KhaineGB Posted August 24, 2023 Author Share Posted August 24, 2023 On 8/22/2023 at 3:51 PM, Orsmith said: Feel like that the circle on treasure maps are too small, not like in vanilla the circle on treasure maps are definitely bigger.And also when i lock picked the treasure chest i always fail the quest,i can still loot it and get the loot inside tho. And the loot bags i feel like they always have alot of ammo on each of them. I was wondering if it was intended or not because i felt like it was too easy to find ammo, especially how common zombies drop loot bags in this mod. Again... ZOMBIE LOOT IS NOT DONE! Deal with it for now. The quest code for the circle is exactly the same as vanilla, however I have increased it for B20. On 8/22/2023 at 11:36 PM, LemonDemon said: Hello, i start a new rwg map, and a POI in the city is 3 blocks taller, is there a way to fix it? I'm pretty sure I can't fix vanilla RWG. 15 hours ago, KDK241 said: Has anyone else had an issue playing on multiplayer? When I die I am unable to spawn near my backpack, if I click nothing happens, but spawn on or near my bed work. If the person I'm playing with dies he can't spawn near his backpack and only once in awhile can he spawn on/near his bed. The other times the game either freezes and he has to force close and load back in or it goes to a screen that says starting game and stays there. I have completely reinstalled both 7d2d and Darkness Falls twice and still have the same issue. He does not have this problem playing vanilla 7d2d 🤔 Vanilla bug that has been reported. Have a fix for B20 which is tested and confirmed working. 9 hours ago, Brevan said: @KhaineGB 5.0.0 B19 - I started a new game and did 10 Scout missions, she's showing T2 missions as expected, so my earlier issue (no T2 Scout missions) was probably caused by transitioning from B17 to B19. - My new B19 game's Scout has had Aloe (10, and restocked 6) available, so I guess it was just RNG with my first game. - AR-15 and AK-47 (quality 12ish) show all non-damage stats as zeros. Pistol, primitive bow, and Doublebarrel Shotgun displaying normally. - Tomato Juice still seems oddly cheap ($120 in VMachine $105 at Trader) vs Boiled Water ($140 at Trader) or Rice Milk ($400 at VMachine). If the cost of things were $7/Water then I'd expect Boiled Water to be $140, Rice Milk to be $210, and Tomato Juice to be $350. Maybe +50% if it does something fancy like Yucca Smoothie. Since you mentioned taking a look at drink prices in B19, I'll assume the next update is canon. - It might be worth adding a line to Animal Snares (either item or journal description) regarding their placement, I've placed 4 and 3 of them disappeared. They were placed in touching pairs, one pair beside a Chicken Coop (sunken down 2 blocks) and the other pair beside 2 beehives (sunken down 1 block). They're outside and on the ground, so I'm not sure what I'm missing. If anyone knows I'd be happy to hear. I recall in the past using them without trouble when they had empty blocks surrounding them (I was going for a more compact placement this time, but maybe they have to be spread out?). Aside from the animal snares, all above fixed in B20. And a general note for everyone. I know I said a lot of this is fixed in B20. That is NOT released yet. The testers just got it today so I want to let them have a little time to ensure it's as good as possible. 1 Link to comment Share on other sites More sharing options...
Orsmith Posted August 24, 2023 Share Posted August 24, 2023 (edited) It's the same as vanilla!?. Damn i must have been tripping. Also when i kill the radiated zombie lab researcher it sometimes says "Entity does not exist something"In the debug menu, and he just stay's there standing up even if hes dead, and the zombies that you aggroed will ignore you as if you are invisible. Edited August 24, 2023 by Orsmith (see edit history) Link to comment Share on other sites More sharing options...
