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TheExceed

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Posts posted by TheExceed

  1. Just started playing this mod and I got to say "Well Done!", seriously loving this and the UI looks awesome.

     

    I do have a problem with something though im kind of confused with. It seems there are more tools than slots for some benchs. For instance the Forge seems to have 4 such as Anvil, Crucible, Ingot Mold, Bullet Press.... In addition none of the benches have an outline for what actually goes in there.

     

    Is there a wiki somewhere I can reference to find out what I am missing??

     

    And will this mod be getting Custom POI's?

     

    Initially, Sub wanted to have more slots. However there were bugs and glitches with it. As torqqed said, if you click on the tool and/or recipe, it will tell you where and what tool you need!

  2. 1 to 2 weeks from now is actually alot faster then I expected. I thought you were saving the next update for when alpha 17 comes out.

    This is pretty exciting. Just wondering, do you plan on eventually adding custom zombies or fauna to the game at some point as a mean to add some late game dificulty? I know some mods do that, but I would much rather see those added in UL since its by far my favourite mod. Reason being that the late game becomes really boring for me. Even when playing on the highest dificulty setting in a ironman run, the game still becomes stale at the end game. perhaps adding some stronger mobs could make things more interesting along the line.

     

    1-2 in the minimum. Keep that in mind. As for update after a17, there are some things he is waiting for until after a17 is released but after discussing max player level and skills, he decided to rework the skills. Only issue is based on how much TFP change skills in a17.

     

    He definitely plans on adding more content for the mod later on. Seems he is focusing on the UI and balancing. Sub is extremely good at details. I love it. Being able to see where everything is crafted or what skills you need for items is so incredibly useful. But editing all of that takes time.

  3. I'm fine waiting. Just was curious about it cause I like to have some things planned in my future :D

    Take your time if needed and I hope everything is alright.

     

    Haha yep. He is doing his best. But as you can tell by the screenshots.. it will be worth the wait. The new skill changes and level cap are amazing.

  4. any info on when the 1.4 UL comes out?

     

    As sub said, gotta all happen at once. But it will be a great update. Sub has been putting a lot of effort into this next update. Like the skill page rework. It will need to be balanced and that takes a bit of time.

  5. System

    i7 4790k

    Nvidia 970 GTX 4GB

    16gb ram

    game is running on a SSD

    [/url]

     

    Same exact specs and I have no issue except inventory lag when I am crafting something. Which I also get from other mods.

     

    i understand exceed but i still think lowering the lvl cap and skill points per lvl is bad its hard enuff to get skills as is nvm after the changes with a lvl cap of 100 and only 1 skill point per lvl will make game even harder for example making the dye table requires like 6 diff steps and diy lvl 2 which is hard enuff as is lol

     

    All of that will be balanced out. Sub does a really good job balancing. Right now, for many people, the games progression with this mod, is not very difficult. You will have a load of quests to do (if not in 1.4, after a17) and each quest will give a skill point as you progress. Don't get too worked up over new changes until you try it. Give it a chance before. A lot of perks are getting combined making point useage a bit manageable with the new sp per level change. Ex: Gunsmithing will have bullet recipes rather than their own skills. Or camel and survivor being combined into a survivor perk. To make it easier with the new points. Will it be a bit harder early on? Yes. Impossible? No.

  6. sorry sub but i disagree with these changes and will be keping the old version and FYI this isnt ravenhearst <.<

     

    The changes being made are not going to make the game impossible. It will add a bit more challenge in point management. Nothing is being locked behind classes or class papers like RH. This will hopefully extend the lifetime of playthroughs for the more efficient players of 7dtd while still keeping the game enjoyable for everyone. You will have to be smart about your perks. HOWEVER, subquake has done a GREAT job so far at balancing the skills to make them easier to understand, as well as combining skills as to not make the skill points too difficult that you cannot progress. It's something unique to the 7dtd community (at least to me) You will have quests and challenges that still give skill points. These will help you unlock extra skills and perks you want. I think it will be a wonderful change for the mod. Test it out when its released before you decide to hate it.

  7. Copper implementation isn't fully developed. You have some nice suggestions there.

     

    New crops are planned to be added in the future once I get into SDX.

     

    Storage stuff, that is sold on the trader is vanilla stuff aka POI storage and it's my fault, that I haven't removed them from the trader listings and haven't added the player crafted ones as replacement, I will look into that into the future, thanks for pointing that out.

     

    Yeah, copper and lead ingots could be used, I was kind of confused why you can use brass ingots for casings but not lead ingots for bullet tips.

    Loving the inc rounds though. Would be cool if it used something other than paint. Maybe use copper for that? Could add a resource called copper thermite. Add some zinc/magnesium to the game and combine all three to make copper thermite to be used in inc rounds.

  8. Rare, but you can have a chance to find them even in trash piles and pretty much everywhere, including traders. As for titanium, the material for titanium tools have been set to iron/steel, because the game has no sound files for titanium, because they simply don't exist and whenever you would use tools marked as titanium material, your game console would spam error messages and you would have no collision sounds while swinging the titanium tools, therefore I set the tool material instead of titanium to iron/steel.

