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Death2gnomes

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Posts posted by Death2gnomes

  1. Yes, it is intended, to avoid exploits for infinite water.

     

    this also stops players from creating lakes or rivers or moats. meh.

     

    not sure if the 29th release date was a joke or not, but being its March now, I can only assume further testing is being done, so two more weeks maybe Jax?

  2. Is there a trick too finding the sewing kit/welding tool?

     

    I`m on day 21 and not seen either of these. Looks like the new wrench schematic holy grail!

     

    I have looted 100`s of POI`s and nothing.

     

    Good to see I'm not alone with this.

  3. Night terrors supposed to despawn during daylight? Also, clearly not tied to game stage, makes them quite OP for stone arrows/most guns(w/ stone ammo) in very early game stages. Still need to fix the Hide Armor quest/Sewing Kits. Would like to see more of Common Sense Mod applied.

  4. ...

     

    Not really. If you will learn one thing playing this mod is that it is leaning HEAVILY towards less crafting and more exploring. There are no craftable station tools except for the butcher knife and blacksmith hammer, and those were only added because they are vital to progressing. There will be similar changes coming in future patches that promote exploring.

     

     

     

     

     

    .....

    I like the concept. This is my first play thru so without much explanation of these things its irritating to figure this out AFTER you spent the points. My suggestion would be to lock buying the tailor table (and others) behind a quest that the only requirement is to find a Sewing Kit. So now, the quest to craft Hide clothing and armor will sit in the quest list longer and until much later in progression, IF it gets done at all, because the player, after day 10-14, is already at a point that he/she is wanting to find/buy iron or better. The only other way I can see that initial quest worth doing at all is if you remove the requirement for the Sewing Kit for the hide armor just to progress the quest to next stage.

     

    That all may sound stupid to those veteran Ravenhearst players but atleast its more considerate to new players that dont know where to spend points especially with all the point locked new craft stations.

  5. Also, I chose the rifles class to start with, it gave me the SMG (and recipe). I happened to find a hunting rifle, so imaging my surprise when the rifles quest progressed to assembling the hunting rifle that required I find the recipe for it first, after 21 days and pretty much crap luck at finding any real meaningful recipes (picture a library full of everything but books). so please fix rifle class description properly on page 1.

     

    So here's to hoping 2.07 and a new start again will change my luck. This time going with something that might seem more reliable, either bows or spiked clubs, cuz firearms suck in early game.

  6. Version: 2.07

     

     

    -Removed Traps XP that could give players extra XP

     

    -increased timer on destroyed loot container backpacks to 480 to allow more time to loot them.

     

    -Added Polished Wood which is used to make Decorative Items and can be crafted out of wood

     

    -Added sticks to more recipes

     

    -Adjusted Probabilities for certain types of rare loot.

     

    -You must now "punch" plants and crops to harvest them.

     

    -Increased Skill Point Gain from levelling from 7 to 8

     

    -Fixed Shock Club breaking at 0 Durability

     

    -Lowered entity damage on regular hammer

     

    -Removed duplicate stove recipes

     

    -Added yucca to Cactus Recipe

     

    -Added Textile fabric made out of cloth and is used for all Decorative items and extra clothing recipes.

     

    -Added Heat Free Torch recipe requires 3 normal torches to make.

     

    -Adjusted Lucille Recipe

     

    -Skill Books like Medicine and Archery found in loot now give 2 points towards each skill

     

    -Added special Loot to Bus

     

    -Added Special Loot To mystery Machine

     

    -Fixed soda scrapping into glass

     

    -Fixed box of nails scrapping to plastic

     

    -Decreased Percent Traders Sell Items For

     

    -Added Gun Locker

     

    -Added Wardrobe Closet

     

    -Fixed models of Hamburger and Candy Bar

     

    -Added Soda Can Model

     

    -Adjusted price of 556 Ammo and 32mm Ammo

     

    -Adjusted Damage Duplet and Homemade Pistol Do

     

    -Added new vehicles in the world such as Bus, Semi, Cars, Vans, and Dump Truck along with appropriate loot (Hint: You WANT to find a Semi)

     

    -Removed headshot only, but made zombies a bit more difficult. This was done to make the Night Terrors allow proper body damage (No more farming them on spikes)

     

    -Night Terrors now do more Block Damage

     

    -Night Terrors now move slightly faster.

