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ryan8438

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Everything posted by ryan8438

  1. Thanks for much the input, guys, I appreciate it. I guess I'll buy a little, keep looking, and probably try the color change mod.
  2. Just playing through the Wasteland mod for first time, pretty cool, trying to get the hang of the differences. Overall looks good, enjoying it. One snag - can't find oil shale anywhere in the desert? Is that still a thing, or are you supposed to buy all your gas now? Have found numerous sites of all other minerals, but no oil shale. Please let me know if the search is hopeless, or just difficult. Thanks.
  3. Ran into same problem. My beef is, first, it's arbitrary, and second, you can't defend against it. When cops spit or not in the presence of certain blocks, it's more about knowing that specific arbitrary mechanic than designing a strong base. Second, when cops spit and I can't see them, I can't defend against them as they stand out of sight and destroy my base.
  4. Followed Bob Bogey's directions above for an Alpha 21 similar problem, and still worked like a charm! Thanks for sharing your expertise!
  5. Khaine, Love DF and thanks much for the modlets! Sent you a coffee - enjoy! Downloaded several modlets, loaded and worked great. Then went to download the 15-slot backpack modlet, and got a caution warning from google that This file is not commonly downloaded and may be dangerous. When clicked on "Keep," it then warned me that even if I've downloaded files here before, this file might have been hacked. Is this some sort of benign artifact, i.e., characteristics of this file trigger this warning somehow? If it had been hacked, wanted to call it to your attention as a help. Please advise. And thanks again for all you do to keep this game fun and fresh for the rest of us.
  6. Hello! Have played DF multiple times, great mod. But running into a problem I've never had before. Doing Eve's quest "The Favor" to the lab - get there, get set up, and none of the key cards will open the outer door - red, green, blue. Am playing 7DTD 20.6. Is is there a bug I haven't heard about? And is there a workaround? Thanks.
  7. In response to a comment, on 2/15 Khaine posted: Time to be less picky about your start trader then. And it's the name you use that determines your start point. That's vanilla code I haven't changed. I just wanted to confirm this and clarify - is it the name we assign to this particular playthrough that governs our starting point and starting trader? Or the name of the character image we select when starting the new game? Or something else? I always assumed the starting point was random, and was intrigued that the name selected causes this. Thanks.
  8. Problem with robotic sledge tracking only one zombie: First time playing DF in A20, started this game with the .36 DF version. I set up a normal little combat base with a straight run one block wide leading to my sheltered fighting position, and attached a half-height block to the side of the run to put my robotic sledge on - something I've done many times in the past. (The half-height block makes the sledge sit lower than the zombie, so it doesn't hit demolishers in the chest). However.... First zombie runs past, the sledge knocks him off, everything good. Now... The sledge rotates down, still looking at the first original zombie, while a bunch of other zombies run past, unmolested. When the first zombie runs past again, the sledge tracks him and knocks him off. So it seems clear the sledge gets fixated on only one zombie at a time, and ignores the rest. Not very helpful. Any idea what the problem is, and how I fix it? Thanks.
  9. Question 1: I read an entry by KhaineGB posted above (Tuesday) about turning occlusion off if objects are disappearing. I went to do so, but found occlusion greyed out and non-responsive. Do I need to change something else to make that possible? Thanks. Question 2: Do the new DF maps have all the same biomes (forest, snow, burnt, desert, wasteland, radiated) or have a couple been eliminated with A20? I've explored about a quarter of the map looking for the burnt biome and coal to make gunpowder, but so far have seen a lot of forest, and little snow and desert. Just wanted to check to make sure I wasn't looking for something that was gone. If biome changes, where are the minerals now? Thanks.
  10. belowzeroes said: have you got a bed in the claim? I have been experiencing the same behavior that is different from previous versions, only the one with a bed seems to work now. This may be the issue - I realize that both spawns actually took place after I'd returned from the other giant library building where I'd left the bedroll, so for the first time my active bedroll was out of the base. I've replaced it, with no respawns since then, so hopefully this episode is over. katarynna said: If i remember right, there is a known vanilla bug where any land claim blocks after the first one do not prevent respawns. They just allow workstation pick up. You could go back to your other land claim blocks and destroy them, so your only land claim block is in your new base. Then just to be safe, destroy and replace that one. If i am correct, you will no linger get respawns. I certainly can't rule this out - I'm headed back to destroy the one other land claim block I have in place. Guys, thanks much for the knowledge and the help. I find this board a great resource for learning and understanding this mod and this game. Much fun!
  11. Once again, love this mod and why I still play 7DTD - thanks! Had another weird event - playing 19.3 and DF3.3 using the mod launcher. Level 62, about ten game days ago moved into a pre-fabbed player base I was thrilled to find (playing medium 1 world) and got set up, set up land claim block. Had two other land claim blocks I'd left behind in prior bases, but I'd set the game to allow four of them, so well within my limit. And this one was most recently placed. Came back into base several days ago, and had 5 high-level military zombies sleeping in my crafting area - I blew in, they all woke up, had several very exciting minutes before I took care of them. I checked the land claim block and turned on the visible boundaries to confirm the entire base was covered - it was. Thought this was a one-time event, came home again and found several more rad zombies which of course I woke up again - this time I was careless and encumbered, and died. Unfortunately I was returning from a raid on a huge building FAR away where I'd put down a bedroll in case I died, so I respawned with no vehicle 4 km away from my base with only my tool belt, no food and water. That was a fun overnight trek back with several adventures. This time I destroyed and re-installed the land claim block. Since then I've been creeping back in each time, but no similar events in the last day or so. I found a couple sleepers in another room of the base, but honestly I think these were left over from the second time above, and simply hadn't noticed them at that time. This has never happened to me before in vanilla, or in several DF play-throughs. Any idea why my land claim block is suddenly not working, after working as it was supposed to for the first week or so? I'm baffled. Thanks in advance for any help or guidance.
