Jump to content

bdubyah

Members
  • Posts

    2,070
  • Joined

  • Last visited

  • Days Won

    27

bdubyah last won the day on April 11

bdubyah had the most liked content!

About bdubyah

Personal Information

  • Location
    Tennessee

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

bdubyah's Achievements

Leader

Leader (12/15)

1k

Reputation

  1. You can harvest it from most radiated creatures, like scorpions and deathclaws. You also harvest it from radiated blocks found in POIs. It's also a rare drop from most entites, like radiated zombies and mutants. Traders also have a chance to sell a few.
  2. Then you should ask in my thread. 😛 Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires.
  3. I don't think NPCCore does that itself. That's usually set in mods that use NPCCore.
  4. I think the respawn delay is basically in game days. So a .5 means half a game day. I prefer higher spawn counts, but a bit higher delay so you can kind of clear areas for a bit, but that's just a preference. Probably just need to do some tests changing the spawn counts and the delay till you find something you like. I'd say something like 2-3x vanilla spawns with vanilla-ish delay would be a decent starting point, in my mind. MP I wouldn't think would affect biome spawns much, other than if you have real high spawn counts set and a few people spread out on a server you could hit the cap and start seeing less spawns. Especially when sleepers start getting activated and whatnot. I'm not sure if biome spawns are per player in MP or not. I wouldn't think so.
  5. This is great news. I'm not sure if it's your part of RWG or not, but do you know if there have been any new stamps added for things like rivers and stuff? What we have now is super limited and repetitive. Judging by your pic it seems to still be the same squiggly line for rivers, unfortunately. Any chance of them becoming procedural instead of using stamps?
  6. Please post or link to the entire log. Snippets of it are not really that useful.
  7. I've used it several times without issue, as have tons of other people. But sure, I bet it's the program and not user error...
  8. As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI. I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.
  9. That just isn't the case. Go into a world and enter dm mode. Hit F6 and check the Spawn 25 box. Spawn 75+ zombies and watch your game go to crap. And that's with the zombies doing basically nothing. Go to a POI with a complex path through it and spawn them again. Your game will be almost unplayable and the AI will slow to a halt. The best PC you can buy today will have those same struggles.
  10. Just pushed an update for Wasteland. Save safe, as far as I can tell. Enjoy! !!!EAC MUST BE OFF!!! Game Version: 21.2 Wasteland Version: 21.2.2.6 -Mod Dependencies: SCore v.21.2.101.931+ NPCmod v.21.1.0.20+ FullautoLauncher v.1.2.2 RandomMainmenuBackground v1.0.2 -----WL FIXED/CHANGED----- -Added: Powered versions of shutters and cellar doors(unlocked with craftingElectrician)(can upgrade them from wood->iron->steel like the normal ones) -Added: Mk.2 versions of the auto turret, electric fence post, and blade trap(unlocked with craftingTraps)(can be used to upgrade already placed regular versions to Mk.2s) -Added: Mk.2 tripwire posts and relays(unlocked with craftingElectrician)(can be used to upgrade already placed regular versions to Mk.2s) -Added: Steel darts for the dart trap -Added: Scout scream now gives temp debuff -Added: Several new rock/boulder and stump deco assets -Changed: Dew Collectors now produce murky water -Changed: Added particles to Industrial Generator when running -Changed: Swapped mutant hounds to use Mutant faction so they don't aggro on normal mutants -Changed: Gave both Chainlink Gates 2500 HP -Changed: Slightly reduced chance of working vehicles spawning -Fixed: Fixed low HP on Atom Coupe -Fixed: Industrial Generator recipe called for wrong tool -Fixed: Industrial Generator missing its sound -Fixed: Some missing icons in Crafting Skills -Fixed: questFindCemetery pointed to wrong POI -Fixed: Journal tip when picking up generic vehicle parts was incorrect -Fixed: Chainlink double door repaired with wood -Fixed: Regular Drowned zombies had incorrect materials making them look like radiateds
  11. Yeah, seems it was removed from the xml in A21. Here is the xml for it from A20: <item_modifier name="modGunMeleeBlessedMetal" installable_tags="weapon,tool" modifier_tags="specialDamage" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="UnlockedBy" value="modGunMeleeBlessedMetalSchematic"/> <!--Do double damage to evil / undead--> <effect_group tiered="false"> <requirement name="EntityTagCompare" target="other" tags="zombie"/> <passive_effect name="EntityDamage" operation="perc_add" value="1"/> </effect_group> </item_modifier> And the icon, in case you wanna add it back in.
  12. I think it is still in the xml IIRC. I think it's either commented out or might just have its Creative bit set to None so it doesn't show at all. Not at my PC to check.
  13. I think that is the error you get when you have too many blocks defined in blocks.xml. The limit is around 32k and vanilla already uses ~22k of that. Likely too many mods adding too many new blocks. It could be something else, but I know a few people have ran into that when trying to add in new tiers of blocks that include all the shapes.
  14. You can't be serious. His "apology" was after he had stolen LM's xml without permission and included it in his mod. And just because he didn't get a response does not give him the right to act that way. I feel like you are just a troll account, or maybe an alt account of Ric even, judging by your delusional take on things. There's no defending him stealing other peoples' work.
  15. What, like what they've been doing forever in relation to the console version? Yeah, that really seemed to work to calm the masses. The ignorant won't read it, rather you put it right in front of them or not.
×
×
  • Create New...