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rezaf

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Everything posted by rezaf

  1. After changing the version tag in the mod.xml, it at least appears to work. I can now build the restoration kits and tried repairing a car with it - that worked as well. Thanks.
  2. Any chance you could at least re-up the old fix for SMX? I'm running into the aformentioned issue with a null reference when trying to build a restoration kit. Of course, an updated patch that definitely works for the current SMX would be even better, but as of now, even the old file seems to be down. Thanks rezaf
  3. Didn't know that, thank you. I haven't played since, but I'll try it out asap.
  4. Does anyone else have an issue with using the scrolling inventory modlet with Alpha 21? It SEEMS to work, but the game does not recognize the additional slots when, for example, I tried to take all the contents of a container and all non-extended slots were already filled, the game would refuse to take anything from the container. In a similar manner, the buttons to store everything from the inventory in a container seem bugged as well. Hopefully an easy fix. I did a quick test storing 1x Wood in each slot, and at least the game does not seem to "forget" items stored in the additional slots upon reloading a save.
  5. I understand that making the start difficult is a key point of the mod, but - without changing anything "official" about it, is there some way to reduce zombie spawn to a reasonable degree by tweaking the XML files or something? Ideally, I'd like to be able to sometimes spend an in-game hour or two without seeing a single zombie, at least during daytime and in the wilderness. The only setting provided in-game is the max amount of zombies alive, and that doesn't really change anything, my issue is less that I'm overwhelmed by zombies but instead that they are just super-annoying, especially very early on. You can literally not take five steps into any direction without a zombie spawning. Sure, you don't have to take them all on, but it's just excessive. I detailed, but then spoilered my experiences with the mod because they ended up being a bit of a rant.
  6. I actually thought about this, but rain catchers used to not work in 7DTD as far as I was aware. I even just googled and found nothing substantial, could you describe how it works or share a link? Thanks!
  7. Too bad. Like I wrote, I totally agree with your basic thesis, but the game just does not support your implementation. For example, if you do some fields on a lake, the crops will drain the adjacent squares and crops will stop growing despite there being technically enough water around. You cannot build a watering silo or whatnot, because water does not properly behave (=flow) in this game as of now. What you can do is water with buckets. But since the buckets are not stackable, neither empty nor full, even if you went through all the motions, like gathering tons of snow to melt and gather enough resources to craft a ton of buckets, you still have to spend far too much effort filling up every individual bucket (which quickly clogs up the fireplace queue) and individually watering every drained tile. Heck, even if you build a tank on top of the field and fill it using buckets, it does not work because the liquid mechanics are not there to support it. If you look at how other resources are handled, say Iron, you see this kind of manual labor is not intended. But yes, I get it, it's your mod and in it you can implement any mechanic as you please.
  8. Is there a way to disable the water consumption when farming? It's a good idea, unfortunately the very lackluster water "flowing" mechanics of the game do not play along well with it.
  9. I was looking for the parts, and I think I just misinterpreted there still being a skill book for building the minibike but no books for the new vehicles ... or something, even in the normal cheat menu the new vehicles are impossible to overlook. Heh. Thanks, this makes it highly likely that I switch my next game to this mod. Fantastic.
  10. Hmm. I must've mess up somehow. I installed using the mod manager, and when I run the mod it says A17.1(b9). But if I launch a game with cheatmode (I tried first without cheat mode and just looked at the recipes) I can only spawn the minibike and it's parts. Do I need to install a manual update somehow?
  11. Are we even talking about the same thing? I'm just talking about vanilla A17 and it's added vehicles, namely the bicycle, the bike, the 4x4 and the gyrocopter (you might have a point with that one). The mod just has the minibike from A16, which didn't have a 2 person vehicle, right?
  12. Thanks for your reply. I don't quite get your point on how having a jeep to ride around with two people or a helicopter to fly versus just a minibike can be considered stuff added "just for the sake of it", but it is how it is. Thanks again.
  13. Aww man, the forum ate my (slightly) longer post about this topic, so I'll be more brief this time around: TLDR: Great mod, any plans to add in the new A17 vehicles? Thanks
  14. I've only recently started looking into 7DTD customization and stumbled across this mod. Having played the experimental version recently, it was like a reminder of the good old days when I launched the mod. Many things I liked better in A16 are in, which was great. However, there's one thing I really appreciate about A17, and that's having more vehicles than the minibike. Thus I was a bit dismayed to see this mod being back to minibike and nothing else. Can somebody tell whether it's in the plans to add the new vehicles to this mod and, if so, whether there's an ETA? I'm sure the answer can be found in this thread, but ... there's a lot of pages. So thanks in advance for any reply.
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