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Mortelentus

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Everything posted by Mortelentus

  1. Well, actually I start to see the possibility of your suggestion... If you manage to have a few AC heating the room, and some interior lights, it might be interesting to do... Let's first try to balance and fix the temperature and wetness, and we'll try that next.
  2. Temperature fix is taking a bit longer then I expected, and I'm too tired to do it tonight... You'll have to wait till tomorrow. As a side note, winter is supposed to stop farming all together... The idea is making food management and storage very important. It will still be possible to survive through scavenging, but keeping a healthy diet and keeping a working colony will require some food storage during non winter months.
  3. Well... weather is supposed to become crazy if you have our weather activated If you look at patch notes and example file, July is actually in the middle of GLOBAL winter. You can disable it though... Everything you need to know is on the patch notes, you just need to read them... As a side note, I am changing weather because temperature was a bitch, but the main concept is still the same. Screamers have nothing to do with weather though... We did not touch a thing about screamer spawning, BUT starvation has much more heat generation then vanilla indeed.
  4. Nope, I don't think so, try restarting the server and keep us posted please.
  5. Doing a quick check for Dog, as well as some weather checks... Stage 5 winters (-13 temperature drop), does seem a bit excessive and I would advise less hardcore players to review it down for now, until we balance stuff and / or add new items.
  6. is it winter time (always snowing) ? Btw, dogs and animals need no water atm. PS -pigs and farm animals are definitely eating as long as they're tamed...
  7. Chickens and rabbits only reproduce in chicken coops and rabbit hutches, completely different then other animals... No idea about dogs, will have to check them but don't expect that to be done very quickly... I need a break from animals. Remember a VERY IMPORTANT THING: animals and dogs NEED A CLEAR PATH to food. Otherwise, they wont eat. ANOTHER IMPORTANT NOTE: due to some code that needs tweaking, sometimes they stop near a wall... If you see a dog/animal not moving for a long time, pick them up and put them down again, they may have gotten stuck. They are best left on a place with few obstacles, and not many doors windows... As a side note, I'm serious considering changing all tamable animals to something a bit less dynamic, but that wont happen before A17.
  8. I didnt read everything, since i'm not home atm, but heres some quick notes: - - snow doesnt fill water, but i guess they could... - Canning machine is a hands on machine, hence why no output slot. - cows not taming when they mature... that's a side effect of the new file managment, and i'll try to address it. Not loggical having that happening indeed. - food will be revamped when Pam has some free time. Not much use addressing it before that. - screamers were always a problem in vanilla and even more sَ in starvation, since there's more stuff creating heat. Maybe adding some specials to screamers group could help?
  9. Btw, I probably edited in the suggestions after you saw the post, check it out.
  10. I'm playing through a session to see about temperature... As I said I managed to keep temperature under control on my tests even at stage 5 winter, but I add to choose my resting biome carefully... Let's see how it goes, if you can't manage it in the meanwhile, reduce or remove temperature modifiers... As for being wet inside, during forced seasons you will ALWAYS have some level of wetness or cold, anywhere everywhere... Suggestions: 1. Yes. Probably the same AC with a switch. 2. We'll see... One of the objectives of winter is precisely counter how easy it is to establish a farm, but we'll see how it goes... It has been asked quite a few times. 3. Might be something to think about, but again it may debunk the purpose of winter... Again something to be seen indeed. 5. No... Not yet at least 6. Yes, once you harvest a grown tree, it may not grow back until winter has passed.
  11. Correct no wipe needed. - - - Updated - - - For now, I will provide a few weather files . Let's wait a bit more to see what else comes up, and i'll do that farmer update
  12. Thanks mate, let's hope people like it We started our own winter hell today
  13. Public servers are UP Keep the feedback coming, don't let my bad mood stop you
  14. Both are a 2 edged sword... We want weather in starvation, so it feels like default should be on, but hey whatever, I might just do that just to avoid all the stress of dealing with complains... I knew we would get complains, just like we did with Sanity, and crop plagues, and rats, and I could go on and on, and I'm sure people with settle in and either love it or hate it As for the farmer, it may make it useless (it was never a popular feature), but it couldn't stay as it was... Free food spoilage free container for life is a no go (there's enough exploits for that already). We'll probably have to add Fridge to the usable storages for the farmer though...