  12. I love this mod, thanks KhaineGB for all your time and effort. Just had weird event I've never gotten before in DF or vanilla. On 19.3 and DF 3.3 using mod launcher. At horde base getting ready for horde night, forgot something and past 1800 (so 4x4 not running) so ran 3 blocks to crafting base and bicycled back. When got back to horde base, my 4x4 and its load of loot had de-spawned. I'd cleared the local area, it was parked in grass next to road, and there was no sign of explosion, so it wasn't attacked and blown up, it was just gone. Walked through where parked, it wasn't invisible. I'll replace it via console as I've already earned and crafted it, so no huge crisis, but weird. Anyone know what might have happened and/or why?
  13. Just found an artifact, Taza's Bow. Stats are ok, but it has an extra comment, "Hums with a special magical power," or something like that. I googled but couldn't find any info on this. Found an entry where "non-taza artifact weapons have an effect on demons like laser weapons" but nothing on the Taza Bow. Anybody know what the special powers are?
  14. How embarrassing. Thanks for the reminder.
  15. Good question, Canute, I should have specified. I uninstalled everything with 19.2, and reinstalled 7DTD 19.3, and reinstalled the mod using the mod launcher. Should be clean.
  16. My workbench is definitely glitching somehow. I'm making flagstone blocks myself, and it (I think correctly) tells me they cost 4 cobblestone each, or 2 if I make them in the workbench. But in the workbench I get only one option, and it costs 4 cobblestone per block. Something sketchy going on?
  17. Running through a new playthrough and just put a point into "Robotics Inventor" under mechanic skill tree, which should allow me to build "poor quality" turrets. But when I check the workbench build menu, the robotic turret is locked, and says I need "Robotics Inventor" to unlock it. But I already started that tree with putting the first point into it. Is there something I'm missing, or is this a bug? Thanks.
  18. Is there any practical way to "regenerate the chunks they're in," and add those POI's? Or some other alternate ways of getting access to the laser weapons, laser workbench, fusion forge, etc., that will allow me to cope with end-game demon zombies? Or have I reached the end when the demons start showing up and I can't kill them, so time to start a new game? BTW, appreciate your willingness to offer answers and serve those who take advantage of this cool mod you've created, even when you've got a migraine. That's quite a gift to people you don't know. Thanks. Me and I'm sure many of the rest of DF players, appreciate it.
  19. Played two short getting-acquainted plays of 10-15 days, currently well into my third playthrough and on day 43, level 91. I have two questions. I searched through the screens for an answer to the second one, in particular, but couldn't find it. First, I started as farmer and mechanic, spent perk points within those areas, and eventually got most of the other classes, where I spent almost no points. But I've noticed that some of the other classes now have the first or second skill checked on some of those class sub-skills, even though I didn't buy them. What's happened that some of these skills have been checked, even though I didn't spend any perk points? I'm wondering how to make this happen on purpose, rather than apparently by accident. Second, I'm playing in PREGEN03 world. I have started looking around, spent several days mapping the edges of the wasteland and making several loops into it, looking for buildings and the Caitlin trader. Was startled to find it looked very different than some of the "let's play" videos I'd seen - I've found no roads, and only a couple small prefabs right on the border. Otherwise it's only got the occasional remnant or telephone pole. I finally checked how to look in the prefabs.xml to ensure that the traders and bunkers were there - I'd avoided doing this because I wanted to explore and find them myself. But they're not there. I checked a couple of the other worlds xml files for comparison - the medium and large worlds, and PREGEN01, all showed the Dfalls_settlement_trader, bunker, and research lab locations - but PREGEN02 and PREGEN03, don't have these locations at all. I'd read this was sometimes a problem in randomly generated worlds, which is one reason I'd played on one of the default worlds. So as far as I can tell, I'm stuck. I'm reluctant to throw away my progress to date, but not having these locations seems to lose a lot of the end game. Is there a way to insert these in the xml file, without making them appear somewhere in the ground, the sky , or an inaccessible location? How would I do that? Please help - thanks.
  20. Is there a list for the mastery skill each trader teaches? I'd rather not have to do 30 quests for each just to find it's not one of the ones I was looking for.
  21. Thanks for the info. Trader Bob it is. BTW, are there still mastery books that can be found as loot? Or is it just traders and perk points now?
  22. Greatly enjoying this mod, much more challenging than vanilla. Have a question about traders training in mastery. Have done basic quests in several classes, reached level 55 or so, and did 30+ quests and got my 100k dukes. But the trader is offering only one area (farming), rather than the mechanic I'm looking for. Will he cycle through different ones? Or do you have to get the first one before he changes options?
  23. Mod function issue re two of the modlets. I installed the Backpack Buttons mod after I saw Jawoodle using it, loved it - speeds up sorting and unloading tremendously. Then I later installed the Darkness Falls mod, which is awesome, like it much more than vanilla which was losing its challenge. But I've noticed that the backpack size stayed vanilla size (9x5? 9x6? something like that) rather than increasing in size with the DF mod. Everything else is working fine, except I noticed that the "lock button" on my minibike inventory stopped working with the upgrade to 19.2. But I'm more concerned with why the backpack size didn't increase w/ DF. Is this a common issue? Is there a quick fix I can look up or implement? Thanks.
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