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Hoopty

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  1. SO FKN COOL!!! and the fire feature is awesome....I died in blaze!!! really easy local and server install (at least with latest stabile A20.6 B9) I hope this continues and great work!
  2. Subquake, thanks for keeping this mod rolling. It is by far the most stable and balanced of any 7 days mod (and with bells n whistles!)
  3. nevermind....(answer was literally a few posts above...*doh*)
  4. newb question (I'm not a newb, I swear!) does this work on a dedicated server? (even more generally newbish) do any/all DMT mods work on dedicated servers? besides my ignorance, this is an AWESOME addition to the community collection!
  5. this is such a cool development!....I hope you're still active with it cuz it feels like there's so much potential. a couple questions.... (I'm experimenting with it but haven't done enough yet) How do Wilderness Spawn increase modlets affect this? (like JaxTeller's x5 multiplier) same for increased wandering hordes and increased screamers? do they change the way WalkerSim works and/or are they compatible? and to run on a dedicated server, can I just use the server version on the server or do the clients need the DMT version as well? thanks for the cool mod....if I was a better programmer (not just a hack-n-slasher/copy-n-paster) I could really dive into this more(!)
  6. ha! yeah...the military bunker is rough(!) but there is a way to stop the spawns *right in front of you* (I don't want to spoil it!) although they are great for farming coil gun parts, door card keys and research notes
  7. 1. I found that the "boxes" of ammo is just to carry more ammo efficiently...up to 5 stacks of 300 per backpack space. I don't think there's a crafting option like in vanilla. 2. The trader faction books will add dialog options with that trader after you read/use 5 of them(!) 3. in the prefabs.xml, the Darkness Falls specific POIs are named DFalls_Military_Bunker, DFalls_Resarch_Lab1 & DFalls_settlement_trader (little spelling error for the research lab!) when I used Nitrogen (with the DF prefablist.txt file) I usually had one of each but sometimes they wouldn't get added.
  8. got it! now both traders have the other options... really cool addition
  9. I haven't read 10 yet(!) but I read 2 different trader faction books a few times each DFTraderJenFactionBook and DFTraderJoelFactionBook but don't get any other options from either trader (other than normal) I even reloaded my save a few time trying debug admin reset inventory/quests ...did learn they scrap to paper
  10. I did DM - force reset both inventories/quests on 2 Traders and I had a few of the Faction books from each. I tried reading from the toolbelt as well as "use" from backpack and I had checked the quests offerings from both before reading...but didn't see a change(?) anywayz....not game breaking at all. Everything else as far as changes in build 2 that I've noticed works great.
  11. ha! I don't find "that" many...but there are a bunch you can totally create your own prefab list using Nitrogen... (edit out anything Asian if you want!) and also make mega citys that cover the entire map Just make sure you start from the custom DF prefablist.txt file along with the mod provided Prefabs folder content in your steam install directory when creating the RWG map no more undead sushi for you!
  12. ahhh so... thanks Dethar! I was looking for a reset all command the trader books are a new feature that might make more sense when I reset them(?!) it's part of the new experimental update/build...from DF discord "Traders now reward items that grant the player faction with JUST that trader" I think the "books" are there because I didn't reset. Will try tomorrow.
  13. ...how do you console command reset the Trader inventory and quests? anyone?
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