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KhaineGB

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Everything posted by KhaineGB

  1. 1) Yes it does. It just doesn't have all the shapes because of TFP's stupid variant block helper system (which is fixed) 2) It's absolutely NOT POSSIBLE for the forge and big forge to have completely different cement recipes. If icons are missing, which they weren't for me, that's just a UI_display issue, but since we've never been able to have custom icons for workbenches before A17... that's not exactly a "bug" Your friend needs to check his quest. I bet it says something like "Kill zombies with a pipe pistol" or "Kill zombies using knuckle wraps." The quest journal is your friend. Use it. As for RAM, not really. Just play on the smallest map possible and make sure your friend has virtual memory enabled. Needs Weapon Crafting 2 for level 1 of the Bow Crafting perk, Weapon Crafting 3 for level 2 of the perk. It SHOULD say that in the level descriptions... in theory. As for read from toolbelt, I don't think that's necessary as of A18, but it was in A17. I mean, you can try from backpack. If it works, great. If it doesn't work (which is what used to happen, it just didn't read the book and you still had it), then stick it on your toolbelt. Glad you enjoyed it That sounds like you may of had a mix of a wandering horde AND a screamer. Because if you get too carried away killing wanderers, screamers do turn up (happened to me and the wife)
  2. Then it's not installed correctly. It cant find the mods.dll that needs to be in 7 Days to Die/7DaystoDie_Data/Managed.
  3. I remember Buck playing the mod in A17. I went on one of his vids and said thank you (had to use google translate though cos I only speak english and bad english) and actually started putting some poor spanish translations into the mod because I didn't realise I had so many spanish players. I do want to go over the localization and re-do it for ALL of the new languages in 18.3... but... 1) Time. Need to get the mod updated and working for when 18.3 drops (pretty much done). 2) I hate localization.
  4. As long as it's 18.2 to 18.2, yes. If you are on an older experimental version that was for A18.1, you may have some issues. You need research notes and a writing desk. I can understand YT'ers not playing the mod. They want something stable that won't require wipes for long playthroughs, and obviously I need to keep updating for new game versions... and when I do that, I mess with stuff that WOULD need a wipe (since going between 18.x versions recommends a wipe anways) Currently unsure. There are issues with battery banks we're trying to track down, but we're not sure if that's an issue with the batteries or with vanilla. However it IS being investigated.
  5. The only difference between DF mining and vanilla mining is there isn't an OBVIOUS node sitting right on top of an ore vein. You have to hit the boulders to find out what's under there. And no, there isn't. Nope, the lathe isn't going to be craftable. You can build a gun WITHOUT a lathe if you find all the parts. No, guards are NEVER going to be purchasable because I know for a fact folks would just fill their bases with them instead of using turrets.
  6. Yes. Only in the rad biome. I have re-written the mining section of the journal for the next update. Lemme get this right... You want a player to be able to make an item but ONLY if they DON'T have a skill point? Is that right?
  7. 1) NPC's are not my mod. That's sphereii. The AI is setup correctly as far as I can tell so I don't know why it's not working, but I believe he's looking into it agan soon. 2) Not really but I also can't do anything about it. It's how 7DTD calculates damage modifiers, which are weapon (with ammo) first, then perks (which would increase the 60 by 75%) THEN mods. Also it is worth nothing the UI display is often wrong and doesn't always take into account perks. 3) I think they're actually 1000, so probably not. 4) No, but i'm looking at combining some perks so folks spend less points. Shotguns should have an almost guaranteed chance to stun (pretty sure that was added in A18.2) 5) Yes and it's in testing. Resources needed for the batteries are the same, but you get more. 6) Large bunker, at the bottom. If you don't have a large bunker on your map, you won't have a laser workbench. 7) So the problem with "new zombies" is that they love playing their "pain" animation when shot. I'm looking into a way to either disabling that or making it a VERY small chance. Aside from that, me and the testers have been throwing around ideas for boss fights that will require you to use some tactics to beat them... then A18 came out. Soooooo... that's still just an "idea" right now. As far as I know, the POI problem is a problem even just on nitrogen WITHOUT DF specific stuff. I did speak to Dam about it, and I know there was a reason why it doesn't work. I just don't remember what it is. But it was a problem in A17 too cos I found snow traders in the forest biome.
