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A20 Bugs
A21 Bugs
Bugs V1
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Posts posted by BFT2020
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4 minutes ago, -Holo- said:
I'll try to get a couple of logs hopefully during the weekend. (Right now it's running a bit modded)
Unvisited towns have initially zombies roaming around, we havent stayed around the small towns long enought to notice, (It's usually the downtown area's thats empty.You might have a mod issue that is causing this (maybe a conflict between mods, an issue with someone's code, or something not properly updated to A21).
FYI, the entity group file changed from A20 to A21 so if you got any mods that affects spawning from A20, those might be a source of your problems.
A21 Entity Groups
<entitygroup name="ZombiesAll"> zombieBoe zombieJoe zombieSteve zombieTomClark zombieMoe zombieYo zombieBusinessMan zombieArlene zombieDarlene zombieMarlene zombieSkateboarder zombieBiker, .3 zombiePartyGirl, .3 zombieUtilityWorker, .3 zombieJanitor, .2 zombieNurse, .3 zombieSteveCrawler zombieFatHawaiian, .3 </entitygroup>
A20 Entity Groups
<entitygroup name="ZombiesAll"> <entity name="zombieBoe"/> <entity name="zombieJoe"/> <entity name="zombieSteve"/> <entity name="zombieTomClark"/> <entity name="zombieMoe"/> <entity name="zombieYo"/> <entity name="zombieBusinessMan"/> <entity name="zombieArlene"/> <entity name="zombieDarlene"/> <entity name="zombieMarlene"/> <entity name="zombieSkateboarder"/> <entity name="zombieBiker" prob="0.3"/> <entity name="zombiePartyGirl" prob="0.3"/> <entity name="zombieUtilityWorker" prob="0.3"/> <entity name="zombieJanitor" prob="0.2"/> <entity name="zombieNurse" prob="0.3"/> <entity name="zombieSteveCrawler"/> <entity name="zombieFatHawaiian" prob="0.3"/> </entitygroup>
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50 minutes ago, fclen said:
Is this available through 7D2D Mod Launcher? I see it listed for Alpha 20 but not Alpha 21. Using V5 of the launcher btw.
Khaine updated it for A21, manual download link on page 1 of this thread and you can manually install it. He recommends installing it manually vs Mod Launcher and has been working on DF a lot so probably not a high priority for him right now to make it Mod Launcher installable.
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I agree with @Jugginator, really need to see complete logs. What you posted is just what is happening at that moment of time; the logs will indicate what is going on from when you first start up the game to your playthrough and will give valuable clues on what is going on. And since Jugginator is QA, he will probably root cause it faster than us amateurs sleuths 😉
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Well, at least Starfield didn't come of the gate like Cyberpunk 2077 did....They got that going for them 🤔
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This has been mentioned, but doing one's best to reduce getting hit helps out a lot. I removed the ability of food to heal HP in my game, and reduced the effectiveness of healing items. So getting hit in game impacts me more.
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1 hour ago, Riamus said:
Had this changed in A21? I haven't actually paid attention. In A20, honey was 5%, herbals 10%, and regular antibiotics 25%.
In A20, it was 40% chance for POI stumps. In A21, it was reduced to 20% to match wilderness stumps, which I think is a good decision.
Nope, for some reason, I doubled them in my head without realizing what I was doing, Herbal - 10% and Biotics - 25%
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Let me download Izayo's latest mods and see what I get on my machine. Can't promise to have this done today, but should be able to do it this weekend for sure.
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12 minutes ago, warmer said:
The cost of an install is miniscule. Why are people making this such a huge deal?
It's not the cost to the end user (who won't see a thing), but to developers. Those are the people that are voicing their concerns loudly about this announcement from Unity.
Besides the number of installs being an issue, there are also legacy games that are not bringing in revenue for the developer - but being charged for it. Without knowing how this information is going to be tracked (Unity has told the developers that they should just trust them when they send them the bill), you can see situations where someone buys the game, upgrades their computer, and a new install triggers the fee. The developer doesn't see any new revenue and the player is not doing anything wrong, but having a bill be sent to the game developer years after it was originally purchased by the player is a knife to the heart of the developer.
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I can't think of any time I died from infection from A20 and on.
What has been changed:
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Traders
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Antibiotics
- All traders now have a 50% chance of antibiotics when inventories restock
- Rare medicine has one less item in its group so a higher chance of getting Antibiotics compared to A19
- Jen has additional chances of stocking antibiotics
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Honey
- All traders have a chance of stocking honey (part of general food supplies)
- Rekt has additional chances of stocking honey
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Antibiotics
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Tree Stumps
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All tree stumps have a 20% chance of dropping honey (compared to 40% for POI stumps in the past)
- Not really a nerf, this makes everything consistent and intended
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All tree stumps have a 20% chance of dropping honey (compared to 40% for POI stumps in the past)
Note - you only have a 5% chance of finding honey in trees after you get the book. It is not a huge chance of finding it.
