Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by JaxTeller718

  1. I swear I can g back over your posts and se multiple requests for simplification and removal of items. Like whats up? "Hey MM since frames are made of wood how about we just make wood turn into frames on harvest." I get yall are over actual complex gameplay but can we not remove crafting from everything.
  2. Patch Time! No Wipes Needed, Files in Data and Mods Folder changed so do a resync/redownload **Patch 7.0.2 for 19.0b180 Stable** ``` Fix: Wood Stoves Had Incorrect Window Title Fix: Air Drops Will No Longer Break Fix: Lowered Infernal Dog Health Fix: Removed all instances of raw meat. Toss yours out Fix: Table Saw Schematic Added to Research Desk Fix: Stone Pick Power Swing Drains Stamina Now Fix: Gas Pumps Were Breaking into thin air Fix: Incorrect Numbering on Open Quests Fix: Localization on Wooden Boards Balance: Air Drop Timer Corrected Balance: Stone Axe and Pickaxe will Last Longer ```
  3. EDIT: Never mind i got it fixed. user error lol
  4. We knew about it and its fixed in relese. Not offended just didnt realize people could access it. 7.0.1 for A19.0b180 Stable is now Released!!! Links in first post
  5. Sorry NOT better. Not interested in Fallout Lite
  6. So you decided to use an in progress developer version, not ready for release or advertised as such, because you "needed" to use it. If you are interested in testing join our Discord and sign on as a tester. Not grab copies that aren't officially released. Anyways in hopefully happier news In preparation for the release of Ravenhearst 7.0.1 here are the Patch Notes so you can get familiar with what has changed. Release is in a few days barring any emergency issues arising from server testing. Updated to Harmony2 Updated to Stable 19.0b180 Addition: Zombies now have random heights Addition: Armor Bench Recipe Addition: Darker Nights and Interiors Modlet (Already bracing for the response to this one) Addition: Added Sinders Smoke Filled T5 Pois Indicating Radiation Addition: Xyths Animal Pack with Crow, Spiders. May need some balancing. Addition: Death Penalty is now more Harsh Addition: Jerky, Salt and Trail Mix Addition: Screws to Powered Recipes Addition: Robears pallets Addition: Admin XP and Skill Books Addition: Set of Kukri Addition: Baton Addition: Archery, Blade, Blunt Class Addition: Firearms Classes Addition: Food Processor Addition: Cling Wrap and Preservation Barrel Addition: Journal with Pen and FULL Quest Line Addition: Ink to Research recipes and loot Addition: Poster and Journal items for opening quest Addition: Seed Packs Addition: Complete Journal Quest Line Addition: Terrain and Road Buffs Addition: Sharpened Stone Addition: Dried tea Leaves Addition: Composer and compost Addition: Turds Addition: Worms Addition: Empty Gas Cans Addition: new quests to opening quest Addition: Sounds Folder in prep for custom sounds Addition: Canned Water Addition: Wave of Sinder redone rad Tier 5 pois with Smoke Addition: Empty Gas Cans added in loot and craft Addition: Wookies No Station Storage DLL and Module Checker Addition: Fertilizer Addition: Wookies Fix for Workstations. Fuel and Tools will now work but you cant place items in them Addition: Additional Poster. More to come Addition: Wookies Random Sound Dll. Now a sound cue will play randomly. Very much work in progress Addition: Several POI fixes and sleeper placements by Sinder Addition: New Meat Icons Addition: Mumpfy New Zombie Textures (Biker, Joe, Janitor, Arlene, Darlene, Steve, Fat Mama) Addition: Tormented Emu Texture DLL Addition: New Personal Workbench Model Addition: New Opening Book Model Addition: Stone Well Addition: Can Insects Addition: Bug Kabob Addition: Grey and Red Smoke Variants Addition: Fixed Up Kuldin House Balance: Table Saws in World Now Work Balance: Replaced Stalactites with Salt Deposits Balance: Fog should start soft in morning and get thicker by night Balance: Scaled Spawns Back Slightly Balance: Uncooked Insects now hit for 1 health Balance: Removed Storage from Wood Helper