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xyth

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Posts posted by xyth

  1. I'm excited to try it!

     

    As for the server load, I ran the Starvation SDX mod for a while on my server. Looking at the file folder difference between that install and the non-sdx server installs there is minimal difference (3 specific files needed to copy in) . I assumed you loaded the SteamCMD dedicated server then added your mod folder, sdx folder and config folder? I don't think there's more to it than that as far as I can discern. Nothing seems to be loaded outside of the game folder you setup off the SteamCMD server root. If you want to send me the game files I will try to install it on my box for you.

     

    Read here for some hints: https://7daystodie.com/forums/showthread.php?40848-HowTo-Install-SDX6-on-a-dedicated-Linux-server

     

    If your running a windows server this applies with minimal changes.

  2. Both of these get my vote. I love your idea Spider, and back it fully! Cant wait for this actually. But is there a way to change the hardstone texture? I personally dont like the bedrock look.

     

    Ditto, I like both but don't like your choice of texture for hardstone.

  3. Here's the new melee stats if anyone is interested. let me know what you think

     

    Looks good, but I'm not sure what you intend with the "Power Song" bonus. Do we have to chant or something in combat or did you mean...swing.... :wink-new:

     

    Other than that, consider the following:

     

    1. Forged Iron is heavier than Forged Steel, but perhaps you are using cast iron which is lighter. Id make steel augmented weapons have less delay unless your thinking cast iron.

     

    2. Night sticks are small and fast, so should use less stamina than clubs or bats

     

    3. Sledge may need more delay. Ever use one to hit something thats not very solid (like a pumpkin on a post?). Its hard to recover from the follow through and then setup for a second hit. Burns stamina like crazy too.

     

    4. Knives, swords and small axes should be significantly faster than clubs of all kinds.

     

    I'm heading out for a business trip soon so cant really study this with the time it warrants, but I think its good to go for the first release.

     

    On a final note, I notice the great detail in the damage bonuses to materials. Perhaps this is just thoroughness on your part, but I cant help wonder if you are thinking of introducing Zeds with surface category "material" other than organic. Cops wear body armor, maybe concrete coated workers, accountants with glass jaws .....

  4. Anyone know any solution or fix: whenever opening campfire I get lag/stuttering. Also whenever I search for something in craft menu game freezes for a few seconds. Annoying small things. Thanx for any help

     

    The cause is that all the added recipes in this mod and how A15 searches EVERYTHING on the crafting menu causes the slowness. Only decent work around is make favorites of those items you commonly use and switch to the favorites screen when crafting.

  5. I dont think there is any on the surface but according to the biomes.xml file there is some under the gravel thats under the snow. So dig down 4 blocks of snow, then 1 of gravel, then your chance of hitting nitrate starts. I'd say its less tedious just heading to another biome though, or otherwise I just bust small boulders and get all I need that way.

  6. Need help with the Weather System, RWG Terrain Generation, Adding/Editing Sounds, Importing 3d meshes for use in the game. If you know how to do any of that drop me a message or post somewhere and I'll get in touch with you. Thanks

     

    I have played around quite a bit with the RWGMixer so might be able to help in that area. I have changed the weather settings a bit too, but there doesn't seem to be much out of the box you can do there. You can change temps, storm frequency, make it snow in the desert etc. But you cant make it rain cats or anything like that.....

  7. Also with the new ability to Examine a block to learn how to make it how do we want to do this? If you walk up to a brick ramp and examine it should you just learn that one brick ramp block or should you learn all brick blocks?

     

    I vote for all blocks of that type. It would be tedious, and otherwise you would have to ensure every block combination would exist in game prefabs many times to make it viable otherwise.

  8. O ♥♥♥♥! Starvation SDX is out. What a perfect present for today. I'm stuck at home in a blizzard with a Gallon of Crown, and a nice bag of green. Time to play!

     

    Still some load errors to work out in Starvation. You have time to get some work done on TS while they fix it..........

  9. With this mod hunting has become a whole ritual for me. I feel myself a native american hunter while I am pursuing my prey)

     

    I totally get this. This is actually a great idea for a starter class, nativist, with significant bonuses to most primative skills (bows, fishing, basic cooking, wood construction, primitive clothing etc, but gets locked out of top tier crafting and weapons (can't grok the tech)

  10. and what good is having triple harvest (if it is even possible) in the end game when you already have everything?

     

    Well, I never seemed to have enough feathers. Guess I need to raise chickens next play through.

  11. Harvest count 100% on the electrician seems really high. Maybe 50%? Also, If it applies to all wrenched items will an electrician get 2 engine drops from cars or just double the gas, scrap etc? At 100% I'd probably go with electrician every-time in a mod with scarce resources like yours. Oh, and when is the next version going to be released? :wink-new:

  12. Ok, taking a shot. One starter item each related to profession (like you said), one major bonus and 1 minor bonus each:

     

    Class

    Farmer - Harvest count, food recipe

    Fisherman - Harvest count (can you increase fish catch probability?) , food recipe for fish

    Chef - Exclusive recipes (uber) , smell

    Cop - Pistols, doughnut recipe

    Soldier - Heavy guns, armor defense

    Chemist - ?

    Doctor - +5 med, medical recipe

    Fitness Instructor - Stamina regain, Max stamina

    Fireman - Seriously? Fireman? Climbing speed ;-)

    Construction Worker - block damage, repair time

    Carpenter - primitive bonus, repair time

    Electrician - I question this one as his material is journeyman and no longer gated by skill. maybe special recipes...

    Metal Worker - I question this one as his material is journeyman and no longer gated by skill. maybe special recipes...

