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mdf25

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Everything posted by mdf25

  1. What does this mean for POIs built with brick or corrugated metal parts? I've made a few custom ones so do i need to update brick ones to say, cobblestone, and repaint? Or are tbose other materials still being kept? Also does this mean glass is getting all the shapes?
  2. Same with hub cities. That's what made Starvation A15 so good, the hub became midgame as you had to prepare for it due to radiation risk and the rad zone provided a good endgame goal.
  3. Powered workstations for me. I liked the need to have a power network to progress Also, the 'changer' blocks that would take materials and transform them over time. Being able to explore rad zone as an endgame.
  4. mdf25

    DMT Modding Tool

    In A18.2 it seems they merged Localization.txt and Localization - Quest.txt together. DMT will fail when applying the localization patch for the first time with 18.2 as it is now missing this file in the Config. I've just added a dummy file to fix this for now but wanted to let you guys know
  5. This looks awesome! I would love to include this as an optional extra in FennecMod, if you are happy for other mod creators to incorporate your mod into theirs once released Is this using any SDX stuff or are you purely doing texture and DLL edits for the new assets in Extended?
  6. Send some output log and I maybe be able to help
  7. Best thing would be to find them in the entitygroups.xml and remove their entries there, rather than doing it via entityclasses.xml. That way you can turn them off with much less risk of running into nullrefs and things
  8. I think for group play maybe it would work a lot better - it seems you'd need at least 2-3 more people with you to effectively get the worms out of the range of the miner But, I agree I am loving the ideas going forward here and hopefully it will be expanded upon in A17 Now for Santa...
  9. Greetings So I tried out the miner thingy and although I loved the fighting of worms and zeds, I have a little feedback on the system and the gem system in particular as well... So first up, my armour was all steel so I was ready defensively and my gun was a blue MG4 with normal 7.62 rounds plus a sawbat for melee, so I thought I was probably ready offensively. But turns out I may have been wrong about that... The worms: These guys seem to have a huge amount of health, as it would take me 10 to 20 shots to their face to send them down. I think those little worms shouldn't take that many shots to bring down. Even the sawbat I had wasn't all too useful against them either, taking about 7 hits to finish just one of them off. In the first 2 rounds that wasn't so bad, since there was only 2 or 3 on the first wave about about 5 on the second wave. Third wave came about and I couldn't clear out all the worms before the boss ones started to show up, but most of the zombies were taken care of. I couldn't get them away from the miner. The 4th round came and the boss worms came in. And they started to use that speed drain trickery that the Mortelentus boss uses... All I thought at that point was 'where is Morte?' I thought at first I had got a morte boss and was going around trying to find it before I worked out it was the boss ones doing it. The speed debuff trickery though just seems... Bullsh*t, for use of a better word? I honestly hate describing it as such because the whole concept of the miner and defending it is awesome, like really awesome and I know a lot of work went into it. And I'm all for doing more such events as it adds a new dimension to the game. It just seems you get debuffed unnecessarily even if you're far from the boss. So after killing the boss worms (I think I had 4 or 5 of them) the other small worms had actually destroyed the miner by digging under it, I think. I was on flat ground and there was a clear hole where the miner had once been. 5 diamonds that took me about 50 ingame days to find were wasted... But I did get a decent batch of resources from the area from the dropped bag, but no way was it worth those 5 lost diamonds and all the ammo I used up on the enemies trying to defend it. It was fun, sure (until the speed debuff stuff started happening), but such a shame the machine got destroyed in the process. I think I used about 800 7.62 rounds total. Overall I'd love to use it more, but given how much ammo you need to go through, it's just not worth it when I can auger the same amount up in less time. And I hate saying that because I thought the whole concept was amazing and really wish it was better balanced. So maybe for the miner there could be a few changes to help the balance a little bit, which I think would make it more worthwhile to use. As honestly I'd love to use it more. - Add a journal entry for how to build the miner. I had seen the wiki and video but having the journal entry in game would be really handy showing how to craft the components, extra things you need like a generator and a failure relay, and how to set it up. - Small worms could have less HP - about 1/2 to 1/3 of its current HP. The boss one, not a problem as it's a boss and I'd happily say you could even double or triple it to make up for the lost HP of the small worms. - The debuff on the boss worm should apply only if it can get close to you. I was over 10 blocks away from it sometimes and getting debuffed by it, which seems a little excessive. - If the miner can be destroyed so easily, I have an either/or type situation, both of which would work I think: Either: Make the miner use no diamonds in construction of the drill head (auger doesn't need diamonds in the blade, so...), and switch the control box to use a power core in its recipe. This would keep it at relatively the same point in the game (gamestage around 900-1000 when you have chances of getting power cores from bosses during horde night). That way if the thing is destroyed, you don't have to wait another 50 days to get it back. And the power core can be crafted if you power up the plant so would encourage its use more. Or: Keep the cost of the miner the same