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Janarah

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Everything posted by Janarah

  1. Janarah

    Snufkin's Jukebox

    Man that's a real shame. I'm checking some other sources, like a radio mod which seems to do basically the same thing, by Xynth I think.
  2. Janarah

    Snufkin's Jukebox

    Does this still work snufkin? I want to use it in an overhaul me and a friend are trying to mash up together, of course with our own musical play lists. And of course there is a lock for permission on the download.
  3. I was considering trying to do something like some of the fo4 mods for seasonal weather, but then I considered the fact that going indoors (so to speak) doesn't actually change anything with rain or snow or even radiation. So I might be tabling my research on the ideas of doing an actual weather system.
  4. I've looked all over and can't seem to find anything about adding in custom sky boxes (say for weather or a new night time look) or custom moons. Anyone have any ideas how this might be done?
  5. on the seasonal weather, is actual new weather added or can it be added, i.e. thunder storms, blizzards, torrential down pours, possible rad storms, etc? Which bring to my mind the question of if the sky box can be changed with the varying weathers to something custom? I'd like to add in multiple things along the above lines once I figure it all out.
  6. Looked around and couldn't find the info, so going to ask here. The kuva's armor quest, it says gather red. . .red what? Red dye? Red berries? Red paint?
  7. I'll check my logs once I get a bit of a nap, but I am wondering if the individual modlets are no longer working with df and if that might be the issue. I'll send it to you when I get the chance.
  8. is it possible to get the mods 1 or two updates prior? The new updated versions are giving error with window group crafting, obj ref not set to instance of obj, has to do with cooking and work stations mods. The tatarin forge also seems to be missing a png. Not sure what's going on, tried downloading twice and still giving the same errors. Errors occur when opening the crafting and selecting any of the craft stations (cooking or work) when clicking on the oak raven forge, cooker, mixer, slate sink, and other benches in the crafting menu: xui error while updating window group 'crafting' object reference not set to instance of an object not sure what you guys changed, but yeah, it's causing serious issues for me now with all work stations, cooking stations, and so on
  9. Typically I don't play vanilla, usually darkness falls. But you are right that in vanilla the zeds and game play with traps are pretty trivial and unchallenging. Hell, half the time in vanilla the zeds are more interested in a tree and beating on it than they are me. . .not sure why that was ever done. I do agree that zeds should be pretty much dumb across the board in regards to thinking, but if we use current media as an example of what could be considered zed staple behavior, they will always choose the path of least resistance to their meal before randomly just banging on stuff for no reason. So far as rads go, Chernobyl is a good example to look at, five or so years isn't going to do much for radioactive decay, but that's a rather mute point when I am pretty sure radiation isn't even a real threat in vanilla so far as I've noticed. I can understand mutations, like on the behemoths for example, having denser bones and possible thickened skin and what not, but plan zed marry who's barely keeping her head on shouldn't have the same outstanding mutations and be falling apart and breaking through something which would obviously break her trying. So far as deco, I do understand that changing the block/item type is difficult in a voxel based game, though not impossible with c#. It's more of a factor of getting the two different types of things to work nice together given the diverse coding. But it should be doable. I have noticed the game has greatly improved on voxel loading, and I personally have no issues driving at full speed across the map, unlike previous alpha's where you could fly off the map due to loading. So, I don't think adding in ground vehicle features should be an issue other than the slow zed spawn in times, though even with that I haven't notice much of an issue and see them poping up a good distance before I get to them. Flying however is a different story, there is still a good amount of lag with that when high up and traveling, probably due to the sheer amount of what needs to be loaded at once. So far as traps, yeah, they are kind of just nice bells and whistles, but a variety allows people to make up their defenses in unique and different ways. A wall trap that closes and squishes zeds would be a good one to put in to protect halls. Simply tossing up a bunch of turrets, electric fences, and maybe some barbed wire can get old fast and it's to the point that defensive bases begin to fall into a small hand full of effective designs. I was quite excited with the introduction of electricity, and had hoped there would be all sorts of neat things. . .and was left disappointed. A flame thrower trap behind bars or a chain link fence could prove effective. There are of course the dart traps, but so far as I can tell they aren't terribly effective, though they are quite neat with seat up if you can maintain a constant power supply and ammo. Or a floor trap which launches zeds away from the base, but this would only work if zeds actually fall dmg (well more than they do now) and didn't rage and begin slamming what ever tree they land against. There are some very simple traps which could be used that would offer a host of options and improvements with out over powering the player. I mean, at the end of the day 7dtd is more of a tower defense and building game than anything else. I wouldn't mind seeing a host of new zeds, animals (ones that don't look like half animated blocks, sorry, the animal models are horrid as are their animations), and other mutated things in the wild. Though, that may or may not be in line with the funpimps vision forward? Walking through the woods and being attacked by some odd half zed mutated tree thing would be pretty horrifying if you didn't notice it till you were on it. In the end I'm just tossing things out there.
