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KhaineGB

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Everything posted by KhaineGB

  1. No problem! Happy to add decorative items if people want them, especially now the recipe lag isn't too bad. That goes for anyone reading the thread too. If there's any blocks you want, let me know and I'll see what I can do. Names of them REALLY help.
  2. V1.7.5 is live and on GitHub! Dogs slightly lowered on horde nights. Other zombies increased. Lockpicks fixed! Basic Lockpick is now called a Basic Lockpick Set. Iron Lockpick is now called an Iron Lockpick Set. Both use Lockpick components to open safes, but now have durability. Initial cost to make them is higher, but the component cost is a lot lower, so should be cheaper in the long run. Club range increased from 2.2 to 2.3. Knuckle range decreased from 2.5 to 2.2 This is the same as knife-type weapons. UI mostly fixed! Decimal point still shows up on stamina, but all the numbers are gone. Numbers are mostly aligned with the bars now (water is very slightly off still, but mostly ok) Fatigued tweaked. Sleepy now starts at 16 hours, fatigued at 24 hours and sleep deprived at 36 hours. Yucca and sap warning buffs should now be fixed. You may need to manually remove Icky Guts by going to the console and using debuff warningYuccaBuff to get it actually working properly. metalPipeCap, metalPipeCorner, metalPipeFlange, metalPipeJoint, metalPipeStraight and metalPipeValve all added as craftable items for decorative purposes. I think that's everything. All seems to be working nicely on this laptop, so download and have fun!
  3. Coffee should be a farmer-only recipe. I think I put it under their mastery perk, but I will double check that. Fertalizing can ONLY be done with an Iron Hoe, and only the farmer can make it. So anyone can do it if you find one (killing the big momma zombies usually has a good chance of a hoe or a spade), but the farmer has an easier time. Also the farmer is the only one who can make fertilizer.
  4. ...that is definitely NOT a thing. O.o Okay, not gonna lie, that's actually kind of creepy.
  5. And an update as I've been working on stuff off and on all day. - UI is now fixed. Numbers are on the bars. Stamina is partially fixed. You still get a decimal point (for some reason) but that's it. - Yucca warning buff now properly expires if you wait, and also goes away if you get sick (and then comes back after the sickness expires... and then eventually goes away on its own) - Lockpicks now work but they work like a wrench. So you need to make an additional item that is consumed by the lockpicks. This isn't on github yet, but I wanted folks to know I'm not being lazy and I have actually started working on some of the issues. Knuckles are next, followed by adding in those pipes as recipes.
  6. Found the issue with the lockpicks, going to have to do a workaround. Basically blocks can only have 1 item assigned to upgrade, and there's no way around that unless I add in extra blocks. So what I'm going to do is change the basic lockpick to a Basic Lockpick SET with item durability, which uses lockpick components to "upgrade" safes. Then I can do the same with the iron lockpick, so they both use the same upgrade components, have durability so you don't need to constantly make new ones (you just need the components, which I'll try to ensure are cheap) but then the iron one wont consume the others.
  7. Icky guts is just a warning buff. It's not doing anything bad to you. However I'm playing around with it a bit to see if I can fix the damn thing. I -think- I've got it working, but I'm not totally sure. If I can't fix it, I'll just remove the warning buff. Plants REQUIRE water to be within 2 blocks.
  8. Yeah, it is pretty fast unless you stay fatigued for ages and let yourself get sleepy. Ok, so need to look at the knuckles, fix the lockpicks, I've got some code to make the fishing net work that I need to patch in and need to look up those pipes.
  9. - Lockpicks are a bug that I never spotted, so thank you. Will look into fixing that. - I don't think the fist can be changed because it's the handPlayer item. That's straight up vanilla ranges right there. I haven't changed them. In which case, we probably need to look at adjusting club ranges but that's just going to make the spiked club even more obscene than it already is. Willing to listen to suggestions on this one but I don't want to mess around with handPlayer and break something. - Yes, after 24 in-game hours you will get tired. Definitely working because I've seen it on streams but may fine-tine this from 24/48/whatever to something like 16/32/48. Again, input appreciated on this one. - Auto-favourite is staying in, just because the general response has been favourable. EDIT: Expanding on the range of the players hand. Everything I've read says it messes with block placement a bit, which is one of the reasons I'm worried about changing it. I'm thinking it might be better to increase club to 2.6 and knife-items to 2.5 for balance, just because I don't like the idea of messing with the player hand. Way, way, way too many variables for me to balls up there! The fishing net is... well... bugged. It'll work on anything, including dry land. I need to fix that. But the poles do work on the POI lakes. It just has to be used on a block tagged as water. In THEORY, you could create your own lake from the water butts and use it on that. Aha! Ok. Will dig through the creative menu and localization files to see if I can track them down.
  10. The dogs were actually toned down. They arrive on gamestage 10, 35 and 45. You may also get the occasional day where you only get 1 of them.
  11. Permadeath player when the trader guards are idiots and more likely to shoot YOU than a zombie? I tip my hat. You have more balls than me.