    Burglar - Loot quality,loot time

    Park Ranger - Ranged falloff, crouch speed

     

    My assumption on what a Major/minor bonus might be has little basis except usability in the current system.

  13. I hope you will consider adding something like Carlzillas unarmed SDX mod at some point to your mod. Its still 0.6.0 version, though. I think it might be possible to edit it down not to use his stances but rather use your 2 attack types and the double hit when using both. That would equate to 3 attack types which is more than enough. The double hit isn't an issue as it deplete stamina rapidly, which is dangerous in close combat.

     

    This probably isnt something for the next release, but consider it added to the wishlist (along with three08's teleporter mod) .

  14. Thought about some of ya'lls comments about the gating of the Tech Skils. Though its not my play style I understand what your saying. So how about we do the gating like this

     

    Journeyman Crafting starting recipes require Player level 30

    Mastercraftsman Crafting starting recipes require Player level 75

     

    Player Max Level is 200 fyi

     

    That would still require playing the game but not require grinding of things your don't want.

     

    I like this much better than the double gate.

  15. Ok, ok. I'm fine with guns, as long as the bandits are improved so they don't autofire non-stop at max range so you get hit several times before you even know they are around. If you play "dead means dead" then you become a tad cautious about aspect of the game that will kill you without you even getting a chance to respond.

     

    On the topic of bandits and followers, I think it would be more realistic if you couldnt tell which was which until you got into reaction range. If your a fan of the apocalypse genre, you know humans are far more dangerous than zombies, and you seldom know if the survivors are hostile or friendly until you approach them. So here are my thoughts for the next version.

     

    1. Use the same survivor archtypes for both followers and bandits. Maybe change something small like hair style or mask type to allow bandit identification only at close range. Make most highly territorial, and only a few wanderers (scouts or lost souls)

     

    2. Give them all the guns you want as long as they do similar crap damage on body hits that we do to them. Make them struggle to land a head shot on a fast moving target like we get to do.

     

    3. Once sleeper code is available, either from Starvation or Pimps, use that for both types when placed at POIs.

  16. Thank you for absolutely no help xyth rofl

     

    I ask "What weapons should they have?" you answer "I think they should have weapons" come on! lol

     

    To be clear:

     

    1. No guns on either, melee weapons only is my first choice.

    2. Unless they drop melee weapons, it doesn't matter to me what they carry cause I'm going to make sure they don't hit me. Only caution is giving them melee weapons with a very long reach, like the sledge, as they already have a good hand range as it is.

  17. Well, in other mods like bad company that have bandits with guns, it makes early day survival almost impossible, especially if spawned on bloodmoons. Bandits with melee weapons are fine. As for followers, the ones you spawn with guns run up and melee anyways, and often miss at close range, damaging the ground badly. I'd stick with melee on followers as well.

  18. @Spider; Ok, so I decided to try multiplayer for the first time the other day, and jumped onto your server. Unfortunately, I entered a few minutes after a 400+ day bloodmoon began (lol). I insta-died, but the fist fight was fun while it lasted. I logged off and called it a night. I just retried to get onto your server but now I don't have any starter stuff. I tried a new profile but nada. I also get lots of errors logging out and I need to use task manager to kill 7D2D when I leave your server.

     

    I reloaded a clean install of your mod and it still bugs out on exit. No biggie, I will try again when you reset.

  19. Ya'll make me feel not so bad that I do that on the first horde night, hiding in a POI and then running away when it gets to crazy and/or run out of ammo.

     

    Everyone does this at first. I move to an active defense asap but in this mod I seldom have the arrows to spare on day 7. I usually just hide up top somewhere where climbers cant get to then at 4:00am sneak down and run until the horde spawn moves away from my POI. I think its critical that bombers be added on later blood-moons to prevent a passive defense.

  20. I like the sunflower seed idea. Sugar cane ingredient can be used to boost the OH content of alcohol recipes to increase bonuses (example- light beer vs normal). Forest flowers, yeah maybe for the natural cure whatever its called.

     

    Are you adding new diseases like Scurvy? If so, consider biome plant distribution for things that cure that (tomatoes, carrots, blueberries)

     

    If your adding in cannabis, might as well add in a small %chance to mushrooms to provide a similar buff (or a fun one) as most players cant tell one mushroom apart from another so will occasionally pick up a more interesting one.

  21. Spider. As others have mentioned, sounds like the farming variety you're looking at is from Starvation. That mod looks so amazing and I'd love to try it but I don't want to give up your mod. The part of that mod that interests me the most is the survivor colony stuff. Would any of that be possible to add to TS?

     

    Starvation has nearly pure vanilla game play except for the cool add-ins. TS changes the game play significantly. As long as managing a village is optional I am not opposed to adding something like that in, but I found managing settlements in Fallout tedious, and I doubt starvation will be any different (I hold out some hope as those guys are amazing!). For me, I just want to survive solo (or with friends).

  22. Spider. Suggestion now that I'm thinking about it. Add the rope recipe to the first category (forget what it's called, the one that has important recipes from all the other tabs). It's just a quality of life request, so we don't have to keep searching for rope every time we need to make some.

     

    I just click on the grass icon in my backpack and then click recipes. I takes you right to the rope recipe that way.

  23. @xyth Maybe with the new shapes system we will not have a recipe for each shape, so one recipe for all wood frames, one recipe for all concrete blocks, etc. But I don't know. In our mod we can remove flagstone/brick blocks and make them only 'paintjobs' for cobblestone, as those materials fit into cobblestone role.

     

    Yeah, I think there will only be a recipe for each shape, then a sub menu for the class, like wood or cobblestone. So that will remove a lot of recipes from the search.

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