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KhaineGB

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Posts posted by KhaineGB

  1. 23 minutes ago, vandall666 said:

    Hi

    I could not find it so letting you know here, Living off the land perk lvl5 is saying there is an additional item gathered from wild plants, but it still gives 1.


    You have to punch them

    Just now, diazlee said:

    Hello, I need help, we have the game bugged with the lab and we want to update the latest files to remove the error, we are on a dedicated gtx gaming server.
    should we simply overwrite the new modified files in the 0-DarknessFallsCore folder in the server files or the entire 0-DarknessFallsCore folder?
    Is it necessary to do a region reset? In that case, how is it done? Is there a tutorial?
    We have searched and we do not know how to do it and it is the 3rd time that we started with Darkness falls, we even tried to find someone to pay them and do it, but we did not find anyone.
    Isn't there any other way to get the laser workbench? We go to all vendors and they don't sell it.
    Thank you very much, if someone can help us, we will make a payment by paypal for the help, I do not understand how there is so little information for people who do not know how to touch files in the hosting, not even a game update procedure without always having to start from 0 .
    Thanks and best regards


    Dev version explicitly states you MUST restart in order to fix the lab issue

  2. 26 minutes ago, Ganeshakw said:

    As you have done a series on Joke mod too, if possible, request you to play Apocalypse Now too. I would love to watch the series.


    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"

  3. 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

  4. I tend to avoid audio used in tv/movies/games.

    Too much potential for copyright issues.

     

    9 hours ago, TheRPGElite said:

    With the change to the Forge in this mod, did the way "Iron Bars" are made change with it?  I have tried looking them up to see how they are made and can't find them in the crafting area.  They are still in the game when I look in Creative, but I can't find them anywhere else.  In a non modded game they are made in the forge with 100 Iron and 20 Clay stored in the Forge.


    They're in the shapes menu, just like they are in vanilla

  5. 41 minutes ago, tommymsw said:

    Hey all, just wondering where the game "ends" now. Is the (I forget the name exactly) "Something from hell" mission the last? The army tents in the wasteland. When I complete it and go back to Anna she just keeps giving me the same mission over and over... Am I finished with the story so far? 


    Yep, you are. I left the quest repeatable for folks who wanna farm research notes :)

  6. 11 hours ago, Ganeshakw said:

    @KhaineGB

     

    Yesterday I saw one of your youtube DF videos. A20. I enjoyed it a lot. The gameplay was great but it looked like you wanted to die first. In the first hour only you took a fight with a pig and died. It hurted you and you was in a extremely bad shape. Still you wanted to go to him again and again. You could have saved yourself but you didn't. 😇 

     

    I laughed a lot. Keep developing and playing @KhaineGB. We love your work.

     

    That's pretty normal. I'm an idiot.

     

    7 hours ago, Torlinn said:

    Hi every one and happy new year.

    Thks khaines for this amazing mod.

     

    I play with my wife (V20) and she's got a bug. she can't do the 3rd quest by Eve (the little labo).

    We fail the first time and every time she's re taking the quest and valid the "?" on the place, the labo doesnt reallyreset. doors are open (of the first try) and no questbag to grab.

     

    I m very bad with commands (and not good with english :) ) and i  looking for a way to validate the quest or to give the next one (to the doc)

    Any clue would be really welcome.

     

    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.

     

    7 minutes ago, GlitterBug92 said:

    I know this may have been answered but I can’t find it. What game stage does the matriarch, patriarch, and empowered demonic behemoth show up? We are currently at 600 and lvl 260ish on warrior. We want to fight them before we call the current play through finished. 



    GS600+  I dont remember if they are sleepers.

  7. 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

  8. 20 hours ago, Ganeshakw said:

    @KhaineGB, Are you posting gameplay videos with the recent changes on your Youtube Channel ?


    Not at the moment, no. People wanted something different.

     

    13 hours ago, Chaos337 said:

    I need assistance setting up a personal server to run Darkness falls.

    * I have already verified that I am able to connect to the server on vanilla game files.

     

    I followed the instructions from the first page of this topic; I clicked the link for server downloads/manual install. I clicked the 3 dots and downloaded the zip, then extracted the zip to my desktop (this way if something messes up I have clean files), I copied all the downloaded files into the 7 days to die dedicated server game file, I deleted the original server configuration xml and renamed the darkness falls server config to what the original file was named.

     

    I then run the batch file to start the server. 

    All of the settings that I changed in the darkness falls config are shown in the boot up text for the server. The server finishes its boot and states it has started.

     

    I use a laptop (that uses modlauncher to keep darkness falls up to date) to play and connect to the server.

    *The text on the server shows a user is connecting. 

    *On the laptop a bunch of red errors start popping up when "receiving configuration files" that state files are missing. 

     

    Where did I go wrong?


    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.

