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KhaineGB

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Everything posted by KhaineGB

  1. Yes, unless you can find someone to walk you through how to properly do a region reset. Which is definitely not me. But I'm saying restart required for my own sanity
  2. You have to punch them Dev version explicitly states you MUST restart in order to fix the lab issue
  3. I'm not taking requests for additional 7DTD series right now since we could get A21 at basically any point, therefore I want the two I've got to get to a point where I can easily go "Right, we're done, moving on to A21"
  4. I posted this on the discord yesterday, and forgot to cross-post here. My bad. V4.1.2-DEV-B3 is up! No new save needed if updating from DEV-B2. You do if updating from 4.1.1 stable. Have not tested going from DEV-B1. Back up your save before updating. V4.1.2-DEV-B3 - Fixed Master Mechanic not unlocking the SMG recipe. - Added a 25% magazine increase to the bandolier for any gun, but not bows/crossbows. - Added a failsafe for Scrap Tool Crafting/Scrap Weapon Crafting not being added when it should be. - Added Broadcast Upgrade item. Unlocked by Yeah Science 5. - Writeable storage can now be upgraded into "broadcast" versions with the above item that allows them to broadcast their inventory to workstations (but not the basic forge and campfire) for remote crafting. ONLY these storage containers for the moment for testing purposes. Function must be turned on by the new "switch" icon in the looting window at the top left. - Removed stone and scrap arrows/bolts from compound bow and titanium crossbow as they shouldn't be using ammo that low tier anyway and it improves compatibility with sorcery spell arrows/bolts. - Increased amount of ammo radial entries in windows.xml. - Made nail bombs a little easier to craft. - Doubled the cost of meds purchased from the White River Scout. Normal trader prices unaffected. - Renamed Zombie Skateboarder and Zombie Gangsters into Zombie Thugs, since they share the same loot list and it gives some variety to that specific "type" rather than Gangster/Skateboarder. - Traders now show POI names on their quest lists before you accept them. Link: https://drive.google.com/file/d/1PAZmm2jD9k6L-8DT1QS5fj-0FpvvNWDe/view?usp=share_link
  5. Don't mess with the cows. They're evil
  6. I tend to avoid audio used in tv/movies/games. Too much potential for copyright issues. They're in the shapes menu, just like they are in vanilla
  7. controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay" You forgot to add them there. You also need them in materials and smelting recipes in recipes.xml.
  8. Yep, you are. I left the quest repeatable for folks who wanna farm research notes
  9. Already fixed in the 4.1.2 dev version
  10. Sure. Rice flour and boiled rice sound reasonable (I'd just have rice turn into flour that's currently in the mod though to save on recipe bloat)
  11. That's pretty normal. I'm an idiot. Go to where the lab is, press F1, type cr, press enter. Make sure you dont have any chests, vehicles or anything down. That should reset the chunk and sort it. GS600+ I dont remember if they are sleepers.
  12. V4.1.2-DEV-B2 is up! No new save needed if updating from DEV-B1. You do if updating from 4.1.1 stable. Oh, and happy new year. V4.1.2-DEV-B2 - Fixed Radiated Hazmat Zombie using the wrong mesh. - Fixed Shotgun Slugs giving back buckshot instead of Bullet Tips. - Fixed Junction Box being in the wrong place (thanks grumpybeard!). - Fixed Erik's Hammer playing the power attack noise twice, which is why it was waking up zombies. - Fixed the Overcharged Power Source making 10 when it shouldn't. - Added recipe for Pulse Mine so people can at least mess around with it even though it's not done yet. - Added a recipe for irrigation pipes so you just make that and then select the shape (which I thought I had done, but apparently not). - Adjusted loot on the tree stumps again to see if using the loot template rather than a loot prob helps. - Ran all assets through ocbMaurice's Optimizer. This means download size (4.9GB instead of 4.2GB) and size on disk (7.5GB instead of 5.8GB) will be larger, but allow the game to boot a lot faster. In my own testing, this has also reduced CPU usage by quite a bit (5% to 10%), and RAM usage by a small amount (approx 500mb on a 6k map). - Swapped over levels 2 and 3 of Grease Monkey so players get the motorcycle slightly earlier but vehicle mods later. - Moved Cruiser and Junker to Grease Monkey 3 - Laser multi-tool now disables demon regen if you hit a demon with it, because it's funny. Link: https://drive.google.com/file/d/1BuBNhp8TjnNKHF0TcLAWAMq8FvVw0y80/view?usp=share_link
  13. Not at the moment, no. People wanted something different. 1) Don't use the mod launcher. 2) Make sure the game runs 4.1.1 in single player. 3) That config file SOMETIMES breaks. It's included as example defaults. You should edit the one that comes with the game.
  14. That's a creative mode only mod from vanilla. It does not drop in DF without editing the files. Just went and checked loot.xml and it's not there.