If anything, treating infections has been buffed and not nerfed. The 40% to 20% change on POI stumps is outweighed by the increase chance of traders having the blue pill in their stock. At 13 days, that's 5 restocks at your local trader (Day 1, 4, 7, 10, & 13) so 5 chances at a 50% success rate of the local trader having that medicine in stock - And this is only if you found one trader only. Even at my slow rate of doing 1 quest per day max, I know where the second trader is by Day 7/8.
I always make sure I have the blue pill in my stock, even if I don't have an infection yet. If I get lucky and see the local trader has it in their stock on Day 1, that is the very first thing I purchase from them. I also cut down every stump I come across as I travel to locations, even if I don't need it. Because once you do need it, it is better to already have it in stock than desperately trying to find it.
If I do have an infection, I wait until it gets closer to the limit of the medicine I do have (20% for herbal, 50% for the blue pill) before I take it (in case I get infected again). I don't use them as soon as I get infection (honey I do since it is a 5% heal).
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Traders
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Spoiler
There is a defense style quest that is commented out in the A21 code. You can see it in the list of the available quests and there is actually a reference to a test defense quest that was there at one point. Not sure if that aligns with what you are thinking - or even if it gets implemented, but they are working on something
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Something to note is that you can affect the total points per tier. In the quests file, you can change the quests per tier value from 7 to anything you want. I have changed it to 1 when I tested out changes in the past and I think I change it to 10 when I play seriously.
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For everyone's knowledge (that don't know already)
To see what perks affect what items, look at the tags for that item
<<item name="gunMGT2TacticalAR"> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,canHaveCosmetic,attachmentsIncluded,machinegunSkill"/><!-- attachmentsIncluded -->
So the Tac Rifle is affected by the Machine Gunner perk and the AutoWeapons books. You can also tell what types of attachments work with weapon.Edit: Oops, that was A19 code, I got too many tabs opened right now in NotePad++
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For anything loot related, you would look at the loot containers at the end and modify the ones you want to change.
For example, if you look at the first one on the list around line 9022, that is the player crafted storage box
<!-- empty, storage containers the player crafts, cntWoodWritableCrate--> <lootcontainer name="playerWoodWritableStorage" count="0" size="8,6" sound_open="UseActions/open_chest" sound_close="UseActions/close_chest" loot_quality_template="qualBaseTemplate"> <item name="cobweb" count="0"/> </lootcontainer>
So there is a loot item in it, but just a cobweb. You will also note that the top line has a count=0 along with the item itself (count=0). For each container, TFP added a comment describing what it is so you just need to go through each one to find the ones you want to modify.
If I was doing it, I would first try this route (example is for the T1 chest):
Existing code
<!-- cntLootChestHeroInsecureT1, T1_Wood_Crate --> <lootcontainer name="reinforcedChestT1" count="1" size="8,9" sound_open="UseActions/chest_tier1_open" sound_close="UseActions/chest_tier1_close" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true"> <item group="groupReinforcedChestT1"/> </lootcontainer>
Code to add
<remove xpath="//lootcontainer[@name='reinforcedChestT1']"/> <insertAfter xpath="//lootcontainer[@name='mopowerCrate']"> <!-- cntLootChestHeroInsecureT1, T1_Wood_Crate --> <lootcontainer name="reinforcedChestT1" count="0" size="8,9" sound_open="UseActions/chest_tier1_open" sound_close="UseActions/chest_tier1_close" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true"> <item name="cobweb" count="0"/> </lootcontainer> </insertAfter>
If you are looking to remove quest rewards, I have a modlet already that does it. Search for the post created by me in the mods section and you can look at the code on how I did it. I put comments in my mod so you can find that section easy and what else my mod does.
For salvaging, one way to do it is to look into the blocks file and change the values for all the items you are changing:
<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceScrapIron" count="20" tag="allHarvest"/> <drop event="Harvest" name="resourceWood" count="20" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
This is the collapsed workbench. Here you just need to do a set. For example:
<set xpath="//block[@name='cntCollapsedWorkbench']/drop/@count">0</set>
If I did that right, all 5 drop events in this block should now have count set to 0 and not give you anything back.
Something like this:
<set xpath="//drop/@count">0</set>
would change all counts to 0 in the entire blocks file.
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10 hours ago, ALo said:
that should be relatively easy to fix right?
FYI Pastebin will allow you to paste links to your entire logfile
Your install should look like this on all machines (this is with all of the weapon packs)
Ignore the Temp folder, that is my dump folder for mod testing and is there for mods I don't want to be loaded.
Reinstall the Visible mods folder (I believe that would be the culprit). NOTE: Only have one Visible Mods folder installed.
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The loot xml file
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3 hours ago, Syphon583 said:
I don't really have names for them (I'm boring) but I just have to say, I LOVE the Large Marge reference.
(I'm really curious how many know what that's from)
It tickled my conscious but I couldn't recall where I heard of it before. After I Googled it, I was like Oh yeah....
