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owl79

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Everything posted by owl79

  1. owl79

    True Survival

    The change happened to me too (I'm on SP). It's probably not the solution/parameter change Spider intended (idk about that one), but I worked around the problem in my game by adjusting the appropriate damage multiplier, and calculated it so that with a max quality tool, destroying the appropriate block would take 5 hits (only 4 hits for the sledge since it's slow, and 10 for the welder). I raised the minimum block damage threshold too, so a low quality tool wouldn't take forever to destroy stuff, but at most double the needed hits (to 10/8/20). I tested it, it works correctly. Here's what I changed from the last update (items.xml): 127 clawhammer: <property name="DamageBonus.wood" value="10" /> <property name="BlockDamage" value="2,5" /> 126 wrench: <property name="DamageBonus.metal" value="20" /> (blockdamage already was 5,10) 1632 cobblestonehammer: <property name="DamageBonus.stone" value="24" /> <property name="BlockDamage" value="5,10" /> 1633 brickhammer: <property name="DamageBonus.stone" value="30" /> <property name="BlockDamage" value="5,10" /> 1634 concretesledge: <property name="DamageBonus.stone" value="75" /> <property name="BlockDamage" value="5,10" /> 1635 rconcretebar: <property name="DamageBonus.stone" value="120" /> <property name="BlockDamage" value="5,10" /> 1638 welder: <property name="DamageBonus.metal" value="20" /> <property name="DamageBonus.steel" value="100" /> <property name="ToolCategory.SteelBuilding" value="1" param1="50" /> <property name="BlockDamage" value="5,10" /> Btw, why do the potatoes in this mod still use the old models? They're rather hard to recognize, the new vanilla potato model is 100x better. ETA: that last thing made me realize something - I checked github, the .dlls and other files in the server link were much more recently updated. Is there a problem with the SP/MP github file? That could explain some things that happen in my SP game, like the bandits/NPCs not working at all (they just stand there), and the car alarms being soundless (but still summoning screamers).
  2. owl79

    True Survival

    a few more - in blocks: - upgraded playerbrick uses a wood texture like cementforms instead of a brick texture (7 is the vanilla one) - the player-built barricades (blocks 1683-1687) are almost impossible to target/interact with, so they basically can't be upgraded/destroyed, and I suspect they'll be very hard to damage by zombies too? but they collide with movement just fine - currently OP? in recipes: - brickFrameStairs25 shouldn't call for bricks at all, since it's upgraded with bricks after - playerBrickArrowSlitHalf should call for bricks instead of cobblestones (or be changed to an upgradeable frame too, since it's the only outlier and has no icon due to coming as upgraded) - concretearrowslithalf should be changed to pouredConcreteArrowSlitHalf and need 10 cementMix, not 20 - concreteSupport should be changed to pouredConcreteSupport, the recipe to 10 cementMix and 5 planks, crafted at the workbench with a handsaw etc like the block above - scrapIronCTRpole should call for 15 scrapIron and 3 nutAndBolt, not planks - plus, lots of recipes (many scrap iron frames, some woodframes, some cementforms, etc) are not made at the workbenches with the proper tools, and unlocked from the start, they need to be added to the progression file so they're properly locked behind their skills (if you start a new game you can catch them all). It's mostly the section in recipes that's directly above insulator.
  3. owl79

    True Survival

    There's a critical bug that thwarts cement building: - pouredconcrete can never dry, cause pouredconcretemaster is missing these lines: <property name="Class" value="UpgradeRated"/> <property name="UpgradeRated.ToBlock" value="concreteMaster"/> <property name="UpgradeRated.Rate" value="4"/> instead, when you try to upgrade any shape of pouredconcrete while wet with a reinforcedconcretebar, it directly turns into a square wet reinforced concreteblock, since pouredconcretemaster is set to upgrade into pouredRconcretemaster. - it also only has 200hp, the material is set to wood, and the repair items to plank instead of cementmix, as if it still only was the unfilled cementform. - cementformmaster and cementformblock are set to upgrade directly into concreteblock instead of pouredconcreteblock - there are no recipes for the forgedFrames (except for the square basic one), so they can't unlock - The rebar frames really could use more shapes now, since you can't upgrade concrete into reinforced directly anymore. The selection is generally a bit limited in all materials (e.g. no eighth, quarter, centered pole etc). I realize the new system uses up a lot of extra block IDs, but maybe a bit of expansion is still possible for at least rebar and maybe steel? - I don't like that I'm forced to build and upgrade 100 *square* blocks for each material first, that's a waste of a lot of material if you generally build with more shapes than that. It'd be better to add more allowed shapes to the quest (and let those recipes unlock at the earlier step too) - if it's even possible, at least I saw an OR function in the requirement group for the Lumberjack quest? - and maybe a tiny tweak for gameplay: the boneshivs breaking THAT fast in the beginning just translates into tedium, not difficulty, since they're not hard to replace with just another bone.
  4. owl79

