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KhaineGB

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Posts posted by KhaineGB

  1. Zed bodies disappear as soon as I loot them (80% of the time), intentional?

     

    When I use a lockpick on a gun safe I get the invalid sound and a pic of forged iron appears, intensional?

     

    Nope, to both.

     

    For the first one, I think I need to increase the time between corpse and goreblock.

     

    Second one? That's.... new. Was the safe damaged when you tried to lockpick it?

  2. hi man,

    is there any way to increase the backpack more ,,may be from 45 to 60.

    if no ,, i hope you do it one day

     

    now the new update

    iam totally disappointed

    -you removed so many grass but this version is much heavy compared to last version

    -zombie turn so fast to remains meaning in 7 horde day i will lose so many loot not mention if i loot zombie fast the remains disappear and i looted very very few zombies twice before and after turn

    - the flat area of biomes have been replaced by sea waves shaped ground

    -i got one zombie the tourist with this huge yellow flare like gnamod flag

    - i got ground collapse under me like those tunnel mining ,,i think this is fail or you simply want this.

    -removing the clock<are you serious?>should i have my mobile beside me and watch the clock and begin to calculate my time 90min in real life=24 hours in game so 45min means iam 4pm

    make mod more difficult is something and make it unplayable and less fun to play is something else

    not to mention making leather now

    sadly the update removed last version and i delete my old save

     

    Already said I'm not increasing the backpack further because one of the points of 7 days to die is "inventory management." Not "Loot everything and carry all of it back to your base."

     

    Now, the rest of your points.

     

    - Don't get what you mean on the grass? Yes I decreased it. There's still plenty around for quests and crafting and it has INCREASED system performance in all cases when I've spoken to people.

     

    - You shouldn't unless the corpses are on top of corpses. The time was reduced because I had server owners complaining about people using the zombie corpse and then the corpse blocks to dupe items (same for the destroyed workbenches). I will try increasing it by a second or two and see if that helps.

     

    - Haven't touched the RWGMixer file. The wave shapes just seem to be random depending on your seed as I've had it occasionally, but there's still plenty of flat areas for building.

     

    - That's the bomber zombie that used to be on fire. I had people complaining that it wasn't obvious what they were, so I made it obvious (and decreased the spawn rate a bit)

     

    - No idea what you're talking about on the tunnel. As I said, I didn't change the RWGMixer file so I suspect you just got a bad seed.

     

    - Yes, I'm serious about removing the clock. If you think that makes it unfun and unplayable, then sorry... but tough. I played for 2-3 REAL LIFE days with it turned off before I decided to go ahead with it.

     

    There's a clock on EVERY SINGLE TRADER WINDOW in the game. That means vending machines (which you can buy from the trader) and the trader themselves. There's also a class-unique workstation (the radio) which gives the day and time. So I didn't completely remove it from the game, you just have to be more aware of what you're doing, what the light level is like and what the ambient sound is like... you know... how you would in a real apocalypse scenario because your phone battery wouldn't last longer than a day or two.

     

    I may have found a bug.

    I'm finding that I'm able to repeatedly loot zombie corpses. New loot every time.

    I installed a fresh copy of the dedicated server, and client, then installed the mod too.

     

    Funny enough, I reduced how long corpses stick around to try and stop that happening because I had server owners complaining. :) I'll try increasing it by a couple more seconds and see if that helps.

  3. Good day KhaineGB

     

    Have question .. didn't we have a Time keeper in game .. giving the (time of day) in game .. if so .. it is missing ( I thought we did at one time ).

     

    As always .. Thank you for a wonderful and enjoyable mod ... the Old Gamer .. :02.47-tranquillity:

     

    Trader, Guard Captain and any Vending Machine have the time.

     

    It's located under the restock time on the left hand side :) (near the icons for categories for the inventory)

  4. No it's not possible. It's either on or off because it's a UI element.

     

    And, TBH, it's not that hard to play without it. You're literally given the location of a trader once you make a bedroll and an axe.

     

    ANYTHING that shows the trader window will tell you the time and day (so vending machine or the trader themselves).

     

    Also, the crickets in the ambient sound start playing around 7pm. :p

     

    EDIT: If you absolutely MUST turn it back on (and trust me, you get used to it pretty quick), go to Data/Config/XUi/windows.xml and look for this.

     

    	<window name="windowCompass" style="compass.window" controller="CompassWindow">
    	<sprite style="compass.window.background.border"/>
    	<sprite style="compass.window.background"/>
    
    	<sprite style="compass.window.compass.background">
    
    
    	</sprite>
    	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >
    
    	</texture>
    	<!-- <sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
    		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
    	</sprite> -->
    </window>

     

    Just remove the <!-- and --> bits towards the end and it'll turn day/time back on. Code should look like this.

