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Hells_Janitor

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Hells_Janitor last won the day on March 11

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  1. 🤔 - maybe there is a bug with it ... If so, it's possibly with the core, and if that's the case, I'll need to wait for the core to be updated, as it's not developed or maintained by me.
  2. I don't think the random walk type causes that - I've seen it happen in vanilla ...
  3. This might have something to do with the StashBackpack mod. It might need updating - but you can do that yourself if you wish by downloading it from Nexus. I'll get it updated on the repo & mod launcher as soon as I'm able.
  4. they already do that in the vanilla game ....
  5. hmmm - it works with the handheld flashlight, but not the helmet light. Yet I swear it DID work before I pushed the update. Thanks for letting me know - I'll look into a fix Edit: It's now fixed, and working as intended.
  6. I honestly don't think that's the issue - when I first discovered the bug, I extended the duration of the buff to try and get it to fire, but it didn't make any difference. I have a hunch the issue is with the gameevent itself, as they seem to act oddly in MP, but I will give this a try and see if it makes a difference. Appreciate the help/advice
  7. Do you have a battery in your inventory to power it? "Portable light sources (NVG, headlamp, flashlight, etc) require batteries to operate, which will need replacing periodically." It's in the update notes, in the post directly above yours ...
  8. We had the same issue when running it on our server too. I have no idea why it works exactly like you said and is fine in single-player, but borks when in a multiplayer environment. It's on my radar to look into - sorry I didn't have any better news.
  9. Update 17/03/24 Version 1.3 - REQUIRES A FRESH SAVE!! Reduced Dukes by 1/3 from quest rewards. Reworked the Despair Journal tip so it actually unlocks properly. Added Journal Tip and Tooltip for smell from food. [currently NON-FUNCTIONAL] Added various shape helpers for internal and external doors. More blocks can be picked up. Added the skull and piano. Action Skills!! Weapon and tool efficacy is now increased with action skills. IE, the more you use a tool/weapon, the more effective it becomes. Perk points NOT governed by action skills remain, but their cost is doubled from 1 to 2. Perks that govern melee weapon attack speed now additionally reduce stamina use for that weapon. Loot probability for crafting magazines and books for weapons/tools is now increased by reading more of those tools/weapons magazines. IE, the more you read shotgun magazines, the more likely you find shotgun magazines and Shotgun Messiah books in loot. Portable light sources (NVG, headlamp, flashlight, etc) require batteries to operate, which will need replacing periodically. The helmet water filter is now a "housing unit". Requires a player-crafted filter to operate. Limited-use filters will need to be replaced periodically. New material: Feldspar. Required for concrete mixing, and is only found in the wasteland from surface terrain and surface boulders. Removed all shape crafting except basic wood frames. Blocks can be upgraded as usual though. Removed all "Clear +" quests as they don't share properly in multiplayer.
  10. Small update: Changelog/updates for v 1.0.1 The loot probability for books and magazines is now tied to the MAGAZINE for that tool or weapon. The more magazines you read, the better chance of finding books or magazines for that tool or weapon.
  11. yes it is. All other lights are still in the mod
  12. Found another potential issue with the mod ... Trap kills (blades, darts, etc.) increase the action skill for whatever weapon you happen to be holding at the time. The fix is to change the requirement `HoldingItemHasTags` to `ItemHasTags`. Just thought I'd give you the heads-up
  13. I didn't even think about any of this stuff 😂 No traders definitely makes it more of a challenge - I think it's a nice risk/reward for a mod like this. You're not going to survive unless you go loot POI's, and POI's being more dangerous than usual IS the challenge. In my testing, I played with loot respawn OFF too, so you're forced to go explore, and the more POI's you clear, the further you have to go, or the bigger the POI you have to loot. On paper, it looks like it's easy (no zombies in the wild at all) but it's really quite the challenge, and I think it's really fun.
  14. Red errors? Genuinely curious as to why - this mod is xml only 🤷‍♂️ If you started a fresh save with it, I'm struggling to understand where the errors would come from. Also, while the mod was meant to be played without headlamps and NVG, I didn't disable them from the creative menu - so if you need them, that's where they'll be.
  15. You fixed this with just xml? I'd love to know how you did it ...
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