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FileMachete

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Everything posted by FileMachete

  1. Having a bit of trouble progressing. At level 121 and only a single Survivalist book fragment. Only four Marksman fragments, and two of those purchased from Traders. Have found and repeatedly looted 3 small book stores and 2 large (no skyscrapers). Only found a couple of gun ranges, no vanilla Shotgun Mess stores. (for perspective I've looted 30+ Scholar fragments) Any tips on where to find the Marksman & Survivalist fragments would be really appreciated! Also haven't found any POIs where there are Class Vending Machines. A while back I watched an earlier playthrough of WoW by Kage848 where he found a large building which had all the class vending machines. Are those still in 5.3.x? If so could someone let me know if they're still the same, or has the building been redone? ---- Question: If I buy something like the FAMAS Parts Recipes, will that -also- allow me to Assemble & Repair the FAMAS? ---- Feedback: the Sword. ug. Was really looking forward to unlocking & crafting one. When I did I was quite disappointed. Was expecting it to be similar to the Katana in Ravenhearst. The animation for the sword is the same stilted one as the bats, and the stats are only similar to the 'iron' machete. The Steel Machete does something like 25 more entity damage, so I can't really see any purpose for the sword. At least as it is now. ---- Suggestion: consider lowering the perk cost for the two larger storage containers (Large & X-Large). 10 points for each seems quite high. Also, and no idea if this will ever be possible (or if it is, was too chicken to try); but if the full block 'crates' could be Upgraded from Large to X-Large that would be really useful.
  2. In case anyone else has been stumped by trying to harvest Electric Parts from lights, seems a Screwdriver is needed. huh. In the blocks.xml file starting at porchLight01 the Harvest lines have, "<drop event="Harvest" name="electricParts" count="1,4" tool_category="Screwdriver"/>" while original file has, "<drop event="Harvest" name="electricParts" count="1,4" tool_category="Disassemble"/>" Some common 'wrenched' items like Fridges/AirCond appear to be set up so either a wrench (or a Disassemble tool) -or- a Screwdriver can be used and will yield same type & number of bits. The big one that I couldn't wrench were the 'consoles' or 'control panels'. Haven't tested but 90% sure they are the "controlPanelBase01". (ones with decaled dials/lights/levers/etc, also used as the base for the very tall Truss towers at the, I think, 'Cell Tower POI'.) And it takes a Screwdriver to harvest Electric/Electronic Parts from them. --- Worth noting that there are several additional "tool_category" beyond "Disassemble" & Screwdriver; IronHarvest SteelHarvest TungstenHarvest HDDisassemble Haven't dug down to find out what's in each. If anyone cares to then they might want to check out "cntCar03SedanDamage0" (blocks.xml) for an example of what each yields.
  3. I'm new to WoW but my understanding is that Z's that run will run, no matter day or night. So Football players always run, Ferals as well. Be warned that night time spawns seem to heavily favor irradiated/feral type Z's, so while a 'normal' Marlene/Boe/etc will still walk at night, they aren't as likely to spawn; their more hyper versions are. If I got that wrong hopefully someone will correct me, but it's the best I can offer, hope it helps
  4. Excellent tips @Xeph , Thanks! I did wind up buying some from the Trader. Didn't hit any schools since I'd found a few book stores, & had completely forgotten the desks yield plastic, gah... Will definately give bathtubs a try. Much appreciated!
  5. First time playing WoW and it's great! Lots of fun Question: I'm unable to salvage flat screen TVs using a Wrench. Also no joy salvaging end tables with lamps, light fixtures. ___Edit: no joy trying to Salvage the various Consoles that give Eletrical Parts/Components in vanilla. ___ the utility pole 'tops' are salvagable w Wrench If anyone could let me know if that is per design or not I'd really appreciate it! and unable to "Pick Up" Electric Fence Posts. <-Edit: forgot to place a land claim, doh! --- Has anyone added back in the ability of the Wrench to Upgrade/Repair? If so would you be kind enough to post the xml bits? ___ Edit: believe the Repair is working fine, just not Upgrading. Reason being: I'm always carrying a Wrench to Salvage, and while looting I occasionally want to wall off an entry/window. Right now I'm winding up crafting then scrapping a Hammer, and, frankly, it's just becoming a bit of a pain...heh. --- Oh, Plastic. Any tips on where a good source is? Trying to gather 250 for one of the Class Quests. Only know that Blinds yield Plastic... Thanks in advance!