  8. - I'm actually re-doing the books now for 2.41/2.5/whatever it ends up being. Now, if your skill is maxed, it doesn't add to the skill and returns the book to you with a tooltip saying "Your skill is already at max. Book refunded" - Coilweapons got an adjustment, specifically the battery recipe. - Will look into the turbo mod. The problem is I can't have it too fast or the world doesn't load and you fall off (not even kidding) - 4x4 has the same problem as the muscle car. It's not something I can easily fix. - That steering assembly is definitely a derp on my part. Will fix. - Advanced forge (which is the better forge) DOES make exactly the same as the others, and the Big Forge uses the same craft list as the normal forge. You can check that in blocks.xml to see what crafting area it uses. (DFBigForge) - Intended in the big lab. It's painted concrete to tell you what keycard you need. If folks want to use that as a strat to deal with zombies, that's fine. - Meh. Don't care. You need 2 green cards to access the small lab, which ain't hard to get. - Soldiers aren't supposed to be easy. Use normal guns with AP ammo or a coilgun with the armor shredder mod. (mod also works on shotguns) - Good. It's a hell hole.
  9. Yeah, I posted and pinned it in the discord. Not sure if this link will work, but give it a try. https://cdn.discordapp.com/attachments/414452645521260546/653092793207488513/prefablist.txt However... NITROGEN IS ABSOLUTELY NOT RECOMMENDED. Yes it will spawn the required biomes, but it doesn't obey biome restrictions for POI's. So I can't guarantee you'll have a caitlin in the wasteland, a small bunker in the burnt biome and a large bunker in the wasteland. They could legit be anywhere.
  10. That's commitment right there. Can't even be mad.
  11. You need maxed secret stash AND maxed charismatic nature from the scavenger, and then they're sold by caitlin in the wasteland.
  12. Yes and Sphereii is going to be looking into it, because that's his mod. Because of the version you're on, Keycards and the Multi-tool ONLY drop in the bunkers (lockers, crates, desks). This was altered in 2.4 release so red keycards can drop from lab zombies and hazmat zombies. If you haven't found a single red keycard, how did you open the 3 red doors to get to the laser workbench?
  13. I actually forgot to post it in here, but it's always posted in the discord. That'll be from when I enabled the door lockpicking idea, which then didn't work as expected, so had to disable it. Only fix is to either delete the regions with the bad doors or start a new save. Which quest was it? That's pretty normal. TFP chnanged A18 so it loads basically everything into RAM. It's in the wasteland and the wasteland is in the corners. I think it's in the South East and North West.
  14. It's not in the blocks yet. It's in the A18.3 version of the mod that the testers have. But it's irrigationPumpEmpty.
  15. It's been like that since A17, especially on servers. Can't fix it. It DOES smelt, the counter just doesn't update.
  16. Interesting. Does that only happen on servers? It might be a bug in the NPC code that i'll need to reproduce and report to sphereii. Normally, what I do is make a 5x5 plot, dig 3 blocks down in the MIDDLE, then dig out all the earth under the rest of the dirt too so the water can flow. Throw the rain catcher in that middle bit, then stick wood bars over the top (so I don't fall in the hole, because i'm an idiot and totally fall in) and that usually does the job. Having said that, I do have working Irrigation now!
  17. Yep, still need to get gyro parts off demons. I know why it's doing the unlocked by thing, it's just annoying to fix. Will probably do that later. ATM, no perks give +damage for grenades. Mining Tools is the one that gives the chance to instantly break a block. Pretty sure it's either level 90+ or level 100.
  18. Mortar and Pestle doesn't need master laborer at all. It needs the Workbenches perk, level 1 (this is going to be changed). You want to find DFNpcAR15 in items.xml. SMX and DF aren't compatible. So you'll need to remove that.
  19. Find a boulder, hit it. If you get titanium, start mining. When the boulder gives a resource, that means there's a high chance of that resource underneath it.
  20. Feel free to just ignore that. The broken trader POI's never properly got fixed in A17 or A18 and I need to revisit it... but no. If they're a zombie, you can't fix them. Better get killing. 2 pages back someone had the same issue. This is how they fixed it.
  21. Nope. You can spawn them from the F6 menu, but that's it. There's no respawn, no replacing, nothing.
  22. Yes, they shoot special zombies. No, they don't respawn, so look after them.
  23. The launcher XML files have been updated to reflect what version you are downloading if you read the description of the mod. I try to make sure I do that every time. So... the information is there. And if you're downloading straight from gitlab, you can check the commit history. https://gitlab.com/KhaineGB/darknessfallsa18client/commits/master
  24. I've included 9 pregen maps with the Mod. DF-Small to Small4 (8k), DF-Medium to Medium4 (10k) and DF Large. It's recommended to use one of those because RWG doesn't spawn the needed custom radiation biome, even though i've tried. And the 18.3 version won't be out anytime soon. I've got the mod updated so it works on it, now i'm using the time to fix bugs and add some features.
  25. Gonna be going through a lot of those. I need to fix self medicated too. I STUPIDLY thought that TFP had that all sorted out... Mod is installed on a base of A18.3 Experimental. Make sure you have A18.2 downloaded and CLEAN from steam, and tell the launcher to clone that folder for installing the mod.
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