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Melange

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Posts posted by Melange

  1. 1 hour ago, xhaven said:

    Does this option work if I am playing on a server? My friend pays for a dedicated server and we play DF on that server.

    I play mostly SP. However, since Debug Mode would be governed by Admin rights, lest you can get those rights on the server my guess is that you'd be out of luck. Sounds like your friend should have admin rights though.  I mean, somebody has to be Admin. If you guys don't play PVP, ask your friend to perform the steps I outlined. Unless another member of the forum can suggest an alternative.

     

    You could however spin up your own SP game and look for the POI on your own map. 

     

    Yeah, I know. It's never straight forward  with this game...

     

    Edit: Ya know, the story line will lead you to that POI. Complete enough tasks given by the Scout at your local Trader > Sends you to Razor for tasks > Sends you to Eve for tasks > Sends you to Dr Anna for task that brings you to the Research lab....

  2. 1 hour ago, xhaven said:

    Merric's Marauders 10K DF map

    Do the following:

    Press F1 to enter the console

    Type 'DM' (without the quotes) to access Debug Mode

    Press ESC to exit console

    Press ESC again. You should now get an option for 'Open POI Teleporter' in the center of your screen. Click it.

    This will give you an option to search for POI's. Type DF in the search window and press ENTER.

     

    You'll be wanting DFalls_Research_Lab1. Its map coordinates are in parentheses next to the POI name.

     

    Write down the coordinates. ESC out of this. Go back to console (by pressing F1) and type 'DM' to toggle out of Debug Mode. ESC to return to the game.

     

    Hope I was clear enough. Have fun at the lab...it can get wild in there.

    Edit: I don't have that map, else I'd have just given you the coordinates 😋

  3. On 3/11/2023 at 11:09 AM, Brevan said:

    you use an upgrade tool to upgrade the storage box while the Broadcast item is in on your character.  As mentioned, the new broadcast crates have a switch in their upper left corner to actually start broadcasting.

    Thanks for that. The term 'upgrade' for me meant hey, this is an upgrade for a specific container. It did not cross my mind to use my nail gun to install it.  Damn, another COIK - clear only if known. I agree, a tad more explanation in the Journal (some of us do read it) would be helpful.

     

    Edit: Wow, its a nice feature!

  4. Hmm, do we mean better as in more nutritious or as in more flavorful and varied? I miss chili dogs. In fact I miss chili. And I miss roast beef and good chocolate chip cookies. And tacos. Can seldom find a good potato for baking (in the microwave 'cause we don't have an oven).

     

    However I can get the tastiest steamed dumplings around the corner from a street vendor. And awesome soups. Lots of weird vegetables. No problem getting fresh fruits either. And meat? Well, beef is really water buffalo (lest its frozen/imported), pork and chicken are usually fresh and the Peking-style duck is pretty good too. Oh, and there's lamb, which I don't cook but will eat when served on a stick (kebab-style). Then there's the mystery meat since ya can't be sure what animal it comes from (like the fat we cook with in 7DTD - off the road or a dead zombie?) - I stay clear of that part of the market.

     

    But I cook a lot too. It's just that some flavors (bbq, chili, texmex, a good curry) I just haven't found the right ingredients for as of yet.  So yeah, my mouth does water when my character cooks up a chili dog. Dang, even the hotdogs taste different here. Lol.

     

    But I can get Burger King, McD's, Pizza Hut. There's a Tim Horton's too but kinda far from the apartment.

     

    So, my character doesn't eat better than me. My diet is much more varied.

  5. 15 minutes ago, meganoth said:

    Which cooks are already on an unfinished ship on the docks?

    Aye, Cap'n. 'tis a minor oversight on me part, since we're comparing an unfinished non-floated vessel with a project that's been riding the waves of Steam for quite a few voyages (alphas) now. No cooks then...

     

    So, intended humor aside, are you suggesting that TFP has kind of coded themselves into a corner, and is having to rewrite a vast part of the game logic to satisfy a new envisioned direction for the game?  Have TFP changed the game engine? Arrgh!  I mean, A17 was a kick in the jewels, and it was expressed as such by many players. I didn't play again until A18 was released. 

     

    It may not be perfect, but A20 isn't really broken, IMO. Apparently it seems TFP thinks otherwise. I truly hope that A21 is going to be worth the major overhaul they're working on.

     

     

     

     

     

     

  6. Not being a sailor, though I have sailed on some decent-sized vessels, I'm not onboard with the galley analogy as a model for 7DTD.  IRL, if one wishes to cram 8kg of new galley into a 5kg compartment after the fact, then step back and realise that it ain't gonna happen without annoying the cooks. Or else tear into the hull at the expense of some other part of the ship.  TFP are not constrained like this. Lest they have now determined that the ship isn't as seaworthy as envisioned, leave the galley be, paint the hull and sail on. Maybe they need a bigger boat...🦈

     

     

  7. Lol. I decided to try some pig farming yesterday as well in V1.1.2. Two consecutive boar kills dropped the breeding stock for me.

