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Mahnogard

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Posts posted by Mahnogard

  1. 9 hours ago, saminal said:


    Good news, your lovely home can now have lovely doors! Building Stuff is available for download :)

     Oh wow! Your timing could not have been more precise, because last night just before I closed the game to go to bed, I was looking at some doors on the location I was at, and thinking, "Why can't we make those? I want to make those!" 😁Thank you again!

  2. Yay! Working Stuff! Thank you!! 💖

     

    I mean, I really love what TFP have done with the campfires in A21 but I still don't want one in my kitchen. 🤣 🔥 I've actually resisted starting a base in my current save and have just been spending the night in random POIs instead because kitchens matter. I can build a usable home now with a working stove, and then start working towards the real meat of the game. No, not Blood Moon, decorating my home. Is it even worth surviving the apocalypse if you don't have a nice kitchen to come home to?

  3. Every time we go in on a new experimental, I have a chance to clean house and learn which mods I really, really don't want to play without. Apparently, my core gameplay relies on deco and storage. 😁Thanks for the updates!

  4. I almost always throw together a temp base near my first trader, sort of a waystation to hunker down in as I scope out the city while doing quests and find a place I want to build or remodel. I always ended up with something that tries not to be a box because I hate building boxes, that I would later chop down because I hated seeing the not-a-box after I'd moved on. This time, I wanted to do something different - something that would be just big enough to actually use as a functional base that I would want to leave in place later. So I built a bridge house. 10x3 in usable interior area, with walls done as outside-mounted plates (using the inverted window trim pieces as support) to preserve floor space without adding bulk. And a rooftop lookout for sniping dire wolves at night.

     

    It's not the most beautiful thing in the world, and I'm sure my next ones will be better, but I like it.

     

    Featured mods: Sam's Storage Stuff (storage items with larger capacities), Telric's Decorations Pack (faucet), JaxTeller's Working Devices (microwave and coffee maker)

     

     

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  5. 1 hour ago, BenZ0 said:

    I always have to get out of the trader, go to my perk book section and go find now that perk book series and check if I have that exact book already learned previously or not.

    If you've already read the book, the book icon is an open book instead of a closed book. Same for schematics / recipes.

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  6. 1 hour ago, Trankitas said:

    This is really hard to find, hopefully the majority of the people have this same approach towards new alphas.

    Let's let TFP do their game, we can test it when it releases (alpha21), then make conclusions. 

    I started playing at the beginning of A16. It only took a couple of alpha cycles for me to realize that my initial kneejerk reaction to any big changes was a waste of energy because those initial impressions had zero relevance to the gameplay experience once it actually dropped and I started playing with whatever new stuff there was. (Well, okay, that first round of leveled loot changes was predictably awkward but it's a distant memory.)

     

    I enjoy the dev diaries because I have learned to read them instead of just doomscrolling. 

  7. 2 minutes ago, ArmoredStone said:

    Your first paragraph basically just tells me that you don't want to give your opinion because it's different from others...that's the entire point of an opinion.

    No, that's not what I was saying at all. I give my opinion, I just don't necessarily want or expect them to act on it because I recognize that I am an outlier in terms of how I usually play. I want what's good for the game, not just what's good for me. If I had to pick, the ideal game would be exactly halfway between how I play and how Roland plays. I just don't think that "design by committee" is a good strategy for game development.

     

  8. 2 minutes ago, Kizzoap said:

    If I understand things correctly: to craft what I want, I need to get a respectable amount of the specific magazines for that thing, which all but requires me to perk into that related skill because of the weighted loot. To make motorcycles, I still need intelligence and grease monkey. It hasn’t fundamentally changed there, only become more tedious. 

    It sounds like location is going to be a factor as well, so you should still be able to get a decent amount of magazines by focusing on looting buildings related to the item, based on something that I think Roland said earlier. So I would guess gas stations for vehicle mags, hardware stores for tools, etc.

  9. 18 minutes ago, ArmoredStone said:

    Thank you for constructing the best argument so far, but I still think that, as paying customers, we should have a say on how this game should be developed.

    I don't, because I'd be terrible at advising them. Not only do I not make games, I mod the heck out of everything I get my hands on and don't play like most people here so I'm not representative of anything but me. Even most of my favorite forum members are not people I would want driving this bus. 