  10. The whole idea of not being able to get water from water seems rather. . .dumb to me. If we're talking post apocalyptic the rain isn't going to be any better than the river water wise with nukes having been dropped, which is obviously the case with the ruined/burnt forest areas, though boiling it wouldn't make much of a difference in safety/quality either in regards to rads. It seems like the game is simply moving in a direction to combat the players rather than add any real survival element, i.e. still needing to eat a whole bear and being hungry an hour later. . .how dead is the food horse by now and still no research or changes on that front? Maybe five minutes should be used to actually balance out the 'survival' aspect of the game so it actually makes sense instead of tossing it in random directions and over inflating it's numerical requirements and timers. Something such as new and interesting traps which can be used in new ways would be more useful, or an actual improved zombie ai which doesn't ignore the player or pathing to beat on a tree or random block, or I dunno, not making zombies superman when they fall. . .or having zombies with different talents work together to overcome obstacles. If coding for such ai could be done in nwn it can be done with unity. Or instituting a hardness scale for blocks so that normal zeds break their hands rather than blocks when it comes to concrete and reinforced steel unless some sort of evolved type. If you think that bone and flesh can break through such things I'd like to see a video of you trying it with out falling off a building to do so. Or how about edit the furniture blocks so that they can fit in tiles with half blocks and what not, it can be done. Or deco that can be placed on tables or counters with out a cup or plate taking up a whole block space? Or even allowing passengers to shoot out of vehicles, or adding a gun placement on top of vehicles for passengers to use. Or even maybe (and I do believe new farming is in the works), more plants and cooking recipes. To include but not limited to animal farming as well. Or perhaps boats for the water which will no longer be able to be collected from. . .water. Just saying, mine craft got the water right, maybe take a page from there. . . Honestly though, traps need some love. . .or the lack of traps to be fair. Since the log spikes were removed we're stuck with blade traps that break easily, turrets which seem to half arse work, and electric fences. . .that's it. How about spikes for drop pits that impale zombies and hold them in place, or swinging blade traps for halls, or floor spike traps that shoot up, snare traps, fire traps, etc. etc. It's not hard to use a modicum of creativity and the unity asset store for some simple things. . .and code them in. Well, it shouldn't be if you have access to the games core files and know c#. Adding new texture to the paint pallet would be great too, as well as allowing people to use the majority of the ones already in game instead of locking or hiding them. Yes, it can be done. I've seen it done repeatedly since A16, so the excuse that there's not enough memory or that it's not possible literally doesn't 'hold water', much like the game is soon to be.
  11. Place down your coop. . .put the chick in your quick bar, look at the coop, right click. . .done. Pretty sure you need two chicks per coop to get them started.
  12. I've looked over the project, it looks very impressive. I just wish everything worked together, too many moving parts and adjustments needed I would imagine. I'll settle soon enough on something that gives me a steam punky/magic vibe with some farming and deco bells and whistles eventually. I like challenge, but also like the idea of amazing building and deco. So something in the middle would be nice.
  13. Those look amazing, though with running darkness falls and sorcery (wish there were a different magic mod), I think compatibility options might be limited?
  14. I'd like some assistance with a steampunk weaponry mod if at all possible. Maybe a little more damage than the basic weaponry, by one to five points. I am willing to get the assets of course. Here are some images of the weapons that I've come across: Shot gun: Revolver: Wave gun: (might need to be some sort of knock down and bludg dmg) Sniper rifle: Flame thrower: (burning dmg) Alternate drones: Assault rifle: Vehicle: I have a few others, but that's the general gist of it. Sorry about the large images. Feel free to message me if you might be interested in setting this up.
  15. Yes indeed, though there is also the sorcery mod, so the fire, lightning, and ice essences as well.
  16. @oakraven @arramus I'd like to use your stuff with df, but am rather ignorant with the xml editing. Is there a way to get a drill or what not that will also pull the df ores as a patch? Not sure if there are any other issues with compatibility, I'd like to use the majority of your stuff with df.
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