Jump to content

KhaineGB

Members
  • Posts

    4,662
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. Darkness Falls uses SDX and DMT mods. So yes, it's all pre-patched. Just needs a folder with a ModInfo.xml, a Harmony folder and a pre-compiled DLL.
  2. DF isn't installed. You can tell cos th background is wrong. Also we completely redid RWG, so you wont get snow at top/desert wasteland at th bottom. AKA - You wont get a map that looks like vanilla (which is just 1 biome mask rotated/flpped anyway) on DF.
  3. I need to have a look at what they're doing with the NPC's, but probably. I have been using sphereii's new dialogue system to add more options to traders though. You can disable them in entitygroups. I believe it's zombieXXXFrozen. Had a quick look. It's harmony only. So what you'd do is download vanilla, download the DMT tool. Patch THAT mod onto vanilla with the DMT tool. That'll generate a Mods/Stay Clear folder. Copy that Stay Clear folder into DF and it'll apply. DF is already patched to read DMT mods. It should appear as soon as you get infected. It has been for me, but will test. I'll double check the battery, but I removed quality tiers from it which other users reported fixed the issue. I like your idea of a fire resistance mod using demonic essence I will look into that. Not putting out fire when drinking is a bug. I will fix it. The tech/bio thing is supposed to be something you pick when you play, so there's a reason to restart and pick the other path. I will look into an admin-only item for folks who really want to test that out.
  4. Thanks forums for not telling me there were further posts. Also, we're on page 300! Woo! Okay, so I believe SOME of HDHQ works. I think the lighting and the trees work. The textures don't because when the game was updated to Unity 2018, it broke the tools we need to use to import assets back into the resource.assets file. They would have to be installed on the server AND the client though. Helicopter, probably not. Server tools works fine from what i've been told.
  5. The bandits are back in. They're not common, but they are back. Look for folks wearing bandana's over their faces. Will try to reply to these in order for you. Because we don't need a million cars. I assume you mean mods for vehicles? The fact I put mods for vehicles in at ALL should be a surprise. Because there's a DLL-defined limit on storage. If a vehicle goes too fast, the world doesn't load in time and you fall off. Because you don't need higher than level 250. The gyrocopter/helicopter is a rare drop off demons. I think that's a vanilla recipe. I looked it up IRL and you need to use water or cooking oil to make your own plastic. Murky water would probably work though. There isn't a latent infection. Brass catcher and steel bullets is something I can't fix. It's a bug we have to live with. Battery bug was fixed in 2.5. Doors and a few other things are offset because TFP changed something in 18.3 and I haven't looked into fixing it yet. Silencer and P225 are fixed locally for V2.51 (not released yet and needs further testing) Bulletproof glass is also fixed locally. Not sure what you mean on the multitool. Radio isn't inteded to play music. It's for the time and crafting quests. Bosses aren't getting a speed increase. They used to be faster and players complained they were getting one-shot. Honestly i'd probably just add a small fire resistance to the normal power armour. It makes sense. I tried adding a nuclear generator. I broke the game. I'm not good enough with C# to do it, unlike the guy who made starvation. Not planning to add a 3D printer. Don't see the point really. Probably wouldn't add demonic armour. The only way to stop players melting coins would be to change the material they are made from. However I do have a plan for encouraging players to spend their money. Yes. I read to the end. First page. Manual install instructions. It's basically the same for a server.
  6. If playing single player, yes. MP has 1 to encourage working together.
  7. ^ That, for the steel crafting. Animal meat was lowered in general because folks were just getting insane amounts. Once the breeding is fixed (working on that now) you'll want to do that as they'll give more meat. I'll have to hop on that map and have a look. I know i've had POI's fall apart in one game, and then be fine in another.
  8. The weapons aren't repairable cos folks were finding loads of them and just stockpiling them. You can combine them with another weapon with the same name in the workbench. That'll repair them (laser workbench if over quality 40). Research notes are for the future crafting perk. You can keep making the books to level it up. Demonic essense and Nanites are for the shots, but I do wanna do something with those later.
  9. Will look into the economic value of those containers. Cheers For water, check where it is. If it's in a POI, there might be a missing block or two underwater, so the water is flowing and causing FPS issues. You can try turning it down to minimum in your video settings. It's a bug, but no idea why. I'll have a look at it. Since you're being given a quest, it shouldn't be doing that. Get a laser weapon.