tithin Posted August 24, 2023 Share Posted August 24, 2023 Improved heating element on the metal workbench seems to have some issues - while it doesn't hard crash, it does hard lock with log issues 2023-08-24T19:29:24 99.112 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePrivate) 2023-08-24T19:29:24 99.345 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775242283179120, server SteamID=90175657767878662, server public IP=20*.15*.21*.24*, server port=26900 2023-08-24T19:29:24 99.348 INF [Steamworks.NET] Lobby entered: 109775242283179120 2023-08-24T19:29:25 100.070 INF 3854 Vehicle PostInit [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.93, 35.05, -1207.22) (chunk -173, -76), rbPos (0.00, 0.00, 0.00) 2023-08-24T19:29:25 100.073 WRN navobject already exists in list 2023-08-24T19:29:25 100.074 INF 3854 VehicleManager loaded #0, id 12099, [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.9, 35.1, -1207.2), chunk -173, -76 (-173, -76) 2023-08-24T19:29:25 100.074 INF 3854 VehicleManager Update loaded 1 2023-08-24T19:29:25 100.329 INF [DECO] written 90034, in 22ms 2023-08-24T19:29:25 100.333 INF [DECO] write thread 3ms 2023-08-24T19:29:25 100.562 INF Respawn almost done 2023-08-24T19:29:25 100.570 INF PlayerSpawnedInWorld (reason: LoadedGame, position: -2774, 47, -1210): localplayer 2023-08-24T19:29:25 100.631 INF 3883+1 Origin Reposition (0.0, 0.0, 0.0) to (-2784.0, 32.0, -1216.0) 2023-08-24T19:29:41 116.552 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:41 116.556 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() 2023-08-24T19:29:42 116.714 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:42 116.715 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() 2023-08-24T19:29:42 116.809 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:42 116.810 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() Link to comment Share on other sites More sharing options...
KhaineGB Posted August 24, 2023 Author Share Posted August 24, 2023 5 hours ago, Orsmith said: It's the same as vanilla!?. Damn i must have been tripping. Also when i kill the radiated zombie lab researcher it sometimes says "Entity does not exist something"In the debug menu, and he just stay's there standing up even if hes dead, and the zombies that you aggroed will ignore you as if you are invisible. 5 hours ago, tithin said: Improved heating element on the metal workbench seems to have some issues - while it doesn't hard crash, it does hard lock with log issues 2023-08-24T19:29:24 99.112 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePrivate) 2023-08-24T19:29:24 99.345 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775242283179120, server SteamID=90175657767878662, server public IP=20*.15*.21*.24*, server port=26900 2023-08-24T19:29:24 99.348 INF [Steamworks.NET] Lobby entered: 109775242283179120 2023-08-24T19:29:25 100.070 INF 3854 Vehicle PostInit [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.93, 35.05, -1207.22) (chunk -173, -76), rbPos (0.00, 0.00, 0.00) 2023-08-24T19:29:25 100.073 WRN navobject already exists in list 2023-08-24T19:29:25 100.074 INF 3854 VehicleManager loaded #0, id 12099, [type=EntityMotorcycle, name=vehicleMotorcycle, id=12099], (-2760.9, 35.1, -1207.2), chunk -173, -76 (-173, -76) 2023-08-24T19:29:25 100.074 INF 3854 VehicleManager Update loaded 1 2023-08-24T19:29:25 100.329 INF [DECO] written 90034, in 22ms 2023-08-24T19:29:25 100.333 INF [DECO] write thread 3ms 2023-08-24T19:29:25 100.562 INF Respawn almost done 2023-08-24T19:29:25 100.570 INF PlayerSpawnedInWorld (reason: LoadedGame, position: -2774, 47, -1210): localplayer 2023-08-24T19:29:25 100.631 INF 3883+1 Origin Reposition (0.0, 0.0, 0.0) to (-2784.0, 32.0, -1216.0) 2023-08-24T19:29:41 116.552 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:41 116.556 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() 2023-08-24T19:29:42 116.714 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:42 116.715 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() 2023-08-24T19:29:42 116.809 ERR [XUi] Error while updating window group 'workstation_DFworkstationMetal': 2023-08-24T19:29:42 116.810 EXC Object reference not set to an instance of an object at RecipeUnlockData.GetName () [0x00015] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.GetBindingValue (System.String& value, System.String bindingName) [0x0005d] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <d7dcfa4979674f179c13273f8b30b551>:0 at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_UnlockByList.Update (System.Single _dt) [0x0012a] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_WorkstationWindowGroup.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() Both fixed in B20 2 Link to comment Share on other sites More sharing options...