     

    -Night Terrors overall are more tough. Do NOT go out at Night or in the Wastelands or Burnt Biome unless you are PREPARED. That is my only warning to you! :)

     

    -Added missing shock trap recipe

     

    -Fixed Armor Quest showing wrong number of materials needed

     

    -Slight wellness increases on certain foods and drinks

     

    -Vegetable Juice Added. Great way to gain Wellness

     

    -Plants must now be harvested by punching them, even in the world. This is part one of a new farming system coming in 3.0. There is a chance your harvest may go bad and return Rotting Harvests that can be used for Fertilizer. Keep in mind that punching the crops can result in ZERO harvest at times. The ONLY way to ensure a harvest is by using a farming tool.

     

    -Using a Hoe, scythe or sickle now affords you the chance to get a seed back when you use them to harvest crops. Each hoe offers a different harvest bonus. Scrap is half, iron is full and steel gives a chance at more.

     

    -Increased chances of finding Antibiotics in Medicine loot.

     

    -Decreased amount of Compost needed to fill the Composter

     

    -Increased timers on Rain Catcher, Composter and Chicken Coop

     

    -Added empty jars to Rain Catcher loot

     

    -Added Tarps can only be found and are required to make Composter and Rain Catcher. More recipes to come.

     

    -Reduced Snowberries around the world except in the Snow Biome.

     

    -Thanks to sphereii's new DLL edit whenever you craft an item it will AUTOMATICALLY favorite it. This makes using Favorites even easier and eliminates the process of forgetting or finding it again to favorite it. Using favorites is a GREAT way to cut down on Inventory and Workbench lag. If you wish you can still un-favorite any one time recipes.

     

    -Removed Traps skill from Survival Class which will hopefully KILL the Traps bug once and for all.

     

    -Bite Mark countdown timer slightly increased.

     

    -Plants have decreased in grow time from 360 minutes a stage to 300 minutes a stage

     

    -There is Sham in them thar hills!

     

    -556HP and 32HP ammo recipes now Added

     

    -Claw Hammer will no longer be OP on stone and dirt

     

    ok where is the recipe for Sewing kit it doesnt show up via search? or must that be found ? spending 10 points on tailor then finding out the Sewing Kit is mia is kinda of irritating.

  7. True. However verifying through steam will not remove files that don't belong, which can cause problems. The newest version of the launcher removes the mods folder now on copy.

     

    That assumes players modded using the original steam folder, in which case, the guide by The Lorax works as the better solution.

  8. Sorry for the delay, I didn't see this.

     

    It's really tough to say. We'd need to see logs for each of your crash scenarios. If you could post them, that'd be great. you'll find the logs files under 7DaysToDie_Data/output_log.txt

     

    And while it may be too late for this advice, I'll offer it anyway: never mod the steam folder. Make a copy of the game (the Mod Launcher does this under advanced mode), and make your changes there.

     

    also want to add: If you verify the steam files before installing the mod with the modlauncher, it will help cut down on some initial problems.

     

    EDIT:

     

    IO really want to change the crosshairs to another color or share, anything other than white that gets lost with any kind of light shining in the direction you are aiming.

     

    While looking I looked at the most recent log files found these couple lines, not that it matter game still plays fine.

    The file 'C:/7D2D/Ravenhearst/21_Day_Horde_Edition/7DaysToDie_Data/level1' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
    
    (Filename:  Line: 223)
    
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    SDX:  Could not find sdx config file: ''. Using default settings
    
    
    

     

    Where do I change the crosshair color to Red or Green?

  9. As much as I like the addition of other crafting stations love the advanced campfire, I would prefer to not have my high end system come to crawl by just opening the station. The extra recipes are great, but the lag these stations create, favorite recipes or not, is horrendous. I know this happens to ALL mods and I hope A17 will find a fix for this. Its a shame TFP still refuse to help out here.