  6. @Galindor , @Azoun , if you're running Windows 7 there is a very specific patch you'll need in order to download from Github now. (Edit: via the launcher) See sphereii's post #1825 in this thread (https://7daystodie.com/forums/showthread.php?76822-Ravenhearst-Mod&p=800675&viewfull=1#post800675) Just a "tryin' to help thought" for newer folks if you get really stuck; don't forget that you can either start a Creative game or use console cmds to allow access to the item menu to chk out various bits. Can be quite helpful without actually 'cheating': confused about which Skill applies to weapon-X ? Just locate, click and read the box. {point is a -lot- of things are very different than vanilla, and it's not all documented, so don't let getting "stuck" ruin your enjoyment} And, just mho, but since Jax specifically adjusted food values to support progression/difficulty goals (and -not- 'to be realistic'), I didn't consider it very cheaty to use the menu to look up some of the food items stats. @Azureae , 1) PCs are sellable at Traders 2) Intentional for difficulty. Hint: what's the most important meal...? 3) Other than seeds farming is pretty similar to vanilla; till the ground (need a Hoe to till), plant seeds, wait, harvest, etc. -- there's some other bits like different 'tools' may get a harvest bonus? not sure myself. 4) Oh yeah. Tin's terrain tweaks are designed to encourage large citys (at least that's my understanding), and provide large buildable areas.
  7. Thanks for the sanity chk sphereii . Was looking at it from a *nix/scripting perspective; no real idea of how it'd look in C.
  8. Timo, I'm not a dev either. What I've heard/read about the delay is that it's checking to see if ingrediants are in player inventory to craft the recipes in the selected list. Seems the reason it does that is so it can list craftable (all ingrediants avail) recipes at the top of the list, even, or I guess especially, when that list may be 10 pages long. This is also, apparently, the culprit as to why crafting speed is itself effected. Each time an item is crafted, while the crafting window is open, the player inventory changes, so the 'list' is re-parsed against ingrediants. Just how I understand it. May be totally off base, if so hopefully someone will correct me. Edit: (lightbulb) no idea if possible but _could_ the 'check for ingrediants>sort list' loop be turned off? I for one would happily disable that auto check/sort if it meant no menu delays...
  9. Jax, thank you very much for the straight forward ownership & communication; it is -greatly- appreciated! Just hit lvl 20 on day 12, 120m days. One death due to infection. On day 6 lowered difficulty to one below default. Hid in a hole for horde night, first time I've ever done that . On spongeyness: guessing that the game mechanics are such that it's really the only way to balance for z's to be noticiably tougher further along. Can say that w Bow class I can now take down most regular z's w 2 shots, at lowered difficulty. Will up diff when start one-shotting. Progression seems slower than even RH 2.2. I don't have anything resembling a real base yet and I'd normally have a quite decent 7x7 pole defense starter w a couple rows of spikes that could survive horde night by now. Really like the 'friendly' animal changes. Saw a commotion and went to see; found a cow fighting a z, pretty funny. Then apparently got too close and Ms. Cow decided she didn't like the looks of me, "woot woo! Shag it scooby!" Mad Cow indeed! Opinion: Would like to see a twine crafting recipe. Maybe a buyable perk at lvl 30? Rationale: fairly easy to make in rl. After the first 20-30 lvls it's not really gating anything anymore (that I know of so far) but due to the Messy debuff you either lose a slot to wet towels or to twine. Adding a recipe that just used grass could open a slot. (hit a couple grass to make twine & a curtain or scrap your shirt for the cloth to make a towel) Though honestly Towels have always bothered me a bit. Wouldn't 'Cloth' & murky/clean water work just fine? Totally agree w the mechanic of getting messy, it's just the how you 'clean up' bit that seems a bit convoluted. Armor: don't have a great suggestion to offer, wish I did. The gating behind lvls, hmm. You have to get hit to lvl, but we're really trying to -not- get hit, but you can't make even starter armor unless you've been hit quite a bit. At lvl 20 I'm only lvl 2 so now I need to intentionally let the z's smack me, or use points/books... (which I'd, of course, rather use in other ways. Thanks for adding in the Armor books though!) Every other 'skill' lvls while doing something positive. Possible issues: 4-part Books/Schematics: found all four for Pistols, no tip on where to craft them. Assuming it's at the research table? Advanced Forge: I placed, then picked up and turned 90d and placed again, so that may have somehow caused it, but it now sounds like it's on all the time and there are two fire sprites always visible as well. Few things I've learned so far: Note: some may consider these spoilers. This isn't vanilla or even 2.2. Be willing to let go of your preconceptions and consider adjusting settings so that you have fun playing. Heck, if you're a Server Admin consider having an Easter Egg hunt and double loot for an hour as an event. There are a number of new bunker POI's. One in particular (the larger one w bunk beds) could make a great base for an entire playthrough. Water is harder to find; bump it up on your priority list early game. Loot all eggs. (-thank you- for changes to eggs!) If you have good desert skills consider the advantages to building in that biome. Finally; still loving the grass/tree/damn-shrubs!! changes. The great new POIs. Terrain gen. Z models. Complexity! Difficulty! Mod Launcher!! Thank you to all who've made this greatness possible.
