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Darkness Falls: They mostly come out at night...

Nope. It's intended like it was in A16.
I did not like it because the repair kits have become more expensive and their consumption has become much more, it takes 3 repair kits to fix the drill of 31 quality, and I do not want to fix my M60 10 times for the blood moon reducing its quality to 0. This is my personal opinion, but I still really like your mod!

 
The items.xml for DFGenericSchematic shows name="no scrapping" value="true"

How do I get skill notes from generic schematic paper?
Oh yeah, I forgot I did that because the stacking thing was... odd... and I tried messing with the weight to fix it.

So yeah, recipes/schematics only and do trader quests.

I did not like it because the repair kits have become more expensive and their consumption has become much more, it takes 3 repair kits to fix the drill of 31 quality, and I do not want to fix my M60 10 times for the blood moon reducing its quality to 0. This is my personal opinion, but I still really like your mod!
That's kinda the point though, because people were just getting their favourite weapon, fixing it in 1 kit and 0 crap given.

Start carrying spare weapons and use the workbench combine feature. Repair kits are intended to be an "I'm out in the field and my stuff broke" repair. Not a proper repair.

 
Oh yeah, I forgot I did that because the stacking thing was... odd... and I tried messing with the weight to fix it.
 
I wonder if that is the same reason I have to buy ammo one at a time. One bullet costs 15 dukes but two costs 31 dukes...

One schematic scraps into one skill note but two schematics scrap into one skill note...

At least the buying/selling also works in your favor when selling.

 
So it seems that a lot of the POIs, casinos, skyscrapers, libraries,cooling towers, amusement park, etc. have all been removed during the update from 18.4 to A19. Will these be coming back as development proceeds, or are they gone forever? Really enjoyed the amusement park.

 
The amusement park DEFINITELY won't be.

A lot of POI's were removed from the compo pack we used because...

1) They're really bad for performance.
2) The loot is massively OP.

Anything in vanilla is still there. I also added some of the A16 houses, and some of the A18 stores.

 
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I started a new game using a new NitroGen map for A19, with the Compo Pack v45 fix in the OP on this thread.  When I create my new game (and I've tried this with maps using about 5 different "traders" settings from NitroGen), the initial quest of "Journey to Settlement" says "Locate Trader NO TRADER" and has no compass or map point.  It seems like the quest is glitching out in trying to find the nearest trader.

Any ideas?

 
Nope. Probably because I told the discord to stop complaining about the guards or i'll just remove them (which me and the testers HAVE discussed)
You SHOULD remove them. Because as it stands right now they're totally ridiculous. They just stand there and do nothing while zombies rip the Trading Post to pieces. IMHO, they should either be functional like before or gone completely.

 
hi KhaineGB i've been playing this mod for a while, here's what i got:
-the animal snare collect having some sort of delay after collecting
-cant place other block after removing raincatcher
-the "buried treasure" tier III quest can be shared but the chest is gone after looted(it's the first tier III quest we did)
-the glasses which increase the loot bonus,and quest item +1 bonus not stack with the scavenger +1 quest item perk(or am i misundestood the glasses)
-fps breaks to 10-15fps after the screamers screaming and start spawning around the trader
-shotgun normal damage seems too low and the price for coilshotgun normal ammo is using polymers each is too much to compare the damage it dealt the slug is good enough. maybe more polymer from cars?
-cant seems to find any wandering trader/archer
-i got red card in 7th horde and not any cards in 14th horde, does the lootbag despawn? as the hazmat and lab zombies spawn earlier?

-machete seems to deal massive amount damage when crouching is it the feature? or intended only when uncaught sneaking attack?

i cant wait to meet succubus

 
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I started a new game using a new NitroGen map for A19, with the Compo Pack v45 fix in the OP on this thread.  When I create my new game (and I've tried this with maps using about 5 different "traders" settings from NitroGen), the initial quest of "Journey to Settlement" says "Locate Trader NO TRADER" and has no compass or map point.  It seems like the quest is glitching out in trying to find the nearest trader.

Any ideas?
As per the first post, Nitrogen is NOT supported with DF.

The old list will have the old trader prefab names, which is why you'r getting that error.