     

    Once I get into SDX more, I will try to include sound files and correct the material to titanium and only then it would be fixed.

     

    Sounds good and alright. Ill keep a look out for them. They seem more rare then solar cells xD I have found 4 of them. Looking forward to what you plan to do with this mod. Would love to see new traps and zombies. But lemme say, spec-ing into QJ/SS seems so underwhelming. Lol I get the same stuff in the stash with 3/3 than I did with 0/3 I swear xD

  9. Just in cabinets I have found that along with many other necessary "new" tools for various things. Go to a town and go to any regular house and just search all the cabinets.

     

    - - - Updated - - -

     

    Is there a wiki for this mod? It has so many changes for certain things that were once made in x station and are now made in x station. For example I still can't figure out how to craft a burning barrel, it looks like you craft in in the workstation based on the icon but it's not in there.

     

    Most items seem to have a "Crafted in: XXXX" in the description.

  10. @TheExceed

    Well it is possible, but it would require a lot of rewriting of the block code to define custom gathering groups for different weapons and I think that for the time spent making that it's just not worth the effort. I did that with all the ingame trees and boy that was painful to do :D

     

    @Blazer777

    If you are reffering to lag spikes in the inventory while crafting, everyone has them, be patient and lets hope A17 will fix them, if not in inventory, you should consider upgrading your computer if possible.

     

    @fclen

    You have to have the gas tank in the inventory and use a Wrench to upgrade it. Make sure you have taken out all the tools and stuff from output, because you will loose them.

     

    Haha I bet man. So far loving the mod. Would be cool to see some custom storage boxes made. I love separating things out neatly

    Trader, Farm, Books/Maps/Challenges, Misc Resources, Smelting, Food, Health, Crafting Components (all the new electrical stuff you added), etc.

     

    One thing I suggest to the RH Dev is a sprained leg or shin splint debuff from running off road for too long. However, it would work well for RH bc of the roadrunner buff it has. But the realism would be a good addition to this mod. in my opinion anyway.

     

    Oh I love you for making schematics stack! xD It is so lovely.

  11. Resource gain is based on how much swings you have to hit before something breaks. Auger might give a little bit more resources, because of how damage is calculated for the auger. I can't do much about it, it's how the game handles resource gathering.

     

    I feel like for hunting knives that isn't the case. When I use a high quality knife/machete with high knife guy perk, I get less resources than a low quality with less knife guy. Idk if you can test that but I have always had that issue. I assumed better quality knives and higher knife guy would give you more it just doesn't feel like it at all.

     

    But hopefully funpimps allow modders to change resource gathering then. Would be a cool Idea to have the auger give less as it basically crushes the resources so in theory there would be resource loss

     

    EDIT: Also, do you plan on adding custom zombies? Like boss zombies? And more end game stuff? I want more to do after like Day 50 lol

  12. Yep. Gas will be a little bit buffed, but not by a lot. I also felt the same for vanilla and other mods, that you never really had to worry about it.

     

    Yeah, It would be cool to see it in trader loot table too. Rarely of course. Because you need the gas schematic to craft it so unless youre lucky.. gas can be super tricky late game.

     

    Also, what was your thoughts on the auger vs pick/shovel? I havent tested the quality augers for this mod but vanilla, auger seemed to usually give more resources than a pickaxe which didn't make sense to me as an auger is used for fast digging for not stamina loss.

  13. Only if you do it manually through the link here on the forum or the version archive on my wiki page of the mod.

     

     

    I'm pretty sure that's a rare ingame bug, because I couldn't reproduce it. If it says under the description where item stats are, that it will give/remove a buff, then it should work. P.S. It's Joltex, that you were talking about.

     

     

    You can obtain titanium either from treasure quests, rare chance through looting or traders, where the later is the most reliable source of obtaining it. It's a rare end game resource and don't expect every trader selling it.

     

    Cool. Would be cool if you could find it like diamonds in the desert but in a different biome rarely.

    Did you see my comment from yesterday about gas and such?

  14. Subquake I appreciate your effort in trying to balance the food and gas harvest part of the game. I think it works well. In the past I have never really needed to farm because all of the "hunger" issues could easily be filled by finding food through looting.

    Sure I farmed because i wanted to increase my health through better types of food sources not necessarily to fill the hunger meter. Now it definitely leans toward needing to farm. The gas situation I think is spot on. It was way too easy to get gas prior to your balance. I never had to make it. I just disassembled cars and had plenty. Now you have to make it otherwise you will not have enough. I believe you also adjusted the amount of fuel used by bikes too or at least it seems that way. Either way, I like these changes as it makes you rely on other systems in the game to survive.

     

    I don't mind the gas too much if minibikes didn't use it so quickly to get around. I can't go elsewhere to level or loot stuff.. My towns are so far from each other. I would really like to see gas added to traders bc lets be honest fuel would be sold/bought if this happened IRL. haha

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