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JamsCB

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About JamsCB

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    Survivor
  1. On the wildlife topic, I was just out at Yellowstone a couple weeks ago shortly after it reopened. In just 3 days, multiple bear and bison attacks were reported. Now there's a 100% chance it's because people were being REALLY stupid and getting close, but the bears aren't going to run at you in game from 100 meters away either. I think the aggro distance was fine. I do like the added element of danger, I do think the sheer number of bears, wolves & dire wolves is way too much from an available food supply perspective, unless they're eating zombies. I'm curious to try the changes madmole has been working on, but I'm hoping the feeling of danger doesn't go away.
  2. Now that just immediately made me think of zombie squirrels. The forest would never be safe again.
  3. JamsCB

    Ravenhearst Mod

    You find small backpacks in loot. Place these in your hand and use them, that increases the "skill" that opens up more backpack space.
  4. JamsCB

    Ravenhearst Mod

    You need a bucket which can be crafted. Then fill it with water at a well or river by having it in your hand and (right?) clicking. Then using the filtration unit, get a bucket of clean water, which you can then finally put in the ditch by (right?) clicking with it in your hand while pointed into the ditch. One bucket will also fill 4m of ditch, if I remember correctly.
  5. JamsCB

    Ravenhearst Mod

    Okay, quick question. Went to download 5.5 with the mod launcher, and it's syncing 5.4? (https://gitlab.com/jaxteller718/rh_5_4_17_4_client.git) Is it actually the new file, just reusing the old name? Update: Yes, just tried it. It is 5.5 just using the old filename.
  6. Now I'm picturing Roland showing up to teach a lesson in division.
  7. Well, regarding the silly idea of electromagnetic storms screwing up electronics, you'd just build your vehicle or generators with magnetos and shield your spark plug cables. Or even better, build a compression ignition engine (simple diesel engine) without all the electronics. Once it's running, it doesn't stop unless you cut the fuel source. If you have the mechanical knowledge to build the stuff you already are in game, that would be pretty easy. Balance by making fuel harder to acquire is by far the better option.
  8. I'm admittedly a little late to this one, but just got caught up. I think a better idea would be a chance of the AOE knockdown like the Sledgehammer perk when they hit the ground.
  9. Careful, you say that, someone might start talking panties again ๐Ÿ˜„
  10. JamsCB

    0XP RolMod A18

    Still waiting to play the newest version, but I don't think the lack of death sounds changed in the newest version (still on a cruise at the moment, so trying to avoid significant downloads). I did find after a couple hours of playing I could be very confident when they were dead unless I one-shot them, it's just not as glaringly obvious without the death sounds.
  11. Well, until someone mentioned in this thread about making cans of oil, I never knew that it was even possible to craft them... and that's with about 2000 hours in game. That's because I never had an issue looting or salvaging more than sufficient oil for repair kits, so had never even looked to see if there was another way to get it. The only thing difficult about repair kits was sometimes getting the forged iron before you had a forge or wrench. I do like the idea of using the specific parts for that gun to repair it. Even having put even thousands of rounds through a wide variety of firearms years ago, I can flat out say that when it comes to fixing firearms in a zombie apocalypse, all I'd be doing is swapping parts. Without some kind of training as an armorer and a proper machine shop, good luck doing more. I'd definitely put the firearms crafting locked behind a book/schematic, and really should require appropriate tools for the job, an additional tool slot on the workbench maybe? That would give incentive to go explore to find that too.
  12. JamsCB

    0XP RolMod A18

    I'm guessing that was an internal discussion. A quick Google search of the forum for "OnDayStart" only returns this thread, not any of the dev's big posts of the coming hooks or anything. Granted, I've always found trying to find something in the forum a bit painful. When it's hooked up, it should work well though, especially if you could find some way to set the timer to whatever day length is being used making different day lengths possible. It would really suck to die early in the morning and have to wait almost two days for more skillpoints, but does fit the skillpoint death penalty theme.
  13. Actually, I believe someone proposed a much more fleshed out version of this in the A17 thread, even the trader POI upgrading as you bring back materials in further quests. That brought up the issues of how, if, and when the POI could be changed, and having that propagate to all players if playing on a server.
  14. JamsCB

    0XP RolMod A18

    Well, the ~4100 seconds would pretty much fix it for the erroneous 60 minute day, though that would be based off the 7am "spawn timeโ€ or I'm assuming, last death time. Personal preference, would be have it hit at like 3-3:30am, that way I can make selections before running out for the day ๐Ÿ˜ Really though, wonder if there's a value you can query to determine day length when setting the time to account for differing day lengths.
  15. JamsCB

    0XP RolMod A18

    I'd played the first day, then saw the update, so it was with the increased skillpoints. I was admittedly paying more attention to the timing issue the third and fourth days, but with doing quests, it seemed slightly high with the number of skillpoints. But, I hadn't really started buying the more expensive attributes/perks, so need more time to judge that. And I think it should be tied to the same time each day, but that's just my opinion.
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