     

    	<window name="windowCompass" style="compass.window" controller="CompassWindow">
    	<sprite style="compass.window.background.border"/>
    	<sprite style="compass.window.background"/>
    
    	<sprite style="compass.window.compass.background">
    
    
    	</sprite>
    	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >
    
    	</texture>
    	<sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
    		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
    	</sprite>
    </window>

     

    But no, it's not an option I can make for people to turn off and on as they wish.

  5. V1.6 update is now live and on the Launcher/GitHub!

     

    • Classes re-done! (see list below this for more info)
    • Larger player-crafted storage (kitchen cabinets).
    • LED Goggles and Mole Goggles now grant Nightvision.
    • New rebar shapes.
    • Day and time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
    • Junction box added for invisible wires. Unlocked via electricity perk.
    • Less rad zombies during the day (hopefully!).
    • Less bomber zombies during the day (also hopefully!).
    • Bomber zombies had issue with the fire texture, so I changed it to make them more visible.
    • Slightly increased chance of behemoth spawn.
    • Behemoth slightly slower (same speed as a zombie bear) and slightly lower range (same as zombie bear)
    • Removed requirements from Scrap Tool Crafting.
    • Slightly increased XP required to level (player level, NOT skill levels).
    • Wandering hordes tweaked so you should get a little breathing room.
    • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
    • Writing Desk added (halves cost of creating class papers and skill books).
    • Ink and Quill Added.
    • Grass spawns reduced in most biomes (both forest, desert, snow, plains) so it's easier to see things on the ground and for better performance.
    • Iron and Spiked knuckles added! Levels the Unarmed skill.

    Class info now follows. Each class now grants items and either perks or skill points, and has a "mastery" perk which can be purchased (for 30 skill points) or you can find a rare book out in the world. Unless otherwise noted, anything gained through class mastery is UNIQUE to that class, meaning you cannot get it in any other way!

     

    For the first time, I will be STRONGLY RECOMMENDING a restart. If you do not want to, there are books in the creative menu to give yourself any missing class perks, as they are required for learning the mastery.

     

    Civilian Class.

     

    Grants the following:

    • Quest 1 - Full black suit.
    • Quest 2 - 2 murky water, 2 red meat, +5 skill points.
    • Quest 3 - 1 painkiller, 1 bandage.
    • Quest 4 - Flashlight and +5 skill points.
    • Quest 5 - 1 painkiller, 1 bandage.
    • Quest 6 - +5 skill points.

    Class mastery: You MUST find a book to master your class, but doing so grants +30 skill points to spend however you like.

     

    Construction Class.

     

    Grants the following:

    • Quest 1 - White t-shirt, brown denim pants, worn boots, mining helmet.
    • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Tool Perk.
    • Quest 3 - 2 first aid bandage.
    • Quest 4 - Forge Perk.
    • Quest 5 - No reward.
    • Quest 6 - No reward.

    Class mastery: Gaining the Construction Mastery perk grants the following:

    • Titanium frame recipes for building bases.
    • Titanium bar recipes (normal and centred).
    • Titanium clawhammer (only way to upgrade to Titanium).

    Farmer Class.

     

    Grants the following:

    • Quest 1 - Black cowboy hat, red t-shirt, denim pants, black cowboy boots.
    • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Hoe Recipe.
    • Quest 3 - 2 first aid bandage, Farming Perk Level 1.
    • Quest 4 - Animal Coops and Snares Perk.
    • Quest 5 - Mortar and Pestle Perk, Farming Perk Level 2, Sawed-off Shotgun, 50 shells.
    • Quest 6 - Farming Perk Level 3, Iron Hoe Recipe.

    Class mastery: Gaining the Farming Mastery perk grants the following:

    • Fertilizer Recipe.
    • Wheat Seed Recipe.
    • Carrot Seed Recipe.
    • Coffee Seed Recipe.
    • Hops Seed Recipe.

    Hunter Class.

     

    Grants the following:

    • Quest 1 - Black t-shirt, black denim pants, worn boots.
    • Quest 2 - 2 boiled water, 2 chicken rations, Leather Tanning Perk.
    • Quest 3 - 2 first aid bandage.
    • Quest 4 - Leather Armor Perk (all 5 levels).
    • Quest 5 - Hunting Rifle, 75 7.62mm Bullets, Hunting Knife Perk.
    • Quest 6 - Hunting Rifle Perk.

