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Katlima

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Posts posted by Katlima

  1. I'm pretty sure when one of the dev said that he didn't mean that we on the map would be 0,0 and every coordinate would be based on that, that just the way he tried to explain the change.

     

    Its mentioned in the developer Diary: Alpha 17 on the first page

    In the section "A17 Changes and Fixes List:"

     

    What I said is related to where it say

    - "Added Dynamic Origin Point to prevent the shakes when far away from actual (0,0). 2/11/18".

     

    I don't know a huge amount about programming, but my interpretation of that change was that it would help with the stutter from the rad zones since its far away from 0,0 .

     

    there was a post from a dev somewhere in the topic but its somewhere in the last 300 page a least, so it might be a bit difficult to find, because i'm bad at using the search fonction I tend to always fail to find what I want.

     

    There is also the statement:

    - Micro-stuttering caused by UFPS camera and garbage collection has been fixed 4/24/18

    that will probably also help with the stutter.

     

    The forum tagged the posting as read on its own, so I missed your reply. Sorry! Yeah, I was afraid the answer would be something like that. I had a look at the thread but after browsing a few dozen pages I gave up lol. Guess I'll just wait and see how it looks in A17.

     

    Thanks for checking.

  2. If you are 0,0 wouldnt that really screw up the coordinates system?

     

    Nah, that's not anything I'd be worried about. I haven't read anything about how the fun pimps are going to attempt this, but I know a thing or two about coordinate systems. You can have as many coordinate systems of a place as you can have maps of a place. If you know the coordinates of points in two coordinate systems (minimum three for real world, in a computer game probably less) you can interpolate all the points you know on one map to the other.

     

    Hmmm, now I'm really interested what the fun pimps said they would be doing.

     

    ...but I think I read in the developper diary of Alpha 17, that in alpha 17 you will become 0,0

     

    If you still have that link, I'd love if you could share it.

  3. That is great. Ok now I need a little more help. I found 2 nuclear plants and put 5 steel rings and 7 enriched uranium into each core (the things submerged in the water). I did that at 2 separate (so 4 cores) power plants. Its been at least 3 in game days and no plutonium. Am i looking in the wrong spot (the cores submerged in water) or what? Could really use the help. trying to enjoy my holiday off. :)

     

    There are two blue turbines between the reactor building and the cooling towers. The reactors will stop their current task, if you leave the game.

     

    For the rad zone performance really try fiddling with your settings like PurgatoryWolf suggested.

     

    Are you on singleplayer?

  4. ok got the cook working BUT Farmer still nothing and i put snow balls in the storage with the seeds but not turning blue any idea what i am doin wrong plzzzz

     

    As PurgatoryWolf already said, you gotta upgrade the farm storage to ice. You have to do it yourself. Manually. Put the snowballs into your inventory and rightclick the storage with a suitable tool.

  5. Thanks for the answers. So, just to clarify: a wrench is no option here, it must be the crowbar?

     

    You can get engines and batteries from wrenching cars. The chance is lower than if you use a crowbar and you don't get car parts (the item named car parts) with a wrench.

  6. This is so pretty! You definitely have a good eye for the design and the colour scheme, which I liked from start. If someone told me a grassy green would make a good accent colour for a desaturated fir-green base, I would have been sceptical, but you're totally pulling it off, lol. I also like the changes to the health bar. I'm assuming the other status bars have their colors changed to the base hue too now? It's a good change. The icons are easy indicators and after a while you're going by where the bar is located, anyway. It makes the design more coherent.

     

    The only thing I'm not convinced about, is the brightness of the locked skills in the selection. For my taste, the textfield fill (and possibly the frames too) could be a little bit darker. Right now the brightness seems to be pretty much identical to what we see on the unlocked versions. If that makes the greyness become too apparent, adding a hint of the base color hue in a very low saturation could help.

     

    But that's just a minor detail and a personal opinion.

     

    Good work, very excited to see what's to come.

     

    .. the rid♥♥♥♥ perk :)

     

    This took me WAY too long to figure out, lol. Come on, fun pimps, this isn't Frozen sing along, can we please deactivate the butterfly filter?

  7. Haven't tried it in this version but don't books stack to 5? iirc in last version a stack of 5 books gave you 18 KPs

     

    Yeah sure, pretty much the same as first scrapping 4 of them for 15 and the remaining one for 3. But the ratio on 4 for 15 is better than 5 for 18, so you're better off just scrapping 4 and collect more. If you're obsessed enough with optimizing, you'll probably do that.

     

    edit: slicksister! Daughter of a screamer!!! Lol, beat me by 2 minutes

     

    After first night - which was over at 4 am - night terror still was in front of my house, is that normal? What time they disappear, or I have to kill them?