    True Survival

    Found some more: - the floating waterPlant blocks can be fixed with this offset (taken from another block that uses the same model): <property name="ModelOffset" value="0,-0.02,0" /> - I'm guessing plantedSunflower is supposed to grow into smallSunflower, not itself - in the skills window, the katana skill is called machete and has the same description - some crops are set to collide with movement/rockets etc, some aren't - oversight? - woodLogPillar100 needs wood AND planks to repair, cause it extends from woodmaster (that also causes it to drop extra sticks on harvest). The narrowLog can't be repaired, I think they should also be repairable with wood now, since they're a legit building block too. Btw, how building with logs works is pretty ingenious, really immersive.
  5. owl79

    True Survival

    A few things I noticed so far: - NPCs/bandits only seem to stand there when attacked by zombies, and don't attack back - female bandits also use the male voice - the goreblocks (and NPC corpses) have one redundant downgrade that looks the same (before downgrading to the bones stage), so you basically have to destroy the same block twice. - there's no recipe for the firemanaxe (which is supposed to unlock for the fireman profession) - the 3 firearms basic survival quests can't complete cause the requirement ("holding" the weapon) applies to all objectives, here's a fix for anyone who wants to apply it manually, just replace basic survival quests 21 to 23. <!-- Basic Survival 21 - Craft and use craftedRevolver /> --> <quest id="quest_BasicSurvival21" group_name_key="quest_BasicSurvival" name_key="Surviving with a crafted Revolver" subtitle_key="Crafted Revolver" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Revolver and killing some zombies." icon="ui_game_symbol_CraftedRevolver" category_key="quest"> <objective type="FetchKeep" id="craftedRevolverStock" value="1" /> <objective type="FetchKeep" id="craftedRevolverBarrel" value="1" /> <objective type="FetchKeep" id="revolver_cylinder" value="1" /> <objective type="FetchKeep" id="revolver_parts" value="1" /> <objective type="FetchKeep" id="craftedRevolver" value="1" /> <reward type="Quest" id="quest_BasicSurvival21b" stage="aftercomplete" /> </quest> <quest id="quest_BasicSurvival21b" group_name_key="quest_BasicSurvival" name_key="Surviving with a crafted Revolver" subtitle_key="Crafted Revolver" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Revolver and killing some zombies." icon="ui_game_symbol_CraftedRevolver" category_key="quest"> <objective type="ZombieKill" value="3" /> <requirement type="Holding" id="craftedRevolver" /> <reward type="Exp" value="400" /> <reward type="SkillPoints" value="1" /> </quest> <!-- Basic Survival 22 - Craft and use Blunderbuss /> --> <quest id="quest_BasicSurvival22" group_name_key="quest_BasicSurvival" name_key="Surviving with a blunderbuss" subtitle_key="blunderbuss" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a blunderbuss and killing some zombies." icon="ui_game_symbol_blunderbuss" category_key="quest"> <objective type="FetchKeep" id="blunderbuss" value="1" /> <objective type="FetchKeep" id="blunderbussAmmo" value="5" /> <reward type="Quest" id="quest_BasicSurvival22b" stage="aftercomplete" /> </quest> <quest id="quest_BasicSurvival22b" group_name_key="quest_BasicSurvival" name_key="Surviving with a blunderbuss" subtitle_key="blunderbuss" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a blunderbuss and killing some zombies." icon="ui_game_symbol_blunderbuss" category_key="quest"> <objective type="ZombieKill" value="3" /> <requirement type="Holding" id="blunderbuss" /> <reward type="Exp" value="400" /> <reward type="SkillPoints" value="1" /> </quest> <!-- Basic Survival 23 - Craft and use craftedRifle /> --> <quest id="quest_BasicSurvival23" group_name_key="quest_BasicSurvival" name_key="Surviving with a craftedRifle" subtitle_key="Surviving with a crafted Rifle" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Rifle and killing some zombies." icon="ui_game_symbol_craftedRifle" category_key="quest"> <objective type="FetchKeep" id="craftedRifle_stock" value="1" /> <objective type="FetchKeep" id="craftedRifle_receiver" value="1" /> <objective type="FetchKeep" id="craftedRifleBarrel" value="1" /> <objective type="FetchKeep" id="revolver_parts" value="1" /> <objective type="FetchKeep" id="craftedRifle" value="1" /> <reward type="Quest" id="quest_BasicSurvival23b" stage="aftercomplete" /> </quest> <quest id="quest_BasicSurvival23b" group_name_key="quest_BasicSurvival" name_key="Surviving with a craftedRifle" subtitle_key="Surviving with a crafted Rifle" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Rifle and killing some zombies." icon="ui_game_symbol_craftedRifle" category_key="quest"> <objective type="ZombieKill" value="3" /> <requirement type="Holding" id="craftedRifle" /> <reward type="Exp" value="400" /> <reward type="SkillPoints" value="1" /> </quest>
  6. owl79