     

    The enclosure was about 7x7 by 4 blocks high made of wooden blocks.  Later put wooden bars over the top, thinking that would keep the piggies from jumping on one another and climbing out to greet me. Hah! Some would still spawn outside the pen's walls. Good thing they're not very aggressive.

     

    I can hear their grunts and squeals from my base. Reminds me of one of the Hannibal Lecter films....anyways, I'll stock up on meat then cull the entire herd. 

     

    Also, I find that the yield from chicken coops and bee hives has been reduced? Seems they were much more generous in V4.1.1 (using the same game settings). More of a struggle now (probably intended). Forces one to plant an apple or banana orchard sooner to feed those thankless yard birds who, for me, give at best 1.5 eggs per coop per day. I have 8 coops now, will have to up that to at least 12. 

     

    I know that raising livestock is still an unfinished project in the game. It does have its comical aspects though. Might try it with those evil cows later.

  8. Thank you for looking over the log, @Beelzybub. So, since the issue wouldn't go away, I installed the latest release of DF over my existing A20 B6. Thinking 'What's the worst thing that can happen?". Fixed it. No longer get the 'not responding' error.  Weird. Probably will update OS and graphics drivers later though.

     

    Thanks again!

  9. Output log: Mel Client Output log - Pastebin.com

     

    Win 10, 32 GB, RT 3060

    I had been playing the Darkness Falls for weeks with no issues. I did not change anything as all was well. Yesterday the game decided that it would no longer do a 'clean' exit. That is, when exiting the game, 7dtd would not stop running - had to use Task Manager to kill the game upon each exit.

     

    No worries, it's time for a game change anyway.

    I used the game launcher to remove the game (all boxes checked). Seemed to be clean (both in Appdata and in Steam folders). Reinstalled A20 B9. Verified downloaded files twice.

     

    A20 B9 runs fine, but it too will not fully shutdown upon exit. The misty burnt forest screen is displayed, the cursor remains active, but it doesn't want to leave...must use Task Manager to kill it.

     

    Not going to guess at what it could be. The game (vanilla) runs fine, it just doesn't want to leave me....

  10. 4 hours ago, KhaineGB said:


    Would you like to know WHY that happens?

    When you click "scrap" the game looks to see if window named Workbench is open. If it is, scrap there. If not, scrap in players backpack.

    I've been trying to patch it so it'll do it with other workstations, but no luck.

    Also, apologies for not being around much. RL has been BAD (many reasons, dont want to bore you all with them) and I'm currently moving everything over from my laptop to my new mini desktop.

    Thanks for the explanation. It was an observation, and by no means intended as a complaint. 

     

    Once you've configured the new mini desktop to your liking, and RL eases up a bit, get back to what you appear to enjoy doing. Thanks mate. Awesome mod.

  11. Don't get scrap happy!

     

    The Workbench allows me to scrap items.  Workbench open - select item in my inventory - scrap it. The item's scrap pile appears in the Workbench's queue and then puts the scrap into the Workbench output slot - same as vanilla. The Metal Workstation and the Laser Workbench will 'accept' an item for scrap, but it is the player that does the scrapping in their backpack...not in the workstation. 

     

    Lol. First time I fed the Metal Workstation a stack of brass radiators I thought I had lost them for good because I didn't bother to check my backpack crafting queue.

     

    Its all good. Just not what I expected. Welcome to DF!

     

     

     

     

  12. 12 hours ago, Balthazod said:

    So I am playing DF and have some planters set up and some tilled ground I have mushrooms on planters tilled ground and normal ground but nothing grows except an Apple tree which I have harvested twice while my other plants stay a seeds.  I do not have LOL perk yet  but I thought the plants should still grow they have in the past . Does anyone have any idea why or what is stopping them?   

    Your garden plants (seedlings) must be close to water in the DF mod. Water must be not more than 4 blocks away. If you place a 'block' of water (using a bucket), that water will be consumed over time.

     

    If you're in the forest biome, in town, there's often some ditches that have water in them. Just use the hoe and till the soil along its banks. Note that you can not till a gravel patch, just dig it up and replace with a block of dirt.

     

    You can also till along the edges of a pond (straight rows along N-S-E or W).

     

    If after a while the areas of the ditch or pond 'dry up', just use your bucket to fill it back in with water you've collected from the 'wet' areas.

     

    I don't mess with the player-craftable farmplots. Farming along the ditches (two rows on either side, and remember that there has to be a block of space between each row) is less of a burden, imo.