You SHOULD remove them. Because as it stands right now they're totally ridiculous. They just stand there and do nothing while zombies rip the Trading Post to pieces. IMHO, they should either be functional like before or gone completely.
They work for me. They just don't work as well as they used to, which is partially because I decreased the amount (for performance reasons) and partially because something got tweaked in the ranged attack AI (not my doing).

hi KhaineGB i've been playing this mod for a while, here's what i got:
-the animal snare collect having some sort of delay after collecting
-cant place other block after removing raincatcher
-the "buried treasure" tier III quest can be shared but the chest is gone after looted(it's the first tier III quest we did)
-the glasses which increase the loot bonus,and quest item +1 bonus not stack with the scavenger +1 quest item perk(or am i misundestood the glasses)
-fps breaks to 10-15fps after the screamers screaming and start spawning around the trader
-shotgun normal damage seems too low and the price for coilshotgun normal ammo is using polymers each is too much to compare the damage it dealt the slug is good enough. maybe more polymer from cars?
-cant seems to find any wandering trader/archer
-i got red card in 7th horde and not any cards in 14th horde, does the lootbag despawn? as the hazmat and lab zombies spawn earlier?

-machete seems to deal massive amount damage when crouching is it the feature? or intended only when uncaught sneaking attack?

i cant wait to meet succubus
Not sure what you mean with the snare. That seemed ok with me. But I have noticed there's OCCASIONALLY lag with opening things in general. Not all the time though.
Rancatcher bug may have been fixed as of 3.01. It was due to a blockreplace method in the caves script.

Will have to test that but the buried chest is using vanilla code... just different loot list.
Will check those later, but eh... if it doesn't work with 1 specific perk, i'm not too fussed since you still get an XP boost.

Shotguns had their damage intentionally decreased by reducing the amount of pellets because pretty much all the testers were saying "There's no point having any other gun since a shotgun just deletes things in 1 hit"
Wandering trader is there. Archer is not.

Yes, lootbags can despawn.
Yes that's intended on the machete. That's actually vanilla. Knife-type weapons do a LOT of damage on a sneak attack.

 
The Scavenger class is not balanced, the player receives a bonus to loot, additional rewards from the merchant due to perks.
With all this, he also gets a bicycle, this makes it easier to complete quests and, accordingly, get loot, experience, coins.
The player will be able to buy his own transport.
It is necessary to transfer the bike to the Survivor class.

The Survivor class is completely useless at the start.
I would like a perk to reduce the poisoning of food, canned food- Delicious rubbish.
Jerky open with or instead of a watch (balance of saturation and workmanship will be needed).
The late jerky is simply not needed, the farmer makes the best products.
With newer mods, the temperature perk is simply not needed.
When completing the initial class quests, some of the items in the perks do not open.
(usually 3 points of different perks of the selected class open)

 
Bonjour, je voudrais savoir si un bug ou normal que quand on meurt la nourriture remonte pas à 100 % Merci

Hello, I would like to know if a bug or normal that when we die the food does not go back to 100% Thank you.

je suis désole je parle peu anglais et si le sujet à etait deja parler

I'm sorry I don't speak much English and if the subject was already spoken

 
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The Scavenger class is not balanced, the player receives a bonus to loot, additional rewards from the merchant due to perks.
With all this, he also gets a bicycle, this makes it easier to complete quests and, accordingly, get loot, experience, coins.
The player will be able to buy his own transport.
It is necessary to transfer the bike to the Survivor class.

The Survivor class is completely useless at the start.
I would like a perk to reduce the poisoning of food, canned food- Delicious rubbish.
Jerky open with or instead of a watch (balance of saturation and workmanship will be needed).
The late jerky is simply not needed, the farmer makes the best products.
With newer mods, the temperature perk is simply not needed.
When completing the initial class quests, some of the items in the perks do not open.
(usually 3 points of different perks of the selected class open)
Not getting changed anytime soon, because doing so will break saves (messing with quest rewards results in a character reset).

I might remove the bike though so no-one gets one. Other than that, I don't see the issue. No-one has complained about the class being "too op" for the entire time it existed in A18.

You're not getting a perk to reduce food poisoning from cans. Cook it. There's recipes available to do so (2 cans + 1 bowl = cooked version with no food poisoning for most of them). However, I suspect intrinsic immunity isn't work as well as it probably should, so I will investigate that (will probably make it grant immunity to food poisoning and dysentry at rank 5, and a small bonus to infection immunity)

No idea what you mean with items/perks. They were working fine for me.

Bonjour, je voudrais savoir si un bug ou normal que quand on meurt la nourriture remonte pas à 100 % Merci

Hello, I would like to know if a bug or normal that when we die the food does not go back to 100% Thank you.
Intended.

That way people don't suicide to refill their food.

 
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