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vitamin

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Everything posted by vitamin

  1. No, it's a special double barrel shotgun that you must find in the world. And then you'll need to find one more... - - - Updated - - - As a guess - check that you have enough memory on the server. This mod uses a lot of extra RAM.
  2. You can't make guns in Ravenhearst 3. All guns must be looted, including class exclusives like M25.
  3. Looks like you were playing 3.0 before, and updated to 3.1 which required complete world wipe.
  4. Not entirely correct. Best ratio wellness/food is turkey sandwich (0.6 wellness / 14 food = 0.043) and vegetable juice (0.4 / 18 hydration = 0.022) with carrot, tomato, cherry juices close behind at 0.020. Note: This does not include honey (0.15), vitamins (0.3 wellness, 0 food & 0 water), and red bull (0.032). Early game you won't get steel hoe until level 60 (steel tools). Iron hoe isn't that useful, and sickle only good on wild plants. Considering that fertilizer is fairly easy and fast to make (requires working chem station or brewery and some nitrate) making small fertilized plot early on gives you good start. And in few weeks you will have enough food for everyone. Balancing this kind of nuances is nearly impossible. The mod's idea is making _progress_ slow, but not grindy and tedious. And TBH authors did an awesome job accomplishing this goal. With latest changes to junk food having, at least minimal cooking very important! At least pouring cans into bowls and heating them up in microwave is a huge. Now canned food is near the top of my looting list priorities.
  5. I thought initially this would be a problem for SP, but I keep finding lots of schematics and skill books I don't need. Just need to find few good crack-a-books. And have high quality Joe. One hint thou, try to collect at least 4 skill books of the same kind before scrapping them. This way you will get the most number of KPs possible. Also buy all schematics from traders. Money still not an issue.
  6. In the research table you need to craft the "<class> crate (locked)" for the class you want. Then craft survival key in your inventory. Also you can work on multiple classes at the same time and not wait until you finish full quest line.
  7. This mod is for 16.4. It does take a long time to start the game comparing to vanilla.
  8. 1) No, but it's very rare and in the same pool as other rare books 2) No, it's the starter crate for most experienced players that gives them nothing. 3) Looks like a bug. However they dirty stats gated by infection, so you can wait for dirty 2 turn into infection and dirty 1 will go away 4) I did find it on week 1. Seems that all special weapons are very rare. Mines are still in wasteland biome but they are 10 times less common than vanilla.
  9. I found 2 working stiffs stores (big 1-story type) in one town right next to each other. There are working stiff crates in lots of other POIs: - Water Treatment Facility - Paint ball park - Red Mesa (has lots of other good stuff and lots of zombies) - Some garages - New POIs usually have one or more If you don't have anything of interest in the city you are in, move. Or setup temporary base in another city to make looting faster.
  10. Working stiff and construction supplies have highest drop rates. But it's really low. On this play through (day 38) I haven't found one yet. But 3 previous play throughs (day ~21) had at least one every time. - - - Updated - - - Bahroo tried fire trap yesterday on stream. Worked pretty good. - - - Updated - - - Eat blue ice. Can be found in medical boxes and can be created by medic class.
  11. You only get car parts when using crowbar to break down cars. Harvesting small engines from cars is much more rare comparing to vanilla (10-16 times less likely to get small engine when using wrench). Chances with crowbar a bit better, but still about 5-7 times less than vanilla. Good thing that cars do re-spawn after some time in this mod. From my own experience, I had to break lots of cars (20-30) to get a single engine using wrench. In general it seems Quality Joe and Scavenging affect your chances for getting loot. Maximize them as soon as you can.
  12. I had this happen in vanilla as well. Usually this happens when you make too many changes in the same region (512x512 chunks) as the trader. The only known way to fix it is to rest that region. But that means all your changes will be gone. You can spawn new trader in the same general area (you will never get him into the same spot). But he might not stay there for long.