Similar Posted August 25, 2023 Share Posted August 25, 2023 This has probably been reported already, but the Steel Spear recipe didn't unlock for me with Bladed Weapon Crafting 3. Also, an old and very very minor thing, but the Wooden Bow description still says 'scraps to bow parts' (like it did in DF4.x). Link to comment Share on other sites More sharing options...
tithin Posted August 25, 2023 Share Posted August 25, 2023 (edited) Are there any issues with welding torches, tanning racks, or callipers dropping? I've found none and I'm in tier 5s ========================= Opening an autoturret box reward from t5+ quests returns the following error, which prevents the player from interacting with any object until they restart their game. 2023-08-25T22:40:24 17439.302 INF Time: 289.06m FPS: 66.71 Heap: 3730.9MB Max: 3934.5MB Chunks: 462 CGO: 335 Ply: 1 Zom: 3 Ent: 8 (272) Items: 12 CO: 4 RSS: 5157.2MB 2023-08-25T22:40:37 17452.617 ERR [XUi] Error while updating window group 'backpack': 2023-08-25T22:40:37 17452.618 EXC Object reference not set to an instance of an object at ItemActionOpenBundle.ExecuteInstantAction (EntityAlive ent, ItemStack stack, System.Boolean isHeldItem, XUiC_ItemStack stackController) [0x001b0] in <d7dcfa4979674f179c13273f8b30b551>:0 at ItemActionEntryUse.OnActivated () [0x003e5] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_ItemActionEntry.OnPressAction (XUiController _sender, System.Int32 _mouseButton) [0x00040] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_ItemActionList.Update (System.Single _dt) [0x00185] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiC_ItemInfoWindow.Update (System.Single _dt) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUiController.Update (System.Single _dt) [0x0004f] in <d7dcfa4979674f179c13273f8b30b551>:0 at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00131] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) XUi:OnUpdateDeltaTime(Single) XUiUpdater:Update() XUiUpdateHelper:LateUpdate() 2023-08-25T22:40:54 17469.302 INF Time: 289.56m FPS: 71.90 Heap: 3775.5MB Max: 3934.5MB Chunks: 462 CGO: 335 Ply: 1 Zom: 3 Ent: 9 (273) Items: 13 CO: 4 RSS: 5193.9MB Edited August 25, 2023 by tithin (see edit history) Link to comment Share on other sites More sharing options...
Similar Posted August 25, 2023 Share Posted August 25, 2023 8 minutes ago, tithin said: Are there any issues with welding torches, tanning racks, or callipers dropping? I've found none and I'm in tier 5s I haven't found any in three games, so it seems like they don't exist as loot, but they are in the mod, so you can use creative mode to get them. Link to comment Share on other sites More sharing options...
tithin Posted August 25, 2023 Share Posted August 25, 2023 16 minutes ago, Similar said: I haven't found any in three games, so it seems like they don't exist as loot, but they are in the mod, so you can use creative mode to get them. Wonderful, I thought it was just me. Add the Tool & Die set to that list... Link to comment Share on other sites More sharing options...
wanderinpaladin Posted August 25, 2023 Share Posted August 25, 2023 (edited) Are the hunter/security quests still required to "kill with X weapon" or did that change? I got the class books read them to start the quest and was going to do the old mechanic trick of doing a scout mission with turrets with the weapon in hand, but on the way to the mission I got the mission complete with my main (non-club or bow) weapon. Edited August 25, 2023 by wanderinpaladin (see edit history) Link to comment Share on other sites More sharing options...
drmugwump95 Posted August 25, 2023 Share Posted August 25, 2023 @KhaineGB is there an issue with zombie pathing? Built a typical killing corridor for horde night and all the zombies beat around the outside walls. Link to comment Share on other sites More sharing options...
meilodasreh Posted August 26, 2023 Share Posted August 26, 2023 they should only go into that mode when they don't have a valid path to your position. You sure you haven't got any fancy stuff in your corridor that the zombies cannot path over to you? Playing around with all these shapes, it's easy to accidently create something that seems to be a legit pathway, but is a "gap" for the zombies. Or you did intentionally build something so that they cannot reach you of course 😀 Link to comment Share on other sites More sharing options...
tithin Posted August 26, 2023 Share Posted August 26, 2023 18 hours ago, Similar said: I haven't found any in three games, so it seems like they don't exist as loot, but they are in the mod, so you can use creative mode to get them. One showed up for me today, day 26, airplane loot I acknowledge that the zombie loot isn't done, but I'd look at those 4 items for immediate rectification, as it severely bottlenecks crafting without access to them. I've also come across a new bug where no trader will offer me any further quests - I don't know why, but it's persisted through restarting the game so far, and there's nothing in the console log either. Enabling debugmenu and force resetting quests does nothing, the actual option to take a quest just isn't there. Link to comment Share on other sites More sharing options...
