Lumpus Posted December 30, 2021 Share Posted December 30, 2021 New DL link? Link to comment Share on other sites More sharing options...
KhaineGB Posted December 30, 2021 Author Share Posted December 30, 2021 Will be posted tomorrow. Was making room on my google drive for it and didn't want people downloading something that's planned to be replaced in a few hours. Link to comment Share on other sites More sharing options...
Swiftlive Posted December 30, 2021 Share Posted December 30, 2021 (edited) Heyo! I noticed while playing today when placing any of the vehicles besides the bike I receive a null reference error, Is this something with the mod right now or on my end? Edited December 30, 2021 by Swiftlive (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted December 31, 2021 Author Share Posted December 31, 2021 It's technically tomorrow for me and I want to post this before I go out and get drunk and forget. I wasn't planning a new build, but this fixes some game-breaking issues. Same caveat applies. It's a dev build, expect broken stuff, only play if you are ok with this, etc. V4-DEV-B30 - Updated Sphereii-Core. - Survivors swapped to using UAI instead of EAI as it's smarter. - Added Xyth's NPCCore mod (mostly disabled for now). - Fixed coffee giving you stamina regen of the gods. - Wall Safe loot should now be less insane. - Weapons Bags loot should now be less insane. - Removed casino coins from cash registers and increased old cash amount. - Adjusted hand range values as per Jax's zombie reach modlet so zombies should feel more like earlier alphas. - Fixed some zombies (strong ones mostly) having a 100% chance to place debuffs on the player no matter the difficulty. - onSelfExplosionDamagedOther now works, so changed demon fireballs to use this as it should reduce the "going through walls" stuff. - RWG DivideByZero error should now be resolved (managed to make a couple of maps, 8k and 10k). - Fixed some more sleeper NRE's. - Removed the code that disables vehicles on bloodmoon for now as it causes server errors. - Moved all the White River Scouts so they're now penned in and can't move. - Changed sledgehammers to have a CHANCE to knockdown (stone - 20%, iron - 30%, steel - 40%, titanium - 50%, power - 60%). - Stun batons should no longer perma-stun stuff. - Being stoned should no longer be permanent (still a bit iffy but seems ok). - Fixed elevators breaking the game for the metal workstation. - Steroids now work. - Meat Burrito can now be eaten. - Fixed the Laser Workbench not being able to accept tools. - Fixed the output and combine windows on the laser workbench overlapping. - Honey description adjusted to state it only has a 50% chance of curing infection. - All zombies that naturally spawn in the world should now have correct localization, models and particle effects (where necessary). - Loot pass on zombie loot bags (amounts, tiers, etc. - Drone crafted quality now levels off the Yeah, Science! perk. - Implemented workaround for drone spawning with only 1hp and dead. MANUAL INSTALL ONLY. Delete your old mods folder. Copy the mods folder from in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF. Link: https://drive.google.com/file/d/1aWSgGP6loSEnQHvoDeZqZuc8Bh2Ug5U7/view?usp=sharing 2 Link to comment Share on other sites More sharing options...
