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A20 Bugs
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Posts posted by BFT2020
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Pretty late to the party really.
They (developers) don't have any intent at this point to bring back empty jars, it is now consistent with every other liquid in the game which is what they want. It is the same as bottles of acid or gas cans. They don't want to deal with empty containers in their game.
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20 minutes ago, KhaineGB said:
Or you could learn to get over it like other people have to in everyday life?
I am sorry that my quirk offends you so much. I didn't ask you to change your mod or anything about it.
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6 hours ago, KhaineGB said:
If you're btiching about empty jars taking 1 slot when you drink being "inventory clutter", then you need to re-evaluate things a bit.
I'm not adding them to LOOT, only the ones you drink.
And no, you can't easily make a small patch to remove it with how i'm doing it.Not @%$#ing at all, just my personal understanding that I have quirks that I can now address. Yes, I understand that it is only 1 slot out of 96, but quirks are not rational or logical. They are simply quirks. So if you have a quirk of not wanting any empty jars popping up in your inventory, it doesn't matter if you have 10 inventory slots or 1,000.
Small patch being that while you did all the hard work to create the system and code it in, I just have to reverse engineer one small part of what you did overall and tweak it for my quirkiness. That is all.
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1 hour ago, KhaineGB said:
So old glass jars SHOULD have a chance to do that.
Also it should make both camps of players happy. Those who want it back, and those who don't due to inventory clutter.
Not really for those that don't want the inventory clutter 😉
But we can always make a small patch to remove them again with your mod.
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9 minutes ago, lord_ahriman said:
Coal. Yes, you could get coal from desert biome. That's via the ingame journal entry for mining (I don't know if they changed it in A21):
That hasn't been true for awhile now. At least from A19 and on, coal has not been found in the desert to mine. Not sure if A16-A18 if it was available back then.
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I think that is a UI display bug, not actual damage numbers. As @Armoredsaint mentioned, it happened in vanilla also
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5 hours ago, INFERNO45 said:
Hello, the mods are on a dedicated server, other players can join them without problem, what should I do then?
Are they on your computer? Certain mods require they be loaded on both the server and clients, and more containers is such a mod
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I wish people would simply just point things like this out and ask the developers to fix them, rather than attacking their work.
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Nope not downloading it. Before I can download the file, it won't proceed until I download and install an extension.
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The last playthrough where I actually went to the desert I couldn't find any oil shale underground....but I think I know why
<remove xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.402']"/>
😏
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7 minutes ago, Similar said:
Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert).
Trying another new map for B21.
FYI, one thing you can do is to manually add in spawn points. It should be in the folder for the world you created. It's something I have done in the past (I would just pick some points from the preview map when I generated the world).
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58 minutes ago, Nobster said:
Hi all, i think you all know about the vehicle respawn mods which leave a seat and after a certain amount of time the seat respawns. The issue is that people with bad intentions dig under the seat and doesn't allow the vehicle to respawn. Is there a mod that eliminates this issue?
ThanksI think you are over exaggerating what we all know 😁
I have no clue what you are talking about - respawning vehicle seats?
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Give it a try and see if it is still possible
Example below
<item name="noteFirearmChallenges"> <property name="Extends" value="questMaster"/> <property class="Action0"> <property name="QuestGiven" value="quest_FirearmChallenges"/> </property> </item>
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30 minutes ago, Uncle Al said:
The biggest factor for me in not using HP is it won't stack with regular ammo, and I seem to pretty much only find regular ammo as loot. If, at high loot stage, a significant portion of looted ammo was HP I'd probably start using it more often.
Unless the game is modded, you will never find AP or HP ammo as loot. You will only get it via crafting, trader award, or buying it directly from the trader. For some reason, it does not exist as a lootable item in the game.
I was going to say at first what level you could find it, then realized that the reason I was finding it in my game was I specifically added those types of ammo to the loot tables. So when I been playing, I do find AP and HP ammo that I save up and use in-game.
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18 hours ago, Matt115 said:
why there is no 7dtd mod that's going to keep serious about enemies 😭
All the mod creators got together in a secret meeting and hashed out some rules.
I heard Rule #1 was Do not make Matt115 happy. 🤔
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I do want to point out that all weapons do get a boost from Penetrator perk, as it adds additional armor penetration for any range weapon (and spears). So a point in Penetrator gives you a 10% increase in armor penetration for all guns (20% for spears).
So AP ammo starts with a 50% armor penetration that you can increase with the Penetrator perk. Max would be 70%. Maxed out at Perk Level 3.