  9. 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

  10. 53 minutes ago, BulletDodgeFail said:

    Well, I am admittedly very late in the game at GS874, just killing time looking for POIs I've not seen before. But as the Demon Lord appears in Tier 3 missions, it seems somewhat overstated to call it 'an endgame superboss' when you can find them in an abandoned gas station or 7-11. One doesn't normally think of Demogorgon as hanging around the Applebee's. Unless you've worked there, then you know better.

     

    I didn't experiment to find the radius of 10 blocks, I suppose the strategy now is to routinely use HE rockets to remove the POI structure until the Demon Lord is exposed so that one does not bleed to death looking for it. Or just accept that it's time to retire the world, I've outlived the logic of what justifies the placement of an endgame superboss.

     

    Still fun, but has become a bit tedious to encounter them routinely. This is the gamer's analog of First World Problems, Level Three Hundred Problems. I recall my request to change the mechanic, I accept that I am playing the game in an edge case scenario.


    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

  11. 9 hours ago, BulletDodgeFail said:

    Possible spoiler re:Demon Lords follows, be advised.

     

    Are Demon Lords supposed to be emitting some kind of aura in a massive radius?

     

    I'm getting 4 status effects at the same time for no apparent reason, and it seems to be when I come within some large radius of a Demon Lord, even if they are through many solid blocks and at a different elevation.  The effects show as 'buffDamagePlayerName', 'buffArmorPlayerName', 'buffHealingPlayerName', and 'buffSpeedPlayerName'. They are actually massive debuffs to all of those... -50 armor, -50 speed, -2 health/sec.

     

    I urge you to reconsider this effect, if it is intended, to at least limit it to line of sight. As is, it makes being in the same building as a Demon Lord impossible. There is no counter to the effect, and no chance to engage the source. It's basically a huge area denial that makes running missions impossible.

     

     


    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.

  12. On 12/6/2022 at 4:10 AM, chiefoforc said:

    In 4.1.1 VSmall1-NoPep(maybe also others) , the most nearest merchant from born position still has a chance is Anna,not regular white river merchants.

     

    Will have to look at that.

     

    On 12/6/2022 at 5:20 AM, suga13 said:

    So I just found the legendary bow 1st ever seeing it which the name is (something) fail-not . Sorry I'm currently not playing. But it says in the description it never misses it mark. Its pretty strong (yes I'm doing bow and explosives only this run) but can't seem to figure out what exactly it does. Does anyone have insight on it? 

    No it it's not homing but it's hella accurate for sure.  I know like the other legendary weapons (hammer gloves black sky shots it stop regen but they all have other perks to them) wondering what this one does. 

     

    It's not homing for sure. Just SUPER tight spread on the crosshair so you're really likely to hit what you aim at.

     

    2 hours ago, Teacup said:

    Hazmat Suit crafting is listed as unlockable once you become Master Scientist but I'm playing with friends on a Server and my friend can craft them. She is playing as Mechanic & Survivalist classes. I don't understand why she's able to craft Hazmat Gear itself. (Radiation Ready mod is under Science Crafting and is fine though).


    Unlocked for all is correct. I need to fix the master scientist localization.

  13. On 12/3/2022 at 11:20 PM, tommymsw said:

    Just curious... For me, I never use the traders for anything other than missions or solar. I get WAY better stuff looting than trading. I wonder if it would be fun if the loot was all just "regular stuff" and you had to loot and sell to save up for good stuff from the trader. Like better weapons and armor. I can find a level 59 swat helmet early game when the trader is still selling crappy stuff. I don't ever "trade" with the "traders". Do any of you? 


    And if I did that, everyone would @%$# the loot is crap

  14. 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! 😛

  15. 1 hour ago, BulletDodgeFail said:

    It was the intention that I wished to address. What I intended was to give you a heartfelt sentiment as a member of the appreciative audience of the story you are telling. Classically, the magic MacGuffin is needed to defeat the Evil Wizard Foozle. The tension of the story is in the quest for access to the MacGuffin and the wisdom needed to activate it and use its power as a hero. It's seems less narratively satisfying to me to defeat Foozle and on the last page of book be awarded the magic McGuffin with no clear application of its use.

     

    The mapping of these story elements into DF components is entirely my own twisted model. But it's how I perceive playing the game. A great part that DF adds to 7DTD is the sense of doing things for a reason. In the current implementation, I ask myself "Why do I need a laser workbench?" and the only answer I have is "to deal with the mission I had to complete in order to get access to the laser workbench. Now that I have it, I don't really need it."


    Oh trust me, for people who want to get absolutely murdered...

    Accessing the bench AFTER the lab will have a use. ;)

    7DaysToDie_aOD4pcmOnw.thumb.png.79a582c7a245a37b96a765c005674b34.png

     

    Also I still have another POI and quest AFTER that to do.

  16. 1 hour ago, BulletDodgeFail said:

    That seems backwards to me from an adventure design perspective. The old mode was to get access to the lwb and use its capabilities to craft yourself ready for the final mission. There was a point to getting access to the lwb, a use for it.


    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.

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