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Everything posted by Sal

  1. This is what I would like see happen. The game remembering where you left off. Which would not limit any other aspect, regardless of a person's play style or settings. But as it stands now, if someone is playing on 90 minute days then the hordes are over well before the default 4am time. This is what happened to me during my play through when everything got messed up. I was playing 90 minute days, horde every 3 days, and I was on day 25ish I believe and the horde had ended at around 2ish that night. That's 8 horde nights into my run that ended well before 4am. I was rushed and so I
  2. As the title says, if you exit the game during BM hours the horde night will restart when you load the game....and man, this is frustrating as hell! Please fix this? Why is this still a issue in Alpha 19.3? Look, I'm not one to usually complain about anything and I'd consider myself a patient person who can overlook most flaws and whatnot but this is ridiculous. Hell, this is the same issue with trader quests and I've learned to just to deal with that. But this is not just a small balance issue, or small graphic issue, etc....this is a major issue surrounding the g
  3. I'm sure this has already been reported but just in case it hasn't it. I searched for it but came up empty. Summary: Blood moon starts over if you exit the game during horde hours Game Version: A19 b5 Platform: PC OS/Version: Windows 20H2 (19042) CPU Model: Intel Core-I7 2700k System Memory: 16GB GPU Model and VRAM: Nvidia Geforce GTX 1600 Screen Resolution: 1080 Video Settings: See logs below Game mode: SP Did you wipe old saves? (Yes/No) Did you start a new game? (Yes/No) Did you validate your files? (Yes
  4. This is very true IMO. To be honest, I don't see any reason to use any anymore resources on light as soon as I find a helmet light mod, which is usually within the first week. In fact, I don't think I've ever once used a flashlight for light or use the resources to build light bulbs and hooking them up to a generator. It just seems like a waste of time. Helmet light mods and/or mining helmets(which usually come with a mod) are pretty easy to find.
  5. I don't have any issues with it. Did you start the save in 19.0 and let steam update it to 19.1? A new game is recommended when playing experimental. Try letting steam update it to 19.2 and try it again. If that doesn't work then start a new game just to test it. If it works fine then your save might be corrupted.
  6. Because I'm an idiot and posted in wrong thread. This a suggestion of mine. Not sure if this has been suggested or not, but I think it would be a good idea to add a separate 'blood moon range' option that let's blood moons occur 1-3 days before OR after the 7th day instead of only 1-4 days after. This way, you are still keeping the '7 days to die' concept intact while also giving players the option to add more randomness to the game, if they so choose. Give the player a choice of setting it to 1, 2, or 3 days. (No more than that because then weeks would ov
  7. Oh crap, that's where I thought I was posting the whole time. The name of thread threw me off. *somebody cut this guy off*
  8. Yeah I get what your saying but those options are still very limited to whichever 1st day you set it to and offer no possibility of a horde night happening BEFORE the set day. For example, setting the blood moon to say... every 4 days... with a blood moon range of 4 (highest possible setting) means the first horde can only happen only between day 4 and day 8. What I'm suggesting is an option that would also include the possibility of a horde night happening BEFORE the set date. For example, I like to keep the setting to every 7 days (7, 14, 21, etc). So wi
  9. Not sure if this has been suggested or not, but I think it would be a good idea to add a separate 'blood moon range' option that let's blood moons occur 1-3 days before OR after the 7th day instead of only 1-4 days after. This way, you are still keeping the '7 days to die' concept intact while also giving players the option to add more randomness to the game, if they so choose. Give the player a choice of setting it to 1, 2, or 3 days. (No more than that because then weeks would overlap.) So for example; Setting it to 1 day means a blood moon can hap
  10. A couple of possible exploit/bugs to report -- you know you love these type of reports Khaine (SP only, stable 19.0 -- didn't know about the 19.1 release until now) 1) Open trade routes can be selected as many times as you want and you will gain 500XP for each when you get to the trader. https://streamable.com/ogosm0 2) (may be intentional?) All turrets will increase your pistol experience but you don't receive overall experience points https://streamable.com/xtotpu I tried the vanilla and modded turrets. In the video link, the modded turrets are on th
  11. I can't say for sure but I think this has more to do with the vanilla version than anything. I've been switching back and forth between vanilla and DF and I've encountered the same issues in vanilla. It seems random too. I can play 2 hours with no problem then suddenly my FPS will drop to unplayable and I have to close the game entirely (not only exit main menu). In fact, I'm here now because I had to close the game while playing 19.1 exp.
