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StompyNZ

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Everything posted by StompyNZ

  1. I've been using this for a few weeks and it works brilliantly (also one of the reasons I've been promoting using GitHub to host mod files )
  2. I would expect Spider removed it as a recipe intentionally to force you to scavenge/loot to get it for leveling armor and such
  3. It should heal on its own. Unless its bugging out, but i can't see a reason for it not to work looking at the code. http://7days2mod.com/TrueSurvival/14.6/_buff/id=ScratchesHealing 800t per scratch, 8 in game hours.
  4. I found that handlebars works on gun skill too, got 1 skill point from about 7-8 handlebars, but they do need duct tapes which as far as I can tell is a loot only resource.
  5. Ah cool, that was one I had forgotten to mention. The stone axe was a better tool for digging gravel and dirt than the shovels
  6. I played it in SP and it was fine. - - - Updated - - - If we get the option to change the size of deer in a15 then adding rennet to small deer for cheese making
  7. after you craft your class item, you place the suitcase on the ground like a normal block, then use the key (left click I think) to unlock, after that loot your starting gear from it
  8. It is for a14.7 now (see back a few posts for the update notice) I tried it and had no issues crafting a spear or the ammo btw I've uploaded the mod to github: https://github.com/7days2mod/True-Survival (hoping to convert spider to a github user to make collaboration easier ) The envul download had a second mods folder within the first and not all icons in the correct folder, so check that if you are getting missing icons in game Edit: Spider is working on getting it onto his account so I removed the version I had uploaded for the moment and spider can link when hes ready Looks like its ready to go on spiders account now https://github.com/SpiderJZMOD/True-Survival
  9. One issue i've had with the kill 1000 zombies quest is the counter keeps reseting every now and then... the highest I got it to was about 300. Is this something other people are having trouble with? singleplayer game with default settings
  10. cool It's probably why I like the spear so much, can shoot stuff then when it gets close give it a jab in the face
  11. I like this idea, its along the lines of what I had planned for my own mod. Just gotta make sure theres a reasonable way to level skills that are required to unlock other skills. I'm finding gun smithing particularly difficult to level, even getting to 10 for repairs took a long time compared to everything else Really loving the spear though. Also I'm not sure if it was intended but with the left and right mouse actions on tools, you can activate both at the same time (hold down both buttons) to get double attack speed. It drains your stamina fast and actually feels kinda cool. Edit: The helms are a bit odd. Some cause you head to disappear entirely (steel helm), others dont show a graphic (scrap iron + light, footballer + light etc)
  12. yeah I figured that, but maybe scrapping it to steel could be an option
  13. Blunderbus ammo and steel tool scrapping might need a bit of balancing, especially the ammo
  14. Up to day 11 on my playthrough, still working towards lvl 20 for the iron forging perks I also need to grind some science skill The desert is still the best place to spawn it seems as you have endless food and drink supplies with minimal effort I'd probably be most interested in the entities/spawner options and rwg tweaks, but happy to work on anything. Since Bandits have been dropped from a15 vanilla I'll probably hold off on doing my own mod as the story relies heavily on bandits and sleepers and an improved spawn system.
  15. Hey Spider, depends on how things go with my job hunt, but I could be interested in helping out with a15 with you. I'll have a good play though of the mod as it is now and get a feel for how it all works next week.
  16. Hey slaan, I'm working on some large bandit encampments that could probably find a spot in the city The current build I'm working on is on a vanilla server so it won't be a fast process. I have plans for a mod based heavily on custom prefabs and quests, probably build on top of valmod. There's also the medieval project which I will get to before much longer as well, both of which will make extensive use of custom blocks in prefabs. My project will help a lot with that but I still need to find the time to finish off some bits of the code
  17. I've heard this can happen in vanilla as well, must be a bug where the sub biomes fail to spawn.
  18. If you guys wanted to see the configs in an easier to read format than xml text files it is also available here: http://7days2mod.com/TrueSurvival/
  19. Just had a look through the slaanhattan prefab xml and there's a few with allowedbiomes = wasteland which would stop them spawning in a randomly allocated lot, but I dont think it matters for custom hubs. They also don't have allowedtownship set but once again shouldn't matter for custom hub. Many are -35 yoffset so I think its possible to have a city that is a couple blocks too low for those to spawn (and one with -44) as I think the min height can be as low as -32.
  20. Just checked through your mixer and all the custom hub prefabs are in a prefab_rule, so the other thing to check is that you have uploaded all of the required prefabs to the server, as I've seen that error when I've forgotten to copy prefabs before. Also for desert biome, it might just be a coincidence that its actually a very low elevation city and the prefabs are hitting the bottom which stops them spawning
  21. The first thing to check when you have custom hub errors is that all of the prefabs used in the custom hubs are included in at least one prefab_rule, even one that is not used for anything, as that is what creates the 'dictionary' of prefabs for the system to load and reference.
  22. I assume the fix was to put roads right around it again? btw if you have little stub roads where you originally had the roads leading out from the prefab paths it has a good chance of attaching the rwg roads at those points rather than the corners like in your screenshot (it likes to attach to the outermost road)
  23. Only if they have it installed and run sd2dx.
  24. While that does achieve the desired end result its not as elegant (or automated) as just having the block/item property for CustomIcon be read and use that as the filename for the .png instead of the block/item name.
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