  12. There's a good chance I'm being dumb because I just woke up and haven't had a coffee yet. Which pipes? If you could get a screenshot or the item name, then I can definitely look into adding them as a craftable item. Light levels should slowly change as the day goes on. Failing that, the background audio sounds change at midday and 7pm. The 7pm ones are the most prominent (crickets come out). Yes, it's called vending machines and the trader. No, you're not getting a portable clock. Deal with it. Yes, definitely.
  13. That's a vanilla thing, especially on servers. So nothing I can do to fix that.
  14. Originally I wanted a very "vanilla" feel UI. Now I want to make something unique for the mod.
  15. Just a small update regarding the UI stuff. I'm working on a new UI for 1.8, so I decided to look into why the stamina was displaying the million decimal points. I still don't know WHY it's doing it, but I do have a partial fix. By partial fix, I mean it still displays the decimal point for some reason, but NOT the text after it so the number doesn't shrink down to unreadable proportions. I will look at deploying that + the alignment fix at some point this evening. Spending some quality time with the wife right now. Also, UI sneak peek!
  16. I -think- it's the same damage as the AR-15, but I will double check that. I basically intended it to be an AR-15 with no recoil.
  17. Already knew about the M4A1. I left it like that so folks could test it out and give me some feedback. I thought I had set a price on it though, so that's definitely an oversight. Thanks for the heads up! EDIT: Yep, checked it. No economic value on the gun. It now has a price, but I'll leave it as-is for the moment.
  18. Thanks folks! Had a couple of people in discord say the same thing, so I'll look into that tonight and push out a very small patch to fix it later.
  19. Just noticed on Kickz stream that there might be some alignment issues with the numbers and the stat bars on the UI. If anyone has this, can you let me know what screen resolution you are running? I'm pretty sure it was fine on my laptop, but I will look into it properly once I have slept.
  20. Oh no, not offended. I just don't play nomad myself. So I never considered this mod to be a good fit for that play style.
  21. Put down a claim block and pick it up. Don't mean to be rude, but if you like playing nomad style, then you may want to look into the mods designed for it. I designed this one about settling down and building bases.
  22. I will absolutely be updating the mod for A17. I am SO looking forward to the new buff and quest system! I'll actually be able to make the hazmat suit work for the rad zone! Wild tree's should regrow their fruit after approx 1 RL hour, though I may revise that. Not sure yet. They'll definitely still regrow, I'm just not sure if 1 hour is too quick.
  23. You need an Iron Hoe. I made the scrap iron hoe unable to "upgrade" (which is what fertilising the ground counts as) so non-farmers have to find an Iron Hoe. Only your class gets the recipe, and you should've gotten it for finishing your class quest. Miner only gives you the Iron Pickaxe and the Iron Shovel... if my memory is correct. I don't really think that's a massive bonus. I'm actually finding quite a few people prefer the civilian for the 45 skill points you get. It's VERY front loaded, but you get 0 perks. Construction also gets scrap iron tools, the forge perk but they also get the Nailgun + recipe now as well. I may revisit that and give the miner the auger recipe instead (not the tool though) so they can build one if they find all the parts rather than having the iron stuff. That would put it somewhat in-line with Construction then. As for the hornet, yes they are supposed to give you honey if you harvest the corpse. It was copied directly from A15, but doesn't always seem to work with the bone shiv. It does work with the hunting knife and the machete, not sure why. Firstly, going to apologise as I was a little blunt with a few folks that day. Totally not appropriate in any medium, forum, discord or RL (my poor wife got her head bitten off a few times that day!). The class thing I am particularly defensive over, because I think the cost is quite reasonable when I've seen other mods require 200 of whatever their version of skill notes is to make a new class... and that usually requires using a custom workstation (where as the custom workstation is entirely optional and just halves the cost in this mod). Your point about classes getting something every level HAS been noted though, and I'm actually looking at going through them for 1.8. The reason I'm leaving it that late is because a restart will be highly recommended for that version, so any changes to classes will properly take effect. I've tweaked the Construction class already so they get something every level now.
  24. V1.7.4 is up! Few bug tweaks. Duplicate icons removed from Mods/SDX/ItemIcons folder. Trader guards given silenced weapons, because that was insane (may require new world for them to be properly equipped). Working Sink, Working Oven, Metal Workstation and Tailoring Workstation given proper repair items... cos I cocked it up. Buckets can now be filled from Working Sinks. Numerical stats added to the stat bars (Originally wanted to do this, couldn't get it working, finally worked it out!). Water can now be TWO blocks from your plants for farming! (See below) Ok, so the plant thing has been tested and works. To give you an example, this is how I tested. W for water, P for plant. P P P P P P P P P P P P W P P P P W P P P P W P P P P W P P P P W P P P P P P P P P P P P That arrangement works great. Hopefully that should help stop some of the farming issues and make people a little happier. It also doesn't seem to cause any extra CPU load, which was the original concern with having plants scan for water.
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