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mr.devolver

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Everything posted by mr.devolver

  1. It was a bit of a guesswork for me too, but eventually I figured out that to use them in crafting, you need to put that empty bag down on the floor and then use it as a workbench where these tokens can be turned into items.
  2. Nowhere did I say he HAS to make this mod compatible with other mods, I'm merely providing my feedback and personal experience which as it stands right now is that for my needs it is still useless. This is not even criticism, because I'm aware that other players may like different things, however for those who find themselves in a similar situation like me when they'd want to try different things and perhaps try out this particular combination of mods and wonder why it doesn't work, this information may be useful and save them some time trying to find where the problem is.
  3. Oh, I was wondering what exactly that effect does (efficient digestion) in the game, that's good to know, thank you! Since I'm always running out of stamina, I guess I need to start making tons of jars of red tea and that coffee maker will surely help with that lol. Have fun in the game and good luck hunting for leather!
  4. Oh, I didn't even realize it was just regular water that's available in campfire, I guess at some point people just stop making difference between coffee, tea and regular or mineral water. I mean, I know there are some benefits and I'm trying to keep the better stuff for bad times, but I'm usually just drinking boiled water and only drink those better drinks when I'm already dying of dehydration or simply when I don't have regular water anymore and I know that it would only get worse because I won't have a chance to drink in a while if I don't drink now. But yeah, those drinks with benefits are very useful. Especially Goldenrod tea drink in early game lol. Speaking of Goldenrod tea, I'm currently testing my new mod that has stronger healing benefit for that particular situation. If everything goes well, I'll share it soon.
  5. Yeah, the original version that was released ages ago for A19 worked only on dedicated servers at first, but ZehMatt later released a non-server version, so that you could easily play it on your local computer. It worked pretty much out of the box, but you should keep in mind that default settings may be a little bit too harsh for one person to handle (that is if you don't plan to play with friends), but either way it's best to check out the settings in the xml file and set your own values there if you find the default values inappropriate. There's now a new unofficial version for A20 made by Ragnar which is pretty much the same with some minor improvements, so I tried that and it looks like I will give up on it once again. Incompatibility with mods you wanted to try is no fun. If it was a matter of xml, I could try to come up with a fix myself, but WalkerSim is a compiled C# code which requires a lot of insight to the game internal systems, that's a whole new level.
  6. Nice setup, hard work paid off then, good job. Oh and did Jax really move that stuff from campfire to coffee maker? I think I still have those recipes in my campfire (I don't have the stove yet, so I'm still using the campfire right now).
  7. There are zombies in my game, but they are handled by WalkerSim mod instead of the vanilla game code and for that to work, you have to set Enemy spawnings to OFF in your game which simply means turning the vanilla zombie spawning system OFF, so that the zombie spawning logic can be replaced by the one from WalkerSim mod. Apparently that has some negative side effects on the game - no zombies spawned during quests such as buried treasure and quests from mods such as yours cannot be activated. What I was trying to achieve in my game? More zombies with less predictable behavior (handled by WalkerSim mod) and your quests mod (among other things). Unfortunately they don't seem to like each other.
  8. Yeah, well it works, but doesn't really make me happy, if you understand what I mean. I wanted both, turns out I can't have them both. Tough decision, but I did remove WalkerSim back in A19 for different problems that I ran into and it looks like none of it was fixed and now this... I think I will go back to vanilla zombie spawning system.
  9. This is a good mod, but unfortunately both the original AND the updated version by Ragnar have some game breaking problems. WalkerSim completely ignores game zombie spawning events, ie. zombie spawning during the quest buried treasure. If you're going to completely replace zombie spawning, you should make sure your system respects vanilla game rules and still spawn zombies when and where the game wants them to be spawned, especially during quests. Why? The answer leads to another issue - this mod breaks the quests where zombies are involved and as a consequence some mods that are ALL about quests, especially those quests that involve killing lots of zombies (ReQuests mod for one) are broken due to this. WalkerSim + ReQuests mod = no joy. You buy quests from the board and can't activate them. Why? Because you have Enemy spawnings set to OFF. Why? Because you have WalkerSim installed which requires Enemy spawnings to be OFF.
