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Liesel Weppen

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Everything posted by Liesel Weppen

  1. Does absolutely not fit to what i observed. So my test with a water block grew 3 plants to full stage and several other plants at least to growing state before the single water block vanished. So to be clear, there are several update ticks, at least one for each state. So the water seems to be consumed only when the plant is switching to it's final state. I USED a @%$#ing rain catcher!! I posted several screenshots of what i built! It's STILL NOT growing as expected. It's much slower as you said (>4 hours, not just ~3) and still not all plants grew, even if there was water from the @%$#ing RAIN CATCHER! You can see it on the screenshots, there is water directly under almost every dirt block. And if i don't build an elevated dirt area, so the water can not spill underneath, there are fewer waterblocks from the rain catcher in range that can be consumed if plants grow (or one growing plant removes a block and the next one then misses their grow step, because just in this second there is no water anymore). So i guess, the results would be even worse. That's like what i saw in the real game i'm trying to play, after several days (>8!) only few (3-4) of them reached final state, the rest is still just "growing" or even still "seed". So as many tutorials say, a rain catcher just 2 blocks deep (with some space around it) should be enough to water a 9x9 area, only performs really poorly. It seems to work but it will only grow few crops a time, so it will take literally ages to grow all plants on the field. It's not even reliable for just a 7x7 area. That's what i want to understand!
  2. When and how many water is consumed? So the different grow stages might be explained by one growing crop uses up a block of water and shortly after the next crop grows but hasn't any water anymore, because it was used by the other crop before? Even when using a rain catcher? (Shouldn't happen if i look at how many blocks the rain catcher spawns and they are all in range of 4 blocks, but i still don't know how much water is needed and how much these partly water blocks are). And that also delays their total grow time because they skipped one growth check? What in the end makes the practical growth time longer then their theoretical 3 hours? The apple trees are still not fully grown, after ~6 hours (From murphys law they will grow soon when i continue my test, but that's almost a whole ingame week! That's very very long). I also wondered, because the regular trees we planted nearby grew much faster.
  3. From vanilla, SMG is afaik pistol only.
  4. Did some further testing (unsing DF 3.2A, 60min days, everything default setting): Built 3 structures. One with farming plots + rain catcher, one with tilled soil + rain catcher, one with tilled soil + waterblock. As seen in farming1.jpg and farming2.jpg. Everything built on day 1 (around midday). On farming2.jpg you can also see that 2 of the yuccas didn't grow at all. The others are at least advanced to growing state, but still not fully grown. It's day 6 as you can see in the screenshots. Is it supposed to take them THAT long to grow? I also planted apple trees, also on day 1. One one on sand, one on snow, one on dirt (left to right). On day 6 still not grown at all. What am i missing? What am i doing wrong? Is this a bug? Edit: I played with the timespeed, finally set it to 15 instead of (default 5). It's been approximately 3 real time hours. Even if plants grow in real time (i at least red it somewhere regarding vanilla), it's still very slow growing. I just restarted the game and planted the free fields with potatoes. Let's see what they do now. Edit2: few minutes later the apple trees grew one stage. Edit3: Now after almost 5 hours (realtime) plants on tilled soil + rain catcher grew to final stage. Plants on the farm plots (i planted them before the others) only two have fully grown, the two that didn't grow at all are now at growing stage. The other ones are still in growing state. Seems... randomly. Are the times intended? If yes, where can i tweak them? Did the two delayed plants probably have gotten water only later? However there was water in range of 4 blocks early? The other structure with just a water block also grew (so range should not be an issue) . Those two on the far edge reached final state. However now the water blocks i depleted? So the water IS consumed somehow?
  5. Farming again: Do appletrees not grow to their final size if planted on snow (in winter biome), like other trees do? I planted some, they grew to the next stage after 1-2 days (60min days). That was like 6-8 days ago. Don't know what growtime they should have, but seems a little long. So probably it's the snow? Also tried planting crops on tilled soil. First attempt with a hole i filled with water using a bucket. Some crops grew, some other didn't. When i loaded into the game again, the water was gone. Wasn't said here, that the water is not consumed? As i realized that the water was gone, i abandoned that farm. I had another "farm" going with a rain catcher. As shown in tutorials in a hole 2 blocks deep, also digged out blocks around the rain catcher, so the water can spread. Planted some stuff and there are 4 plants growing (3x potato, 1x wheat). I already harvested them twice. Everything else (another 10x potato, aloe, golden rod, corn, ...) seems to be stuck in "seed" or "growing" state. While the water was not gone in the first experiment i had the same effect there. 2x potato and 2x aloe grew there, everything else not. It's not about the distance to the water. All crops have water within range of 4 blocks as required. The few growing are also not the closest to the water, it seems completely random (but the few that grow are always the same). Is there any other mechanic i don't know? What am i doing wrong? I thought, water must be within 4 blocks, biome doesn't matter, water is not consumed, grow time is a fixed timer (like ~3 days)? Also i tried the animal snare and the chicken coop. Some of them vanished immediately after i placed them. Another one was placed days ago but now also vanished (probably when it spawned something?). It's really gone, not just invisible. There is no block anymore. Oh and vending machines don't restock in DF? At least the one from our trader hasn't restocked once until now (day 13).