     

    Also, you might have noticed that as a group, we struggle to agree on anything. Even what day it is because pedants and time zones.  We've also proven that we can't be trusted with even implied information without causing an uproar over something that was never even said. Don't get me wrong, I love us, we have an unmatched charm as a community, but we're all over the place, and listening to all the nonsense we come up with would also be leaving out all the players that spend their time in game instead of on the forums. 

     

    That said, we do have a say, just maybe not the way you want. While they do pay attention to what we say, I suspect that they pay more attention to what we do. Gamesparks wasn't added just for giggles. Forum posts in various places also offer a good demonstration of how people are actually playing the game. And when there is significant feedback about, well, anything, you can bet it is noticed. But if a bunch of people are complaining about something but the data says the effect of that thing is minimal, then it's not going on a hotlist.

     

    You want direct solicitation of feedback via polls, etc. Some dev / pubs do that. I play Empyrion, they do that. I honestly think it's been to their detriment. (After all, Empyrion is the game that came out of early access but "not really, it's just a formality..." Grrrr) Because again, you're only hearing from the forum users / active community members, you never hear from the people who just buy games to play them and don't participate in the social chaos.

  10. 2 minutes ago, ArmoredStone said:

    If you guys truly think that is wrong, then why was there a massive uproar about No Man's Sky?

    No Man's Sky said it would have X and heavily implied Y and Z. It released... differently. And I say that as someone who has loved NMS since release, because I didn't care about MP, which was one of the biggest complaints. But yeah, there was a massive uproar because of people expecting something other than what they got, in part due to features being missing or misrepresented, and in smaller part due to hype disease. And part of the reason for the way NMS released was due to Sony, but over here we don't have a publisher overlord breathing down the dev's necks. They get to take the time they need to make the game they want to make.

     

    9 minutes ago, ArmoredStone said:

    But hey, if you guys like paying for a game with developers that don't care about your opinion, more power to ya :D

    If they didn't care, this thread that you're posting in wouldn't exist, or it would be locked to comments. But just like in normal life, people can care about someone's opinion and still choose to do what they want to.

     

    It takes a certain kind of gamer to be okay with this type of development cycle. I get that. Not everyone will be thrilled, and I don't blame you or anyone else who wants it otherwise. But people who disagree with you aren't wrong, they just aren't you. Things have changed and evolved over the many years. I want the devs to make the game they are passionate about, because if they don't, I think we all lose. A development journey that goes on this long, no matter how you feel about it, doesn't just run on money, it runs on love for the work. If it didn't, they'd be gone by now and we wouldn't be having this conversation.

     

    Also, I'm not a knight. I am a queen. It says so on my base.

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  11. 1 hour ago, ExtremeLurker said:

     

    Thanks a ton for the recommendations. I particularly enjoyed the descriptions, hahaha. I'd never imagined a working kitchen being so critical in this game 😂 I'm most certainly interested in trying out a run like this, especially with multiple land claims. Thanks a whole ton for the insights!! I really appreciate this.

    You're welcome! :D I'm currently bouncing back and forth between my "restoration" playthrough and another that I started when I got the idea to build a Mid-Century Modern housing complex. LOL Fortunately, the same set of mods works fine for both so I didn't have to add another modded install via the mod launcher. 

     

    And yeah, I just have a thing about kitchens. LOL My scratch-built homes usually have kitchens before they have roofs. When my kitchen is complete, *that* is when I'm like, "Okay. I have arrived. I can play now." 😂

  12. 9 hours ago, Death Wish said:

    Is there a quick way to zoom out after creating a map?? or a mod that helps??

    Not really, much of the slowness is due to it using a lot of system resources for the render. I find that it's pretty speedy if I just let it sit till it has populated all of the POIs, then zoom out. 

  13. Just now, JoeDaFrogman said:

    Speaking of Rekt's attitude, I JUST found out that each trader has an XML configuration concerning their "niceness".   While I have not yet, I plan to monkey with that via a mod and see if I can get dialog lines from Rekt being "nice" and Jen being the @%$#.   Hopefully, there is speech already packaged up for each voice that will just work, you know for science.