Swiftlive Posted December 31, 2021 Share Posted December 31, 2021 1 hour ago, KhaineGB said: It's technically tomorrow for me and I want to post this before I go out and get drunk and forget. I wasn't planning a new build, but this fixes some game-breaking issues. Same caveat applies. It's a dev build, expect broken stuff, only play if you are ok with this, etc. V4-DEV-B30 - Updated Sphereii-Core. - Survivors swapped to using UAI instead of EAI as it's smarter. - Added Xyth's NPCCore mod (mostly disabled for now). - Fixed coffee giving you stamina regen of the gods. - Wall Safe loot should now be less insane. - Weapons Bags loot should now be less insane. - Removed casino coins from cash registers and increased old cash amount. - Adjusted hand range values as per Jax's zombie reach modlet so zombies should feel more like earlier alphas. - Fixed some zombies (strong ones mostly) having a 100% chance to place debuffs on the player no matter the difficulty. - onSelfExplosionDamagedOther now works, so changed demon fireballs to use this as it should reduce the "going through walls" stuff. - RWG DivideByZero error should now be resolved (managed to make a couple of maps, 8k and 10k). - Fixed some more sleeper NRE's. - Removed the code that disables vehicles on bloodmoon for now as it causes server errors. - Moved all the White River Scouts so they're now penned in and can't move. - Changed sledgehammers to have a CHANCE to knockdown (stone - 20%, iron - 30%, steel - 40%, titanium - 50%, power - 60%). - Stun batons should no longer perma-stun stuff. - Being stoned should no longer be permanent (still a bit iffy but seems ok). - Fixed elevators breaking the game for the metal workstation. - Steroids now work. - Meat Burrito can now be eaten. - Fixed the Laser Workbench not being able to accept tools. - Fixed the output and combine windows on the laser workbench overlapping. - Honey description adjusted to state it only has a 50% chance of curing infection. - All zombies that naturally spawn in the world should now have correct localization, models and particle effects (where necessary). - Loot pass on zombie loot bags (amounts, tiers, etc. - Drone crafted quality now levels off the Yeah, Science! perk. - Implemented workaround for drone spawning with only 1hp and dead. MANUAL INSTALL ONLY. Delete your old mods folder. Copy the mods folder from in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF. Link: https://drive.google.com/file/d/1aWSgGP6loSEnQHvoDeZqZuc8Bh2Ug5U7/view?usp=sharing This New update fixed the issue with the vehicles thank you so much Khaine!! 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted December 31, 2021 Author Share Posted December 31, 2021 Yep, I removed the code causing the crash until we can fix it. Link to comment Share on other sites More sharing options...
braniel Posted December 31, 2021 Share Posted December 31, 2021 Hello, first playing this mod, and im using 11gb RAM (day 1) of 12gb, i can do something to play with that amount of ram?' Link to comment Share on other sites More sharing options...
KhaineGB Posted December 31, 2021 Author Share Posted December 31, 2021 If you're on A20, that's about normal. Smaller maps will lower the amount of RAM. Link to comment Share on other sites More sharing options...
braniel Posted December 31, 2021 Share Posted December 31, 2021 14 minutes ago, KhaineGB said: If you're on A20, that's about normal. Smaller maps will lower the amount of RAM. Yeah on A20 with a 8k map, i will test with 6k then and there any way to lower the amount of zombies? Link to comment Share on other sites More sharing options...
Grolbu Posted December 31, 2021 Share Posted December 31, 2021 There's a 'max zombies alive' setting in the game difficulty options, that might do it ? Khaine, is it recommended / mandatory / a good idea that we start a new save for each build ? I have anyway, hadn't got that far with b29 Link to comment Share on other sites More sharing options...
KhaineGB Posted December 31, 2021 Author Share Posted December 31, 2021 Recommended but not mandatory 1 Link to comment Share on other sites More sharing options...
Falaffel Posted December 31, 2021 Share Posted December 31, 2021 (edited) 2 hours ago, KhaineGB said: Recommended but not mandatory At least in one case (mine 😒) the savegame from B29 wouldn't load after installing b30 (after "creating world" while "Creating player", last Log-entry: "EXC NullReferenceExeption" ). Edit: Again I was too fast: A second attempt to load worked. Seems to work. I leave this post to (hopefully) help others. Edited December 31, 2021 by Falaffel (see edit history) Link to comment Share on other sites More sharing options...
Glaston Posted January 1, 2022 Share Posted January 1, 2022 Are the male stripper zombies intended? Had a farmer and a football player both named as "strippers" Link to comment Share on other sites More sharing options...
KhaineGB Posted January 1, 2022 Author Share Posted January 1, 2022 20 minutes ago, Glaston said: Are the male stripper zombies intended? Had a farmer and a football player both named as "strippers" Yes Link to comment Share on other sites More sharing options...
KhaineGB Posted January 2, 2022 Author Share Posted January 2, 2022 On 12/31/2021 at 1:26 PM, Falaffel said: At least in one case (mine 😒) the savegame from B29 wouldn't load after installing b30 (after "creating world" while "Creating player", last Log-entry: "EXC NullReferenceExeption" ). Edit: Again I was too fast: A second attempt to load worked. Seems to work. I leave this post to (hopefully) help others. In case anyone else has this, I ALSO had this problem, except it was a clean save. Rebooting my machine fixed it. No idea why. Link to comment Share on other sites More sharing options...
