That's weird. I wonder what they changed in A18 to make it like that?That's the thing, it's FINE in A17... but not in A18... for some reason.![]()

That's weird. I wonder what they changed in A18 to make it like that?That's the thing, it's FINE in A17... but not in A18... for some reason.![]()
Nope. I changed way too much for it to work.hello KhaineGB good work on a18 version!just got back to 7d2d and this is perfect way to jump into modded again!
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is it possible for me to swap to smx HUD instead of yours? or is it imposible =)
kinda like smx layout better =), but like your modpack in general =)
Yep. You'd want this for female.Also, I know it doesn't have anything to do with your mod, but do you know if there's a parameter already in place within their code to make the character's gender a requirement for using something? Made an Amazon class to add in and I wanted it to be female only if possible, for obvious logical reasons, just don't know if that's actually possible with what they have in their code, currently.
<requirement name="!IsMale"/>
<requirement name="IsMale"/>
Yo, you're the real MVP, my dude.Nope. I changed way too much for it to work.
Yep. You'd want this for female.
And this for male.Code:<requirement name="!IsMale"/>
Code:<requirement name="IsMale"/>
Most definitely!No problem at allYou'll have to show me what you're working on when it's ready for prime time.
Always love looking at other creators work!
<effect_group name="Effects to stop any issues with slots and degradation">
<requirement name="NotHasBuff" buff="buffPowerArmorComplete"/>
<passive_effect name="DegradationMax" operation="base_set" value="7000,14000" tier="1,60"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="16"/>
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,3,4,5,6,7,8" tier="1,11,21,31,41,51,61,71,80"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value="0.1,0.2" tier="11,60" tags="EntityDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
<triggered_effect trigger="onSelfEquipStart" action="ShowToolbeltMessage" message="WARNING: POWER ARMOR IS REQUIRED TO USE THIS WEAPON."/>
</effect_group>
<effect_group name="Powered Plasma Cannon Effects">
<requirement name="HasBuff" buff="buffPowerArmorComplete"/>
<-- actual weapon stuff goes here, snipped for size -->
</effect_group>
So theoretically, I could make it so a class has a skill that grants a "buff" that doesn't technically do anything, but if you don't have said buff while wielding a certain item, it does 0 damage or gives 0 stats?You can't stop folks from wielding stuff.
What you CAN do is have 2 effect groups. 1 for if X parameter is met, and 1 for if it's not.
So, as an example, this is a weapon I was working on for DF (need to finish the anims)
In theory you could do something with either a cvar or a buff.Code:<effect_group name="Effects to stop any issues with slots and degradation"> <requirement name="NotHasBuff" buff="buffPowerArmorComplete"/> <passive_effect name="DegradationMax" operation="base_set" value="7000,14000" tier="1,60"/> <passive_effect name="DegradationPerUse" operation="base_set" value="16"/> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,3,4,5,6,7,8" tier="1,11,21,31,41,51,61,71,80"/> <passive_effect name="ModPowerBonus" operation="perc_add" value="0.1,0.2" tier="11,60" tags="EntityDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/> <triggered_effect trigger="onSelfEquipStart" action="ShowToolbeltMessage" message="WARNING: POWER ARMOR IS REQUIRED TO USE THIS WEAPON."/> </effect_group> <effect_group name="Powered Plasma Cannon Effects"> <requirement name="HasBuff" buff="buffPowerArmorComplete"/> <-- actual weapon stuff goes here, snipped for size --> </effect_group>
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okay fair enoughNope. I changed way too much for it to work.
Nope, it doesn't. The advanced mag replaces it, and I don't want the junk turret to have it's mag extended. You already get a pretty big bonus from higher tier turrets + the turret perk.Hello KhaineGB,Does drum magazine exist in Darkness falls mod?I can see it in cm,but unable to find it in looting, neither it can be crafted.Also I made advanced mag mod,but it can't be installed in junk turrets,normal one can be installed in it.Is it intentional?
The clock being removed is intended because that's how I want the mod to be played. You can get the time from any trader, the vending machines (including the player owned ones you can buy from the trader), the radio (survivalist mastery) or the watch (rare loot or made by the survivalist class once your class quest is done).okay fair enoughI just miss clock, temperature and "feels like" numbers in HUD really =)am i able to put them on in some way?
