
  10. And is it DEFINITELY on the update I put out yesterday? (v3.01) Because I'm pretty sure it's related to the cave code, but I had to remove a lot of that due to linux server issues. Check your journal under wellness. There should be a list of food/drink that will increase wellness, and thus increase your health/stamina.
  11. SHOULD be fixed as of the update. If it's still doing it, make a new save and test on there. Because it was working fine for me on a new save, but I didnt test on an existing one.
  12. I mean, I think the bicycle MIGHT be an issue in retrospect, but that's about it. The other perks seem fine.
  13. Not getting changed anytime soon, because doing so will break saves (messing with quest rewards results in a character reset). I might remove the bike though so no-one gets one. Other than that, I don't see the issue. No-one has complained about the class being "too op" for the entire time it existed in A18. You're not getting a perk to reduce food poisoning from cans. Cook it. There's recipes available to do so (2 cans + 1 bowl = cooked version with no food poisoning for most of them). However, I suspect intrinsic immunity isn't work as well as it probably should, so I will investigate that (will probably make it grant immunity to food poisoning and dysentry at rank 5, and a small bonus to infection immunity) No idea what you mean with items/perks. They were working fine for me. Intended. That way people don't suicide to refill their food.
  14. As per the first post, Nitrogen is NOT supported with DF. The old list will have the old trader prefab names, which is why you'r getting that error. They work for me. They just don't work as well as they used to, which is partially because I decreased the amount (for performance reasons) and partially because something got tweaked in the ranged attack AI (not my doing). Not sure what you mean with the snare. That seemed ok with me. But I have noticed there's OCCASIONALLY lag with opening things in general. Not all the time though. Rancatcher bug may have been fixed as of 3.01. It was due to a blockreplace method in the caves script. Will have to test that but the buried chest is using vanilla code... just different loot list. Will check those later, but eh... if it doesn't work with 1 specific perk, i'm not too fussed since you still get an XP boost. Shotguns had their damage intentionally decreased by reducing the amount of pellets because pretty much all the testers were saying "There's no point having any other gun since a shotgun just deletes things in 1 hit" Wandering trader is there. Archer is not. Yes, lootbags can despawn. Yes that's intended on the machete. That's actually vanilla. Knife-type weapons do a LOT of damage on a sneak attack.
  15. The amusement park DEFINITELY won't be. A lot of POI's were removed from the compo pack we used because... 1) They're really bad for performance. 2) The loot is massively OP. Anything in vanilla is still there. I also added some of the A16 houses, and some of the A18 stores.
  16. Yeah, the weight system is really odd.
  17. Me and Devrix have been swapping dev builds of our mods to ensure compatibility.
  18. Oh yeah, I forgot I did that because the stacking thing was... odd... and I tried messing with the weight to fix it. So yeah, recipes/schematics only and do trader quests. That's kinda the point though, because people were just getting their favourite weapon, fixing it in 1 kit and 0 crap given. Start carrying spare weapons and use the workbench combine feature. Repair kits are intended to be an "I'm out in the field and my stuff broke" repair. Not a proper repair.
  19. Nope. It's intended like it was in A16.
  20. That's pretty much right. You can scrap any schematic to get skill notes. Generic schematic paper also gives skill notes. I've been getting quite a few from trader quest rewards too.
  21. Darkness Falls v3.01 is now available for everyone! Changes as follows. - Updated SphereII-Core patches to fix Linux server issues. - Invisible block issues SHOULD now be fixed (Was related to SphereII-Core caves). - Fixed incorrect display on some buffs (pumpkin cheesecake, sham chowder, steroids) - Stone axe should now be able to harvest gas cans from cars, but at a VERY reduced rate. - Fixed Iron bars not upgrading to steel. - Added a method to increase the "duration" cvar of sprained/broken buffs so duration displays correctly in the bottom left. (this is iffy but we'll see if it works) - Fixed incorrect unlockedby on junk turret ammo. - Fixed the Lockpicking description. - Fixed the AR-15 perk name. - Removed intellect attribute display from nerdy glasses. - Fixed the "no bio boost" thing on accelerated healing (should've been no tech boost). - Fixed numerous "player level GTE" display errors on perks. - Added "Player Level 20" to concrete mixing localization requirements. - Removed combat shotgun and smg schematics from Caitlin. - Fixed Hazmat pants being randomly eaten. - Removed "food max" increase from Health Nut because it wasn't supposed to do that. - Slightly lowered the amount of XP required to level as it was higher than intended. - Weapon crafting should now properly level the various baton weapons - Increased magazine capacity of the coilshotgun. - Removed Bullet Sponge and Enhanced Immune System shot recipes. - Removed Bullet Sponge and Enhanced Immune System shots from creative mode. - Changed Oxygen Optimization shot to state it's a Transhuman Shot. - Fixed coilgun perk localization. - Drinks and water should now properly remove demon fireballs. - Adjusted craft time of grilled yucca and baked apples. - Lockpicking localization should now be correct. - All food and water items now DIRECTLY add to the food and water stat. No more "over time" buff. This also applies to the very small amount of health food gives, so you can use it as an emergency heal. - Encumbrance effect for jumping should no longer be QUITE as harsh as it was (should be fine up to approx 40 encumbered slots). - Marksman Rifle now correctly shows scope attachments. Client (Git): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip Client (GDrive): https://drive.google.com/file/d/1s_Rd1HJcC51oDtzlWmlkokgcvmHwI8yC/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1jY-DZhFdZNfgbUUkbf5Surj7uX-jjMhD/view?usp=sharing Nexus (Both): https://www.nexusmods.com/7daystodie/mods/235?tab=files Launcher should be updated. New save NOT required unless you had a lot of invisible block issues.
  22. Those are actually Xyth's. Mods/0-SphereIICore/config/blocks.xml It's an option in there. Nope. Turn your settings down. They worked fine for me on the old laptop with no major FPS hit (i7-4710MQ, GTX 980M which is more like a desktop 960/970) POSSIBLY fixed.
  23. Client (Git): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip Client (GDrive): https://drive.google.com/file/d/1GI3GtGK8iXAhvazHcfWpCU-QXjYGAQ-H/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1ZwJ7JFGj_EJ7BEjF8oUhxRVBh_j4MV2v/view?usp=sharing Nexus (Both): https://www.nexusmods.com/7daystodie/mods/235?tab=files Yep, difficulty boosts your GS. Just like it used to in A18.
  24. In theory, yes. It just may not affect all zombies.
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