  13. You should be using land claim block to pick up your stations.
  14. Not anymore (as of 3.1.1). Trailmix, very easy to make and gives you some wellness. Carrot juice is also good and cheap in wending machines ($36). For better fullness always convert canned food into bowls. And even better - heat them up in microwave. You might be able to find butcher's knife in kitchen cabinets or buy from trader.
  15. I have lots of ink. It's a pretty common item. Make sure to check all trash, cardboard boxes. Amount of schematics in loot depends on player level. The higher your level the more schematics you'll get. If you are level 1-39 chances of getting rare schematic is at best 10%.
  16. You can disable teleport with "traderarea" command. Then spawn trader somewhere with spawn menu.
  17. Incorrect, you should never be running anything as admin. Besides, where steam itself is installed should not matter. It is possible to move all steam games to another folder (Settings->Downloads->Steam library folders). - - - Updated - - - This is vanilla bug. What happened is trader disappeared. Usually this happens when too many changes happen in the same block traders is in. The only way to fix it is to spawn another trader in the same area (not exactly the same place he's in, that's almost impossible).
  18. When you start mod launcher it has "Destination Folder for Mods" (in the middle of the first page). Set that to some place you can write to. It doesn't matter where steam itself is installed.
  19. To avoid this problem in the future make sure you have "Save All Games Local to Mod" check box checked. This will keep all mod's game saves in the same directory as the mod. - - - Updated - - - 3.1 required complete world wipe. One specific change modified item IDs for many items.
  20. It is available from cooking book volume #1. Mostly found in kitchens.
  21. Lets all be calm about constructive here. Yes, it's a game. But people can get really passionate about game they love, some time for years. Game balance is incredibly difficult thing to do, especially in the game like this! Vanilla is not balanced by any means. Ravenhearst is closer, but is limited by what game lets modders do. Which means there isn't a middle ground. And definitely no way to satisfy full range of players.
  22. Believe me, I'm still grinding my teeth every time I can't do something in this mod by day 30 I was able to by day 7 in vanilla. But then reminding myself why I'm playing this mod and not vanilla. That's why you almost have to think about Ravenhearst as a completely different game in the same setting.
  23. Thanks for your comments. Please look at this mod from a different perspective. It meant to make things difficult without any concern for realism, but not stupidly grindy (hello spam crafting). This mod is not an extension of vanilla game play. And is heavily balanced around late game. With that said, on higher levels all exclusive weapons start dealing enough damage to kill most common zombies in one hit. Unfortunately game mechanics does not allow for zombie scaling the same way weapons scale with quality and skill. Few points: - Any class can make microwave oven day one (just need resources to do it) - Low quality weapons & tools do significantly less damage than high quality ones. - 1/100 skills eventually add up to substantial increase in DPS - Head shots always do much more damage even to animals. However some hit boxes might be off and not all head shots register as such. - On average zombies have 300% more HP. Lowering difficultly can help. Vanilla warrior =/= RH3.0 warrior difficulty - Everything is rebalanced to reward for difficulty and skill. Recipes with more steps and ingredients give more benefits. To sum it up: Focus on the journey, not the destination. Savor every skill point, every great scavenging find. Don't expect impenetrable fortress for day-7 horde.
  24. 1) No idea, haven't gotten that far yet. Can't craft fishing rod (bug developers know about). 2) Looks like it was slowed down to x0.3 the vanilla for crops and x0.15 for trees (63 GrowthRate vs 210/420 RH 3.0) 3) All I've seen so far were night crawlers (very slow, with lots of HP). Dunno if it's them making all the noises. Haven't seen but heard bandits firing in wasteland at night. 4) I've seen all 3 of them in a city. But over my 3 playthroughs only 1 big city had them. And another had only crack-a-book.
  25. @JaxTeller718 Thank you very much for your hard work! Really appreciate keeping us in the loop and staying transparent. This is how any game developer should stay in touch with their fan base! In some ways the 7 days to die game and Ravenhearst mod in particular are way better than many released titles. Mistakes happen, this is the way of life. The only people who do not do mistakes are the ones who do nothing! Keep up the good work!
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