  12. @user2010 Okay, I don't post here alot, but I do read the forums at times, and the lack of respect and sense of entitlement that I have seen from people like yourself is disgusting to say the least. I'll never understand how, and why, people yourself feel the need to lash out and bash the developers about an issue that you have with a mod (that cost you nothing in the first place) instead of trying to offer constructive criticism in a polite manner that may help further development to make it a better product in the end. Especially devs who create mods on their own fr
  13. Sorry, I should've been more clear. I meant harvesting animals with a knife. The sound that was added with the new animation. This: https://streamable.com/aifr29
  14. Anyone else have this problem with it or is it just me? I've since fixed it on my own by editing the sound.xml but I used to literally have to off my headphones when I harvest anything because it makes me grind my teeth. Which leaves me vulnerable to attacks.
  15. Great job as usual Khaine with A19. Man, I don't know if it's just me that sucks at the game or what but A19 seems much tougher than 18 -- that's a good thing. I've been trying to play perma death and I haven't made it past day 12 yet on my 6th-7th attempt. There seems to be a consequence for everything you do. Try to go melee to save those precious rounds.....go for until you get night stalker or small horde that is too much to handle. Bring out your guns....go for it but know that you may end up drawing even more Z's. I'm freaking loving it! Up until now
  16. They're underground bunkers....your not gonna find them in fly mode. Hint: Bring a shovel/auger and keep digging until you find an irregular looking block These are the approx location coordinates for each base on each of the maps. Assuming that you're playing on one of the premade DF maps that is. Added spoilers for those who wish to not know.
  17. Ah ok cool. Gotcha. I started another game just to test it and the same thing happened when I picked up a rock. I reverted back to A18 just to play the mod in stable condition but it's not game breaking or anything so it's no biggie. Keep up the good work man. Looking forward the A19 version. You need anyone to test for you and give feedback?
  18. Nice job on the mod Khaine, but I gotta ask.....is this supposed to happen lol (see pics below)? I saw a flat surface area on the map so I thought it would be a good place to build on since it was also near a couple of traders. I went there, killed a couple Z's, then as soon as I looted a garbage bag (probably my 3rd one) all hell broke loose. The ground block below the garbage bag was the first to go. The area to the left of my gun in the first pic is where it was at and where it started. This has been going for about 5 minutes before the pics and is still going.
  19. Nevermind, figured out what I was doing wrong. -Not installing cp 38 first like the instructions clearly stated (doh!) -Using 17.3 and downloading mods from the launcher was installing mixed versions not compatible with 17.3, including D2D's.
  20. Ok where am I messing up? Hey everyone, I would greatly appreciate it if someone could help me find out what dumb mistake(s) I'm making here before I {unnecessarily] break a poor innocent nearby object or two. I'm trying to setup a dedi server for the wife and kids using D2D HD mod(2k 17.3 Stable) + Epic City 17.3 (4k) but whenever I start the server I keep getting a bunch of these errors: ERR Loading prefab "xcostum_TheSphinx3(by_Andyjoki)" failed: Block name to ID mapping file missing. 2019-06-05T19:33:21 122.859 WRN Could not load prefab 'xcostum_TheSphinx3(by_Andyjoki)'. Skipping
  21. Thank you @FastBurst for attempting to keep this alive. And @Claymore....you're a god send. I downloaded the files from the OP and freaked out when I got an error basically saying my saved game was corrupted. I just recently got back into this game and realized the devs removed alot of the lighting so I came here looking for answers. I came upon this thread and didn't realize how old it was. Yay for reading through 5 pages and comprehension lol. Thanks again to both of you.
  22. I agree jamanuel here. I personally wouldn't release the stand-alone UI. I understand that your doing this just to help the community but at some point you have to draw the line. Maybe after awhile down the road when alot of people are using your mod you could release it then.... but until then I wouldn't. You put in too much time and effort into both the UI and the mod
  23. Nice work as usual Subquake. I was hoping that you would add a more variety of beverages at some point. I have a few questions about a some things here, if you don't mind. More possible bugs as well. 1) An LCD screen under "material" displays "Iron" but when scrapped it only produces 1 scrap plastic and it takes 2 LCD screens to scrap. Video: https://streamable.com/qn9a9 2) Ammunitions table does not stop producing 9mm bullets after slots are filled but all material is lost when the limit is reached(5 slots + 500 each slot). However, If you are still at the table when the last s
  24. Just found another bug/exploit Subquake. Crafting 1 lithium battery on the engineering table produces 5 instead of 1. As you'll see in the video below, after selecting "craft" the queue shows 5 but the output box will only display 1 when it's finished. Using the quick transfer shortcut (hold-shift + click) places 5 batteries in your inventory. However, the drag and drop method will only place 1. https://streamable.com/evq9g Hey, it got me alot of money. They sell for 733 a piece and I don't 15 haha. Mod Version: 1.2.2
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