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On 9/9/2023 at 10:54 PM, Dragonflames375 said:
My game used to run perfectly fine but just recently it started running at two FPS even on all low setting if anyone knows a fix Please Help.
There can be a ton of reasons why this is occurring, so anything right now is a guess.
Is your computer overheating while playing the game? Has a fan become loose or stopped working on the CPU?
Do you have restricted air flow that is causing your computer to overheat?
Have you recently updated drivers or OS or files?
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20 hours ago, CowboyKillr said:
So I know this game has been around for years I just started playing it 5 months ago 1 save and all solo on my xbox series X . I spent god knows how many hours creating a tunnel /bunker system from the center of the map to all 4 corners . Mini horde bases on all the bridges on the map . A giant castle in the north . Hundreds of thousands of resources , coins , weapons ,parts , forges , work tables , cement mixers 90% OF EVERYTHINGGGGGGG I BUILT VANISHED along with all my chests with all of my loot . Not a single one survived and i wasted months of my time and over 100 in game days . I only learned about this crash problem after it happened to me i tried following a video of deleting a save and clearing cache but everything is still gone .. you are telling me I wasted all this time and energy for nothing?? There is absolutely no way to get my stuff back?. If that's the case don't bother sending me anything about updates or new games . I'll never trust this company again to buy anything new
You do realize that it wasn't The Fun Pimps that made the console version, but TellTale Games?
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1 hour ago, Syphon583 said:
It is governed by Machine Gunner, though. Right? Am I crazy?
You are not crazy, at least in regards to this. You might want to get tested though 😏
Pipe Machine gun, Tac Rifle, AK47, and Machine Gun are all under Machine Gunner Skill
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Sure they do, and they should try to be as realistic as possible:
- Weight of the entire system - gun, ammo feeding system, ammo
- Battery drain
- Ammo consumption
I can see it now. TFP add the minigun to the gyro. Everyone mounts it and realize that they first have to fill up the ammo bin with 4000 rounds of 7.62. Then assuming that you can get the gyro up with the additional weight, pull the trigger and see what happens first - you use up all the ammo or completely drain your battery 😄
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Going to need to see server and client log files to see how the game manager is spawning enemies
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8 hours ago, FramFramson said:
As far as help I'm asking for here, I'm mainly wondering what I need to do to implement changes listed in #2 & #3. Melee weapons and bows will remain untouched for now.
For #2, you need to change the progression file, specifically the new crafting_skills area. Example below is code I put in place to limit crafting of all T0 weapons to only 2 levels
<set xpath="//crafting_skill/effect_group/passive_effect[@name='CraftingTier' and contains(@tags,'T0')]/@value">1,1</set>
Note that everyone starts out at QL1 so the ones in the example above are +1 (QL2). For you, your value will be 1,2,2 with the last #2 for the max level (so you always have the ability to craft QL3.
I then added specific code to change the levels unlocks since I added Q6 crafting to other items
<set xpath="//crafting_skill[@name='craftingBows']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @tags='gunBowT0PrimitiveBow']/@level">1,122</set>
So for each weapon, you need to modify the value on the crafting Tiers. If you change the number of magazines required, you also have to change the level.
In addition to that, you will need to change the display portion
<set xpath="//crafting_skill[@name='craftingBows']/display_entry[@name='gunBowT0PrimitiveBow']/@unlock_level">1,5</set>
Note: For #2, it is not hard, but you will be adding a lot of code.
For #3, that is going to be harder. For the ranged weapons, they are part of the following lootgroup:
<lootgroup name="groupWeaponsRangedScaled"> <item group="groupWeaponsT0_Ranged" loot_prob_template="ProbT0"/> <item group="groupWeaponsT1_Ranged" loot_prob_template="ProbT1"/> <item group="groupWeapons_RangedParts" loot_prob_template="ProbT1Cap"/> <item group="groupWeaponsT2_Ranged" loot_prob_template="ProbT2"/> <item group="groupWeaponsT3_Ranged" loot_prob_template="ProbT3"/> </lootgroup>
Those are tied to the ProbT2 and ProbT3 loot probability templates. If you just want to change for range weapons, you will need to create new probability tables and then change the ones for Ranged weapons to these new probability tables.
Easiest way to do this is just to take the ProbT2 and ProbT3 tables, copy them to your file, and then start tweaking the probability numbers. The Ranged Parts is based on ProbT1Cap so will always have a prob value of 1 once you get to T2 and T3 loot stages.
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Have you tried cleaning out the game data?
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14 hours ago, Jost Amman said:
And what about, let's say... empty glass bottles?
That's not murky water in those......
On 9/9/2023 at 3:51 AM, RipClaw said:This sounds interesting for a mod, but I don't think it's coming to vanilla. There are too many signs that the developers don't like it when the player can mass-produce glue and duct tape.
Yeah, in my thought process, I always start with via a mod approach and then see if it makes it way to vanilla. By going this route, I can always have a way to get what I want from the game
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So what do you call the zombies?
in General Discussion
Posted
Makes me think Callum dabbles in cannibalism for some reason 🤔