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BloodDeacon

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Everything posted by BloodDeacon

  1. Thanks for your efforts. Definitely interested to see how this pans out, as it's probably my biggest issue with A17 game mechanics changes.
  2. Jax -- you may know this better than anyone else out there. Is there still a way given the new A17 system to incorporate "learn by doing" elements to progression through modding? I've heard conflicting information.
  3. Thanks for the help. I definitely have been walking over corpses, which I will endeavor to avoid.
  4. Love the mod, but I'm still a bit confused by the cleanliness debuff system. How does the "red on ya" debuff actually proc? I went through day 1 without getting hit at all by anything, but I still ended up with this debuff -- and I'm 99% certain I didn't even see the "dirty" debuff beforehand. I thought avoiding injury would prevent this from happening, no? Is it just a peril of fighting in melee combat?
  5. The sunset is definitely what I rely upon to beat nightfall. One of the best aspects to building a base in/around a trading post is that the trader/quest NPCs know the exact time. @KhaineGB Do you think there would the possibility of an in-game item that you could build with the right parts that would display the time when held (watch, etc.)? I have no idea if that's even plausible or something you'd be interested in adding.
  6. You'll need to remove every instance of the two corresponding two zombies ("zombieScared" and "zombieCuriousGeorge") from the spawn lists. You could also simply change the probabilities to 0. (e.g. in entitygroups.xml, change <entity name="zombieScared" prob="0.05"/> <entity name="zombieCuriousGeorge" prob="0.01"/> to <entity name="zombieScared" prob="0"/> <entity name="zombieCuriousGeorge" prob="0"/> You'll want to use an editor and search function, and there are multiple occurrences. - - - Updated - - - Also, if I'm haven't said as much earlier, I'm already enjoying 3.0 more than 2.2. Thanks for your work, Jax.
  7. I don't disagree. Maybe headshot damage could be upped a bit across the board? The current game does set up a fun challenge for Average Joe on higher difficulty settings though. I'm actually using torches again for the DoT effect to wear down tougher zombies.
  8. To those in Europe: There are still almost 12 more hours in PST America, so it could still be some time.
  9. This will probably sound like a stupid question, but if we're playing SP Ravenhearst 2.2 from sphere's launcher, should we just let it sync/update to 3.0, or is it a good idea to completely delete the existing directory before updating?
  10. I assume based on the in-game description that glass block ceilings will permit sunlight to get through to plants, and probably protect farms from vultures or climbers. Has anyone verified that this is the case?
  11. I apologize if this has been posted/explained elsewhere, but can anyone give me a quick summary of which biomes spawn which ores/minerals in Starvation as of now? Thanks in advance.
  12. Thanks for putting this together! Really enjoying the slower progression, sans brutal combat/survival mechanics, feel to your mod.
  13. Makes sense, thanks. Do you know if an unplugged cooler found in prefabs will still slow down the rate of spoilage?
  14. Quick question -- is it intended that prefab fridges not protect against spoilage? Because I am definitely getting some.
  15. Tend to agree. JMO: either 1) wellness debuff needs to be decreased so that you have to seriously consider whether the stamina debuff merits staying alive 2) There could be a low-tech partial treatment for the bites that mitigates the effects to a noticeable, but not crippling extent. Anyway, well done on the mod. Enjoying it a great deal.
  16. Going by my log, here is the exception that keeps popping up. I'm happy to send the entire output log if desired. ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[Vector3i].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at WorldBlockTicker.IH (.Chunk , System.Random ) [0x00000] in <filename unknown>:0 at WorldBlockTicker.OH (ArraySegment`1 , System.Random ) [0x00000] in <filename unknown>:0 at WorldBlockTicker.Tick (ArraySegment`1 _activeChunks, .EntityPlayer _thePlayer, System.Random _rnd) [0x00000] in <filename unknown>:0 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 at GameManager.BC () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0
  17. Enjoying the mod, but I'm experiencing a slight nuisance. Is anyone else getting the "Argument Out Of Range" exception in larger cities that pops up your console? I thought maybe it was related to a specific POI from the pack, but I'm not sure if anyone else is having this problem. It's generally not a huge issue -- except when I'm being chased by dogs and suddenly the console overrides my cursor and I stand still like a moron. It also happens every 5-10 seconds or so when I'm in the specific area.