  15. I'll force default season 5 again tomorrow, and play for a bit just to make sure.
  16. That is the point... You can tweak the temperature drop, or even have none... You can have shorter winters... In my tests, I had to give up protection to have higher cold resistance but I never froze. I couldn't get myself over certain temperatures on winter peaks, but never under 50 as far as I remember. Finally, if you do take a look at the season distribution, the seasons don't start at day 0. But the example file is there as an example, I even considered creating it as disabled and maybe I should have, and it gives the player the possibility to delay winter until much later in game... So yes. Players should tweak it to fir their play styles.... Tbh even with the default file, there are some sp players that wont even get that far... I understand that in a long running server, a new player joining in the winter will have a hard time... It's up to server managers to decide what to do... Give them a starter clothing pack, or whatever... But of course, if there happens to be a temperature problem, like if it's impossible to deal with even with low modifiers we'll address it. But I won't turn it off/down just to make it easier......
  17. Forget common seasons... It's all in the xml just like described in the patch notes... You can change it to your likings, reduce temperature modifiers, change season distribution, or even disable it completely... Again, as per in patch notes... And yes, temperature modifier hits everywhere...
  18. CLIENT / SERVER 16.0.1.02 winter spawning patch
  19. We have a small spawning bug Proceeding to fix.... yea... can't get a break
  20. 16.0.1.01 CLIENT / SERVER 16.0.1.01 Seasonal Weather Minor edit to fix Linux xml error Added heatmap to insectlights, same as candles Quest radape fix Tweaks to junk loot Lowered objectives from 10 to 8 on stage5 quests. causing UI overflow? Introducing yearly weather seasons: plants have different resistences to snow, and will either die or stop growing if it gets too cold. farm animals also have different resistences to snow and cold, and may die if left outdoors (no roof). bee hives, rabbits and chickens will stop producing with harsher weather. winter also impacts spawning... You'll see what we mean... Seasons are configurable through xml file. This may be particularly interesting to server managers: This file will be automatically created on first launch with default values in <savegamefolder>/Starvation. after that you can edit it at will, enabling/disabling weather or creating your own weather season distribution, and restart the game/server. You can see a default file example HERE. [*]For additional info, you can check our Wiki [*]Fixed survivors dup bug. Needs confirmation. Also, if a player is accessing a container, survivors wont be able to use it. [*]survivors will eat from either a crafted fridge top or their own inventory. [*]Fixed farm animals not eating and reproducing. Needs confirmation. [*]It is now possible to check farm animals state and stats, by focusing and pressing <E>. if they return as not tamed, you will need to whip them, pick them up, and put them down again. [*]Icy Farm Storage Boxes will now downgrade in time. [*]for chicken coops and rabbit huches, you'll need at least 2 animals for reproducion to happen. [*]added no ammo mod, orignally designed by Carlzilla and adapted by Xyth. You can now easly unload ammo from weapons (press and hold R) [*]after some internal talk, we moved Honey receipts out of big oven, and back to Kitchen Table [*]Bandits weapons headshot drastically reduced [*]zombie bear pet is fixed [*]added wellness gain to starvation canned food I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun! IMPORTANT NOTE - PUBLIC SERVERS ARE UP! PS2- Public Server repo is already updated PS2 - Before applying this patch, you may want to delete animal files (*.anm) that are not used for some time. Here's a preview of seasonal weahter(early version): [video=youtube_share;K4ns0xLClRI]
  21. The transformers (including powercores) are in the process of being adapted to use ingame time like the bee hives, so that they produce while the chunk is dorment.
  22. Personally not a fan of central back either... Would much rather have something like Halicopper or, even better, have donkey be able to have some "automation" to carry stuff back and forth. As for food, Pam has an extensive tweak in her mind, but she has been a bit busy lately... If i understood well, the idea is making food a lot more important, through manipulation of different player stats that will impact general player efficiency, thus making having a diverse diet all-in-all more useful and attractive.
  23. Well, in all honesty I cannot help you more, because I'm lost... Bees are working in MP and SP, we have a lot of confirmations about that (producing honey stuff, and honey items are usable). I never saw any constant nullref error, nor was it reported by anyone else. That UMA reference does not belong to any of our xmls.... No idea about the quests... Auto quests are not activated yet, and most other quests are chained, so they only come up if you do the beginning quests first. There are some bugged quests, some will be addressed on the next patch (which is very close) I'm almost certain that none of those server side mods conflict in anyway with anything starvation related either, so I don't see them as a problem... But I don't have them all installed on my test environment. Since none of those problems you're referencing is a common problem, nor can I reproduce them, there's not much else I can do... Don't get me wrong, I would help if I could, but I can't also chase something that your group is experiencing but we got no other reports nor can we reproduce. The new patch is close though, so there is that, but there's no guarantee it will solve any of those (animals are fixed, as well as some quests), so you guys should even try a few things on your own... Clean server setup, some outputlog extensive analysis, I dunno Maybe someone better at actually debugging this stuff can step in
  24. 'BuilderBobBoss' is not part of starvation and is not on any of our xmls, no idea where that comes from?
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