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rezaf

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Posts posted by rezaf

  1. On 10/9/2023 at 8:34 PM, Ragsy 2145 said:

    Link for the A20 patch ....  please let me know if this works .   If not I will have to speak with Sirrilion and get a working update .

     

    https://gitlab.com/Ragsy2145/ragsy-a20-modlets/-/blob/main/ZMXuiCPVMPatch.zip?ref_type=heads

     

    Regards

    Ragsy !!

     

    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. On 9/28/2023 at 9:51 PM, Ragsy 2145 said:

    Vehicle Madness A21 Experimental Release v128b

     

    Please bear in mind that this is an Experimetal release and is awork in progress still .

     Also it is not tested yet with the SMX Hud by sirrillion ... the existing A20 patch may or may not work !

     

     

    Known Issue's

    1. Textures on GTO wreck need improving  - ongoing

    2. Interceptor Lights not working  - Fixed for next release

    3. No Icons for some vehicle wrecks in creative menu  - ongoing

    4. Military Wheels Texture no AO  - Fixed for next release

    5. Buggy 2 no brake light  - Fixed for next release

    6. Spiker headlight off center  - Fixed for next release

    7 . Evo Lancer headlights not aligned fully to the body  - Fixed for next release

     

    Regards

    Ragsy!!

     

    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. On 7/8/2023 at 1:46 PM, Sirillion said:

    Nothing is bugged, this can happen when adding a bigger bag mod. You can try to dump the entire inventory into a box, then dump the box back into the bag. That should resolve this and the game should now recognize all the slots.

     

    It usually happens when adding the BBM to an already existing save.

     

    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.

    Spoiler

    I first tried the mod with my 7 days group, but they got turned off by how difficult / different the crafting is.

    Personally, I'm not excited to start yet another vanilla game and go through the ever same notions, I've had 500 hours or something of that already, so that's not my criticism. But the constant zombie spawning becomes even more difficult to bear when you are not in a group, and thus have to get everything you need for survival by yourself.

     

    In the first game I tried, I started out in the middle of a ruined biome. That's just not survivable, imo. After dying five times by wolves (or their equivalent?), trying to find a way out there, I restarted.

     

    Then I started out in a desert. It wasn't much better, but I managed to get through the starting quests. However, the one with the trader resulted in the old "NO TRADER" bug, so I restarted again.

     

    Third try, I was in a tiny town, managed to get the short term needs like food and water under control, but there weren't any medicine containers to loot, thus no infection treatment - so I eventually headed out to find another town. In the wilderness, not being able to have a single "spawn step" where new trees and loot appear without also zombies appearing is extremely disheartening. The road just dragged on and on through a forest, and no other town was in sight, so I was still on the march by nightfall. I climbed up some rock and laid low there, and I was actually surprised how good this worked, some ferals even climbed up and stood right next to me, but without "seeing" me they climbed back down. Shortly after 3:00, however, a hunter jumped up, screamed, and ... that was the end of that.

     

    So I restarted another time, and spawned close to a bigger town. There was a concrete roof I could deny the zombies access to where I build the crafting bench and placed a couple of containers, and everything was fine and dandy ... except there wasn't any food and hardly any water around. So I got hungry and thirsty, and with the constant respawning of zombies comes the constant need to fight them off, plus those you need to fight off to loot buildings to try and at least get a pot for purifying water ... it's just not doable solo, or at the very least extremely luck-dependent.

     

    Can it really be a reasonable early game to expect new players to suicide themselves just so they have the energy to fight the excessive amounts of zombies to try and get utilities that might or might not spawn?

     

     

  6. You can also just build a rain catcher...

     

    That's what everyone else has been doing and it works fine.

     

    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. No.

     

    And farming is not supposed to just be a fire and forget.

     

    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. Vehicles are entities, so you need debug mode and F6.

     

    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.

  9. 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?

  10. The base game already has a 2 person vehicle and I removed the gyrocopter because I felt it was overpowered...

     

    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?

  11. No. I'm not planning to add Manu's vehicles. I don't see the point in adding more stuff just for the sake of it. You can make it work with some minor tweaks to the modlet XML though.

     

    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.

  12. 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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