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Sal

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Posts posted by Sal

  1. 53 minutes ago, hiemfire said:

    The Basic tab when you're setting up a game or going into a saved game has options to change when Blood Moons occur and a range days after the first possible day where it can occur instead. Set the first one to the earliest you want your range to start and the second one to the latest.

    Yeah I get what your saying but those options are still very limited to whichever 1st day you set it to and offer no possibility of a horde night happening BEFORE the set day. 

     

    For example, setting the blood moon to say... every 4 days... with a blood moon range of 4 (highest possible setting) means the first horde can only happen only between day 4 and day 8. 

     

    What I'm suggesting is an option that would also include the possibility of a horde night happening BEFORE the set date.

     

    For example, I like to keep the setting to every 7 days (7, 14, 21, etc). So with this option, there would be a possibility of a horde night to happen unexpectedly on day 4 WITHOUT having to change it to every 4 days or whatever. It would offer more randomness and much more flexibility IMO.  

     

     

     

     

     

     

  2. Not sure if this has been suggested or not, but I think it would be a good idea to add a separate 'blood moon range' option that let's blood moons occur 1-3 days before OR after the 7th day instead of only 1-4 days after. 

     

    This way, you are still keeping the '7 days to die' concept intact while also giving players the option to add more randomness to the game, if they so choose.

     

    Give the player a choice of setting it to 1, 2, or 3 days. (No more than that because then weeks would overlap.)

     

    So for example; 

    1. Setting it to 1 day means a blood moon can happen at any time between day 6 - day 8. The next BM, day 13-15 and so on....
    2. Setting it to 2 days means a blood moon can happen at any time between day 5 - day 9. The next BM, day 12-16.
    3. Setting it to 3 days means a blood moon can happen at any time between day 4 - day 10. The next BM, day 11-17.

    3 days also means there's a chance you could have 2 blood moons in a row at any given time. 

     

     

    This would be a great option to include. 

     

     

  3. A couple of possible exploit/bugs to report -- you know you love these type of reports Khaine :) (SP only, stable 19.0 -- didn't know about the 19.1 release until now)

     

    1) Open trade routes can be selected as many times as you want and you will gain 500XP for each when you get to the trader.
    https://streamable.com/ogosm0

     

    2) (may be intentional?) All turrets will increase your pistol experience but you don't receive overall experience points

    https://streamable.com/xtotpu

     

    I tried the vanilla and modded turrets. In the video link, the modded turrets are on the left of the battery bank and the default turrets are on the right.  

     

    Edit: just a heads up is all. Keep up the great work. 

  4. 20 minutes ago, OverKot said:

    Hello. I can't understand why the game started working so terribly slowly. Constant drops in fps below 10. System rysen 3800x, gf 2070s, 32 gb RAM. We play together in a local network, when you go to a biome other than green-very slow. Saves dynamic resolution. But this greatly worsens the picture. Is this a problem with the vanilla version of the game? Or something can be configured in this mod?

    I can't say for sure but I think this has more to do with the vanilla version than anything. I've been switching back and forth between vanilla and DF and I've encountered the same issues in vanilla. It seems random too. I can play 2 hours with no problem then suddenly my FPS will drop to unplayable and I have to close the game entirely (not only exit main menu). In fact, I'm here now because I had to close the game while playing 19.1 exp. 

     

  5. @user2010 Okay, I don't post here alot, but I do read the forums at times, and the lack of respect and sense of entitlement that I have seen from people like yourself is disgusting to say the least. 

     

    I'll never understand how, and why, people yourself feel the need to lash out and bash the developers about an issue that you have with a mod (that cost you nothing in the first place) instead of trying to offer constructive criticism in a polite manner that may help further development to make it a better product in the end. 

     

    Especially devs who create mods on their own free time while asking nothing back in return, and to my knowledge, usually don't get anything but a "thank you" from people. 

     

    If the mod isn't for you, then move on and try something else that better suits you.

     

    But regardless of how you feel about it, you should still always appreciate the work, effort, and time that the person put into it. Not rant to them about horrible of a job they have done just because it didn't meet your personal requirements or needs. 

     

    This sense of entitlement and disrespectful attitude from people like yourself are just downright sick to even read. 

     

    I know this wasn't my place to say anything and I apologize to everyone for that.  I've just read too much crap like this and have kept quiet. not only this this community but others as well.  