    Class mastery: Gaining the Hunter Mastery perk grants the following:

    • Titanium Hunting Knife Recipe.
    • Titanium Combat Axe Recipe.
    • Mole Goggles Recipe.
    • LED Goggles Recipe.
    • Nightvision Goggles Recipe.
    • Repeating Crossbow Recipe.
    • Repeating Crossbow (Scoped) Recipe.
    • Jerky Recipe.

    Mechanic Class.

     

    Grants the following:

    • Quest 1 - ZU Football T-Shirt, Overalls, Ball Cap, Worn Boots.
    • Quest 2 - 2 first aid bandage, Wrench Perk.
    • Quest 3 - Wrench.
    • Quest 4 - 2 boiled water, 2 chicken rations, Gas Can Recipe.
    • Quest 5 - No reward.
    • Quest 6 - +5 skill points.

    Class mastery: Gaining the Mechanic Mastery perk grants the following:

    • Titanium Handlebars Recipe.
    • Titanium Minibike Chassis Recipe.
    • Titanium Minibike Seat Recipe.
    • Titanium Minibike Handlebars Recipe.
    • Oil Pump Recipe.
    • Large Battery Recipe.
    • Large Engine Recipe.

    Miner Class.

     

    Grants the following:

    • Quest 1 - Brown t-shirt, denim pants, worn boots, mining helmet.
    • Quest 2 - 2 first aid bandage, Scrap Iron Tools Perk.
    • Quest 3 - 2 boiled water, 2 beef rations.
    • Quest 4 - Forge Perk.
    • Quest 5 - No reward.
    • Quest 6 - Iron Shovel and Iron Pickaxe recipes.

    Class mastery: Gaining the Miner Mastery perk grants the following:

    • Titanium Tools Recipies (Shovel, Fireaxe, Pickaxe).
    • Titanium Auger Recipe (including blade and parts).
    • Titanium Chainsaw Recipe (including blade and parts).
    • Titanium Handlebars Recipe.

    Scientist Class.

     

    Grants the following:

    • Quest 1 - White jacket, black t-shirt, suit pants, suit shoes.
    • Quest 2 - Medical Perk Level 1.
    • Quest 3 - 2 boiled water, 2 chicken rations.
    • Quest 4 - Hunting knife, Medical Perk Level 2.
    • Quest 5 - Mortar and Pestle Perk.
    • Quest 6 - Medical Perk Level 3.

    Class mastery: Gaining the Scientist Mastery perk grants the following:

    • Antibiotics Recipe.
    • Painkillers Recipe.
    • Paramedic Kit Recipe.
    • Coedine Pills Recipe.
    • Sunblocker Recipe.
    • Anti-Radiation Pills Recipe.
    • Reinforced Steel Upgrade Recipe.

    Security Class.

     

    Grants the following:

    • Quest 1 - Army shirt, army pants, worn boots, ball cap.
    • Quest 2 - Pistol Perk.
    • Quest 3 - 2 boiled water, 2 chicken rations.
    • Quest 4 - No reward.
    • Quest 5 - 2 first aid bandage.
    • Quest 6 - +5 skill points.

    Class mastery: Gaining the Security Mastery perk grants the following:

    • Titanium Armor Recipes (Chest, Boots, Gloves, Legs, Helmet).
    • Titanium Spiked Club Recipe.

    Survival Class.

     

    Grants the following:

    • Quest 1 - Black T-Shirt, army pants, black cowboy boots, black cowboy hat.
    • Quest 2 - 2 murky water, 2 chicken rations, Leather Tanning Perk.
    • Quest 3 - 2 first aid bandage.
    • Quest 4 - No reward.
    • Quest 5 - Scrap Iron Tools Perk.
    • Quest 6 - Crossbow Perk.

    Class mastery: Gaining the Survival Mastery perk grants the following:

    • Titanium Machete Recipes (Blade and completed item).
    • Survival Torch Recipe.
    • Radio Recipe.
    • Jerky Recipe.

  6. You need a METAL workbench for a blowtorch.

     

    You get the recipe for that and the tailoring one when you buy the Workbench perk. So you get all 3 at once. :)

     

    - - - Updated - - -

     

    Seriously man. Excellent work, and design. I just wrapped up a SP game at night 91, and I'm looking forward to throwing 1.6 up on my dedicated for friends. I think what really appeals to me about your mod is slowing down the progression. Gating perks behind levels is a good start, but I dig the tool requirements for the additional forges, and workbenches. It was around day 80 that I finally found a sewing kit (I had to cheat and look through the xml files to find where they spawn).

     

    Also exploding dogs. :rapture:

     

    Looking forward to 1.6!

     

    Also, is there another way to buy you coffee? Old mistrustful here doesn't use paypal.

     

    Only other way I can think of is via bits on Twitch.