with diamonds, but allow it to have up to 30 blocks placed around it to help defend it. That makes it possible to add 2 layers around roughly (thus requiring more setup, which is a cool thing and encourages design ideas) and gives you a little time to combat the worms, or add some shotgun turrets to take care of zombies whilst you take care of other things. The failure relay is another point that they can attack so being able to defend that also would be helpful too. Now for the gem system... After killing the boss worms one of them had some gems on him. So I did get some rare things! That was good. However, both of them got destroyed when I tried to add them into the item slots to test them out. Whilst I was working out how to do this I noticed a few things... Some items can't equip gems that would be really good to add. For example the saw bat can't equip gems when the spiked club can. The same with power tools - I'd love to be able to equip gems to those power tools as that would make them even more useful. After placing a gem in a steel pickaxe, the first time it worked. I did a side by side comparison and it was a cool buff to block damage. I took it out and tried to place it in an auger, no dice as it couldn't be added. But, when I placed it inside the pickaxe again, the very same one, it got destroyed. So my gems were also taken... And that left me very sour After losing both 5 diamonds and 2 rare gems, I put the idea of using the miner or gems out of my mind for the foreseeable future. But, there you have some feedback, my musings, ideas and frustrations I thought I'd tell you about the experience so you can maybe use this feedback in future versions of the mod. Still my favourite mod, though.
  10. The best way I managed to get survivors to reliably work is to place the following blocks down in this order: Powered Fridge Bottom - then a powered fridge top either next to it or adjacent to it, to get the food storage. Cook survivor - I usually put her right next to the fridge but she can be up to 8 blocks away. Blacksmith and Mechanic - they have to be within 8 blocks of the fridge 2 storage boxes within 2 blocks of the mechanic and the smith. For the cook survivor you need to put all ingredients she needs in the fridge. She will then craft what you instruct her to craft and put the finished product in the fridge. For the farmer, I do this: Powered Fridge Bottom - then a powered fridge top either next to it or adjacent to it, to get the food storage. Farmer survivor - In the middle of the farming field, within 8 blocks of the fridge so she can access food. Farm Storage - right next to the farmer. Then I get a stone axe, wrench, hammer or nailgun, and with snowballs in the inventory upgrade the farm storage. It takes 100 snowballs I think. Never had a problem since then All I need to do is occasionally run the food from one fridge to another to feed the farmer as for some reason she can't eat anything out of the farm storage boxes... Weirdly enough she will starve to death without a fridge nearby. You'd think she'd eat some of the blueberries or corn she picked but... nope.
  11. Best thing I think you can do is put them into a caged in area when you go to put them down - 3x3 usually works well and you can corner them easily to kill them. I usually make a small area in my base where I have such a cage and then after a while I have a culling session It's evil, but still, survival of the fittest!
  12. Perhaps the best thing would be to make cities smaller and have different types of city to cover all your bases. So you'd have an industrial city with factories, a residential city with hotels and apartments, a commercial city with a shopping district area, that way you can make towns smaller but give them a distinct purpose. So instead of districts being in towns, districts are more like towns unto themselves
  13. The 1.7 does sound awesome I'll definitely be giving this a go once it's ready, I'll start a season 3 on stream the week after next (if it's out by then) so I can show all the new plants and things I really want to add some SDX stuff for FennecMod but only if I had the time... Maybe the A17 version Looking great though
  14. Yup you can place down the zombie head and when you get near it, it yells "They're coming for you!" and your status becomes hunted. In terms of my setup at the nuclear plant POI I have to say not much is going on in or around the area. The only lights I have on at the power plant is 7x bug lights, 6 over my farm area (3 rows of 18x3 plots) and 1 near to the bees to allow them to have flowers around. I have 6 forges, 2 big forges, a gun bench and one of every other workstation. I have a smith, mechanic and cook, but no farmer (she's useless now that cold storage degrades and she can't interact with regular farm storage - huh...?) Anyways - around the power plant there is a forest biome with a town either side but not in a rendered chunk, one is over a mountain and the other is a 2 minute drive on the minibike away. Most trees in the area are gone. It seems like very little should be causing lag for me but even with all power off, it goes mental sometimes. In my other world I found the power plant as well, same thing. Tons of lag there but luckily my base isn't there in the other world
  15. Seems I have been running into this more recently as well, stuttering every now and then. However I do have my base in the nuclear power plant, so there is that as well could possibly be the size of the POI causing it to lag out like crazy every now and then. Are there any blocks in particular I can remove from the power plant to reduce the lag there? I already removed the 2 big chimneys that are there which helped a little, and destroyed the truck and spider nest. (Also not using any antivirus, so nothing I can do on the exe and folder to try helping it) Specs: Samsung EVO SSD Intel i7 4790K @ 4.6 GHz 16GB Kingston HyperX Fury DDR3 EVGA GTX 970 Also a quick question about the severed zombie head... is it purely a decoration item? Seems that's about all it is, though it gives me the Hunted status when I go near it. Does it summon anything or trigger some sort of event?