Balance: Added screws to Metal Helper Recipe Balance: Replaced wood with Planks in Wood Helper Recipe Balance: Garage Shelf Upgraded to 28 Slots for Storage Balance: Increased repair times on all items Balance: Reduced Amount of Zombies and Animals in CP for Performance Balance: Changed Starter Crate Balance: Rebalanced some books and updated descriptions Balance: Reorganized and redid the Opening Quest. Balance: Changed handles recipe Balance: Compost and Fertilizer Added to Seed Recipe Balance: Redid all station recipes so they are in line with reality and the journal Balance: Increased XP Needed to level all action skills Balance: Increased time on Pallet crafting Balance: Infection persists through death Balance: Death Penalty Increased. Now you lase 50 percent per death XP. Cap raised to 5 levels of xp loss so dont die! Balance: Increased durability of all items Balance: Removed T4 from damaging you to Radiation Balance: Mixed up the RWG Mixer for vanilla and custom POI entries for more diversity in RWG worlds Balance: Rad Suits Will No Longer Break Balance: Bicycle can now be made in PWB Balance: Updated New Default Settings to Play On Balance: Infection will now persist through death Balance: When you die you will now respawn with 60 percent food and water Balance: Moved Chemistry Station to Physician 3 Balance: Moved various deco to decorating table Balance: Moved some items out of PWB Balance: wood frame recipes to 12 wood instead of planks Balance: Lowered Physician Perk Benefits slightly Balance: Lowered Lucky Looter Loot Times Balance: Lowered Daring Adventurer Perks Balance: Lowered Pain Tolerance Perk Balance: Lowered amount needed to make forging plate Balance: Rebar and Iron Frame Recipes Balance: Increased Zombie Speeds Balance: Thinned out Animals Balance: Assigned Tiered Damage to Zombies Balance: Heat Mapping on All Stations Balance: Shortened Zombie Reach Slightly Fix: Repair Kits are now properly named Fix: AK Schematic Call removed in Action Skill Fix: Insect Trap Cant Be Looted Fix: Auger Harvesting Fix: Wrench should now craft at proper quality Fix: Loot Window Searching Fix: Removed Empty Jar Mold Fix: Rad Suit Resistance to radiation Increased Fix: Fist Weapons Increasing Blunt Weapons Skill Fix: Bone Fragments No Longer Scrap Fix: Main Menu Updated Fix: Tanning Rack and Survival Campfire added to PWB Fix: Growth times on farming. It is now 120 a stage Fix: Iron and Steel Arrowheads added to Working Stiffs Fix: Grace Now Drops Proper Resources Fix: Added Casket Helper Fix: Yucca Smoothie now Cools You down Fix: Icee Now Cools You Down Fix: Storage Tags to Safes Fix: Locked Research Desk Fix: Many Localization and Icon Fixes Fix: Wood Stove not showing survival campfire recipes Fix: Open Quest Change Fix: Composter now gives fertilizer Fix: Gas Pumps will now downgrade when looted Fix: Online requirement from Z2 removed Fix: Gas pumps can now be upgraded with empty gas cans and looted over time Fix: Lucky Looter times were incorrect Fix: shotgun turret recipe asking for wrong parts Fix: gun pieces in loot not being proper RH gun parts Fix: Descriptions on Clothing and Armor to show Which Repair Kit is Needed Fix: Leather Strips Scrapping Fix: unlock info on salads Fix: Stone Axes giving car parts Removal: Cooler Recipe Removal: Thumper :( (Does not work on servers) Removal: Iron Tools from PWB Removal: Config File Removal: Fishing Portion of Journal since its broken Removal: Weather Modlets because they interfered with desired fog effect Removal: Removed a few books Removal: Seeds givebacks on Crops Removal: Khaines Supply Crates Removal: Food Spoilage Removal: All newbie coats Removal: Parkour Removal: Steel Sledgehammer Parts from loot Removal: Spoilage Text from Storages Removal: Storage Pocket Mod Recipe Causing Nulls
  7. Thank you Scomar for updating this. Its become the default Scavengers Hud
  8. Working on getting these re-sorted and updated and confirmed working on stable, along with some new ones to add. Stay tuned guys and sorry for the absence, its been a rough week.