     

    Pretty much any other method of payment is insecure, so I don't touch it. :)

  7. Since I know Guppycur was lurking here, thought I'd post what I found out today.

     

    <objective type="Goto" id="trader" value="5" /> is based off the filenames of POI's. It can be a partial filename or a complete filename, but capitilization matters.

     

    So <objective type="Goto" id="installation_red_mesa" value="5" /> sends you to the red mesa POI. :) I tested it with a couple of custom POI's I made and Haidrgna got it working with cabins.

  8. Couple of things I've spotted. Not sure if one of them is intentional.

     

    BBQ Ribs is missing description on both types (item name is fine, description box is blank).

    Ravens/Crows don't count towards "kill any animal" for Advanced Survival, but they do give actual meat rather than rotten meat so I'm assuming they aren't zombies?

  9. Just saw what you quoted.

     

    You can't spawn most non-zombie entites with either the sleepers, wandering hordes or screamers and that error message says it's spawning from the WolfGroup.

     

    Already tried with wandering bandits and got an NRE. ;)

  10. NOT happening. Sorry but as a modder you know full well there are things you are passionate about and for me that is ONE of them.

     

    Consider it lucky that I have a team to talk me off the ledge sometimes :) You DID bring up a good point about cotton in the burnt biome. It may have been just an oversight but we tried to ensure every area has SOME cotton and this may have been overlooked during test.

     

    I apologize that the spawn seemed to have messed with you. I hope you give it another go. But I will definitely add some sparse cotton to burnt biome in the even people get that type of spawn.

     

    Yes, I do know that, and that's EXACTLY why I said it.

     

    Because that is not a good first-time experience, which is what should matter the most over what you actually want to put in. I've had to back down on quite a bit of stuff I want to put in because I know it'd be straight-up frustrating, even if it would be more realistic or make more sense.

  11. yes, except the part where you ran straight out of burnt before gathering wood and stones in your safe zone

     

    So just sit around and punch tree's then?

     

    Because I did grab plant fiber, stone and sticks (since apparently shrubs give sticks rather than wood)

  12. Interesting .. you -should- get a starter axe as you step through the beginner quests. Maybe you lost it on your first body?

     

    You get a starter axe once you craft and place a bedroll.

     

    - - - Updated - - -

     

    the output log info was directed more at pericao, and just for general knowledge since many don't even know it exists.

     

    sorry you had a bad spawn @khaine, sometimes just best to gather some necesseties in your safe zone, then move out for the cotton or whatever one lacks where they start.

     

    Soooo... do exactly what I did which got me killed? :p

     

    And that would be why I advise changing the bedroll BACK to needing plant fiber. At least then if a player has a bad spawn (even if it needs 40-odd), they can get the axe, start gathering wood and then run.

  13. To be fair, the base game had cotton for bedroll for years.

     

    That doesn't necessarily make it a good idea when your new player experience is spawning in a biome that doesn't even spawn cotton. :p

     

    I gave up on it for today when 7DTD crashed to desktop trying to make a new save since that one was apparently cursed.

  14. Only had one very quick go of the new version... but...

     

    Spawned in burnt biome. Can't complete first quest to make a bedroll... because burnt biome doesn't have any cotton. Run to snow biome because it's the closest, collect cotton, start getting murdered by lumberjack zombies while trying to craft cloth, finally craft cloth. Find somewhere to hide after punching a tree to get wood logs so I can actually make a stone axe. Get somehow found by zombies in my hole in the ground (despite being undetected), just after I place my bedroll... which GAVE me a stone axe upon completion of the first quest.

     

    Get stuck in infinite death loop, because I can't kill lumberjacks with my stone axe and spawning outside just means more lumberjacks.

     

    I would honestly recommend putting the bedroll BACK to needing plant fibers over cotton, because that was honestly hellish.

  15. Just popped in to say that I just gave your mod a spin and it was a hell of a lot of fun!

     

    Thanks for the hard work.

     

    Quick Question:

    To make a clay bowl of water I need to find a snowball. Shouldn't I be able to use my bottle of water to make a bowl of clean water?

     

    Thanks for the kind words. :)

     

    Think of the bowls like bottles. You can fill them up from water sources. I haven't put in a recipe to transfer water from a bottle to a bowl because it means you'll lose the bottle (since the game won't let me give you TWO different items in crafting)

  16. I find it in a car (thanks a lot) but i have an other problem (sorry). There isn't an emplacement for the welding torch in the workbench. I can put the wrench and the clawhammer but not the welding torch...

     

    Metal workbench. ;) Also has a spot for calipers.

     

    I will be editing a LOT of item descriptions in v1.6 to say what workstation they need.

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