  6. I didn't say that it had LOTL and picking up with E in parallel. I just said that the farming changed a lot over various versions. Currently it doesn't have "pickup with E", but it has LOTL and using a tool is still not a problem there.
  7. Vanilla changed a lot over time. It once also had the "pickup with E". And iirc LOTL max once was giving 5 and was reduced to 3. And the vanilla LOTL doesn't distinguish between wild plants and crops. In Vanilla hitting plants with a tool is also no problem.
  8. Ok, checked the texts again. (German) localization is poor in this point (maybe i can support that?). Lvl5 tells about additional +1 one from wild plants. I also checked the localization file for the original texts: Lvl1: You harvest 1 additional items from crops. Lvl2: You harvest 1 additional items from crops. Lvl3: You harvest 2 additional items from crops. Lvl4: You harvest 3 additional items from crops. Lvl5: You harvest 3 additional items from crops and 1 additional item from wild plants. So there is a distinction between wild and self planted?! So with Lvl3 i should get 3 from self planted plants (1 base + 2 additional). In the original text the distinction probably is made by naming it "crops" (so wild plants are no crops?). I'm not a native speaker, so maybe that is clear for natives, i'd understood it wrong from the original as well. In this point the german translation is probably even clearer, because there "crops" is translated with "Kulturpflanzen", which means something like "domesticated plants". But I didn't fully get the hint anyway, but wondered a little about the wording. That's why i asked if there is a distinction between wild and self planted earlier (which wasn't answered, or i missed the answer). Also the generic description for LOTL is missleading: Specialize in harvesting more crops using your hands or a tool As you mentioned earlier, it does NOT work using a tool.
  9. I need to have LOTL at level 5 for it doing anything? Then the descriptions of the perk levels are wrong. Lvl2 says "harvest one more", so i expect to receive 2 instead of 1. Lvl3 says "another one more" so i'd expect to harvest 3 instead of 1. But from what you say it is supposed to give me 2 instead of 1 at lvl5 first?
  10. Tried it again, punching wild plants with fist, still does not apply the LOTL perk. Don't know if intended and couldn't test self planted plants yet, because they didn't have grown yet, but hopefully it works for them...
  11. Using Linux... where is the logfile? I copied the whole 7d2d game folder for the mod. /home/<username>/.steam/steam/steamapps/common/7D2D-DarknessFalls/ and added it back to steam as external game. I played on wednesday (18.11) with some friends (where my game was the host). However the latest logfile in ..7D2D-DarknessFalls/7DaysToDie_Data/ is from 08.11. Which was just a test start. I also checked /home/<username>/.config/unity3d/The Fun Pimps/7 Days To Die/ There is also no log file at all It also not in my regular 7d2d's installation folder. But there are the logfiles of my unmodded game. So the base installation seems to write the logfile to where they belong. Are there any other locations? Or maybe i need a start parameter and it doesn't write any logfile without it? (Ingame host, not dedicated server) However, my previous tests seem to have written log files (probably i haven't started them through steam)... Edit: Nevermind, i grabed the logfile launch option that is used in the startdedicated.sh, and it puts the logfile in the given path. Another question: With default settings bloodmoons are turned of. So is darkness falls supposed to be played without bloodmoons?
  12. Will they? That should really be mentioned, because that is an absolute game changer. I just watched a quick tutorial how such indoor gardens work, and from what i understand, the irrigator also needs a water block, but the water is NOT consumed. From that i'd expect a daylight garden also not to consume it? And if you plant stuff next to a natural water source like a lake, it will empty the water blocks on the lakes shore?
  13. Yep, have seen that. However i already have a huge amount of farm plots and i guess in snow biome you have to dig off the layer of snow first? And farm plots don't need a hoe. So in my case, using farm plots might still be easier. Ok, so a hole just filled with water from a bucket works also? I read that the rain catcher can overflow and that can destroy your plants. To avoid it, place it 2 blocks deep. So if i'm probably going to use farm plots, i guess leaving out one farm plot every 8 blocks and just fill that hole with water is still easier? Ah, ok. I also tested hitting them, because i knew from other mods that "pickup with e" doesn't repsect the LOTL-perk. But i'm not sure anymore, if i just tested with a tool/club or with bare hands.