  10. In my experiance it's most likely related to memory. After A16 dropped I was lucky to be able to gen even a couple seeds before game would freeze and require a force quit via task manager. Upped ram to 16GB and could gen 5-7 seeds before maxing ram. With all the additional assets in RH I can only gen 3-4, maybe 5 seeds (that's at size 1) before having to fully close down game and then restart. Likely helpful to close everything (no browsers etc) prior to launching RH and gen'ing seeds.
  11. Couldn't tell you. But can offer up that if you select/highlight an item when in your inventory, so it shows in the upper area it will detail what skill it's Quality is dependent on. And if you don't have the item then the Creative Menu _may_ be your only way to tell for sure.
  12. On first page of this thread, post #2 Jax wrote; "Patch: 3.0 Wipe and Fresh Install Needed Required File Updates - EVERYTHING"
  13. First thing, yay! Saying that cause the rest are a few things that caught my attention, and unfortunately my attention has long been trained to spot errors, etc., so I -don't- want this to seem negative! Opening dialogue box has "ready" when I think "read" was intended. Skills: Advanced Blunt Weapons: has 4 lvls but no text for lvl 4 Advanced Blade Weapons: 'Requirements' (Blade Weapons) goes, lvl 10, 20, 30, 60, 30 Personal opinion; even on nomad z's are still quite 'bullet spongy'. To the point where it's not very fun. The 150Q Wooden Club only lasted maybe 6-7 z's? Took Bows for starting Class so got the 300Q Crossbow. Even using that with the Iron Bolts was seeming to take 3+ headshots on regular z's. Wish I had a great suggestion on how to keep it tough but reduce spongieness, but I don't. Sorry if this comes across as negative; really looking forward to playing more later today, and thanks to all the folks who put in so much of their time and effort, it is appreciated!
  14. Sounds great Jax , looking forward to it! (and thanks for the reply!) On the Single Player comment; Sinda (I think) corrected me a while ago about my assumption that Ravenhearst was mainly built for Team play. Guess the Classes led me to think about a team and individual specialization. Still seems like a great framework for coop play. My comment on SP was mainly related to semi roleplaying and how you'd likely have to get, "just good enough" in a number of areas to survive, with actual competence being a later goal. So you've no idea about fertilizer, so poor yields, but you can grow a bit of food. You haven't had time to learn about IV antibiotics, so if an infection gets too bad you'll die, but you have learned first aid. That kind of thing. So in 2.2 my thought was how could it work so a solo player could get 'just good enough' and later on continue learning various things to actually get competent at them. While not disrupting team play. And just to be clear; I've really enjoyed the extra challenge of Ravenhearst. So not advocting for things to be 'easier', not at all! Just tossing some thoughts out in case they might be useful.