  9. If I misread your posts I apologize. No I dont want a lore.doc lol. I am looking forward to your story though. Like a LOT. Been playing for years and cant wait to experience the story of what I have enjoyed all this time. I thought there was a chance we wouldnt get to see that story and it shook me for a second. Also if the downgrade block was just in reference to vehicles again I misread and apologize. Carry on good sir. Sorry my post was a gloom and doomer, I promise the next one you see from me will be a positive one.
  10. LMAO, did you literally just give up on trying? The hodgepodge jigsaw puzzle of night of the living dead, 28 days later and fallout just become too much to tie together into a coherent narrative? That would be mine Ravenhearst and glad i could cause you such misery Thats a shame. Stable cant come soon enough so we can stop losing everything.
  11. We are tinkering with the zombie settings The effects from the trees are still there. they are just merged into the action skill now and need better documentation so no worries there. We wont be removing those effects. For day 1 - 2 id make a few clubs as with any weapon class (i know classes arent in yet) our intention is to have people stay in tier 1 weapons longer. Unlike vanilla our progression will come from the use obviously so it shouldnt be too hard to gain that next tier. We do plan to add much more choice of weapon and expand beyond 3 tiers of tool and weapon all with more varied ranges of stats so that you will feel rewarded on each level up. Thats still a work in progress obviously. We are toying with the idea of half spawns on day 1, then day 2 it trickles in until we get normal spawning. I balked at this initially because Im a jerk lol. But im seeing the case made for this being a good idea.
  12. Ravenhearst Experimental for b180 has Released Direct Link Head to our Discord for bug reports, help and information. We hope you guys enjoy this edition, but remember it is still unfinished so expect issues, bugs and possibly wipes until we reach stable 7.
  13. Patch Notes Preview Guys! https://ravenhearst.enjin.com/home/m/47994860/article/5071504 Please remember Ravenhearst 7 is Experimental. This means expect bugs, wipes, imbalances and missing content. It is not finished. Play is opt in only. You will need to make a copy of 7 Days A19.0b178. The mod will not be updated to any other experimental number. Instructions on how to make a second copy of 7 Days is above. Downloads are direct only. There is no server install or support currently. Please report any bugs or imbalances. Check the known issues thread. We will not accept any reports from users who modify files, remove files, add files, change anything or modify any thing.
  14. For who was it a problem? For the devs, you know the people who have every single right to make rules in the game THEY CREATED. If devs say no outrunning horde, you dont outrun it. You dont like it guess what, there are these things called options that so many people love to point out to people. Turn them off.
  15. Major Announcement Ravenhearst 7 Experimental will be releasing soon. This edition of the mod will be available for a19b173 Experimental ONLY. Please make sure you backup a full copy of this experimental. We will NOT be updating these mods to any new experimentals. These releases are to be considered unfinished and incomplete. DO NOT DOWNLOAD OR PLAY THESE VERSIONS UNLESS YOU FULLY UNDERSTAND THIS I am releasing these to give players a taste of what to expect, as well as help us in finding bugs in prep for our stable release. We wanted to give our community something to tide them over while we finish our development. This release is not to be considered stable enough for a long term play through RH 7 will be releasing sometime in Stable. We can not guarantee it will be for 19.0 but that is the goal. Development takes how long it takes. A lot is still missing. If you do not wish to risk wipes or corruptions or do not wish to play an unfinished mod I urge you to wait for Stable. I want to stress that no one is forcing you to install or play. There will be issues and bugs. To everyone else we look to forward to hearing what you think, and to helping us to shape the best experience possible for you. My time on these forums is very limited and the majority of my development team has moved to Discord only. If you would like your questions answered quickly please join our Discord. We have an amazing community of fellow RH veterans and new players alike that are always willing to help out and offer tips and advice, as well as myself and my team checking in daily. Full patch notes will be posted here over the weekend.