  14. I just wondered why my plants in farming plots seem not to grow. Found a FAQ somewhere that said, there needs to be a rain catcher within 4 blocks to make them grow... on tilled soil. Is there still fertilizer for the tilled soil like in A16? Does it also work with farm plots? I'm farmer class and skilled lotl 2. So i should pick up 3 items from one plant accodring to the skill descriptions. I still only pick up one from wild plants. Is it broken, or maybe does the perk just apply to self planted crops (on tilled soil/in farming plots)?
  15. No time(r) to fortify, no NPCs, just "survive" but already done "defense quests": https://7daystodiemods.com/stamples-defense-quests/ I guess it's hard to balance. Usually i don't want to really fortify a POI just for one quest. However, preparing it a little (removing stairs, closing windows, etc) might be ok. Since quests were added to the game, i thought of such quests first. Especially to defend traders. Might be even an alternative to the bloodmoons, but requires to remove the trader protection. I'd imagine you get a radio call to defend, but it's your decision to help or not. But if not, the trader might get destroyed. But most probably it's also a game limitation that there can't be zombies attacking a trader, while no player is near. Maybe combined with NPCs like some mods like darkness falls already do. Trader have NPCs that do a basic defense (for random single Zs). The quest finally would be to much for them.
  16. pipedream obviously has enough players to pick the map clean and then he needs to reset. He asked HOW to do this, not in what timeframe, if he should reduce players, increase map size or whatever. So your questions in return are irrelevant, don't help anybody and even derail the question. If somebody asks you for a first aid kit, do you also first ask why he needs one, before you give him one?
  17. I plan to start a multiplayer game with this mod with some players during the next days. Is the map (generation) still an issue? What i read here on the thread, DF requires specific POIs to be spawned for sure on the map. And also has added/modified biomes? Does nitrogen generate those maps correctly now? When i read followed the thread more or less, iirc it didn't. But that was... at least a year ago. The mod also includes a pregenerated map, that fits all it's needs? Anyway, i'd prefer a random generated map, to prevent players spoiling themselfs and others.
  18. I expected them to behave like a campfire. I woudln't have installed them if they worked without any fuel or power, because imho that is overpowered. But without any descripiton it's hard to see. Yeah, as stallion pointed out, i obviously downloaded a mod collection instead of just "workung ovens and sinks". I wouldn't install a mod that adds foods, because i'm fine with the vanilla things. I also recognized that seed crafting is changeg, guess that's also from this mod(-package). Instead of 5 vegetables to craft one seed, i now craft 3 seeds out of 1 vegetable...not overpowered at all...
  19. The link in the OP just leads me to another endless modlist i still have to search for "oven". And it just tells "where you can cook". It doesn't tell anything about how it works. It does also not tell that it is supposed to work exactly like a camp fire. I also just downloaded the mod from the link and i now have bowls and additional cooking receips. Not "just" an working oven. https://1drv.ms/u/s!AhDzlqRfQz0LhTDTn_z-UUPDaQWF?e=iiwJFA I still don't see a description. At least nothing better than the title already says.
  20. Don't know how this is supposed to work. Neither the "description" link here is working, nor that in the OP. There simply is no description. Now the bowls (and according receips) are removed from the "working oven" mod? Can i update, if i had the mod previously and already have bowls in my inventory or storage? A list with dozens of mods is surely nice. But what the hell are you expecting from "customers"? Installing random mods nobody telling about what they do or how they work? I tend to remove the mod, because it doesn't/didn't work and no description was given. Can i do that or will this break the game?
  21. I would really aprreciate a description of the mods. From "working stoves" i expected a stove to behave just like the campfire, not adding additional (overpowered) cooking receips, nor other items like the bowl. I understood that this mod was not inital made by you, but... yeah. Edit: Just a quick idea: Does it perhaps need power? This should be mentioned somewhere.
  22. I HAVE ab oven (and bowls). I can't cook anything in there! Do i need receips or what is missing? Is this also this oven mod that changes the crafting receips for seeds to return 3 instead of 1 seed? You really should tell what your mods do and how they work.
  23. I added the working oven mod, and got some bowls. Built an oven, put grill, cooking pot and grill into it. Still can't craft any bowl. What's missing?
  24. Neither nor, i just did sudo apt-get install openjdk-14-jre Obviously i had some other JRE installed before, because as i said, i ran other java programms pretty fine. Is also not the case that java was entirely missing, because Nitrogen did start and showed a window. But just an empty one. Maybe my previous installed JRE was missing, AWT, Swing, or whatever GUI-lib Nitrogen is based on.
  25. Is nitrogen windows-only? I'm launching it under Linux with "java -jar nitrogen.jar" and it just shows me a blank window. No errors on console. Should it work under Linux or am i missing something? Edit: Found it. Had to install openjdk-14-jre. Obviously i had installed something different, however other java programs worked (also with gui). Edit2: And for steam/linux/proton players, the nitrogen generated folder has to go into /home/<username>/.local/share/7DaysToDie/GeneratedWorlds/
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