drmugwump95 Posted August 26, 2023 Share Posted August 26, 2023 4 hours ago, meilodasreh said: they should only go into that mode when they don't have a valid path to your position. You sure you haven't got any fancy stuff in your corridor that the zombies cannot path over to you? Playing around with all these shapes, it's easy to accidently create something that seems to be a legit pathway, but is a "gap" for the zombies. Or you did intentionally build something so that they cannot reach you of course 😀 What I built was basically a bog standard killing corridor about 8 blocks wide and 5 blocks high. I used stairs one side and a few wedge tips to form a small catwalk where they would usually run through and fall of before reaching me - I've been using this style base since seeing jawoodle do it on YouTube since about a19 through DF and vanilla. I guess if no one else has seen issues like then I may have something slightly out so I'll do some investigating. Besides that I'm loving the new look on the radiated and tough zombies - that purple glow makes it easier to tell the tough ones apart from normal Link to comment Share on other sites More sharing options...
Similar Posted August 26, 2023 Share Posted August 26, 2023 26 minutes ago, tithin said: One showed up for me today, day 26, airplane loot I acknowledge that the zombie loot isn't done, but I'd look at those 4 items for immediate rectification, as it severely bottlenecks crafting without access to them. huh. Interesting. So maybe they're merely insanely rare (and/or they only appear in air drops). Link to comment Share on other sites More sharing options...
Similar Posted August 26, 2023 Share Posted August 26, 2023 1 hour ago, drmugwump95 said: What I built was basically a bog standard killing corridor about 8 blocks wide and 5 blocks high. I used stairs one side and a few wedge tips to form a small catwalk where they would usually run through and fall of before reaching me - I've been using this style base since seeing jawoodle do it on YouTube since about a19 through DF and vanilla. I guess if no one else has seen issues like then I may have something slightly out so I'll do some investigating. There are some changes, I think. I didn't play A21 vanilla long enough to be certain if they're from vanilla or DF, but I've noticed zombies often don't start beating on the structure you're on if there's no way for them to get up. I didn't know how much Judie Witch has changed, so I went in there on day 1 in one of my games and found some unexpected radiated wights and such, so I ran to the silo, where I'd knocked out the lower ladders, and while I was on top of it, the wights would run into the house and garage, get up as far as they could, punch through the roofs, and then run out towards me and fall down on the ground, even though there was like 4-8 meters of empty space to me. They never attacked the silo itself. Link to comment Share on other sites More sharing options...
KhaineGB Posted August 26, 2023 Author Share Posted August 26, 2023 (edited) 17 hours ago, wanderinpaladin said: Are the hunter/security quests still required to "kill with X weapon" or did that change? I got the class books read them to start the quest and was going to do the old mechanic trick of doing a scout mission with turrets with the weapon in hand, but on the way to the mission I got the mission complete with my main (non-club or bow) weapon. Kill with any. 12 hours ago, drmugwump95 said: @KhaineGB is there an issue with zombie pathing? Built a typical killing corridor for horde night and all the zombies beat around the outside walls. I believe Faatal cut down AI calcs on zombies until they get really close to you for performance reasons in A21, which can cause this. 2 hours ago, tithin said: One showed up for me today, day 26, airplane loot I acknowledge that the zombie loot isn't done, but I'd look at those 4 items for immediate rectification, as it severely bottlenecks crafting without access to them. I've also come across a new bug where no trader will offer me any further quests - I don't know why, but it's persisted through restarting the game so far, and there's nothing in the console log either. Enabling debugmenu and force resetting quests does nothing, the actual option to take a quest just isn't there. Loot, in general, still isn't done. It's not the serious issue you think it is when it's an experimental build. 