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BloodDeacon

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Posts posted by BloodDeacon

  1. Forums didn't show me this reply... so thanks for that. Bloody annoying.

     

    I'm sort-of working on that. I've got "skills levelling on use" working, up to 100 like they were in A16. I've also found I can gate perks behind those skills... so you know how you used to need Construction Tools 15 for the workbench? I can totally do that.

     

    It also looks like I could apply mini bonuses every X levels as well. So, like your suggestion of 10% extra resources, I could apply that at... say... 25 mining tools.

     

    Right now I'm still playing with the system, tweaking it, seeing how the XP is in terms of leveling, etc. :)

     

    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. its from either blood splash or walking over corpses, wet towel should fix it.

     

    Thanks for the help. I definitely have been walking over corpses, which I will endeavor to avoid.

  4. 6. That was an addition to keep players on their toes and also to add real danger to the world from being hit by zombies. I went to day 2 without getting any kind of dirty because I was very careful not to get hit by a zombie. There are so many POIs with water in them, not to mention the caves you find in the world that have water in them. If you are quite careful as you play you can avoid filling your dirty meter until you find a water POI. We made sure every town and city had some water pois in some form or fashion.

     

    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. Yeah I wasn't a fan at first but now I really like it and the game feels much more immersive when I have to listen for the crickets and watch the sun to determine how much time I have before RTB.

     

    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. just a little thing, but would some one tell me how to remove the overly large, brightly colored, extremely agitated, npc types? i have encountered 2 of these and they just wildly sprint from place to place within the town. the magenta one seemed to follow me for a bit. the other seems to distinctly run away from me.

     

    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 have to agree that even on nomad difficulty zombies and to more extent boars and other animals are total arrow sponges ie a boar shouldnt need to take 20 arrows at the head to take down

     

    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. 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?

  9. I built a rooftop garden and planted some seeds, Then a solitary vulture came by and started dive bombing my crops while I was inside my house. Is this intended or was this some strange act of god? Lost my only bell pepper and aloe seeds.

     

    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?

  10. They created a new fridge, with a fridge bottom that must be connected to power, with a top for food. 50w power demand.

     

    Makes sense, thanks. Do you know if an unplugged cooler found in prefabs will still slow down the rate of spoilage?

  11. I, for one, think the antidotes for spider/snake/scorpion debuffs should be made more available in early game, OR the debuffs nerfed a bit. If you get hit with these debuffs, you're probably better off committing suicide, especially if you're going to lose wellness anyway.

     

    That said, I have a question. Does EAC need to be on or off in order to join the official servers listed in the first post?

     

    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.

  12. 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

     

  13. 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.

  14. You can also craft spearheads in the forge, they give blade crafting

     

    Good catch. Didn't realize this one, thanks.

     

    These 16.2 RWGs are awful. What's the status on 16.3?

     

    IIRC, Spider said 16.3 would be bypassed in lieu of updating TS for 16.4 when it's stable.

  15. So it is ok if I can't change all them ? Will it work if I change only the one I can in the standard option ? Thanks you for your time.

     

    For what it's worth, I'm playing SP and only changing those settings available from the standard menu, and it's working fine.

  16. I was just looking through the posts on here and his recommended and required server settings are posted. Link provided below. I'm holding off and crossing my fingers for an A16.3 update. Every time I hop in this thread and look around I get more and more interested.

     

    https://7daystodie.com/forums/showthread.php?38584-True-Survival-JZMOD&p=705160&viewfull=1#post705160

     

    Thanks much, friend.

     

    Edit: Front page post and I missed it. Embarrassing.

  17. 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

  18. 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.

  19. (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.

  20. 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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