  10. Cheers. Will double check that. I'll check that farming entry. I know I updated it but might have accidentally broken it. Trees do not need water/irrigation. Chem station should work. It'll unlock the perk and then you need to meet the requirements of the perk (which it will tell you if you click on it) It is, but it's off on purpose. Why would the guards attack dogs and vultures when they don't attack the trader? They only attack the trader when PLAYERS take them there. Stop using the trader as a permanent base. It's not intended for that. Glad you're enjoying it I'm pretty sure the shotgun thing is vanilla... I think normal shells increase the armor stat of a zombie if it has one, like the military and bikers. Oh and for anyone else reading this, discord is now on the 3rd post of the first page. The forum update killed my image links, so i've done a temp fix. From the first page. Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data, Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses SDX/DMT so all 3 folders (and their contents) are needed or you'll have problems. When there's a red checkmark, click the perk. It will tell you wha requirements you need to meet. And the one thing NO ONE EVER DOES... when you CAN make the item, click the book for the item description and it'll tell you where to make it and with which tool.
  11. Yep, but you have to use bowls. There was a bug with jars. It was released almost 24 hours ago. Afraid I have no idea. I've never messed with trying to restore backups.
  12. Sometimes the mod launcher doesn't seem to fully clone the mod, no idea why. I'm going to assume it's probably a gitlab issue, like too many folks issuing requests or not (which makes me sound stupidly egotistical) or just having issues connecting. You should just be able to unzip the 3 folders in the zip to the 7DTD folder... and I see no reason why it SHOULDN'T work on the copy the launcher made. Huh. I'll have to check that. It was working fine for me on my test server though. Good chance the launcher is having difficulty downloading it for whatever reason. It's why I always recommend folks manually install instead. If you look in serverconfig.xml, it tells you how to do it. The more of you there are in a party, the tougher the zombies will be. It's like that in vanilla too, it's just... worse here. Sounds like you had a wandering horde hit right before the bloodmoon, which can totally happen. I'm actually working on a patch atm that should hopefully reduce the chances of that happening.
  13. I have no idea then. As I mentioned, I don't use a controller with 7DTD. I know it works cos other folks have done it, just no idea how.
  14. I think there's too much general... well... crap in the wasteland for them to spawn properly. I'm gonna lower the amount of cinder blocks, iron and MAYBE cars so things like boulders and portals have more room to spawn. You may have a modlet installed that alters skills, or a UI modlet installed. DF is an overhaul and NOT friendly with most modlets. Glad you're enjoying it Starting a new class does NOT stop progression in previous classes. You'll know when you find a hireable NPC. There's a talk interaction, and a conversation option called "Come with me." They're a little bit buggy in the current release, so i'm going to be revisiting that because sphereii has improved the AI a LOT. Highly unlikely retrievable arrows will ever be in the mod due to bugs with non-vanilla 3D models (like the hornet, behemoths, spider, etc) Depends on the map. The medium maps have a LOT of small towns and cities, but they also use a LOT of RAM. Community stuff? Possibly in the future. I know sphereii has been doing more NPC work for exactly this purpose since folks miss it from starvation. So it is something I want to integrate and expand on. And i'm definitely not a genius. I'm an idiot with a laptop and too much free time. But thank you! I'm assuming you are using the mod launcher. If so, I THINK you have to add it to steam as a non-steam game and then it works. I make no guarantees how well it'll work with the expanded toolbelt though as I don't use a controller. Have you ever picked an online name and not considered how folks might abbreviate it? Then see it happen and go "Oh... oh dear." Yeah, this is one of those moments. Yes, Clients AND Servers need the mod installed. DF is an overhaul mod with a lot of C# code changes, so it is required. It won't run like a modlet. To install it, you would open your server folder so you see all the main files. So you should be looking at 4 folders (7DaystoDieServer_Data, Data, Licences, MonoBleedingEdge) and a ton of files. Then open the mod zip file for the server. You MUST use the server build. You should see 3 folders in the zip file: 7DaystoDieServer_Data, Data, Mods. Drag those 3 folders into the server folder you have open. When asked to overwrite, click yes. DO NOT UNZIP THEM INTO ANY KIND OF SUB FOLDER! I see folks put them in a /Mods folder regularly and then wonder why it doesn't work. It's not a modlet. It won't work like that.