  10. Nice goal! I was never much of a builder myself, but recently I downloaded couple of mods like decorations from Telric, working devices from JaxTeller718, because I wanted to try something different - I wanted to make my new base look like home, or at least have a working kitchen with cupboards, working coffee maker, working microwave, working stove, working sink, instead of just having a campfire and a wooden chest full of food, lol. I started working towards that goal and as I was adding new things to the little kitchen, zombies started visiting me more too, it starts to feel like Sims zombie edition lol
  11. Damn, looks like a false alarm again lol. This is the second time in a week I reported a bug in a mod and it turned out the problem was elsewhere, I apologize! So the problem is kinda weird one, but I'll try to explain because I have a feeling that many people could run into the same problem. The problem is that I'm playing with disabled enemy spawning. Now, I know this sounds silly, but I'll explain. There's this mod called WalkerSim. It's a mod that completely replaces zombie spawning in the game, so settings vanilla enemy spawning to OFF here just means that you're SWITCHING from vanilla system to that one from the mod. Unfortunately, with enemy spawnings disabled, the game doesn't let me activate your quest items. As soon as I turned enemy spawnings ON, it allowed me to activate your quest items. It's weird and it's already a second issue I have with WalkerSim mod. The first issue was that it completely ignores vanilla zombie spawning events (ie. when you're digging out buried treasure).
  12. In the meantime, I checked out the shapes and it's really there, I don't know where was it hiding before! LOL Anyway, thanks for pointing that out, because I wouldn't probably bother to give it yet another try otherwise. Since you helped me, I'd like to give you some tips too. Start scrapping leather armor, leather clothes that you don't need (you WILL get better stuff soon enough anyway), dismantle office chairs, brown couches and visit Savage Country store and browse through all the racks and hangers with clothes and look even at the ground there must be thousands of leather boots, shoes, pants, surely more than enough to find your complete clothes while still having enough to scrap to swim in leathers and just enough to carry in your backpack to trader so that you can sell for decent amount of Dukes. In one of my previous gameplays in Navezgane, I spawned near that store and so it was the first thing I visited. At first I was like "Ugh, if this was at least a book store, pharmacy or hardware store, something more useful..." but by the time I finished looting that place, I was swimming in leathers, and all kinds of loot that I could sell to trader, so it wasn't bad at all for a first day!
  13. You're welcome, he also updated his famous bathtub boat with a rubber duck on its side.
  14. When you pointed out at the development of PVP, you used past tense like if they were already finished developing, so I wanted to make sure we are on the same page here. With that problem sorted out, I think we can both agree that while the development is still going on, anything can happen including improvements to the PVP. There's only one character between those two lines and that one is an empty space character, so the message is clearly that you're speechless.
  15. Also grab some boats from Ragsy while at it, so you can go fishing in style!
  16. Are they finished developing? How many hours have I slept, again? 😱
  17. I installed both TacticalAction and ReQuests. I crafted the board, placed it, opened it, purchased couple of quests and tried them all and... none of them worked... Read option is grayed out and when I try to press the key to read it anyway, the game tells me "You cannot accept this quest at this time". Just to be clear up front, I know that you've mentioned that some quests don't work and you suggest to cancel them, but the issue I have here is that I cannot accept them in the first place.
  18. Hmm, I swear that I tried this previously and it wasn't there. I will have to check this out again, because I'm starting to feel like my game is broken lol
  19. Nah, those are very hidden game mechanics only players who already have some experience with this game know about, I was talking about more apparent stuff that can be seen even by completely new players who just opened and explored the perks for the first time, but I see you got my point and you even added more to it, so you are well aware that your rant was a little bit exaggerated.
  20. Just a note OP, this isn't just about concrete and steel. It's a general rule: You craft the cube instead of upgrading it, you get nothing, but start upgrading it, you get XP, it doesn't matter which material you're working with, the results are always the same with every material. If it's fair or not, that's a whole different matter. I remember clearly that crafting ANYTHING used to give us some nice boost in XP, but apparently many people disliked the idea and cried about cheaters who spend their real life time and in-game resources on spam crafting things which ultimately led to leveling up their characters faster. Then again, you can't please everyone and devs were pushed from every side to various different changes that led them (and us) to this result. It's a hybrid no one seems to like. Moral of the story: Don't ask for changes you actually may not like in the end, because chances are you will get them.
  21. Oh, it's so painfully obvious that 7 Days to Die favors single player gameplay! The elephant in the room that proves this point is perk called Charismatic Nature!
  22. OMG !!! I've mistakenly read this as: "Well, it's done"! For a moment there, I was really happy... Back to harsh reality. 😑
  23. Ok, I haven't found it which is why I made that assumption, could you please elaborate? Where exactly do I find this? Is it somewhere in the shape menu? And which item do I need to select as a starting item to go into shape selection menu? Before I made my previous post, I was trying to find it with no success.
  24. This is exactly what's A20 missing. If I remember correctly, A19 had the option to create a storage box and you could paint it like a cupboard, but in A20 the crafted storage box really is a wooden crate and cannot be painted. This mod probably goes against the convention set by new standards (shapes and whatnot), but it does exactly what I need and I don't care much about the way how it works, so thank you.
  25. Any chance for the box addon to be updated for A20 ?
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