    There's already a "Friendly Rekt" mod in the mods subforum. I use it and it's wonderful. LOL It seems like the RWG + spawn point selection are going to start me near Rekt 90% of the time and if I gotta spend that much time with the guy... well, I could just use a little less negativity in my life. :D 

  14. 27 minutes ago, ExtremeLurker said:

    However, having a combination like that and making the game simply about completely clearing out a large area seems like a fun sort of victory condition. I'll have to try it out sometime! Are there any other mods you recommend?

    I used to almost never use mods, now I'm kind of obsessed with them. LOL For this specific type of playthrough, I like these:

     

    JaxTeller718's Working Devices - because are you really restoring a home if the kitchen doesn't work??

    MeanCloud's Enemy Reach Shortener - seriously, when you're dealing with THAT many zombies at once, the effect of their magic gumby arms starts to be an issue

    Red Eagle LXIX's Add Land Claim Count Option - so you can play with more than one active land claim

    Sam's Stuff Mods

    Sam's Building Stuff - I use this one because it lets me craft normal-looking residential doors

    Sam's Deco Stuff - makes various in-game deco items craftable

    Sam's Storage Stuff - craftable containers that are like vanilla container items only they hold more, also allows crafting of equipment / gun racks.

    Telric's Mods

    Telric's Decoration Pack - adds new deco items like vases, some windows, blinds, bathroom stuff, and other fun goodies like a ceiling fan that spins

    Telric's Fishing 2.0 - because it's fishing and fishing in video games is awesome!

     

    If I decide to restore commercial properties too, I may have to end up using CM to replace a few items that I can't craft, but I think most of the stuff I might need is either covered by these mods or vanilla crafting so I should be set.

  15. In one of my saves, my bike was stalking me. The first time it happened, I got off my bike next to my drop box across the street from the trader, saw some zombies nearby and went to kill them. I was almost a block away and when I turned around my bike was right behind me. It was kinda creepy. LOL Another time I was killing a zombie and saw my bike just sort of slide past me. After that I just made a habit of picking it up. Already got zombies, don't need possessed bicycles. :D 

  16. Sometimes you just need to let the previewer sit for a minute to start showing buildings. It doesn't show them all at once, it gradually populates them and it can take a while. It's system-intensive so how long it takes depends on how much RAM it has availabe. I usually hold S to zoom all the way out and then wait for it. If I'm feeling impatient, I exit and load the newly created world into a map renderer instead. 

  17. 27 minutes ago, ExtremeLurker said:


    I hope it works smoothly for you! I've been told of people doing stuff like that, and I think it's a really cool idea!

    Thanks! It should be fun! I just got home after 2 weeks of vacation so tonight I'm just going to run a bunch of map seeds to see if I can find something that looks promising for the project, then actually start tomorrow evening. I'm turning off blood moon but I'm installing Khaine's Dangerous Cities and Wandering Horde Patch mods to spice things up. I might regret that choice but we'll see. LOL

  18. 4 hours ago, meganoth said:

     

    Maybe you had lots of old-west towns?

     

    Also it depends what you call town versus city. Many of the thingies I would still call towns have a very small central town district.

     

     

    I usually refer to those with the downtown district tiles as cities (and on my a20 maps so far, those have mostly been fairly big), and what I consider towns are smaller areas with mostly residential and usually just up to T3 commercial. 

  19. 3 minutes ago, theFlu said:

    That group is also included in "schematicsModsAndGeneralCommon" on line 2290, which is included in trash and some other places.

    LOL Yeah, I was coming back to edit my post when I saw yours. And @POCKET951's level is just about at peak probability for that group so while still rare, it could possibly show up in various paper goods containers,

  20. Unless I missed something (and I might have), in the Loot.xml, that schematic is in the loot group "schematicsModsAndGeneralT2" which is only listed for T3 quest rewards and Twitch schematic drops. I'm not seeing a reference or any sort of additional parent group(s) that would allow it to drop elsewhere. 

    (Edit - I missed a group, see posts below.) 

     

    The mod itself has a chance to appear in the buried supplies quests, weapons bags, hidden stash boxes, small safes, and strong + boss zombie loot bags. And it's in a group within a group, so it's a low probability within a low probability. 

  21. Yes. In Steam, right-click the game's name and select Properties. In the window that opens, select the Betas tab, and in the drop down at the top, select the version you want. If the mods you're wanting to use are fairly recent, then you'll probably want to select Alpha 19.6. Steam will start downloading that version immediately after you select it.

     

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