    True Survival

    Guys, I believe the error might be in gamestages.xml, where the wandering hordes are defined, spider's xml uses animalZombieDog, but it calls for a group, so I'd try replacing that with ZombieDogGroup (like in the vanilla xml). So instead of <gamestage stage="20"><spawn group="animalZombieDog" num="6" maxAlive="30" duration="09" /></gamestage> I think it needs to be <gamestage stage="20"><spawn group="ZombieDogGroup" num="6" maxAlive="30" duration="09"/></gamestage>
  7. owl79

    True Survival

    What's the name of this water biome decoration plant please? They're all floating in the air, and I want to edit them out of biomes.xml since that's really distracting. ETA: found it, the block is called "waterPlant" (commenting it out works fine for now, but hopefully it can be fixed in the next update?)
  8. owl79

    True Survival

    I installed this manually (works fine) and also downloaded Xtrakicking's texture mod from the provided link. Now do I only replace the original resources.assets file, or do I additionally need to do something with Sphereii's resources.assets patch that's sitting in the 7D2DPatches folder and came with your zip?
  9. Have you seen this tutorial? Apparently it's done with Hal's editor:
  10. Dwallorde, it'd be great if you could add distant meshes for your POIs - at the very least for the campsites, since those won't be surrounded by other POIs and will be very hard to find in the wilderness without that.
  11. I paid more attention to where I got lots of loot, and it's actually not so much your crates in the wilderness, but rather the secure storage crates and secure chests in the custom prefabs. Those often have 1 full row or even more of stuff, and that's at 50% loot abundance. I had played with Magoli's Compo pack before, but together with Vanilla/Valmod these secure (player-built-type) crates/chests always were completely empty. With your mod they're filled to the brim, and in my opinion it throws off the loot quantity. I want to say too though, overall I really enjoy this mod - I especially love the overhauled hordes with the custom bosses, much more interesting (iirc I already got my first cop on day 14 and the first custom ones on day 21, nice surprise). Your prefabs are also great stuff. And I do like the added crates in the wilderness, it definitely makes trudging through the woods more fun. Thank you, also for being responsive and putting out patches! (the last one I couldn't try yet though, it made my character revert to level 1 so I rolled back, just a heads up)
  12. That's after you have to choose, so too late, and you never get to compare/see all at once. I had actually bought miner 69er already, and chose builder blindly after carrying the class paper around with me a bit, cause I had no clue what class to go for. The miner perk is also included in the starter class, so those 10 skill points just went poof, since I wasn't qualified for the next rank of it.
  13. A couple things I noticed while playing: - Tungsten frames don't smelt into tungsten, they say forge material iron but give nothing at all - In the builder's forge, taking out the iron by forging scrap iron comes at a big loss, it costs more than 1 per piece, unlike the regular forge. - The rest levels decrease way too slowly. I think till now I never even lost the well-rested bonus, and I maybe stopped by my base once a day (plus, you could whip up a bedroll anywhere if needed). So it still feels cheaty, it doesn't feel good to get that huge stamina boost permanently and for free, without any downside.
  14. Dying worked - I noticed that when I respawned afetr death, I immediately got the debuff tired/exhausted for the first time ever, that hadn't happened when I spawned at the start of the game and took your activation pills. Maybe that helps you track the bug?
  15. Sorry I wasn't clear - I meant that I just re-started the game after updating and did *not* kill myself yet, I thought the new version was able to fix it without dying. That'll be my next try though.
  16. You caught me before I tried to kill myself Unfortunately it didn't quite work for my existing character - it seemed to re-initialize (counted up the rest level intervals to 20 when I started up the game), but then during the day didn't degrade either, still stuck at 20.
  17. Thanks for your quick answer! Guess I'll have to sacrifice myself to the next dog horde (totally intentionally of course)
  18. A question and a little feedback, if you care: The rest system doesn't work (my char stays well rested/lvl 20 permanently) and as it stands, it's a huge cheat - due to the high stamina regeneration, I can run around nonstop. If I had known, I would've refrained from activating it. Is there any way to deactivate it via console? I started with the 50% loot setting and after 2-3 game days was already swimming in loot - most of all I have way too much honey, guns, food and stacks of various building frames. I'm guessing your additional loot crates have quite a bit to do with it, but I have a feeling that tree stumps and backpacks maybe give more than normal too? This certainly could use a little tweaking. I couldn't find any description of the starting class skills, this should be added either ingame or in the description post here. There also needs to be a warning that reading magazines without meeting the requirements will forfeit the magazine. Curious to see what you did with the crafting workbenches, quite a bit to check out there
  19. A few questions please: - Does this modify the terrain too, or is that part of the rwgmixer vanilla? (If so, I'd try and copy/paste Tin's terrain changes in there, I'm super tired of constantly having to climb steep hills and mountains). - Is the loot abundance already toned down, or roughly like vanilla? I prefer playing with 75% to 50% loot, so I'm wondering if I should go with the same setting here. Thank you, can't wait to try this out!
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