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KhaineGB

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Everything posted by KhaineGB

  1. Yes, the Trader POI can be destroyed. The actual TRADER is immune to damage. If you read back through the thread, you'd know I did that because the NPC's (like Survivors and Bandits) caused NullReferenceException errors whenever they went near the trader. Soooo... you want a trader POI that can be destroyed? Or a bunch of console NRE spam? It wasn't a decision to remove the protection because I thought it'd be cool. It was a decision to remove the protection to fix a bug. You don't HAVE to protect them. You don't HAVE to build defenses. You just chose to do so... and yes, later on I'll be adding quests in to build and upgrade blocks so players can at least get some cash from doing it.
  2. Just thought I'd show off what I'm working on next.
  3. 1) Water Butt can be broken to get 1 rainwater and the water butt back once you can't pick it up anymore (pretty sure I put that in the item description. If not, tell me so I can fix it ) 2) Not immortal, just gets 40 health back per 3 seconds. I'll look at decreasing their health.
  4. I may have to look into those. The diamond ones might work nicely for tungsten
  5. Once A17 is out and the block ID limit is removed, then I can do a LOT more. I found out how to make quests target anything (like how the trader one works) but it currently tends to break the game. I only got it working on the destroyed traders. Fingers crossed that'll work properly in A17 too. EDIT: I should also add, once A17 is out, I won't be supporting the EAC version anymore so I can start doing stuff with SDX. I probably won't add a ton of new models (maybe spears and a hammer), but I do want to play around with extra textures (so I can make t-shirts and other things) and sounds.
  6. I do not, because I am lazy and haven't gotten around to it. But at least I'm honest? It's something I plan to work on very soon, along with changing all of the localization to show where items are made/where tools are used. That's the sort of stuff I want to concentrate on for now, along with bug fixing rather than trying to add more features to the mod.
  7. Farming Perk level 1 if my memory is correct.
  8. I honestly thought I'd done those... Let me check. EDIT: Yep, it's in the mod as an item and a schematic. Maybe I should move it to the perk...
  9. It was removed. Growing hops is now farmer only.
  10. Good point, and thanks for the reminder. Done
  11. I've actually ran out of room on the first post to keep all the notes together... I think that just means I'm way too wordy/full of crap.
  12. He's probably playing the "streamer friendly" version that removes that audio to prevent DMCA issues.
  13. Small update. (V1.6.1) Sulfur now takes 30 seconds to craft in the campfire, 15 seconds in the chemistry station. Traders now restock every 2 days and have more basic materials for building. Civilian mastery book REMOVED from loot and trader lists. It is now granted to the player upon completing their civilian class. Yes, this means the class is very front-loaded, but anyone could read the book otherwise. Day has been added back under the compass. I felt that was important to know, plus it's unreasonable to assume the player isn't keeping track of days somehow. Time is still removed. I felt adding the Day back was a good compromise, and I've been playing with that locally and WAY prefer it to either full information or no information. You'll still need vending machines to find out the time (or listen to the audio cues), but at least now players will know how long until horde day. I also liked what Max had done regarding the basic construction materials on the trader, and I felt adding more would be of benefit to players. Amounts may need some tweaking, so let me know. I also want to let folks know I'm probably NOT adding any more features to the mod, for now. There's a lot I want to do which is just going to be so much easier when A17 drops, so I'm going to wait for that (like prefabs related to quests, etc). Right now, my priority is to knuckle down on fixing any missing icons, localization, balance issues, etc.
  14. Nope. I don't. I just use the modified DLL that lets you build prefabs in the game instead. Then I save them, load them with the OTHER prefab editor to generate sleeper volumes and set distance rendering meshes.
  15. F6 is a known issue. If you look at the error, it says "too many entities". You have to use the spawnentity command.
  16. I think I've got infinite ammo working thanks to what Darkstardragon posted on the previous page
  17. Just got done for the night because it's nearly 3am, but might try and stream it again later this week since loads of people are buggering off to PAX.
  18. I'm actually playing with just the day on stream right now, and I WAY prefer it so far. I think the constant "not knowing" when horde day will be is the main issue. It's not unreasonable to assume the player is mentally counting the days. So I think I'll play with this a little more and collect more feedback... but I might leave the days turned on.
  19. I work from home and often forget what day it is! Thank god I have a calendar.
  20. Well most people DON'T have watches these days. You ask someone what the time is and they'll pull their phone out. Random bloodmoons would be pretty cool, but probably not something I'd put into this mod (if I could even work out HOW to do it!)
  21. So I've been doing some thinking. I quite like not having the day and time... I think it enhances the survival experience. But I also kinda feel like you need to know the day... because it's called 7 days to die. This is my current idea to meet in the middle between the "no time/day" and "put it back."
  22. Yeah, they may have ran out of ammo. I'm currently testing a fix thanks to Darkstardragon.
  23. The rad vultures are a bit insane, because they regenerate health. I've tried to make them rarer though. Normal vultures should be the same as vanilla, but I can double check that. And I'll have a look at the probability of wrench spawning. I -think- I left that the same as vanilla, but if it needs a minor tweak, I can do that. Also, just so folks know, yes the time to make sulfur is VERY wrong. I'm currently tweaking that as well, plus giving the guards infinite ammo. Tip for the clock: If the trader has the vending machine for sale, buy it and put it in your base. You now have a clock.
  24. They all have this. <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="npcgunWinchesterRifle,npc44MagBulletHP"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="npcgunWinchesterRifle,npc44MagBulletHP"/> As far as I know from testing things out, that gives them infinite ammo. They used to drop full stacks on death.
  25. To be fair, that's an easy thing to do by accident.
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