  10. As long as you dont give 100% weight to Trophies being in safes, I do think file cabinets could be appropriate for some Trophies. Most of my childhood trophies are in a cardboard box in storage area, LOL. :bi_polo:

     

    I came up with a couple more suggestions but I havent put much more thought into this recently, I shamefully admit I've been playing other games (*Cough* Empyrion) atm.

     

    A17 will see other modes of transportation, so the hope of some rebalancing with the minibikes hopefully is part of that.

  11. Thanks for this type of mod, I read thru several changes although not all of them I found a couple that could be considered iffy.

     

    About the machete, its original intended purpose was to chop thru jungle underbrush and a basic edged weapon, mostly and it found other uses along the way ("useful things"). They are not a refined item and mostly were made from cheap scrap iron not steel, from my experience, a good thick piece of metal you can shape easily that you can put a cheap edge on. I think one of the rambo movies showed one being made, with a propane torch and a grinder. So do consider keeping the recipe as iron, other than that, whatever you decide...

     

    Ok

    -Mailbox loot list: you changed this early on so I am guessing the game never leaves the mailbox door down or open. Great place for a birds nest. add a few feathers here.

     

    -Trophies: I dont know about you but I wouldnt keep my faux-chrome plated little league trophies in a safe. They are worthless materially, but to some people they might be priceless, sentimentally.

     

    -Minibikes: when traveling over the top of a steep hill you can really get some good quality air time thats a bit painful when you do finally land. The bike gets minimal damage but you suffer the brunt of it, death is more common than a broken minibike. I think bikes, or certain parts of the bike, should rack up more damage from these failed attempts at going orbital.

     

    -Padlocks: If these are not on the Junk list, they should be. I kept a padlock in my car to use when I went to the gym.

     

    just my 2cp here.

  12. This makes sense to me, since those settings are remembered globally, rather than for individual mods. Keeping track of individual settings for the mods would be a bit of a challenge, as mods get installed, removed, re-named, etc.

     

    Or are you saying that there's a situation where you've selected the checkboxes, but it wasn't saved for next time?

     

    yes I suppose thats more like it, the checkbox selections are not remembered if and when they are changed. To check or not to check that is ....nvm. Ok lets try this, if EAC box is not checked when any mod is installed, I have to check it everytime before clicking on Play Mod button. If EAC is checked and immediately uninstall a mod, it will stay checked when I reinstall a mod and everytime I load up the launcher. so...

     

    if these really are global settings why not separate and move them to the top, elsewhere, out of individual mod rectangle window. just askin'

  13. Ok found a bug of sorts. when installing and deleting a mod the check boxes on the right a populated everytime the launcher is closed and and relaunched, however, if you select with boxes you want to check and then delete the mod and then reinstall the mod, the check boxes remember the new selections whenever you close and open the launcher. Hope this makes sense to you.

  14. Hey guys, thought I would pop in and give you guys some news that the V4.3 is getting closer to release. This update had taken me some time to get all the features done. The past few months (Sense mid November) have been tough for me due to a family emergency.

     

    Some recent things I completed for V4.3:

    -Rest System (Now with full Custom Icons)

    -Buffs plus system UI Icons are now switched over to a atlas (Meaning I can add Custom Icons to Game GUI)

    -Bandit Weapon overhaul (They no longer drop their weapons after death)

    -Trader Loot Overhaul

    -General Loot Changes

    -New Wrench

    -Progression Overhaul

    -Recipes Overhaul

    -Blocks.xml now has full Localization Support as well as Custom Icons

    -Items.xml now has full Localization Support as well as Custom Icons

    -Progression.xml now has full Localization Support as well as Custom Icons

     

    On top of the other things I have already done such as New Prefabs. I also have gotten permission from Magoli to use her prefab pack to include mine in the V4.3 release. So when it releases their will be 2 downloads, 1 for vanilla prefabs only with my mod and the second with the prefab pack including my prefabs and the mod.

     

     

    Will there be a multiple options in Mod Launcher for those?

  15. The "Launch with Steam" option is a bit confusing about what it does. I was going to remove it. The purpose of it was to enable the Steam Overlay for all your mods.