     

  13. I was crouching with my bow (habit, to give sneak attack bonus damage) to a wandering cow. Hit it square in the face with an arrow but not enough to kill it. It trampled over me and basically swallowed my character before I could let another arrow fly. I was trapped, couldn't get out. Killed me. First time for everything I suppose.

     

    I have noticed when sneaking that there's some instances where this mod half-glitches my character. Halts my movement just a bit when I approach and brush against say some stairs that have the bottom treads removed (as in going into the attic of a poi). 

     

    But a man-eating cow? That's a new one. Lol.

  14. 5 hours ago, tommymsw said:

    Trying to make steel, but says I need a crucible but there is no spot for the crucible in the forge.

    Because the first forge you are able to craft does not allow steel to be made in it. There are three forge types in the game. The second craftable forge is wood and/or coal fired and accepts a crucible. The last one (advanced forge) is the best one and accepts a crucible too. Just a little different from how vanilla works...Oh, and the bellows and anvils you craft for the initial forge won't work in the advanced forge 🙂

  15. 8 hours ago, zztong said:

     

    Thanks for doing what you did. That's more, and further, than anyone else has gotten, to my knowledge.

     

    The 013 release of my modlet is available as of Saturday. It places all the Quest Markers upon something, usually deco trash. I'm hoping this workaround puts the issue behind us.

     

    Based on what your testing reveals, I suspect the bug is in RWG and that it is putting the Quest Marker down there during world generation, then just copying it back into that location after every reset.

     

    I made bug report, located here:

     

     

    I wonder if it might be possible to collect the world files and make them available with the bug report?

    I did my own 'bug report' by responding to your comment in the bug report. Files uploaded to Pastebin, except I don't seem to have a file named generationinfo.txt on my computer. Yes, I included hidden files in the search. Its just not there. It is now 6:00 AM - been up all night working on this. Let me know if I can supply anything else. Frankly, since I'm running a major mod, I suspect a Tester to just shrug this off as something they're too busy to address. I hope I'm wrong.

     

    so, I guess you can load the bug report into the bug pool now 🙂

  16. On 1/9/2023 at 8:32 AM, zztong said:

     

    Thanks for the continued troubleshooting. I'll have a release soon, probably near the end of this week, which will include the workaround of putting quest markers on top of an object. That workaround is believed to avoid the problem. I've made that change to every POI in my modlet.

    Glad you've found an apparent workaround. I finally got to Tier 4 quests from the trader in this play through.  

    1) accept quest for clear zombies at NTT_HQ_01

    2) go to quest marker location. quest marker is ~ 10m below the surface, but it is not visible when flying underground.

    3) cancel the quest from my queue.

    4) keep visiting Trader until this POI shows up on the list again. I did other quests in the mean time. So I did not invoke the admin reset quests this time of testing.

    5) accept the quest again.

    6) quest marker is now visible underground. activated and completed quest, returned to Trader and got my reward.

    7) took on some other Tier 4 quests in the mean time until the NTT_HQ_01 POI was listed again.

    I performed the iteration of steps 2) to 7) a total of six times, all with the same result:

    a) quest marker location is always below the surface, in the same place.

    b) quest marker is not visible underground until it is deleted from my queue, accepted again from Trader and then it is visible in godmode underground.

    c) completing quest will allow the quest to be offered again at some point. But it will make the quest marker invisible again.

     But it is a two-step process. Initially the game will not show the marker underground when flying down to it. Delete from queue, accept the task when offered again. Quest marker will now be visible underground (godmode) and can be activated, the quest completed and returning to Trader for reward. Rinse and repeat.

     

    Thats about all I intend doing on this pet project. Don't know if my observations were helpful, but I did learn to use some in-game tools that I normally wouldn't have reason to access. Thanks for the POI's - keep 'em coming!

     

     

     

     

  17. 4 hours ago, tommymsw said:

    Why can't every ally pick stuff up? There needs to be at least a simple code fix where you can change it yourself. 

    Try posting this question again in the forum under the 'Mods' section (the Apocalypse Now thread may be too specific and not read by all modders). Give some examples as to what you guys can/can not pick up while in co-op. Maybe someone can help with a code fix. 

  18. 1 hour ago, tommymsw said:

    Hey all, just started this mod with a friend. When I put a claim block down, he can't even put his bedroll down in the area and I am not sure that has ever been a problem? But moreover, is there anyway to change any of the code to make a claim block work for all in the same party? Placing and picking stuff up? 

    I've played on other modded servers and its usually required that your teammates are party members and allies (in case you may have overlooked this). Other than that, I play Apocalypse Now in SP, so I can't be of any further help this time around.