  6. Great job as usual Khaine with A19.

     

    Man, I don't know if it's just me that sucks at the game or what but A19 seems much tougher than 18 -- that's a good thing. I've been trying to play perma death and I haven't made it past day 12 yet on my 6th-7th attempt. 

     

    There seems to be a consequence for everything you do.  Try to go melee to save those precious rounds.....go for until you get night stalker or small horde that is too much to handle. Bring out your guns....go for it but know that you may end up drawing even more Z's.

     

    I'm freaking loving it! Up until now I've never tried to utilize the sneak perks (seemed useless) but I might just have to try it out here. 

  7. 24 minutes ago, KhaineGB said:

    Nope, it's not.

    But all the maps are being remade for A19 anyways.

    Ah ok cool. Gotcha.  I started another game just to test it and the same thing happened when I picked up a rock.  I reverted back to A18 just to play the mod in stable condition but it's not game breaking or anything so it's no biggie.  

     

    Keep up the good work man.  Looking forward the A19 version.  You need anyone to test for you and give feedback? 

  8. Nice job on the mod Khaine, but I gotta ask.....is this supposed to happen lol (see pics below)?

     

    I saw a flat surface area on the map so I thought it would be a good place to build on since it was also near a couple of traders.  I went there, killed a couple Z's, then as soon as I looted a garbage bag (probably my 3rd one) all hell broke loose.  The ground block below the garbage bag was the first to go.  The area to the left of my gun in the first pic is where it was at and where it started. 

     

    This has been going for about 5 minutes before the pics and is still going.  I tried to go into a different region of the map to see if it would stop but nope. 

     

    This is DFalls-Medium map at about 1600N 40E btw. I'm just wondering if this was intentional or not? 

     

    KMSD98c.png

    FGczKey.jpg

  9. Thank you @FastBurst for attempting to keep this alive. And @Claymore....you're a god send. I downloaded the files from the OP and freaked out when I got an error basically saying my saved game was corrupted.

     

    I just recently got back into this game and realized the devs removed alot of the lighting so I came here looking for answers. I came upon this thread and didn't realize how old it was. Yay for reading through 5 pages and comprehension lol.

     

    Thanks again to both of you.

  10. I agree jamanuel here. I personally wouldn't release the stand-alone UI.

     

    I understand that your doing this just to help the community but at some point you have to draw the line. Maybe after awhile down the road when alot of people are using your mod you could release it then.... but until then I wouldn't. You put in too much time and effort into both the UI and the mod

  11. Nice work as usual Subquake. I was hoping that you would add a more variety of beverages at some point.

     

    I have a few questions about a some things here, if you don't mind. More possible bugs as well.

     

    1) An LCD screen under "material" displays "Iron" but when scrapped it only produces 1 scrap plastic and it takes 2 LCD screens to scrap.

     

    Video: https://streamable.com/qn9a9

     

    2) Ammunitions table does not stop producing 9mm bullets after slots are filled but all material is lost when the limit is reached(5 slots + 500 each slot). However, If you are still at the table when the last slot is being filled, then the remaining bullets will be produced and placed into your backpack. If your not there.....their gone.

     

    I was trying to create about 12,000 9mm bullets for the AT guns around my house and so I set the ammunition table to create as many as it could and then went about my business while it finished(ridiculous amount of real-time). But when I came back I only had 2500

     

    My suggestion, raise the slot limit to 1000.

     

    Video: https://streamable.com/i9bmc

     

     

    3) Should it really take 11 steel ingots to create just 1 steel bar?

     

    Creating a steel bar on the workbench takes 50 rebars and 1 forged steel piece each and the recipes for this seems a bit much imo. Only 1 steel ingot produces 5 rebars, while just 1 ingot produces 2 forged steel and I think this is where the "problem" lies. Meanwhile, iron bars takes 50 iron rebars and just 1 piece of iron - not forged iron - but it takes only 40 iron to create 1 iron ingot.

     

    I'm just thinking out loud here but shouldn't 1 steel bar produce more than 5 rebars or not require forged steel at all? Or maybe not require so much material to create 1 steel ingot?

     

    Both rebars and forged steel require 1 steel ingot each using the smithing table that can be created in the forge. Which makes sense. But creating just 1 steel ingot in the forge requires 40 iron and 20 clay. So in order to produce only 1 steel bar it takes 11 ingots (440 iron + 220 clay) that create a total of 50 rebars and 2 forged iron.