  16. Greetings! I just thought you'd like to know that out of the 4 mods I showcased the past month, your one is the most popular by a landslide So, if nothing changes by tomorrow, your mod will be getting a full streamed let's play series starting from tomorrow night (and this is highly likely as yours is miles ahead). I've been following the thread closely and looks like there's some more awesome stuff I have to try out when we get there I did have an idea for some interesting hordes... If you've got bandits in the game already, well chances are that some of them would have become zombies after a while when the infected finally got them. So maybe at some specific gamestage ranges, on horde nights you could have bandit zombie hordes or mix zombie bandits in with the regular hordes for a bit of extra oomph. Maybe bandit zombies could be a boss zombie type? You could also find them roaming around the cities too and in high rooms in POIs that have the loot. Looking forward to seeing the base-crushing zombies as well, I usually don't build much in the early game since I find melee works a treat, but I'll see if I can focus in this series on building defensively to give your zeds a test drive. ... and optionally for us real horde lovers... maybe add SphereII's nightly blood moons mod with Gup's blood moon trickle as a variant for a 'they REALLY come out at night!' sort of feel? Would love to give that a shot as well if you'd consider trying that... It would probably work only on a 2 hour day cycle, but it would give you 90 mins looting and fortifying, with 30 min hordes. I can see that making early base building a challenge and you'd have to hold up in POIs the first week to harvest enough resources whilst being constantly beaten down by the hordes Just a thought, could be awesome and if you wanted to go REALLY nuts, all the hordes could be at a minimum feral zombies BUT that's just a thought...
  17. I am liking the looks of these updates! I'll be streaming this later on today and hopefully I can get some of our community to come give this mod a try And, I am liking the sounds of the hub city, I'll try generating a seed which has one in to showcase it
  18. Sounds like a boss out of War of the Walkers.
  19. This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with me But, if I gotta poke up with it I'll still try this anyway
  20. I also had the same issue, hooked up the tower to the generator bank, turned it on, no blinking. However, it spawned plenty of survivors which was good but odd. Been working fine ever since.
  21. Hey guys, got a couple issues and suggestions for upcoming patches, and an idea for a new survivor... Cook station: Can we get her to learn boiled water recipe? Seems odd she can't do the water when she can make all the other basic drinks and things. Or is this a balance thing so we can't level her up too quickly, if so maybe lower the XP it gives her? Doctor quest: I found a few survivors underground in a bunker and I got given a hazmat suit and a quest to go into the rad zone to kill the doctor. Who exactly is the doctor? Is he a doc zed (the guy in blue) that drops the x-rad syringes, or is he a specific one? Reason I ask is because I killed about 3 doc zeds but it didn't register that I had killed them, so I'm not sure if this is a survivor thing or not. I also killed mortelentus in the red mesa but that didn't register either, so it can't be him... is there a specific POI I need to find? Idea: Tailoring survivor and alternate recipes for items requiring clothes: I think one thing that would be really good is if we could have a tailor or clothes survivor that we could recruit to learn different items of clothing. There's a few things that require specific items of clothing to be found in the world but some of these things are extremely rare that you may not even find one for 50+ days in the world (and this is coming from a guy who loots most days). For example the jersey required for the beekeeping suit I think is a very rare item of clothing and I have only ever found the red version but not the right one for the main suit chestpiece. So it would be great to have either an alternate recipe that adds coloured variants of clothes in, or allow it to be crafted on the tailor station. The guard station being able to take any shirt or hat to make the camo one would also be awesome, as I mean surely you can dye anything to the colour you'd want it to with enough dyes. As you level up the tailor it would be awesome if you could teach them how to make the hazmat suit as well. It would require military fiber and lead in its recipes, and you'd need to actually teach them (they never learn by default) so wouldn't be overpowered and you'd need to find the suit first, and at their highest level you can teach them military fiber by combining kevlar, and maybe steel. Kevlar could be made on the chemistry station or science station with 50 scrap plastics and 5 ammonia solution (10 nitrate powder + bottled water on a moonshine?), which would make it not trivial to produce yourself either until you got quite late-game and have a decent resource run going. The main reason I suggest this is due to the fact that rubber is now also used in other things besides the x-rad suit so it would give more options for people who want to beekeep and also explore the rad zone. Plus if you die in the rad zone you probably have to wait another 30 days to get a full hazmat suit capable of 100% rad resistance to get your stuff back, so could help there too. Back in A15 the rad suit was more common so this wasn't a problem, but it's much rarer in A16. I have also never seen a trader stock the hazmat suit parts either so not sure if this was removed as I have seen them in vanilla.