😛 It's not intended for long play and is kinda expected for people to cheat stuff in to progress while we hammer out the kinks. Also, I posted B20 in discord and forgot to post it here. Will get notes and stuff in a min. -------------------------------------------------------------------------------------------------- Darkness Falls V5.0 DEV Build 20 (Big Chungus) (IDC) Fixed spawn loop bug issue on multiplayer. (IDC) Fixed day/night sounds returning when player obtains and wears a watch. (IDC) Fixed invisible water from rain catcher. (Myth) Fixed zombies doing more damage on higher difficulties that are not insane. Fixed "Loading Asset Bundle" errors that weren't actually breaking anything, they just annoyed me (thanks Sphereii for the tip on what C# to edit to get the file name!). Fixed bellows not working. Fixed rad ready mods not working in military stealth armor. Fixed tac rigging not working in a lot of armor. Fixed missing upgrade path for storage so the broadcast can work. Fixed NRE with improved heating element. Fixed zombies not eating the player on death. Fixed Laborer 3 not telling the player to get the right amount of resources for 2 scrap tools. Fixed a couple of missing icons. Fixed Bellows and Crucible not being locked when they were supposed to. Fixed UI for Stealth Assassin sneak damage not working correctly. Fixed UI for auto weapons not working correctly. Fixed missing unlockedby on Aloe Cream. Fixed model issue when using barbed wire mod on clubs. Fixed demons not being immune to fire. Fixed Titanium Clawhammer and Laser Multi-tool not being able to upgrade doors/hatches. Fixed one of the Working Sink models. Fixed player lights block missing icon and causing NRE's. Fixed Light/Heavy armor localization on the scout so it now relates to the right perk. Fixed various armors and the poncho not being scrappable. Fixed writeable storage not being upgradeable to broadcast storage. Fixed traders not offering T6 quests and breaking things. Fixed incorrect amount of mod slots on Iron Helmet. Fixed lootable vehicles not having a durability bar when harvested/damaged. Fixed slightly incorrect values on The Survivor perk. Fixed Charismatic Nature adding to "trader stage" (the new thing that lets them sell better items faster) twice. Fixed Threat Assessment not being properly removed. Fixed The Survivor localization. Fixed White River Scout not offering Bladed Weapon crafting (Caitlin did though!) Fixed Joel teaching you ammo recipes and then still offering to teach them. Fixed Machete and Steel Spear unlocks being the wrong way around. Fixed missing unlockedby on Fruit Smoothie. Fixed normal stalkers having Physical Damage Resistance when they shouldn't. Fixed crops not growing. Fixed incorrect loot bag on radiated zombie lab male Added copies of the Empty and Playtest worlds to the DF folder so the game doesn't break. Added extra recipes for glue that take boiled water and use less bones. Added workstation tools to various traders to help with folks who can't find things like calipers and the welding torch. Each trader has different tools, so shop around! Added Water Canteen. Localization, icon and model not done. This is for testing purposes. Added T6 quests to scout as it was breaking things. Slightly adjusted font size and icon size of the collected item list, because apparently i'm fixing vanilla bugs now. Slightly increased amount of loot in various named crates. Lowered amount of brass found in trash. Lowered price of mineral infuser. Lowered physical damage resistance of the Mutated Stalker. Lowered player resistance to crits as the TFP bug is supposedly fixed. Increased amount of loot in Hidden Stash, Air Drops and End Loot chests. Rebalanced drink costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier. No more cheap orange tea and tomato juice! Rebalanced food costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier. Changed Silence of the Lambs T5 to spawn and require killing Demonic Screamers. Changed the gore block that zombies drop just on the off chance they're dropping invisible. Removed incorrect reference to required perks in the Chemistry Station perk. Removed some unneeded unity assets as vanilla now has them (cop car, fire truck, for example) to reduce disk space and RAM usage. Reordered some loot items since the game rolls from top down, and it makes no sense to start at the highest prob and work down to the lowest as this means the lowest will likely never drop. Remade all trader rewards to potentially fix NRE's when collecting rewards, and increased all buried supplies base radius by 2 blocks to potentially fix disappearing circle issue. (Lemon-PEP) Fixed over 100 POIs with minor block/texture issues. (Lemon-PEP) Fixed an issue where hitting a certain vanilla block caused NRE's (Lemon-PEP) Fixed open trade routes sending to abandoned traders. (Lemon-PEP) Lowered prefab weights for the whole set to be better compatible with other prefab packs like ZZTongs/MPLogues in future. (Lemon-PEP) Temporarily disabled residential from spawning in outskirts to decrease missing tile bug in the middle of towns. (Lemon-PEP) Reviewed Hidden Stash/Sealed Shipping container distribution across set, removed many plain sight hidden stashes in T1/2 POIs, decreased hidden stash counts for T3/4/5 POIs. (Lemon-PEP) Restored missing sleeper blocks and volumes. KNOWN ISSUES. Localization as per usual. Please post anything that seems odd or is missing. Zombies do not have custom loot lists right now. Loot is sort-of done so look for anything odd (other than zombies, as noted above). Main Link: https://drive.google.com/file/d/1XRArcuxCgKg1bDip9cYdrZRUHY0YdO0Y/view?usp=sharing Backup Link 1: https://drive.google.com/file/d/1mS91cYBsJQtmth6aQs1OuQ5KdcdQRTqR/view?usp=sharing Backup Link 2: http://darknessfallsmod.co.uk/DF-V5-DEV-B20.zip Edited August 26, 2023 by KhaineGB (see edit history) 5 Link to comment Share on other sites More sharing options...