BarryTGash Posted January 2, 2022 Share Posted January 2, 2022 Just noticed that the power armour can't take the ablative armour mods - does power armour already provide a 10% per piece reduction to chance to be set on fire? Assume customized fitting mods can't be installed as they'd clash with the inherent mobility bonus compared to titanium armour? Thanks! Link to comment Share on other sites More sharing options...
KhaineGB Posted January 2, 2022 Author Share Posted January 2, 2022 Nope. It has 15% instead of 10% per piece. That's why it can't be installed. Customized fittings, if my memory is correct, can't be installed because it actually gave a mobility BONUS when you had a suit full to the point stuff couldn't catch you. 2 Link to comment Share on other sites More sharing options...
BarryTGash Posted January 2, 2022 Share Posted January 2, 2022 3 hours ago, KhaineGB said: Nope. It has 15% instead of 10% per piece. That's why it can't be installed. Customized fittings, if my memory is correct, can't be installed because it actually gave a mobility BONUS when you had a suit full to the point stuff couldn't catch you. Oh nice. Thanks! Link to comment Share on other sites More sharing options...
cheml Posted January 2, 2022 Share Posted January 2, 2022 (edited) if I look down or up, all objects become invisible, such as barrels, chairs, rubbish, cars, workbenches. is there any fix for this? this does not happen everywhere, but for the merchant it happens at every step Edited January 2, 2022 by cheml (see edit history) Link to comment Share on other sites More sharing options...
piotrr Posted January 2, 2022 Share Posted January 2, 2022 16 minutes ago, cheml said: if I look down or up, all objects become invisible, such as barrels, chairs, rubbish, cars, workbenches. is there any fix for this? this does not happen everywhere, but for the merchant it happens at every step Go back to menu, enter settings and disable Occlusion (culling). That will make performance worse, but that's the trade off. 1 Link to comment Share on other sites More sharing options...
Chivalric Posted January 2, 2022 Share Posted January 2, 2022 For some reason, I'm not getting any xp while mining with either type of auger, and have stopped getting xp from mining resources like titanium, lead, metal, etc. with the steel and titanium pickaxe. This didn't happen til B30, never saw it happen in B29. Link to comment Share on other sites More sharing options...
KhaineGB Posted January 2, 2022 Author Share Posted January 2, 2022 38 minutes ago, Chivalric said: For some reason, I'm not getting any xp while mining with either type of auger, and have stopped getting xp from mining resources like titanium, lead, metal, etc. with the steel and titanium pickaxe. This didn't happen til B30, never saw it happen in B29. Did you die? Link to comment Share on other sites More sharing options...
Lumpus Posted January 2, 2022 Share Posted January 2, 2022 (edited) FYI: on Xsmall DF Map, Eve spawns out in the desert (@1931W-843E) and is bugged, you cannot talk to her. Gives: ERR [XUi] Error while updating window group 'radial' - EXC The given key was not present in the dictionary Also when I do a buried treasure or mine, within a few minutes a heavy zed group will spawn near me. I kill them, dig about 4-5 more times, another group spawns - repeat. Is some Heat factor out of whack or is this 'working as intended'? Edited January 2, 2022 by Lumpus Eve coords (see edit history) Link to comment Share on other sites More sharing options...
cheml Posted January 2, 2022 Share Posted January 2, 2022 54 minutes ago, piotrr said: Go back to menu, enter settings and disable Occlusion thanks for the help, it worked 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted January 2, 2022 Author Share Posted January 2, 2022 48 minutes ago, Lumpus said: FYI: on Xsmall DF Map, Eve spawns out in the desert (@1931W-843E) and is bugged, you cannot talk to her. Gives: ERR [XUi] Error while updating window group 'radial' - EXC The given key was not present in the dictionary Also when I do a buried treasure or mine, within a few minutes a heavy zed group will spawn near me. I kill them, dig about 4-5 more times, another group spawns - repeat. Is some Heat factor out of whack or is this 'working as intended'? Will go have a look at eve. You got unlucky on the spawns. It's random. Link to comment Share on other sites More sharing options...
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