  16. I mean i want to believe. I really do. But some wish to look at this development through rose colored glasses and sing praises for every little decision made. I own enough games, been part of enough EA titles and played enough survival genre titles to see the forest for the trees. You can LOVE the direction the game is taking for sure. No one can criticize someone for liking something. But the fact is this is one of very few EA survival titles that every alpha cycle since A16 has been REMOVING complexity, difficulty and mechanics that have been around for years. Some games like Empyrion do go through major overhauls, but then you have others like Project Zomboid, or Terraria or Subnautica or so many others where every major update you see enemies and mechanics getting simpler and more complex rather than more streamlined. You cant really blame people for expecting great things. The game will always be great at its core, but for 16 alphas the community watched and experienced every new patch bring more complexity, more enemies, more items, more everything. Since 17 however many new developers they brought on decided it was a good idea to rip out that infrastructure. Their prerogative sure. But i sometimes do wish they had moved on when they wanted to to a second 7 days game or a new game because i suspect what we are getting now is feature creep from their next game. This is definitely not the same game we were playing 4 years ago.
  17. You must be a real new player. Weapon mods didnt exist two alphas ago and traders didnt 6-7 alphas ago and the game was perfectly playable and fine well before these "essential" mechanics came in.
  18. So dont play on insane nightmare. Problem with what you want is it will throw the balance off the other difficulties. Why is it that all these too hard not fair complaints come from players on insane nightmare 25 percent loot? Shouldn't you WANT the difficulty? You're literally playing the game at its max hardest settings.
  19. The more loot of a scrappable nature you remove the quicker you get better items. Now to the average player and possible Mad Mole this is probably a good thing but i can point you to several seminars on game loot and its importance that states, with data, why sometimes you NEED junk loot. Giving the player something great every roll, or something useful every single time, shortens looting time, removes the arc of progress and eliminates the endorphins you receive when you DO find valuable loot. In essence if everything you loot is awesome then how do you reward the work put in if the reward is given every time. A lot of peoples complaints that they are seeing too much food or too much ammo is a direct result of filling every container with useful stuff and removing things like filters, hubcaps and raw ores.
  20. All modlets updated for b169. New link in first post Updated biome zombie modlet to include more zeds! Added new modlets as well. Check first post.
  21. The update broke everything. I'll try to get it fixed soon but rh broke too and I'm going to be honest I'm reaching a breaking point with this game. Might be time to move on until they go gold if they ever do. Redoing mods every 5 days especially something like rh is no longer fun. I'm fixing more than playing and with rh by the time I fix last patches breaks a new one drops. At this rate I'm not sure when rh will be ready.
  22. I'm not one to stunt development but if this is truly a concern it may time to stop adding assets period. Pretty soon performance gains will be negligible if there is a concern some coffee pots and posters are going to grind things to a halt.
  23. I wasnt even aware they removed it. How silly. thank you. Sinder will love this
  24. Three new modlets for you guys today 19 Drink Change Revert In b163 Pimps removed all poison from water and also removed a 1 point stamina hit on canned food. This made the perk associated with it useless now. This modlet adds those changes back in. Animal Population Control b164 added absurd probabilities and faster respawning for animals resulting in players having hundreds of meat by day 5. This modlet reverts animals back to pre b163 status. Loot Rebalance A big one and ongoing based on feedback. This trims down loot amounts in several key areas for more challenging gameplay. Treasures have had their counts reduced a bit, some loot containers have had weapons removed from them, and ammo has been shaved in half. More work will be done in the future.
  • Create New...