     

    I was trying to create 100 steel bars for my perimeter within the last of couple weeks until I realized that I would need 1,100 steel ingots and would need to melt 44,000 iron + 22,000 clay in order to make them which seems like alot. However, I have managed to slowly get the materials(little by little) and I understand that the point of impressiveness is to not make things so easy. I just thought that I would bring it to your attention is all. Maybe it's just me but I think it's a bit much. Maybe see what others think about it and go there???

  12. Just found another bug/exploit Subquake.

     

    Crafting 1 lithium battery on the engineering table produces 5 instead of 1.

     

    As you'll see in the video below, after selecting "craft" the queue shows 5 but the output box will only display 1 when it's finished. Using the quick transfer shortcut (hold-shift + click) places 5 batteries in your inventory. However, the drag and drop method will only place 1.

     

    https://streamable.com/evq9g

     

    Hey, it got me alot of money. They sell for 733 a piece and I don't 15 haha.

     

    Mod Version: 1.2.2

  13. Oh, sorry to hear, that your save got corrupted. As for the bottles I will check the scrap amounts, maybe I can increase them a bit so that you always get at least 1 scrap thing.

     

    And here's something caught on camera, when zombies spawn in front of you while looting a building, so much for immersion:

    https://clips.twitch.tv/GracefulWildLapwingPRChase

    Yeah losing that game really sucked. My wife and I were in the middle of building a nice place. It was the same bug where the video driver crashed in game and then my SP save was changed into an MP. Not the first time. Usually I can use an editor and change it back but it was too corrupted this time as it only displayed zero's and wouldn't load. Oh well, crap happens.

     

    That video is pretty funny - unlimited loot lol. But yeah it does take away from the immersive aspect of the game don't it. Can't say I've ever had that happen to me yet.

     

    As far as the bottle thing, I don't really mind it as it is. Personally, I think it adds to the realism. Because let's face it, your not gonna get much scrap plastic from a 20oz mountain dew bottle in real life lol. Realistically it would take much more than that to get a considerable amount of plastic to do anything with. I just throw them away if I need the space in inventory. The same the dead mice and such.

     

    Congrats on finally getting this put on the launcher. Although I've never used it myself, your mod certainly deserves the recognition man.

  14. After my other saved game got corrupted again (for whatever reason) I did a fresh install with the newest version of the mod but now it seems that I can't scrap an empty water bottle that's been produced after drinking from it. I was using 1.2 before and I'm pretty sure that I was able to. Is this by design?

     

    EDIT: Nevermind. It still works but yo need 2 empty water bottles before you can scrap them. Carry on...:smile-new:

  15. Couple of minor bugs to report.

     

    1) Wearing stacked cigars will consume the entire stack instead of only one. I believe it was the same with piercing as well but I don't remember for sure 100% so don't quote me on it.

     

    Here's a video: https://streamable.com/ssz35

     

    2) With a standard house front door you have to use a lock pick kit and pick the lock before you can upgrade the door. This caused me a kind of "oh crap" moment when I was running behind time and trying to prepare for a horde night lol.

     

    Here's a video: https://streamable.com/lt2gn

     

    Keep in mind, I'm still on version 1.2 so disregard this if you already addressed this. I didn't know until now that you released an update but I didn't see either these listed on the patch notes either.

     

    Appreciate the work bud. Thanks.

  16. I registered an account here a week ago just to thank you for your time and effort put into this. Great job - keep up the good work.

     

    I only ever play SP and I've never used any mods for this game at all until now and I'm very impressed.

     

    I love the UI, the realistic items you find throughout the game, the more realistic crafting (i.e no more making an axe with just a couple stones and fiber) and just how much detail you put into all of this.

     

    I was just starting to get to know what I needed to make most of the stuff in the vanilla version and now I have to learn this all over again, so I hate you for that! :smile-new: I also have to come up with some new ideas on how organize everything as my previous layouts won't work anymore so I hate you for that as well :smile-new:.

     

    As others have said, there are a few minor things that need to ironed out but that's just part of the improvement process that will come with time just like everything else.

     

    Anyhow, I'm looking forward to seeing what else you add to this mod in the future. Keep up the great work. Just don't overwork yourself. As always, family first.

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