Falaffel Posted October 12, 2021 Share Posted October 12, 2021 "Spiders" are the crouching teen-zombies. Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 12, 2021 Share Posted October 12, 2021 22 minutes ago, Falaffel said: "Spiders" are the crouching teen-zombies. they're nightmare fuel is what they are 🥺 Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 13, 2021 Share Posted October 13, 2021 (edited) doh. i reinstalled DF and i still get double guard captains at Joel's on DFsmall map 2 Edited October 13, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
VicWint Posted October 13, 2021 Share Posted October 13, 2021 On 10/11/2021 at 9:19 PM, Nickguy5467 said: got that double guard captain at traitor joel's place again . gues that map is bugged or something. ill make sure not to kill the guard this time and get an OP horde for first time again and i dont think my anti spider modlet is working T_T I can't help you with the anti-spider modlet. But DF hordes are always OP. (And I am guessing you did not read my second sentence in my previous post. ) Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 13, 2021 Share Posted October 13, 2021 (edited) 9 minutes ago, VicWint said: I can't help you with the anti-spider modlet. But DF hordes are always OP. (And I am guessing you did not read my second sentence in my previous post. ) I did. I didnt kill any more guards. just saying i got 2 of the captains again next to each other on that map. i started a new game on DF small1 and this time i got sent to Bob and no double guards and i hope there are no spiders this time. i really dont like spiders Edited October 13, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 14, 2021 Share Posted October 14, 2021 petition for cows to drop hamburgers when you scalp them instead of raw meat. yes please Link to comment Share on other sites More sharing options...
Canute Posted October 14, 2021 Share Posted October 14, 2021 But only when you use a fire spell (Sorcery) to kill them ! 🙂 Link to comment Share on other sites More sharing options...
VicWint Posted October 14, 2021 Share Posted October 14, 2021 3 hours ago, Canute said: But only when you use a fire spell (Sorcery) to kill them ! 🙂 Roast Beef!! Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 14, 2021 Share Posted October 14, 2021 (edited) 12 hours ago, Canute said: But only when you use a fire spell (Sorcery) to kill them ! 🙂 i never really cared for sorcery mod. maybe explosive arrows? first time saw a cow and harvisted one. i was disappointed by the amount of meat i got. i was hoping it would be more than with like a boar or chicken Edited October 15, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 18, 2021 Share Posted October 18, 2021 (edited) so. not only do i have twin guard captains. the trader is under ground even though joel is upstairs. i cant talk to him. so his soul must be in the depths >< Edited October 18, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted October 18, 2021 Author Share Posted October 18, 2021 Thats just because the trader have no trader area, therefore the ! is in the wrong place. Talking to any trader in the POI completes the quest. Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 18, 2021 Share Posted October 18, 2021 (edited) 2 hours ago, KhaineGB said: Thats just because the trader have no trader area, therefore the ! is in the wrong place. Talking to any trader in the POI completes the quest. i dont know anything about that. but i reinstalled the game and DF and i no longer have twin guard captains but trader joel is no longer active, cant talk to him or what not. but i can hit him. so i guess there is that' how do i fix it? oh also talking to the guard captain completed the talk to the trader quest for some reason Edited October 18, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted October 18, 2021 Author Share Posted October 18, 2021 Alright, i'm gonna say this one more time, because i'm starting to get annoyed. ALL of the trader issues you're experience is because TRADER PROTECTION IS OFF!!!! Double captains? No trader protection. ! under the world? No trader protection. Can't talk to traders? No trader protection. The ! thing doesn't matter. The double captains and/or traders? Kill one. Can't talk to one? Reboot your game. All of this has been brought up several times in this thread and fixes explained. Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 18, 2021 Share Posted October 18, 2021 (edited) 11 minutes ago, KhaineGB said: Alright, i'm gonna say this one more time, because i'm starting to get annoyed. ALL of the trader issues you're experience is because TRADER PROTECTION IS OFF!!!! Double captains? No trader protection. ! under the world? No trader protection. Can't talk to traders? No trader protection. The ! thing doesn't matter. The double captains and/or traders? Kill one. Can't talk to one? Reboot your game. All of this has been brought up several times in this thread and fixes explained. ah. sorry about that. i fixed it by deleting the region files. i can now talk to joel. sorry about anoyying you. guess i should google first Edited October 18, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 20, 2021 Share Posted October 20, 2021 (edited) is the stone hammer like special in a way better than all the other repair tools? i noticed when i get the claw hammer that it takes two swings while the hammer takes one for each level just to get to cobblestone from base frame being that its exclusive to DF i think Edited October 20, 2021 by Nickguy5467 (see edit history) Link to comment Share on other sites More sharing options...