     

    If you stay close enough, you might keep them loaded and they might linger. If you sneak out and do some shopping in town, they'll likely be gone when you return.

  8. Spider-Zombies can walk upright and all the other zombies can be spider-zombies, in Starvation. I don't really notice very many crawlers in starvation. But I do notice I see more running zombies then I do walking zombies. :)

     

    The original spider zombie is the only one that climbs up walls though and the zombies that lost a leg are the only ones crawling on their stomachs.

     

    I'm pretty sure you're encountering a lot more runners than walkers, heh. You've probably progressed far in your current savegame to have a high gamestage and your experience and gear gives you the confidence to leave your base at night and explore more dangerous places wihtout thinking twice, right? ;)

     

    Benjiro was having issues with runners at daytime in the first week and what he described as a rather safe area.

  9. I tried this on an existing savegame, not a fresh one. Ferals can appear early and I've been run over by a dog horde lead by a zombie bear on day 3 or 4 before. There are only very few ferals compared to later game stages though.

     

    So you're listing 9-10 runners in a five ingame days period of time. Alright, that number doesn't sound much different from what I'd expect, maybe a little bit unlucky, considering you died.

     

    The zombies might also be a little bit faster than vanilla, as you stated. I won't argue with that, because I think that's possible and I don't think 10% is a very notable difference that will make or break your gameplay.

     

    I'm pretty sure the detection range of zombies is increased in starvation as well, I didn't even notice a difference to Ravenhearst. Again something that I probably didn't pay attention to, because it wasn't giving me any issues and I was occupied with a lot of other things that did.

     

    For me, of the "challenging" mods, starvation is the most moderate and most fair, gameplaywise. It shifts the challenge to inventory management and preparing yourself and "hides" most difficult encounters in lategame areas or situations with rewarding loot (difficult zombies in difficult poi, not everywhere, ambushes from airdrops, rad zone etc.). As long as you don't "make a mistake", your death count will be low. There may be some deaths you can't avoid.

     

    Fast zombies are in the game, even in vanilla. You can get dogs on day one for example.

     

    Some other issues (like wellness loss, lack of food you mentioned) are things you really avoid easily once you get used to the mechanics and are not as bad as they look in the beginning. Starvation also doesn't gate many things you really need to progress behind random loot luck.

     

    To a random person I will always recommend the starvation mod before any other (yeah, I'm kind of a fangirl be definition it seems) as long as the person doesn't dislike a particular feature. But we're all different and the mods are all different, which is a good thing. You definitely shouldn't feel like wasting time ever when playing a game, in my opinion. So considering all this and looking at the issues you list, I think you're one of the persons I'd recommend some other mod to. I'll send you a pm, advertizing other mods feels inappropriate in the starvation thread.

  10. Let me know if non-ferals (ferals have red eyes, corpses say feral) run when inside or in the shade. That is a feature added into the animation code, but should be turned off by default.

     

    I don't have this issue and I feel my sample size is big enough. To make sure I played through a few hours of starvation in the last couple days and I do get runners, but all of them were either feral or it happened during night time (I have zombies run default) just as expected. I paid special attention to those in buildings and dark places, even waited for them to stir and move so I could see if they were running. There have been a few single zombies too far away to see their eyes and didn't get to the corpse in time to read their names, and some of them I just killed before they were moving, I counted a dozen. I killed about 500 in total. So that makes 488 confirmed negatives with proper behaviour, 12 undetermined and 0 confirmed positives for the deviation. Pretty safe to say at least for me this issue doesn't occur in my installation of the game.

     

    There might be something off with Benjiro's installation.

     

    Benjiro: The chair trick an AI cheat? Thinking about it, yeah, you're probably right. I won't feel bad for using that. If the game throws zombies at you that spawn in rooms you just cleared moments ago that sneak up behind you without making any sound, that's cheating as well. Me and the Z's, we're even now, no bad karma.

     

    So, you played Ravenhearst and Vanilla as well. For me, zombies in starvation behave mostly like they do in vanilla. The most obvious exceptions are of course the added entity types (which for the most part are rather slow) and the movement animation of carwlers.

     

    I've recently played Ravenhearst and what ever issues you got with runners, they are FAR worse in Ravenhearst for me. The runners are obscenely fast in that mod. And it doesn't help that the feral wights start populating every single garden variety poi, can onehit you from full health (which is 70 by default in that mod) take more hits to kill off than a wall safe and all the game gives you to fight back is a wet noodle, but only after you collected and assembled the wet noodle schematic and maxed the accompanying 4 wet noodle skills (overdramatizing here, yeah, but honestly, if you find starvation having more runner issues than Ravenhearst, I'm pretty sure something's wonky about your installation).