  19. Place a battery bank. Put a charged lead battery into it. Turn on the battery bank, and it will hum. Makes sense, its operating as intended.

    Now, remove the charged lead car battery and replace it with a depleted lead car battery. The battery bank still hums when turned on even though there is no power available to operate it. Same situation occurs when in use, once all the lead car batteries are run to zero charge. The battery bank continues to hum. It shouldn't.

    The generator bank doesn't continue to emit its motor-running sound when it runs out of gas.

    Battery banks should behave the same.

    Yes, I could wire up a "We have power, Captain!" indicator lamp, but the audible cue of the battery bank's hum should be a power output indicator. No power, then no hum.

     

     

  20. On 1/11/2023 at 10:03 AM, GW2 said:

    Hello, is it possible to take out the mod "Traders are Destructible and open all the time."

    Yes. When copying all the Apocalypse Now folders into your games's Mods folder, just omit the folder named "DisableTraderProtection". In other words, do not include the "DisableTraderProtection" as part of the mod.  Has worked fine for me for three play-throughs now with no problems.

     

    I suggest starting a new game when you do this. I don't know if any saved games (that included the "DisableTraderProtection" mod folder) would be affected in a bad way.

  21. @zztong

    Ok, time to revisit this on my 'original' RWG map:

    1. upon opening the game, went to Trader and in DM reset the quests a few times to get the NTT_HQ task.

    2. flew to marker location as shown on my HUD. flew down to the spot but it was not visible underground.

    3. Removed the quest from my queue, returned to Trader and performing a few (three or four) Admin quest resets got the Task listed again, and accepted it.

    4. Returned to quest site, flew down and took a photo of the quest marker. Then clicked the marker to begin the Clear Zombies quest.

    5. Killed 'em all. Even in godmode, at level 230+ it still wasn't a walk in the park, lol.

    6. Returned to Trader, got my reward.

    7. Reset the quest list at the Trader again, over 25 times, and could not get that task to show up again. I would have expected it to just come up again eventually. nope.

    and that may be significant. The NTT_HQ is 450m away from my base, so no LC block or bedroll at my base would (should) be affecting it. 

     

    I'll continue to follow up on this as a pet project.  My latest RWG map has three of these poi's listed. I'll concentrate on their nearest Traders, get to level 4 quest status for them, and see what happens next.

     

    20230109015230_1.thumb.jpg.c47098c4f4b7662dd4ea08ecdb7a8dc2.jpg

     

     

     

     

  22. 2 hours ago, zztong said:

    I wonder if step 3 were ... fly underground and start the quest ... if it would be any different?

    Well, I did do that a couple of times before I did the series of tests I described above. I couldn't get the quest marker to 'relocate' no matter what I did. But, I'll be willing to try it in a few days. I've started a new RWG map today and it's gonna take a while before I get to lvl 4 quests. Which is a good thing, because I don't want to get burned out on that poi. Will go back to the 'original' map in a few days. Poke about some more...

  23. On 1/1/2023 at 12:05 AM, zztong said:

    I'd appreciate knowing if every quest to that POI in that world puts the marker in the same underground location. If so, then maybe the bug is in Random World Generation. If not, then the bug sounds like it would be related to quest activation.

    In my RWG map, I spent some time looking into this. I repeated the following steps seven times (got kinda bored with it...).

    1. get quest from Trader

    2. arrive at poi (fly mode/no collision)

    3. fly underground to locate quest marker. noted position.

    4. deleted quest

    5. returned to trader. in dm, reset quest list (admin option) until the subject poi became available again. 

    6. accepted quest

    7. returned to poi to confirm quest marker is in the same place (underground).

     

    The quest marker was consistently 9m below ground, always at the same place, in front of the poi. I marked the surface location by placing a sheet shape and painting it pink. Whether the sheet shape was there or not, the quest marker always spawned in the same spot.

     

    Interestingly, since I performed a 'cr f' command in dm for the first go around of the testing - because I had dug holes everywhere - the quest marker was not initially visible, although it did show on my HUD. Clearing the quest and accepting it each time there after did indeed show the quest marker when I flew down to it.

     

    If I see something similar in any other play throughs in this mod, I'll be sure to post.

     

     

     

     

     

     

    20230104042659_1.jpg

  24. Minor glitch I've found: In two separate RWG maps I've gotten the T4 quest at zztong_NTT_HQ_01 (there's only one in this current world). The yellow exclamation mark is not visible...this time digging in God mode brings me to less than 2 m of it but that's as close as I can get yet don't see it. The quest is for naught. In my previous world, I deleted the task and queued it up again. Didn't help.@zztong, are you aware of this? Doesn't appear that @killerbunny264 hangs out here...

     

    The mod and the prefabs are a lot of fun. Happy New Year to all!

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