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are being able to see clock in map, or build a wallclock or something, kinda annoying not to know how long i can be out or if i can make it to next stop and such =)
also btw in survivalist class skills
intrinsic immunity skill the descriptions on each level does not work/missing.
else this modpack feels really nice good job!really like to play again!
I've got a basic idea for fishing already. The buff is currently disabled in buffs because I need to actually test it, but had other stuff I need to get done.I think i read about in a17, that valmod was kinda your inspiration and taking some of the good parts from that mod =) is traps or similar from valmod planned to come at some point?
I see Stallionsden have updated all valmods including trap mod to a18 =)
would love to have the traps back, i felt the were a nice part of valmod![]()
Really miss them now that everything from ai, zombies to new types makes game so much harder then a16.
but less way to defend my base![]()
https://7daystodiemods.com/alpha-18-mods/expanded-traps/
https://7daystodie.com/forums/showthread.php?129896-Valmars-A18
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ohh and fishing could be nice have some day![]()
https://7daystodiemods.com/alpha-18-mods/fishing-mod-by-meancloud/
and winter vehicles skis, a snowboard, a skateboard, a kart, a sled
https://7daystodiemods.com/alpha-18-mods/snow-vehicles/
well that was abit off topic from traps but still cool =)
Just loaded up 18.2 with the newest DF and haven't gotten to turrets, again. Was this fixed in the most recent update? In our previous game my turret only held 25 rounds (fully maxed skill and lvl 71 turrets). So I abandoned them pretty quickly. I was actually going to avoid them for this playthrough, but might revisit!Nope, it doesn't. The advanced mag replaces it, and I don't want the junk turret to have it's mag extended. You already get a pretty big bonus from higher tier turrets + the turret perk.![]()
I've been playing too long when we are out adventuring and I tell my server mates, "I can't believe it's already noon!" based on just the sounds.The clock being removed is intended because that's how I want the mod to be played. You can get the time from any trader, the vending machines (including the player owned ones you can buy from the trader), the radio (survivalist mastery) or the watch (rare loot or made by the survivalist class once your class quest is done).
If you listen to the audio, you can tell what time of day it is too. Crickets start in the background noise at 7pm, for example.
Look under Advanced Engineering and Hammer and Forge.love the mod but have found a lot of stuff that I cannot craft.
For example: Concrete mixer
Pre-Reqs Science Crafting 2, Mining Tools 20, "Already Available to Laborer Class"
I'm Science crafting 3, mining tools 62, and a Laborer
Also finding myself not being able to make Cheap Darts, Iron tools, recipe and a lot of things that have the "Already Available to Laborer Class" as a pre-requisite. It seems that being a Laborer is not fulfilling the "Already Available to Laborer Class" checkmark in the files somewhere.
Anyone know where to fix this in the game XML files? Or where the check requirements are for items you want to craft are in terms of XML? So many bugs with this and would love to be able to fix it myself if I come across more.
<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,5" tags="DFmeleeToolFireaxeScrap,DFmeleeToolPickaxeScrap,DFmeleeToolShovelScrap,lanternLight_player"/>
<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2,5" tags="forge,meleeToolFireaxeIron,meleeToolPickaxeIron,meleeToolShovelIron,meleeToolClawHammer,meleeToolSledgehammer,meleeToolKnifeIron"/> <-- iron tools
<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="3,5" tags="armorIronBoots,armorIronChest,armorIronGloves,armorIronHelmet,armorIronLegs,DFBigForge"/>
<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="4,5" tags="toolForgeCrucible,resourceArrowHeadSteelAP,resourceForgedSteel,cementMixer,resourceCement,resourceConcreteMix"/> <-- cement mixer
<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="5" tags="meleeToolPickaxeSteel,meleeToolShovelSteel,meleeToolFireaxeSteel,DFAdvForge,toolBellows"/>
That sounds like you're somehow getting B3 instead of B5.Is it just me or does the game revert to 18.1b8 with DF installed, I installed it over 18.2b5