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Curmudgeon

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Curmudgeon last won the day on June 14 2016

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  1. You could enlist someone to create a SDX mod to finally destroy the hopes and dreams of the mole people hiding underground. Maybe they could hook into something like the code that determines if rain or snow should fall on a block. If the weather can't hit a workstation maybe it is deactivated or causes it to emit a new asphyxiation buff similar to the hardcoded AOE warming buff from the campfires. No clue if any of that is remotely possible, someone might be able to come up with something that works though.
  2. A major benefit of SDX might just be the ability to put in custom assets for the cool features you've already had in game for a long time. Some of the SDX mods I currently use will be in the vanilla game in one form or another come A15. Matite's Drawbridge, three08's Prison Door, three08's Secure Storage Containers, three08's Dynamic Sign, pjc21's Signs There are a lot of cool SDX mods, but the multiplayer compatibility of their scripts is usually the first thing you have to check before you get too excited. Hal's Chicken Mod is pretty neat. I don't believe it is currently compatible with multiplayer, but Hal said he might work on it for A15. As it is configured it isn't in line with your mods difficultly, but it is highly customizable. Definitely one to keep tabs on. Carlzilla's Smart Containers is the best quality of life mod ever, it removes the tedium of storing everything away once you get back to your base after a loot run. Sadly, it is also not currently compatible with multiplayer. If this ever becomes multiplayer compatible I can't imagine anyone playing without it. Once you've created custom containers and configured the mod for your items and blocks the power of his script really starts to shine. I warn you though, do not test it in singleplayer too much because you will never want to play without it again.
  3. Oh, that tool looks awesome! I already use your mod and some SDX mods, but it is most definitely a nightmare making sure my players have properly configured everything with SDX on their end. If this tool can streamline that process it is a godsend. I'm going to check this out when I get home.
  4. I installed a fresh 14.7 and installed the mod. With the latest release the models for the lighted variants of all the helmets still didn't show up in game and both steel helmets appeared, but removed the entire character head. Below is what I did to get them all working again, hopefully I didn't screw anything else up in the process, but I wouldn't rule it out. JZmod armor
  5. The police station prefabs in your latest download still have armor tables instead of bullet presses. Here are all three variants with the block id 2034 bullet presses replacing the 2028 armor tables: Zip
  6. The first time I repaired a weapon crapped my pants wondering if the repair amount was an oversight, but then I actually grew to like the repair amount because it made weapons difficult to maintain forcing me to actually gather a ton of cloth, oil and iron.
  7. Also, the rabbit traps would never grow to their final stage unless I changed the growth rate. Not sure if anyone else had this issue or it was unique to something I inadvertently screwed up on my server.
  8. Entirely anecdotal, but in my hundred plus hours using this mod I've never noticed the scratches healing without bandage use.
  9. Whoops, that and the AK47 loot group is something I forgot to mention.
  10. I don't think I ever really felt the need to use beer, redbull, coffee, jalapenos or stimulants for their stamina buffs. Might want to consider tweaking either the cost of some tool actions or the interplay of all the different stamina regen and stamina degradation perks and skills as you level. Once you've leveled a bit, you can use the fire and pickaxes all day without stamina issues. At later stages even if you are using the regular and power swings in combo stamina isn't an issue.
  11. I have a small whitelisted server so everyone that plays on it is pretty like-minded. Players can still technically have their workstations underground if they take the time to dig a vent to the surface, but I've made the world placed stone a lot more durable so it is very time consuming. I like players having to plan out or restructure their bases with vents or windows to get the appropriate workstations up. I know players can cheese it and build their roof after having placed the workstations or seal up holes afterwards, but mockery is good at avoiding that on a small server. It isn't a perfect solution and I hope TFPs implement some proper exhaust/asphyxiation mechanic to take its place, but for now it is the best solution I've seen.
  12. Hmm, it has been a long time since we started, I'll try to remember what those first stumbling blocks were. Off the top of my head, people probably had the toughest time navigating the perks system and trying to keep all the details straight of what gated what and how to level it. Outside of TFPs restructuring that UI element I'm not sure of a solution. One minor complaint I heard was that the perk descriptions didn't specify what was granted at each individual perk tier. There were some issues figuring out what was crafted where, I was going to drop some hints in the descriptions for my server, but I decided against it because I like self-discovery. I was crafting gun powder via character crafting for the longest time. When I finally saw the recipe in the campfire I laughed at myself quite heartily. I added your old campfire and forge plant code to all the workstations so the little bastards can't hide underground as easily. The best info for new players is just letting them know to aim for the head and that they must abandon most of the cheesy things they do in vanilla.
  13. I was adding some heat map coding to the spotlights and I happened to notice that none of the tools have 'nail' as an allowed item for the upgrade of the regular spotlight to the nailed down variant.
  14. Is there is any way to upgrade from rScrapIronLogSpike5 to PoisonTip spikes? It seem none of the upgrade tools include VenomPoison in the allowed upgrade items property and/or VenomPoison doesn't include a repair action for itself like cobblestones or concreteMix do.
  15. A breakdown of the perk tiers would be nice, but the bigger issue is that the default skill attributes window is too small and doesn't provide enough space to display all of the recipes for any perk that grants more than five recipes. Default description and skill panel: Small tweak for added clarity on my server: The overriding problem is that the skills menu provided by TFPs is rather crude in its current iteration and doesn't lend itself to providing all that much information at once.
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