  15. Yeah, i've noticed that happening as well, but not on all maps and not all the time. I'm trying to find out why that's a thing.
  16. Sorry for the delay in answering folks. Had a few bad days, so just threw myself into some C# tutorials and hid from the world. Also i'm not sure if multi-quote works on the new site, so apologies for the lack of names when quoting people. I'm doing it manually. Go to Worlds/DFalls-Small4 and open prefabs.xml. You can search for DFalls and look for the prefab. It'll have the co-ords listed. It's either DFalls_military_bunker or DFalls_resarch_lab. Yes, for now. They use invisible buffs for radiation immunity control. I'm gonna look at potentially re-writing that. Looks like TFP changed it then. Mmmkay, we can look at some tweaking. Something important to remember is that the rads at night are NOT the same as vanilla. They aren't feral, have half the HP and regen slower. You can totally kill them with a spear/club if you feel brave. Also sounds like you ran into one of the legendary zombies. They're actually in vanilla, but don't spawn. I just added them to the spawn list because i'm a sick person. I patched out the bullet sponge thing. Increasing difficulty means zombies still take the same damage. They just do MORE damage to you. No, because I had to add some custom code to make the guards actually work, and build some custom assets... and custom blocks... and edit the trader prefabs.
  17. I wish. That'd be cool if she did that instead of summoning more zombies.
  18. Nothing. It just shows she's a Feral Screamer.
  19. It's a harmony patch to adjust the max height zombies "read" for fall damage from 20 blocks to 100. It's a problem with gitlab. There's a mirror on nexus. https://www.nexusmods.com/7daystodie/mods/235?tab=files I'm considering setting up a private git repo on my server.
  20. Given that plenty of people have downloaded and installed the mod (and the mod launcher uses the same link as the first post), it works fine. It's something with your internet/ISP. Simple as that. I mean, i'm probably more of a nerd... I was doing this today... static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { int counter = 0; // Grab all the instructions var codes = new List<CodeInstruction>(instructions); for (int i = 0; i < codes.Count; i++) { if (codes[i].opcode == OpCodes.Ldc_I4_S) // This targets the IL that sets 20 { counter++; Khaine_EntityZombie_Logger.Log("Adjusting 20 to 100"); codes[i].operand = 100; Khaine_EntityZombie_Logger.Log("Done with 20 to 100"); } } return codes.AsEnumerable(); } So yeah. I can't talk.
  21. Works fine on Ubuntu 18.04 LTS (tested on my dual boot desktop + my dedicated server). I'm not a linux nerd though (no offense) so no messing about with the console. Just downloaded and installed steam, downloaded the game, applied the mod, done. Awesome. Glad that fixed it. Try a VPN. Gitlab is sometimes... a pain. There's also a mirror on nexus now. https://www.nexusmods.com/7daystodie/mods/235?tab=files Titanium exists in the wasteland as an above-ground node. There's some texture issues with the underground ore that I need to fix though, just FYI. Brass does not have a node.
  22. I can look into that. Should be easy enough. Yep, I derped. Will get it fixed. ^ that. Logged into 18.3 and tested. All behemoths, demons and night stalkers are fine. That issue DID exist on 18.4/DF V2.51 (in the experimental branch) but I updated that on... monday I think? I don't remember. Last few days have been a blur. But I managed to fix it on that branch. The duration is an hour when you're in there. When you leave, the buff is removed and replaced with a 10 second one (me and the testers checked that a LOT to make sure it works). If you're not getting that, you may have a bad install. That's because certain zombies drop certain things. Farmers and fat lady zombies drop shovels because they're the "farmer" type (like they used to in A16). Lumberjacks mostly drop clothes and axes. I may adjust that and look at potentially dropping more seeds/crops instead.
  23. That sounds like it was definitely supposed to be an oven recipe and I derped up. Which recipes was it?
  24. Welp, players are gonna have to be more careful about training demons to the trader... I'll look into the sleepers, but I remember seeing some on the top 2 floors of skyscrapers around GS 250, which seems fine to me. The crop-circle wasteland style is from nitrogen. It also makes them in a slight crater. I'll check the buff later, but it's definitely not killing me. I was able to just tank the damage, or spam pain meds and bandages to heal through it. I may need to look at a minor adjustment to the duration. Which book? It might be a vanilla bug, but will need to check.
×
×
  • Create New...