Cranberry Monster Posted October 20, 2021 Share Posted October 20, 2021 1 hour ago, Nickguy5467 said: is the stone hammer like special in a way better than all the other repair tools? i noticed when i get the claw hammer that it takes two swings while the hammer takes one for each level just to get to cobblestone from base frame being that its exclusive to DF i think Stone hammer can't upgrade beyond cobblestone, as I recall. So, there's that. Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 20, 2021 Share Posted October 20, 2021 2 minutes ago, Cranberry Monster said: Stone hammer can't upgrade beyond cobblestone, as I recall. So, there's that. so its just faster than the rest up to cobblestone? well thats cool that it keeps its uses even though i found a claw hammer Link to comment Share on other sites More sharing options...
KhaineGB Posted October 20, 2021 Author Share Posted October 20, 2021 Yeah, it's super fast for early building, and that's it. Link to comment Share on other sites More sharing options...
Nickguy5467 Posted October 20, 2021 Share Posted October 20, 2021 19 minutes ago, KhaineGB said: Yeah, it's super fast for early building, and that's it. sweet. so i wont toss it out anymore lol Link to comment Share on other sites More sharing options...
kageOP Posted October 26, 2021 Share Posted October 26, 2021 (edited) I apologize if it's been discussed but.. I'm very interested in the buff buffResetPlayerOnRespawn However I'm confused as to what the trigger for this actually is. I think this could be a really interesting option to torment my friends with but I tried killing myself and also relogging to trigger the buff, to no avail. I am fairly sure the line <requirement name="NotHasBuff" buff="buffNewbieCoat"/> is where I want to start investigating, but figured I would try my luck here before getting in over my head. I do have neardeathtrauma disabled and am wondering if there's supposed to be a trigger on death, that might be the issue? It did come in really useful for resolving an issue we had with someone going from 16 to max level instantly (as a result of my own @%$# up), but that involved me enabling the buff within the xml, restarting the server, applying the buff to player, disabling buff, restarting server once again. Really appreciate any insight @KhaineGB! Edited October 26, 2021 by kageOP (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted October 26, 2021 Author Share Posted October 26, 2021 It's disabled by default. This is the code I use to enable it in my current youtube series. <!-- This is all code for hardcore mode. Uncomment to enable it --> <append xpath="/entity_classes/entity_class[@name='playerMale']/effect_group[@name='playerMale']"> <triggered_effect trigger="onSelfDied" action="ResetSpawnPoints, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="RemoveLandClaims, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="RemovePlayerVehicle, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfDied" action="ResetPlayerQuests, Harmony-0-DarknessFallsCore" target="self"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetProgression" reset_books="true"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetPlayerLevel, Harmony-0-DarknessFallsCore" target="self" value="15835"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ResetPlayerSkills, Harmony-0-DarknessFallsCore" target="self" value="0"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="ClearMapSDX, Harmony-0-DarknessFallsCore"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="GiveQuestSDX, SCore" target="self" quest="quest_PlayerRespawn"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> <triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="buffNewbieCoat"> <requirement name="NotHasBuff" buff="buffNewbieCoat"/> </triggered_effect> </append> Link to comment Share on other sites More sharing options...
kanealpha Posted October 26, 2021 Share Posted October 26, 2021 Not sure if it's DF related or just vanilla but i'll try my luck here: I use other mods beside DF and 3 times now (1 while editing another mods block texture and forgetting a space, 2 while installing the POI light enabler dll and 3. after install ing an outdated mod that added deco blocks) i got the issue that my game wouldn't load. And interestingly it wasn't the blocks xml that showed errors but the Biomes xml couldn't be loaded stating that "terrsnow" could not be found Why terrsnow? I don't think any of the mods even touched the biomes and its always terrsnow Link to comment Share on other sites More sharing options...
KhaineGB Posted October 26, 2021 Author Share Posted October 26, 2021 The POI light enabler wont work because, as far as I know, it's an edited main DLL file. But it's likely some of the other mods might be doing an insertBefore on the blocks file that's making it crash. Link to comment Share on other sites More sharing options...
kageOP Posted October 26, 2021 Share Posted October 26, 2021 oh ok, so simply uncommenting the buff in 1-DarknessFallsConfig > Config > buffs.xml will just make it available in the buffs list but not triggered by any event outside of an admin manually applying it to someone unless I also uncomment the block above, or is that an updated version you currently use? incase I explained it ass backward like I sometimes do; I enabled the buff and can manually set the buff to a player in game, but don't know how or when it may automatically activate and wipe a player. Link to comment Share on other sites More sharing options...
KhaineGB Posted October 27, 2021 Author Share Posted October 27, 2021 No, I found out it doesn't work properly. That's why I shared the code above that goes on playerMale in entity classes. Link to comment Share on other sites More sharing options...
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