lIIlCompleXlIIl
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I to, would like to know if this is server side, or server + Client, please. And could you please add it to your mod desc. Much appreciated in advance!
it adds its own sprites/item art so it has to be on both.I to, would like to know if this is server side, or server + Client, please. And could you please add it to your mod desc. Much appreciated in advance!
There is assets, so obviously NOT server onlyIs this server side only for A21? Or do players need the mod too?
Came here to report this. Definitely need a patch, they're too OP otherwise.I found some bugs
traveler's charm is not working after 10 level always grant 1 cap
and Ignitious, Frigus, Fulgor has no cooldown they effect every power attack
Yep, still too loud but much better.elucidus said:Still might be too loud.
Since the OP seems to be occupied otherwise, ill get you the change for the first bug, you reported. And yes, i don't care that I edit the original modlet since it's clearly a bug. I intentionally left "old" code inside so people can understand why i changed it that way.shuu0124 said:I found some bugs
traveler's charm is not working after 10 level always grant 1 cap
and Ignitious, Frigus, Fulgor has no cooldown they effect every power attack
<!-- ##################### -->
<!-- Relic: Traveler Charm -->
<buff name="buffRelicEquippedTravelerCharm" hidden="true">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="passives">
<!-- Faster Loot/Scavanging Time -->
<passive_effect name="ScavengingTime" operation="perc_subtract" value=".2"/>
</effect_group>
<!-- <effect_group name="handling"> -->
<effect_group name="relic_effect">
<!-- Carry Capacity based on Player Level -->
<!-- <requirement name="PlayerLevel" operation="GT" value="9"/> -->
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="9"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="19"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="29"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="39"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="49"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="59"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="69"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="79"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="89"/>
</passive_effect>
<passive_effect name="CarryCapacity" operation="base_add" value="1">
<requirement name="PlayerLevel" operation="GT" value="99"/>
</passive_effect>
</effect_group>
</buff>
hi, how do i do this? i looked at the xmls but my knowledge is lacking so i couldn't figure out how to just turn the sfx off.swmeek said:Thanks for that but I just turned them all off in the config files .
If you go into that unique relics mods folder ( in my game it's bsg relics) and look in the config folder for the buffs.xml and click on it.hi, how do i do this? i looked at the xmls but my knowledge is lacking so i couldn't figure out how to just turn the sfx off.
i mostly love this mod and the rings mod, it's just the sounds are so annoying/unnecessary but the mod itself is really fun (though some balance would be welcome, they're either mostly balanced for the hardest difficulty or just way op lol)
In the main post I have a section "Bugs/Issues List".when a zombie dies with the Relic: Ignitious I don't receive any XP..is this a bug or intended?
I saw that later on and forgot to edit the post.In the main post I have a section "Bugs/Issues List".
DoT (Damage over Time) effects seem have a bug where they dont give EXP on kill.
(I've noticed that on new playthroughs I do get EXP from DoT kills, until a certain point into the play-time)
If the entity/enemy is spawned, it should track them.Does the Corruption Relic track sleepers as well, I have an issue with sleepers re-spawning which seems to be linked to not clearing the POI entirely, but I have gone top to bottom, every corner, room etc, and can't find any more after clearing the respawns. This is a T6 POI that would be ideal for a base, but I can't afford to base there if I have to waste ammo/health clearing it out every time I come back to it.
They're (LCB's) supposed to, but I booted up my game and a bunch of zombies spawned in the POI I am trying to base in, as in right on top of me. I had 4 (now 5) LCB's covering the entire POI, and one of the things people on Steam pointed out is that if the entire POI isn't clear, they can respawn, so thank you for letting me know about the relic.If the entity/enemy is spawned, it should track them.
I think you can place a Land Claim Block to prevent respawning of enemies:
https://7daystodie.fandom.com/wiki/Land_Claim_Block
Relic Mecha Command doesnt effect Drone limit, I'll look into seeing if its compatible, but when I was making the Relic, I remember not having access to a solution.I have the Relic: Mecha Command equipped, which says "+1 Robotic Summon Limit per 50 Player Levels (Effect Limit is +4)". I am level 74, but I cannot place a second drone. Is it not meant to affect drones? or do I need to be level 100 before it will let me place a second drone?