  18. Good catch. Didn't realize this one, thanks. IIRC, Spider said 16.3 would be bypassed in lieu of updating TS for 16.4 when it's stable.
  19. For what it's worth, I'm playing SP and only changing those settings available from the standard menu, and it's working fine.
  20. Thanks much, friend. Edit: Front page post and I missed it. Embarrassing.
  21. Wish I could play MP, but my connection here is quite poor. I'm going to give SP a shot. For Spider or anyone in the know, can you let me know what server settings the main server uses? I want to start my A16 TS run with similar settings. Thanks
  22. On the subject of tier 2 and tier 3 books, I would suggest (perhaps in addition to slightly increasing the loot drop for books) adding more perks that have equivalent or partial knowledge unlocked in the books, particularly when they are related to profession quests. For example, crafting a beaker (which is needed for the scientist profession quests) requires a tier 3 industrial glass book which has every glass recipe. Maybe include basic glass pane knowledge as an engineering perk? I get that you can always find a beaker in the wild, but it's heavily RNG-dependent. I've gotten one in the first day off my third or fourth nurse kill, while in other games I've looted clinics and 100s of nurses and gotten none.
  23. Just noticed in the block.xml file that you can obtain an air-filter when disassembling a car, but not a hubcap. Not sure if this is intentional or not.
  24. (Feel entirely free to ignore these suggestions entirely, Spider. Just had a bit of off-time from work for the holidays, so the mouse wheel up top is spinning a fair bit.) I think the 4-tier material system is absolutely a move in the right direction, and I think a bit of tuning may help with some of the issues addressed in this thread, like spamming low level items for high level iron working xp. Specifically, you could consider a slightly different naming scheme, to permit flexibility in item classification. For example, Wood Working -> Stone Working -> Iron Working --> Steel Working could be Primitive Material Working --> Journeyman Material Working --> Adept Material Working -> Artisan Material Working While slightly less intuitive, this approach would give you significantly more control in distributing items into tiers and gating based on skills. Sample distributions for tools/weapons might include Club, Stone Axe --> Low level primitive Reinforced Club, Stone shovel --> Mid level primitive Spiked club --> High level primitive Hunting knife --> Low level Journeyman Wrench --> Mid level Journeyman Iron Pickaxe, Fireaxe --> Low level Adept Sledge hammer, Field knife --> High level Adept Steel Club --> Low level Artisan Machete --> High level Artisan A sample distribution for construction might be Log Cabin --> Low level primitive Wood Frame --> Mid level primitive Cobblestone --> Low level journeyman Scrap Iron --> High level journeyman Concrete --> Mid level Adept Steel --> Mid level Artisan These categories would even accomodate your armor system quite readily (e.g. Hide/Leather (P) -> Scrap (J) -> Iron (Ad) --> Steel (Ar) should you so choose. *Just an example -- not entirely certain of the best names to use here.
  25. Two possible branches for medicine (crafting/using any of these would improve the skill): Anti-zombie (offensive) debuffs that can injected etc. -Slow or stun a zombie temporarily -Apply a DoT that will be deadly to normal zeds after 10-20 seconds -Temporarily "berserk" a zombie so it will attack anything in its vicinity (including other zombies) Additional buffs -Something that slows down your metabolism (cigar/cigarette with lessened drawbacks) -Something that reduces your stamina use with certain tasks (mining, disassembling) -Something that improves your resistance to certain attacks (e.g. puke) Obviously these would need careful balancing, because some could easily become overpowered.
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