  22. Thanks xyth for the extra info on the boxes, good thing too since I'll be getting into the survivors soon. Got a farm going finally so having that automated would be good whilst I'm off looting... The input and output boxes I suppose are worked out in order of placement, first one you put nearby becomes input, second one becomes output? As above, I'm happy to work on bits of the wiki to help address the questions that get raised in the forum about mechanics like this And apologise if I come off blunt at times
  23. I mean no disrespect but I don't think the wiki answers the question in enough detail for what's being asked. According to the Wiki: 'Each survivor will need food to survive after recruitment. They will “look” for food on nearby secure refrigerators.' Although it does say what container the food needs to be in, this doesn't answer the question all that precisely of how close it must be to survivors, in blocks. "Nearby" could be 8 blocks, it could be 16. Whether the range is also covered vertically is also not addressed in the wiki, so the need to build multiple fridges for multiple floors of survivor workstations is not known. Whether the distance is in a square around the fridge or a circle. also not known, for example, and to assume these things could cost resources unnecessarily. The wiki also has a few outdated parts here, take the mechanic for example: "Mechanic - needs storage building container for raw mats and a Storage Weapons container for the end products." I don't believe either of these items exist anymore due to the paint system A16 introduced. I haven't got this far in my games yet, so I assume that the right box to place is the Secure Storage Box, so one for input and one for output would be needed, unless the team re-added these containers. Details for the glass worker station is also not present here so would also be a good one to add, since this station has no documentation as of yet. I haven't built one yet myself but I assume it is for jars and window panes etc since you can no longer make this in the forge. Again I mean no disrespect and think the starvation team are doing an awesome job, but if there's updates would be good to make sure the wiki is updated as well as having the details in the patch notes, including fixes (which I see they have been doing for newer things like bees and mining machines) and other things that would affect crafting. I'd be happy to help contribute to the wiki as well, someone PMed me and I made a wikidot account as requested, but never got added to the editors team, so if you need help maintaining it, let me know
  24. Correct - the radiation zone (formerly burnt forest) and deep radiation zone (formerly just the radiation zone) show on the edge of the map now. You should see a circle of burnt forest biome right at the edge before the red area which is now the deep rad zone.
  25. Well if you went into a gun fight with low tier armour and a simple rifle that takes 4s to reload, whilst they have 44s and AKs and PSG1s... what did you expect? Not trying to be a douche, just saying you can't really hope to take these guys on with minimal or low-grade equipment. Best thing to do is wait until you've got some good armour before trying to deal with the bandits and preferably a PSG1 with scope to take them out at range. Quality 400+ steel armour is beast, it gives you 80% pierce reduction on shots so their shots will end up doing a lot less damage to you if you get hit (the exception being the PSG1 bandit which had 18x modifier, which I raised up already and believe it's being fixed as it was an oversight). There are towns which don't have bandits in at all, the chance for bandit POIs is relatively low so perhaps you have been unlucky in the first couple of towns you find. The main places to look out for in the towns are the churches. Some POIs that look like trading outposts also have them in as well, so only go for it if you're absolutely sure it's a trader. If you're not sure, stay away and they won't shoot. It's best to avoid them early. Easy - Just don't go in the wasteland early game, as these guys only spawn there and not in any other biome. It is meant to be a later-game biome in this mod (Vanilla too, but this mod adds a lot more challenge) in order to add some world progression and restrict where you can explore until you get better gear. I think the girl bandit does take quite a few hits to kill and a good quality hunting rifle should probably take her out in at most 2 headshots, so maybe that can be addressed by the team. These new bandits have only come in a couple of patches ago so you need to take into account that these features are in testing and not fully balanced as this mod is still very much a work in progress, but community feedback is what helps them fine-tune the features like the bandits.
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