Spears, if you were to max out Penetrator perk, would give you a 100% armor penetration. Maxed out at Perk Level 4
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When I saw the title, I was expecting @Rotor to be confessing to something he did illegal and/or unethical involving chickens. 😁
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So everyone knows
<set xpath="/items/item[@name='meleeToolRepairT3Nailgun']/property/property[@name='Allowed_upgrade_items']/@value">resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoorBlockVariantHelper,ironDoorDoubleBlockVariantHelper,vaultDoor01,vaultDoor01Double,ironHatchBlockVariantHelper,vaultHatch01,cellarDoorDoubleIron,cellarDoorDoubleSteel,shuttersIronBlockVariantHelper,shuttersSteelBlockVariantHelper,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail,resourceForgedMeteoriteGreen,resourceForgedMeteoriteRed,resourceForgedMeteoriteBlue</set>
Original code was items/item/property[@name], needed to be items/item/property/property[@name]
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3 hours ago, warmer said:
Well I have seen them at night, so I am not sure why you haven't
Probably because you were in Forest downtown and others haven't seen them spawn in yet
Wolves can spawn in the downtown areas, even in the Forest
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They have
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Do ores show up in the preview map? I didn't think they would.
If your issue is with the oil shale rocks on the surface, that is handled by the biomes xml file and that would be the deco_shale_vein prefab. If anything you loaded up changes that prefab, that would cause issues on your map
<!-- *** Desert: Ore Sub Biome: oilDeposit --> <subbiome prob="0.402"> <layers> <layer depth="4" blockname="terrDesertGround"/> <layer depth="1" blockname="terrSandStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrSandStone"> <resource blockname="terrOreOilDeposit" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="1" blockname="terrSandStone"/><layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_shale_vein" checkresource="-7" onslopes="true" prob=".00657" rotatemax="3"/> <decoration type="block" blockname="rockResource" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="rockResource02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="treeCactus01" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus02" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus03" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus04" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus05" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="rock01" prob=".001" rotatemax="3"/> <decoration type="block" blockname="rock02" prob=".001" rotatemax="3"/> <decoration type="block" blockname="rock05" prob=".001" rotatemax="3"/> <decoration type="block" blockname="cntDesertRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="treeDeadPineLeaf" prob="0.020" rotatemax="7"/> <decoration type="block" blockname="plantedYucca3Harvest" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="plantedAloe3Harvest" rotatemax="3" prob="0.003"/> <decoration type="block" blockname="treeDesertShrub" prob="0.05" rotatemax="7"/> <decoration type="block" blockname="driftwood" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="cntBirdnest" prob="0.001"/> <decoration type="block" blockname="decoCowSkull" prob="0.00025" rotatemax="3"/> <decoration type="block" blockname="treeCactus06" prob="0.0009" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".00025"/> <decoration type="block" blockname="plantShrubDead" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed01" prob="0.0003" rotatemax="7"/> <decoration type="block" blockname="treeOakSml01" prob="0.002" rotatemax="7"/> </decorations> </subbiome>
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Can you link your code as it got it so far and I can take a look at it?
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1 hour ago, Avzyttv said:
so a buddy of mine tested spawning a vehicle on his server and same error and my gf also built a local server and got same issue it shows up after spawning a car and what it does is makes the world stop responding eventually and sucks things into the ground
this is the error
2023-08-30T03:53:00 344.686 WRN navobject already exists in list
Any clue what's going on
Did you go to the post that SylenThunder linked in her reply to you and follow the directions, like getting the logs and posting them?
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2 hours ago, Sembo said:
As it is, farming isn't viable. Even with "Living off the Land" at full level you cannot keep crops going. You simply don't get enough seeds back and crafting seeds takes more than what you produce.
And here we go, How to say you don't farm, but claim to be an expert on what needs to be improved about it.
LoTL maxed out gives you a minimum of 6 crops back per harvest, with a 50/50 chance of a 7th bonus crop. Seeds only take 5 crops to craft, and you have a 50/50 chance to get a seed back when you harvest.
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Proposing a restoration of old items to the game.
in Pimp Dreams
Posted
Wouldn't be hard to mod that into the game actually. And you wouldn't need a new icon for it, just reuse the forged iron icon and give it a brass color custom tint.
I usually process them in the forge and then into casings, so my playthroughs are similar to what you see even though I never throw brass away (though I don't think I ever been hard up on brass to require smelting down dukes either).