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JaxTeller718

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Everything posted by JaxTeller718

  1. v1.4 Fixed Nulls on wood items Fixed nulls on Zombie Aggro Released and Ready for Download. Sorry again guys.
  2. Fixing as we speak The stupidest mistake. double apostrophe and forgot to add one. Sorry fixing now
  3. I am definitely trying to keep it light. This next one though does add a craftable item to enable the working sinks and ovens. Had to be done as an upgrade otherwise it turned all the lootable sinks and stoves into working ones and I figured you guys would want to loot them before upgrading them to working. Let me know how this way feels. Working Stoves Adds stove, grill and wood stove repair kits. Use with hammer or nailgun on stoves and grills and wood ovens to upgrade them to working. The new stoves and grills will no longer be lootable of course since they are now working. Working Sinks and Water Coolers Adds cooler and sink repair kits to fix up house sinks and water coolers. More sinks will be added in the future (office utility etc) but for now its just cabinet type sinks.
  4. Ill have working Ovens and Sinks for you today
  5. You are correct. Good find. I fixed Repairs but not Upgrades. It is now fixed. Grab a redownload and it should be good to go. Sorry about that
  6. Do you have the latest version of the mod? its on 1.2. If so and this is still occurring i will post a fix shortly
  7. Agreed, that and gun parts are really thing i miss.
  8. This is correct, but i will run a test to see if this is still the case. The jail doors may be possible but i think they got removed because zombies could not "see" them or something silly like that
  9. We can tweak it. They are currently set to RH settings lol Entirely possible someone did a naughty on github today. None of my stuff is dll or exe so shouldnt throw that issue. But i will do a scan and double check.
  10. Now THIS is what Im talking about!! This Drive In is AMAZING!!!!! Kudos to the team!
  11. Absolutely, I was by no means saying this is the way it needs to be. Just offering my feedback based off how I was playing it for that run. I will say I love that you can not just go to a trader and have guaranteed working stations. That was an awesome change and forced me to change my play style. All in all though you guys knocked it out of the park. This alpha reinforced my allegiance to the United States of The Fun Pimps. Now go on and release that kickstarter or whatever for anything new that you guys may be doing. I want to hand you more money. Or make a 7 Days shot glass, beer mug or bottle opener. I will gladly add them to my collection! I adore you good sir. Here have more ferals!
  12. I will look into wellness, but i think that may require a dmt mod and i am doing my best to keep this eac safe. Smell I miss dearly. I can raise up the zombies alert settings but its not as good a solution as smell. Others have even tried via dmt and it is a no go Update time!!!! Updated to 1.2 -Boiled Water now requires cooking pot -Added Scrap, Plastic, Reinforced, Steel, Iron, Military Padding Mods -All small stone harvests and destroys now give destroyed stone (exceptions being ore boulders and boulders) -All wood harvests and destroys now give wood debris (exceptions being trees) -Recipes added to turn destroyed stone and wood debris into small stones and wood planks -Leather harvests and destroys now give leather strips (exception being animals) -Recipe added to turn leather strips into leather -Rage removed from normal zombies -Repairs requiring wood changed to wood planks -Added Action Skills. For now they offer bonuses as you level but we will expand this to cover as much A16 features as possible. This requires a new game. Keep in mind this one messes with progression due to action skills so adding and removing this from previous saves will cause a wipe. If this is unacceptable I can remove the Action Skill part or include it as a modlet choice.
  13. We can look into adding some recipes or at least adding these ingredients to some vanilla ones Rage Removal From Normal Zombies This modlet removes the rage feature from normal zombies. Keeps rage on feral and radiateds. Goodbye lunging zeds!
  14. I will attempt to dumb down zombies as much as possible through xml. This should be good to go for server side. there are icons and I am not entirely sure those push through. There is no code or Harmony stuff. I will test adding this in in the middle of a save today and report back to you.
  15. Those are harmless. What's happening is those lines are looking for names that do not exist so its a warning. This will be fixed in next patch. I'm going to have to go through the entire xml and remove and replace the wood manually. Which is in the plans. Hopefully i will be done with that by next patch. Absolutely. Already have some stuff in for the next patch.
  16. With the amount of talent surrounding me I consider this to be the highest compliment one can pay. Thank you very much.