meilodasreh Posted August 26, 2023 Share Posted August 26, 2023 6 hours ago, drmugwump95 said: I guess if no one else has seen issues like then I may have something slightly out so I'll do some investigating. Well I might have misunderstood your case a bit 🤔 What Khaine said does apply, the AI can now "auto-switch" to a simple mode to save on resources (mainly so that the game can handle more zombies at once without becoming too "framey". But as far as I know, this only becomes noticeable with really big numbers of zombies and especially in multiplayer, then you would notice some of them somehow "bug out" and act weird, like punching air instead of running towards the player, but only a few. From how you said it I assumed you mean all of them just do this all the time, then it's definitely something weird happening and/or they really don't have a path to you. If it's only a "noticeable few" that do behave like that, and then they eventually find their way, then it's probably said "simple AI mode" which obviously needs some polishing, as A21 was/is the first public iteration of it. Link to comment Share on other sites More sharing options...
Man with a hat Posted August 26, 2023 Share Posted August 26, 2023 4 hours ago, KhaineGB said: Darkness Falls V5.0 DEV Build 20 (Big Chungus) Just a note for anyone updating from B19. The save loads just fine but the character resets all skills and back to lvl 1. So a new game is recommended. And just to be clear. No complaints here and I'm looking forward to try this build. Thanks for all the work Khaine! 1 Link to comment Share on other sites More sharing options...
Ham Posted August 26, 2023 Share Posted August 26, 2023 Hello when i go to download the A21 version this message comes up Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator. Link to comment Share on other sites More sharing options...
Man with a hat Posted August 26, 2023 Share Posted August 26, 2023 20 minutes ago, Ham said: Hello when i go to download the A21 version this message comes up Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator. Try next link. Nothing is wrong, just Googles limits. Link to comment Share on other sites More sharing options...
PatDTan Posted August 26, 2023 Share Posted August 26, 2023 AWESOME! Thank you for all the work put into this mod! A few things from playing B20 for a few hours: - Laborer Quest 3 still asks for 10 leather when 20 is required (10 for each tool) - There is no spot to use the Improved Heating Element in any of the forges Link to comment Share on other sites More sharing options...
KhaineGB Posted August 27, 2023 Author Share Posted August 27, 2023 (edited) 10 hours ago, PatDTan said: AWESOME! Thank you for all the work put into this mod! A few things from playing B20 for a few hours: - Laborer Quest 3 still asks for 10 leather when 20 is required (10 for each tool) - There is no spot to use the Improved Heating Element in any of the forges Got those fixed in B21 Edited August 27, 2023 by KhaineGB (see edit history) 2 Link to comment Share on other sites More sharing options...
Similar Posted August 27, 2023 Share Posted August 27, 2023 On 8/26/2023 at 11:57 AM, KhaineGB said: Changed the gore block that zombies drop just on the off chance they're dropping invisible. heh. This creeped the hell out of me for a while. I thought some bug made those corpses grow around my base, like flowers or something. Eventually I remembered the patch notes had said something about gore blocks... Bonus question: I'm confused by trader mechanics now. Most of the time, trader reset doesn't seem to cause much, if any, change in inventory. Is their inventory governed by Barter or by your level with them or something else? Link to comment Share on other sites More sharing options...
Nagisa1998 Posted August 27, 2023 Share Posted August 27, 2023 Hi, I'm having an issue with the new update. Whenever I'm trying to upgrade a block with any of the upgrading tools, noting happens. The console pops up with an error. Here is a picture with the error: https://ibb.co/zSTMrFZ Can anyone assist me with this error? Link to comment Share on other sites More sharing options...
KhaineGB Posted August 27, 2023 Author Share Posted August 27, 2023 1 hour ago, Similar said: heh. This creeped the hell out of me for a while. I thought some bug made those corpses grow around my base, like flowers or something. Eventually I remembered the patch notes had said something about gore blocks... Bonus question: I'm confused by trader mechanics now. Most of the time, trader reset doesn't seem to cause much, if any, change in inventory. Is their inventory governed by Barter or by your level with them or something else? They don't do a full reset. That's vanilla behaviour. I'm debating if I want to change that. Link to comment Share on other sites More sharing options...
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