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Puschpa

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Posts posted by Puschpa

  1. I started a new game with NitroGen yesterday, and found my traders were protected without guards. So it seems that NitroGen might need an update. I did not continue to see if everything else worked though. Should probably do that, but if you don't have the time to actually test it, it would be safer to just use one of the many pregen DF maps available.

     

    Especially since the guards are pretty useless now. Found more zombies inside the whiteriver trader, than outside, on the new game I started. Guards keep shooting in to the blocks in front of them, missing the zombies. So they just break through and walk around inside until they finally walk in to a rare line of sight of one of the guards.

     

    Do you use Compopack and it's prefablist for Nitrogen combined with the DF one? Compopacks Nitrogen prefablist above version 39 includes entries for custom town sizes as well as custom sizes for settlements and outbacks. Those entries will break the traders the way it happened for you. I had the same issue and fixed it by using the prefablist from Compopack 39 and adding new prefabs from Compopack 40+ and DF manually.

  2.  

    ...I thought of doing a version that could work with Darkness Falls. If I get more time soon I will probably make it especially if it is requested....

     

     

    That would be much appreciated, thanks in advance! :)

  3. ...

     

    My guess is whatever custom zombies you added may have also added extra loot bags/messed with loot lists, which is why you'd be getting the error

     

    If he installed Robelotos custom Zombies he will get errors, because the gamestage numbers will not go with to the DF ones. Those custom zombies can be added to DF, but their xml files has to be adapted manually. Which is possible, but a PITA.

  4. Integrating it into Darkness Falls is a PITA, because DF uses different Gamestage numbers. But it works with DF if done properly. Anacondas new texture looks pretty nice, even if it didn't make her more welcome ^^

  5. I've noticed in my single player game that I'm somehow getting player kills. I just got the achievement for 10 player kills and I've never played on a server. Is this a part of the mod or is something about my game screwed up?

     

    Killed bandits or survivors? Maybe they count as "players" since they are human.

  6. Do you use it on modded vehicles? If so how do you set the XML to change the horn of a modded vehicle?

     

    I use it for all vehicles, the vanilla ones and also all modded ones. You only need to add them to the vehicles.xml in the horn modlet, f.e. like this

     

    <set xpath="/vehicles/vehicle[@name='manux_vehicleMonoHog']/property[@name='hornSound']/@value">khelldonBikeBell</set>
    <set xpath="/vehicles/vehicle[@name='vehicleGuppyBoat2']/property[@name='hornSound']/@value">khelldonTruckHorn</set>
    <set xpath="/vehicles/vehicle[@name='vehicleDirtBike']/property[@name='hornSound']/@value">khelldonMotorcycleHorn</set>

     

    etc. I also renamed the modlet to XKhelldon-GetHorny to make sure it loads AFTER every vehicle modlet, so the new sound applies properly.

  7. loot.xml of the Cruiser contains a typo:

     

    <append xpath="/lootcontainers/lootgroup[@name='vehiclebars']">

     

    should be

     

    <append xpath="/lootcontainers/lootgroup[@name='vehicleParts']">

  8. 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!

     

    7_Days_To_Die-18-21-01-29-12.jpg

     

    What is this block beside the water hole, connected to the pipes? Probably a pump. What's the exact name in the blocks.xml?

  9. Hi there. Can anybody tell me where to get plutonium and uranium. Are they only in the radiated biome which we cant find. Or will find them under the wasteland?

     

    They only can be found in the radiated zone. Make sure you are playing on one of the DF Maps included in the mod download. If you create a world with Nitrogen, you need to add the Darkfall Zones by activating this option in Nitrogen.

  10. Hello bdubyah,

    Can I use this with Darkness Falls mod?

     

    To make it work you have to change the progression requirements, since DF altered the Grease Monkey perk. I use Charger and Dirt Bike, both are working with some file modifications.

  11. Does anyone know if the Butcher mod and the Car Mechanic mod are compatible with DF?

     

    Not by simply putting those mods together. You'd need to rework, balance and merge every single part of them manually to make them work together. Maybe doable, but a huge load of work. And you need to know what you are doing ;)

  12. I get the "NullReferenceException" Error on the Beetle and Helicopter

     

    Other vehicles that I've tried so far work great except Jet Pack uses no fuel as stated earlier. My favorite is the Hellgoat Bike.

     

    Did you try to fix it by changing their lootlist from 81 to something else?

  13. snip... i want to make one of the doors, specifically the "house front door 1" and i have the required materials, and i have the workbench, but i don't see the CRAFT option for it when i look for it on the workbench...snip

     

    You need to make a Workbench_Decor first, this will be the workstation to make the decorations.

  14. How would I add an icon for the vehicles? Even if it's just a simple picture. So that I can see the jetpack when it's in my inventory.

    (A18)

     

    You need to create new folders for the icons and put them there:

     

    [ATTACH=CONFIG]30636[/ATTACH]

    1093941368_Manux2.png.0c513f78b01415c1f390ec4919de502b.png

  15. One of my players pointed me to this mod, and I installed a 16.4 client to test it. What a wonderful mod! Seems many other mods and modlets are based on the ideas of Starvation Mod, like the Farming, Animal Breeding etc. And it is not a mod that simply stretches the game by "split-recipes", as my player called it. I would really like to see an update to A17.

  16. Sorry about the issues with this! I did check the loot id's in an attempt to make sure they were all unique, but I clearly missed this one. :( And I didn't consider backwards compatibility when I changed item names. The save games I create are all new, so I how I was testing (flawed) wouldn't have caught that one.

     

    As suggested, I updated Bambi's quest to use loot id 127. I also added back in the legacy item names to ensure backwards compatibility. I'll leave these old names in for at least a few months before I remove it in the code. This should give anyone a reasonable about of time to work through their game with both the old and new item names working side-by-side.

     

    I've updated the first post with the latest download. Thank you again for your help testing. Sorry about missing such simple basic things on this. :(

     

    Thanks for the update :)

    Yep, I fixed it for my server the same way, added the items with the old names to the new ones, so the player could login properly. And don't worry, your quests are really nice and my players like them. If I come here to nitpick, it is never critics, but help. Keep on your good work :)

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