  17. All of this is true. Before I say this I want to express how great this alpha feels so I am not trying to be troll-y with my comment. But sometimes it feels like this is being balanced by three different teams. You have some areas that are quite easy, then some that are perfectly balanced. Then there are the times when things seem to be veering to please hardcore players. It feels very janky and un-coordinated in some areas and does not feel cohesive. For example, upgrading blocks is a more efficient use of time to level xp then actually killing anything, to the point where going out to loot feels like a waste of time. POIs themselves are difficult at times early on, which is wonderful but the payoff just isn't there. If you get infected (which is very often almost every time you get hit) there are almost no stumps in the world and most times they give nothing back. With how often infection occurs this is terribly unbalanced at times. Making a base at first seems like a waste too. Zombies can see you quite clearly in a base on day 1-3 so taking a poi is the best bet. To the point you feel pigeon holed to do it every time. Perks are a whole other topic. I'm forced to sink points into what i feel is a useless endeavor to get stations. I don't care for or want perks for batons/electric/turrets but i must sink them there for access to vehicles and benches. Why? its an attempt at a janky class system. And lets not talk about why anyone would want to take clubs or blunt weapons when bleed on knives is always a better bet. Even pipe batons are better than a club. Not sure where i was going with that but everything just feels uneven.
  18. So glad you are enjoying it! I miss the old system dearly as well. I plan to update this over time to really be like it. Thanks for trying it out
  19. Thank you If there is anything you or your group wish to see don't hesitate to ask.
  20. Added a new modlet that think is great for early game Honey Honey can be very difficult to find early game. This modlet increases the chance of honey dropping from tree stumps and also slightly increases the probability of tree stumps spawning in the world. That part requires a new map to see results for.
  21. Sticks are there. Make sure you have version 1.1 You can get sticks from these bushes Here are the sticks in my backpack and the recipe in the list I will add these in for the next update
  22. I did not want to include this in the Modlet Collection because I will be working on this separately. This will restore a version of the old Action Skill system. Tool and weapon usage earn you XP in the following categories: Construction Mining Blade Blunt Pistols Rifles Automatics Shotgun Turrets Electric Brawler Javelin Archery Killing with Construction or Mining Tools will grant XP for Blunts or Bladed, Repairing and Upgrading grants XP for upgrading. For now I have excluded chainsaw, augers and nailguns due to rapid XP acceleration and because these tools are special in their own right. Restores the feeling of the Action Skill system from A16 and before. Right now as you use weapons and tools you will acquire Action Skill XP in the category. The skills will provide a boost to damage, stamina, weapon spread and more depending on the item. I will expand on this idea in the future to possibly include unlockable recipes as in previous alphas. This has not been 100 percent fully tested so some inconsistencies may apply. Download Action Skills Do not add this to an existing game or remove it from your game. It relies on buffs and progression and may wipe your save. Please Note: If you level your skills via action and not purchasing there will be a lock icon that is green. You have unlocked that level but this means if you BUY the next level it will not unlock the next white padlock it will unlock the FiRST. This is a side effect of the code, but I did not want to remove the ability to purchase skills. If this is unacceptable you can open the progression xml and replace base_skill_point_cost="1" in the file with base_skill_point_cost="0"
  23. Mod has been updated to v 1.1 v1.1 -Added Primitive ammo to twitch integration and loot -Added Bear Meat and associated recipes (grilled, boiled, charred and stew) -Added Chicken Meat and associated recipes (grilled and charred) -Added Pork Meat and associated recipes (grilled, boiled and charred) -Added Rabbit Meat and associated recipes (grilled, boiled, charred and stew) -Added Venison Meat and associated recipes (grilled, boiled, charred and stew) -Replaced raw meat in animals with proper meats -Reduced Harvests on Animal Meat -Reduced meat needed in recipes from 5 to 2 -Added Wood Logs to Trees -Added Wood Planks and recipes -Replaced Wood with Wood Planks in building recipes -Added Sticks and recipes -Replaced Tool and Weapon and Arrow recipes using wood with sticks -Added Sharp Stone and recipes -Replaced stone in recipes for arrows and stone tools with sharp stone -Added Basic UI with Food and Water thanks to Scomar -Added recipe for cloth made with 2 cotton -Changed bedroll recipe to require cotton instead of fiber -Removed Starting Quest -Added Tallow and recipes made from Animal Fat -Replaced Animal Fat in candles, flaming arrows and torches with Tallow -World crops can now be picked up with E like in previous alphas. Planted crops must be punched. Credit to Khaine for inspiration on this. -Reduced health on trees -Removed harvest on trees -Trees give logs on Destroy only -Dead Tree Bushes Now Give Back Sticks
  24. 3 new modlets added today Working Coffeemaker Adds a working coffeemaker. Perfect compliment to the working microwave. Destroy coffeemakers in houses to acquire one. Recipes for tea and coffee are included in them. Nails More uses for Nails. Adds nails to recipes containing wood and also adds nails to harvests of poi wood items. Nuts and Berries Adds nut and berry food items. They can be acquired from punching bushes and grass. Nuts give a small amount of food and berries give some water. Combine them for handfuls of each and an extra bonus.
  25. This is interesting and I like it. I don't remember this very well, was this actually in vanilla alphas? i know the line was always in the xmls but I thought it was commented out.
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