  15. New dev build before christmas and new year and all that stuff hits. I'm not planning to do another dev build before christmas, or probably even new year, so enjoy it. Yes, this is basically a "restart required" version of the mod due to all the map fixes and stuff. Just FYI. V4.1.2-DEV-B1 - Added Pulse Mine. (currently does not use a new model, have icon or localization) - Added Overcharged Energy Cell. - Added Overcharged Power Source melee mod. - Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions) - Fixed Zombie Janitor Radiated using the wrong mesh. - Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened. - Fixed junk turret ammo bundles not using ammo to be made like everything else. - Fixed underground cannabis and rice not being placeable/not growing properly. - Fixed the JaWoodle Purple bundle not having an icon. - Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed). - Fixed Anna and Bunker on all maps. - Fixed Fail-not not being able to take pulse arrows. - Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes). - Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow. - Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance. - Lowered the degradation per use of both augers so they'll last longer. - Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more). - Tweaked bee hive and chicken coop loot lists. - Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5. - Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton. - Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor. - All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties. - Titanium is now steel armor with military armor penalties. - Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties. - More localization fixes. Link: https://drive.google.com/file/d/1XLwpp9ifZ0YG403FL154voN8MrVaPk9h/view?usp=share_link
  16. It should not be in POI's. I did state that when one of the testers redid the groups for the empowered zombies. So thank you. That's something that needs to be fixed. He's supposed to be wandering horde/bloodmoon/DF bunker ONLY
  17. 10 blocks to effect the player. 30 blocks to effect nearby zombies (Yes, it buffs zombies)
  18. Yes they are. It's an end game boss that only spawns at GS800+ No it's not being reconsidered. Adapt, die or just run.
  19. Will have to look at that. It's not homing for sure. Just SUPER tight spread on the crosshair so you're really likely to hit what you aim at. Unlocked for all is correct. I need to fix the master scientist localization.
  20. And if I did that, everyone would @%$# the loot is crap
  21. I didn't intend to post this so early, but I uploaded to my backup repo which some server hosts are apparently using for some reason. So.... 4.1.1 is out! Darkness Falls V4.1.1 Patch Notes. - Added ocbMaurice's waypoint mod to allow players more waypoint icons that can also be coloured. - Added a hidden buff that kicks in from levels 2-10 to give the player a small amount of cold/heat resist to help out in the beginning. Amount decreases every level. - Added Grilled Tomato item. Works like Grilled Yucca. - Added Demon Lord. - Added Succubus Matriarch and Incubus Patriarch. - Added Empowered Demons. - Added new model for Incubus so he looks more "human". - Added Mutated Broodmother Spider. - Added Pulse Arrows/Pulse Bolts for bow users. Work like pulse grenades except you can fire them. - Added "frame shapes" for cobblestone, concrete and steel, which cost half of the normal shapes, have half the hit points, can be picked up and upgrade into the "normal" shape version with full hp. Total cost would be the same as if you crafted the shape. - Added a harvesting penalty depending on your difficulty setting, starting from WARRIOR. The reduction is 20%/40%/60%. (Warrior/Survivalist/Insane) - Added missing recipes for underground Rice and Cannabis plants. - Added grumpybeards extra lockable storage. - Fixed Master Survivalist not unlocking the titanium crossbow and bolts. Also fixed the localization and unlockedby. - Fixed the Hunter/Survivalist bow crafting tiers as they weren't properly swapped over. - Fixed various medical item bundles giving back the wrong items/needing not enough items to make/bad localization. - Fixed display disparity on broken leg (and other broken/sprained injuries). - Fixed Baked Carrot cooking time so it's the same as Baked Potato. - Fixed unlockedby on Tailoring Workbench. - Fixed Titanium Bolts/Arrows not stating they reduce armor on the UI. - Fixed infinite stamina while on a bicycle and under the effects of heat/cold. - Fixed some reported localization issues, mostly with loading tips. - Fixed infection not working, so you can now be infected again. - Fixed the bolognaise buff disappearing. - Fixed shotgun shells not showing an unlocked by. - Fixed incorrect bundle amounts for crushed sand and clay. - Fixed various incorrect localization entries and unlockedby entries. - Fixed a couple of resource bundles giving back the incorrect amount of resources when opened. - Fixed and tweaked lots of PEP POI's. - Remade the paramedic kit again as issues with bleed were reported. - Ghillie Suit Hood is now properly locked. - Adjusted loot list of stumps. - Slightly adjusted loot list of army trucks. - Fatigued should no longer give players infinite stamina. - Remade VSmall2-PEP to fix the scout issue. - Renamed Knife Guy to Blade Guy and Blade Master to Knife Master to reduce "Will blade master work with spears" questions. - Succubus model replaced with a new one. - Old Incubus model repurposed as "Empowered Demonic Behemoth". - Succubus Matriarch summons Demons (Not EMPOWERED Demons) every 60 seconds (time and amount can be adjusted based on feedback). - Removed Elevators from recipes since they're busted anyways. - Repairable vehicles, if damaged by a zombie or survivor, can now be fixed with appropriate materials (forged iron/forged steel) so they can then be "repaired" into a working vehicle. - Mutated Spider is now smaller. - Smaller mutated spider no longer spawns on horde nights. The broodmother does instead. - Mushrooms should now still be mushrooms when fertalized. - Potatos should now be able to accept fertalizer. - All the tech syringes should now stack to 5. - Changed Yucca Smoothie to help vs heat instead of cold as that makes more sense. - Changed Orange Tea so it SHOULD show up in the drinks section because people keep complaining about it. - Increased the "new mother" buff duration so animals shouldn't repopulate the earth, especially in multiplayer. - Increased armor penetration of Titanium Bolts/Arrows to 30% instead of 20%. - Lowered the physical resistance granted by Fortbites and Grandpa's Moonshine as stacking them, painkillers and pain tolerance allowed the player to go WAY over 100% damage resistance. - Living Off The Land now increases attack speed of the hoe and reduces stamina usage by 5%/lvl. - Slightly increased the XP required to level Athletics and Mining action skills. - Legendary weapons now state in their description that they disable demonic regeneration (let me know if I missed any). - Flaming Arrows/Bolts now work like molotovs. - Slightly reduced size of both demonic behemoths so they fit through doors and crap better. - Increased the cost of cobblestone shapes. - Lowered Insane gamestage addition from +400% to +300%, so it's still harder than 4.04 but not as hard as 3.6. - Cryogrenades should now do the same damage as molotovs, and scale in the same manner to make them more useful. - Slight adjustment to the "levels" for temperature buffs so it shouldn't be quite as punishing. - Gave a salvage amount bonus to the ratchet, impact driver and laser multi-tool while also increasing their block damage a small amount for faster harvesting without losing resources. - Changed bio and tech boost level requirements from flat 125 to 110/110/125/125/140 because players apparently don't read and realise that, while they can make the shots, they didn't have the required levels. Also this increases the level requirements to get all levels as per a suggestion. - Painkillers and Codeine can now be chain-chugged for healing if necessary. - Slightly increased attack speed and damage of power fist so it should be closer to, or better than, titanium knuckles. - Since infection is now more deadly, made honey SLIGHTLY more likely to actually start a cure. - Updated all vehicles so they have 1500 health per grease monkey/mastery needed to make them. So bicycle/golf cart start at 1500, mastery is 9000. Purchasable flying vehicles are considered mastery vehicles and have a health of 9000. - Increased stack size of Anti-Rad pills. - Steak and Potato meals are no longer sold in bundles. (vanilla bug) - Lowered range of the iron hoe. - Gamestages.xml updated to fix a small bug. - Increased most raw food stack sizes to 250 - Increased stack sizes of a lot of raw resources. - Increased all coilshells to stack size 300 instead of 150 since normal bullets stack to 600. - Mechanic mastery vehicles now all require the V8 Engine. - Playing on the easiest difficulty will now HALVE your gamestage for players who want a much easier experience, starting from level 2. - Made and added some posters to the Mo Power stores just to add some "life" to the world. - Golf Club is now appropriately tiered and should scale with Weapon Crafting. - Slightly tweaked loot list of birds nests (more feathers but the chance remains the same) and munitions boxes (no melee weapons, more likely to drop ammo). - Resource Bundles can now stack to 10 instead of 5. - Scout now carries herbal antibiotics instead of honey. - PEP_Littleleague seems to be fixed from randomly falling apart (at least in my tests). - Anna's laser workbench is now a little more difficult to get to. - Anna has been locked up so she can't wander as far. - Laborer now needs to make Cobblestone Frame Shapes instead of Cobblestone Shapes. - Large DF specific lootable vehicles now only spawn on roads, not POI's. - Increased boiled water stack to 20. - Sterile Bandages/First Aid Bandages/First Aid Kits/Paramedic Kits now properly stack healing. Links. Download Link: https://dev.azure.com/KhaineUK/_git/DarknessFallsA20 (click the 3 dots, select download as zip) Alt Download Link: https://gitlab.com/KhaineGB/darkness-falls-a20/-/tree/main (click the icon next to clone and then zip) You SHOULDN'T need a new save, but it is very strongly recommended. Nexus will be uploaded in the morning after sleep. YES THIS MEANS IT'S ON THE LAUNCHER BEFORE SOMEONE ASKS! 😛
  22. Oh trust me, for people who want to get absolutely murdered... Accessing the bench AFTER the lab will have a use. Also I still have another POI and quest AFTER that to do.
  23. And THAT is why it was changed. It was NEVER intended to be like that. Ever. The ability to buy/access the laser workbench was put in because people keep insisting on using RWG, not getting a lab and then complaining that they can't get the bench.
  24. Yep, I know they do, and I always give them that answer. 😛 Overhauls are straight up not designed with other modlets in mind. Which is why I made romero mod. It's much more receiptive to modlets.
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