  15. Awesome news Jax!! Will you be adding links/dates/times here for the folks streaming? --- Just a thought on the single player 'friendly' bit. No idea how it would work but one thing I've noticed is that the Classes seem balanced as if they are each the first Class taken (note I haven't tried farmer/medic). So if you started w Bows the progression through the various weapons works well. But if say you took Blades as your 4th Class then you're trying to kill higher lvl z's w a bone shiv. Not impossible but also not too immersive since by then you've certainly looted/bought numerous better Blades. I like the Classes, in general. And certainly appreciate the Class Quests w rewards mechanic. One thought; if Classes were split into 'Beginner' & 'Advanced'. Not so much 50-50 but more 30-70. So a Basic Farming Class could plant/farm a few things, maybe Yukka, Blueberries, Aloe & Mushrooms? Thinking how to tie it in to a Basic Medic Class so you couldn't make Antibiotics, but could supply Herbal Antibiotics & not the big First Aid but the aloe bandages... Don't think that would impact Team play too much but it could help in SP where the player really needs to be more of a Jack/Jill of all trades. Triple Yatzee: allow players to buy Advanced without buying Basic. Guessing that'd be difficult to balance/gate for Farming/? but maybe possible for something like Blades. So if you wanted to skip the early Quests/Rewards, your choice. That came to mind since I still haven't taken the Blunt Class and am dreading the thought of using a Wooden Club now that I've hit lvl 90
  16. I feel your pain trying to locate 'tools' for crafting. Main focus for about 10 in-game days was to find a pair of Calipers. Kept expanding search until I discovered 8 traders. Then took 2-4 restocks before I finally found one caliper. There needs to be a better way. RnJ(erk) just sucks sometimes. Maybe a Quest where after you took out 100 construction guys the reward is one caliper. Or something. anything. please.... another idea: what if you could make calipers like a gun? four parts, so it's -really- expensive, and it would already be gated by Weapons bench.
  17. On my 2nd playthrough and just beginning a larger base. Could use some ideas for organizing the crafting room/s if anyone cares to share their setup. Basically trying to set stations up so it not only looks good, but the most frequently used ones are within reach without a lot of moving about. Did have a "doh!" moment when I realized that we can place multiple bedrolls down to gain the 'Resting' buff in multiple locations, so plan to leverage that a bit. Also I'm struggling to find books. Map only has a couple Poopy Pants close by. There is a Crack tower a couple towns over, but other than that not much. I know the double gabled new house poi w door in the middle & workstation in attic has 6 bookshelves in a small rm and a couple more in bedroom. Are there any other new pois with a decent number of bookshelves?
  18. Noticed something last night after buying my second Class (Blades). In the Blades Quest line the weapon you need to use to complete the stages goes (pretty sure); 1-Bone Shiv, 2-Hunting Knife, 3-Wooden Spear, 4-Iron Spear, 5-Steel Spear, 6-Machete. Couple bits. Steel Tipped Spear uses Steel Arrow Heads, which player can't make until they unlock Steel Perk @ Level 50. Not a huge deal, but possibly add in 10 Steel Arrow Heads as a quest reward for finishing the Iron Tipped Spear bit? Machete quest. Can't unlock the ability to forge a Machete Blade until Level 60. Yet the recipe to make a machete (combining leather & blade) unlocks at lvl 50 I think? Compared to the Bow Class the Blades Quests progression seems quite lvl gated. My initial was the Bow Class and I don't recall any significant lvl gates to progressing thru those quests stages. Haven't found a Machete or a blade, and can't recall if after the machete quest it goes to Combat Axe or the sword? But wondering if maybe having the Combat Axe be a leg in the quest line before the Machete? Since you can buy the Steel Tool Head Perk to forge a Steel Axe Head at lvl 50. Though the Combat Axe definately feels like a 'better' weapon than the Machete from what I recall from my previous playthrough. Sorry that's a bit jumbled. It was Saturday Night Anyway, great to hear all the progress bits, thanks for the updates!
  19. -Great- news!!! Really looking forward to this Jax & Friends, thanks in advance!
  20. Had a thought. Not saying it's a good one. What if Item Books; Sniper, Pistol, etc. scrap had two uses? Say three scrapped books combined in Research Desk to form -any- Item Book? ( hmm. how to deferentiate so only item books could be used but could still be used for current Classes etc..? ) On second playthrough and have found 3 Sniper books & a couple Sledgehammer books. Definately wanted the Sniper, and itching to start another Class, but could really use a Minibike Book since I'm in a kinda bad location. & never did find a Nailgun book last game (140 hrs & scrapped enough for all the Classes) Btw, ran into a "Horny" zed. Shes fun. Was a wee bit suprised, then she sprinted at me and started wailing away. Knocked her down and noticed that she didn't do much damage. & since I try to -not- get hit, but had just read the Make Animal Hide Quest & needed to lvl Armor, well, I let her continue tickling me for a while... i may need therapy now
  21. @sinda interesting, didn't know that, thanks for clarifying. @Knightstalker710 , heck of an idea to be able to wash & reuse towels, +1 Been mulling over a general tweak so I'll throw it out here; Use a new item, "Steel Scrap" to Repair Steel Spikes (possibly all Steel blocks?). And this 'scrap' would -not- Upgrade a block. Idea is that early on, when you've first unlocked Steel & begin to upgrade your defenses, there's usually a noticable period where you're carefully managing what you can afford to upgrade, and then during a horde you have to have Steel Ingots on you, but you're having to carefully -avoid- accidentally upgrading numerous blocks. And there's also the bit that in vanilla an Ingot repairs 1000 HPs (2000 in Ravenhearst, yay!) so if you're really scraping by you need to avoid repairing until a spike has lost at least 500-700 HPs. So if it were possible to use "Steel Scrap" instead of Steel Ingots to Repair, and one Steel Scrap piece was worth 250 repair HPs, then we could hammer away repairing during a horde and not wind up 'wasting' a ton of Steel Ingots. Anyway, just a thought since I jump through the hoop of only packing 9ea Ingots on me during that lean time, but that's a bit of a 'silly buggers' thing that's simply a work around to an unrefined mechanic. (By that I mean, to me, it would make much more sense to be able to switch 'Upgrade' Off, or have a 'Repair Only' tool. But there's also the frustration of burning a 1000 HP Ingot to repair a couple hundred damage.)