     

    The Launch With Steam option simply does a steam://run, which will tell Steam to launch the game. However, that only works if you are using your main Steam folder for your mods. Originally, I was hopeful that I would be able to give it a path, and have Steam still launch it, providing the Steam Overlay. However, that wasn't possible.

     

    The only reliable way to get the Steam Overlay was to add the Mod Launcher to Steam as a non-Steam game. Then it, and any game it launches, provides the Steam overlay. If the Launcher exists, then the Overlay may not work in the game.

     

    Was there another purpose that is possible with a Launch with Steam option?

     

    Thanks for the explanation, and no, I just wanted the steam overlay with each mod. :kiwi-fruit:

  16. Yep, the UI lag is only with this mod. I can also say that this lag has gotten worse since I started this mod. If anything is currently crafting like 100 wood frames and I open a forge (or any crafting tool), I cant pick anything up with my mouse, there is a huge delay in opening a running forge UI, and even when I search for something to craft, its like the whole game freezes.

     

    I use the Mod Launcher so it downloads the current build everytime I start the game, this doesnt happen with Valmod Expansion or a vanilla game (I have not tried a lot of mods yet).

  17. There seems to be a huge memory leak, game is gaining 2-3Gb while running, not sure if there are mod issues or not.

     

    I did find some UI alignment issues between various tools (forget, campfire, etc.). Also, when searching inside the crafting tab, or inside any tool really, there is a lag problem thats not there or not noticeable as much in a virgin game. I wonder if this could be related to the memory leak since it gets worse the longer the game session.

  18. Yeaaa Steam has too many quirks, not just for 7d2d. So I thought of another feature I'd like to see, aside from a larger play button, is an optional auto-close feature, cuz after you launch 7days you dont need really need the launcher if you're playing. We only need 1 icon on the desktop if we're using Mod Launcher. :highly_amused:

     

    Definitely need an auto-beer fix too. :tranquillity:

  19. I figured a few things out eventually last night, ugg my head still hurts from trying so hard. Advance mode was more confusing than Simple. However, now knowing your intent for Simple mode, I have to say its not so simple to understand at first glance, it still needs a clean-n-fresh Steam install to work correctly.

     

    What I figured out was that with each mod you want to play requires a completely fresh clean install of the game from Steam, even after you delete local content thru Steam you have to go thru and manually delete the folder as well because steam does not delete modded folders. After you reinstall the game (Steam) you can then, using Advanced mode, make a copy, and the desired mod will install to the copied folder. Play it at this point to make sure the mod works as intended.

     

    After that one mod is installed, repeat same steps, delete local content, delete the folder, reinstall game, then in 7Mod Launcher, pick another mod, copy to folder and again launch the modded game. Repeat this for every mod you want to play. At this point you should now have 2 working mods and be able to switch between them.

     

    Now I dont know if this is the process you intend Sphereii, but as I said its not clear how the process works when you first look at it.

     

    I did try to create a different folder to copy the game to and it didnt copy to that folder. Slim chance I might not have properly selected the folder but if you make the default pointer to use [%app path%/7DTD/ ] instead of using the underscore [%app path%/7_days_to_die/ ], that might be easier to find in file explorer. Being full of New Years cheer didnt help :biggrin-new: which might also be the reason I missed the log file in the View menu. IMO, save (replace?append?) a copy the of the log file to each mods folder each time that mod is launched. Whatever works, I'd like to know what went wrong if a mod doesnt launch or there is an error.

     

    Once its figured out, its a nice tool, but the path to figure it out is a ....steep curve. :untroubled:

     

    Do you have a group on steam? if not make one, I'd join!

     

    EDIT:Oh the black screens was from not manually deleting the existing Steam install folder before using a clean-fresh Steam install

     

    Edit2:just mention there is no uninstallation, do mention that how to do a clean install which includes deleting the install folder before re-installing the game.

     

    edit3: if ya do a log file from each mod installed and upload from the mod page/tab/frame?? to narrow down problem mods so user can upload both, the current log file setup on a log file from within a mod. idk something like this. :distress:

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