  22. Really enjoy the mod, especially the added complexity. Thanks to all for sharing their hard work! Few comments from playing SP 7-day Horde version to 140 hrs, day 64, lvl 93; Note: I totally get that this was dev'd for MP, and I can see how the spawn rate/lvls/etc make sense to promote and reward a coordinated Team game, so please, the following isn't intended as "negative", simply one single players experiance. (!!) Really glad to hear that you've added more info, that has been by far the most challenging part; simply trying to understand how that goes over where need owww me brain!!! In SP the Construction skill lvl gates feel a bit high. (Edit: should add I spent 35+ points, which I've never done, to hit 100) I don't use Auger or Chainsaw (can't stand their noise), so might be missing that they fill the gap, but Steel Tools lvl gates... ouch. That's a real killer in SP. Weapon Parts skill. Wish it came a bit sooner. I've managed to amass 1500+ Weapon parts/bits by scrapping almost every gun & part I've looted & finally crafted an extended mag at lvl 90 (350 Q). Just couldn't hold out for lvl 100. Btw, the yield difference between making Solder in the Refinery vs. the Chem Station is well, maybe a bit mean? After the day 21 horde almost overran me I turned down spawn freq to 3-4 days; I just couldn't get enough done with the seemingly constant interuptions. Convoluted bit: at 140 hours I'm pretty much 'finished'. But only lvl 93. I'd _like_ to make better Steel tools and 500Q weapons, but I've got a very solid base, done four Classes (1st=Bows, 2nd=Blades, Rifles, Ultimate Survivor) have enough for three more Classes. Plenty of food, 160K Dukes, decent store of raw mats etc. Nothing pressing left to do/get. So I guess I'm wondering; how long should a single player playthrough be? Certainly there's no 'right' answer to that, heh. My vanilla playthroughs are likely only half the hours? so I think it's a big win to stretch a playthrough by so much, and I've really enjoyed it! Yet at the same time I'm feeling a bit disgruntled that I haven' maxed steel tools/weapon parts. But the thought of another 100+ hours to get to lvl 180 isn't at all appealing... Warned you it was convoluted! Guess what I'm trying to convey (and again I totally see how this a SP thing and not the orginal design) is that the 'end' is a bit of a let down in SP. I think it would feel more satisfying to be able to cross all the T's and dot the i's when you reach that really solid "got 'er done!" point. Sure you can stick around for another horde night, or try out another base build, but it's all optional, you're no longer stressing over anything. To be clear; I -really- enjoyed the playthrough & all the extra content! Musing on Blade vs. Blunt: friggin -love- the katana, it's reach and bone yield on gore blocks make it almost OP'd. Do wish the Combat Axe had a similar bone yield. But as is, the katana is hands down the best for SP horde night since you can actually effectively kill & harvest with same weapon. Looted a 600Q Spiked Club and lvl'd to 67 in Blunt, bought all perks, but almost never get a one-shot kill with club. Katana & Combat Axe easily 4 out of 5 head shots are one-shots. Don't have a Lucille so maybe spec'ing Blunt Class would be competitive w Blades w Lucille, kill wise, but I'm _guessing_ that no blunt will ever have the harvest bonus that blades get so thinking Blunt will always be second best to Blades? Anyway, enough already right? Thanks again and looking forward to 3.0! Edit-2: thinking that buying the skill/perk that allows you to make nailgun parts could also grant you the ability to assemble one? Another SP thing since I never did find a nailgun book.
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