  11. I like to provide some feedback for the Starvation mod. I love a lot of the work that has been done and how it changes 7D2D into a more harder game. But there is one thing i found too much and it frankly ruins my enjoyment of the mod.

     

    Running Zombies!! With only 5 days in-game all game dead's are a result of the random generated Zombies, who can run during the day time.

     

    There is nothing more frustration as sneaking inside a building, triggering a running Zombie and before you even hear him, your getting maul to dead as he is already on top of you and do not have a change to properly defend yourself.

     

    Its like having zombie dogs spawn all the time. Even more annoying is when Zombie hordes spawn and you get random 3 or 4 runners who close the distance so fast you do not get any visual ( unless your in a totally open field ) or audio warning. Hell, maybe its a audio bug but i have had Zombie runners who do not make a sound.

     

    And totally no way to disable this behavior as its not linked to the game start settings. :(

     

    The zombie behaviour can be annoying, frustrating even. It's been bad a few months ago with rapid respawn inside of buildings you're in and with zombies sneaking up on you without making any sound. For me, it has improved for no apparent reason in the last few months and most importantly, I think that's nothing starvation specific.

     

    There are some things you can do, to stay safe, well, safer-ish than without these precautions:

     

    If you're going to loot a building, especially if it's small or medium-sized, clear it before you start looting. Don't break open the door and beeline for the gun safe. Once the entire building is cleared, the chances of getting ambushed dramatically decrease.

     

    Put obstacles in the zombie paths. Even a weak wood frame will prevent zombies from silently sneaking up on you and most often the obstacle causes them to get interested in beating up the wall instead of approaching you. Chairs are good too. If you go into a small room with a safe, a chair placed in the entrance might prevent zombies from getting in there entirely. They often just don't notice the chairs and try to walk through it instead of destroying it. Barbed wire fences are great too, you could bring some, they are cheap.

     

    If you're facing a zombie, or more zombies and they are all feral and horrifying, keep moving. Running past them is often safer than backing away and even if the zombie has double your speed and no stamina issues, chances are good you can reach your minibike or the zombie goes into a fit and starts running in circles.

  12. I noticed that while the vanilla car wrecks can safely be wrenched, the mod car models will transfer overkill damage to the bushel of grass and since it only has one health point, it will very likely be killed that way. The only safe option would be to stop wrenching when the next hit would do overkill and punch the rest of the car.

  13. Hi there,

     

    just noticed something, i have to get rid of directly. I like the "u cant sell everthing", hard to barter issue, but i notice that a 597 sniper is only

    about 4,8k coins and a 476 skilled 8,2 k coins....and iam asking me wtf.....well tools are seldom ..but ..but ....worthless....

     

     

    edit1: ^^both max repaired

     

    edit2: quick thought: maybe make barter even harder...no weps to sell again, no parts of weps....mabye only food and good drinks sellable....to start the hunt for coins in the world.....

    And i always asking why the old maschine works with coins , not with old cash ;)

     

    I believe the tools have a high base price, so you need to collect a few coins to be able to buy one from the vendor. The side effect is that they are worth selling. The idea of the mod seems to be to not starve you off coins completely, but to make you go loot and sell the loot instead of your own crafts. If you could sell player made food, you'd be back at the wet concrete block situation going on in vanilla, more or less. It would also make the survivor class even more a must have as it already is.

     

    edit: Gah, I meant to copy both replies into one post. Well, I'll just sneak out of here and hope I get away with it just this once.

  14. We found clothes lockers (in schools for example) much much better for getting recipes than bookshelves in RH2.2. This might have changed in 3.0, but it's worth a look.

     

    Hey, meganoth, thanks for the idea with the lockers. I already had some success looting these. They seem to be really nice for gunpowder too, a material I need and I haven't yet figured out how to get the recipe.

     

    On the topic of not figuring out stuff: I wonder how to use the composter properly. So I crafted a composter and placed it. I crafted compost in my inventory, put it in my toolbelt and had it active and right-clicked the composter, as the description text instructs you to. I noticed a progress quite like with the lockpicks and a lid appeared on the composter. My compost stack decreased by 1 at the same time. This was looking promising. Alright but now what? I waited two ingame days now and nothing changed on the composter. I can't interact with it in any way. How do I get the fertilizer out of that thing and get it ready for the next round?

  15. thanks for reply about knowledge points,,it is just the seed< Horizons > i found it in forum it said 93 skyscraper in it ,,i go to 0.0 medium town with book skyscraper,same in another near town ,, and i found 3 small books store<2 old and 1 new> not mention respawn is 5 days

     

    Ah! A nice seed and a quick respawn, I can see that being helpful. Still lucky though. I found bookstores myself, now if the bookshelves only contained books! Hahaha. I found a crack-a-book tower and I'm glad I activated loot respawn too. It's at 30 days for me and I am planning on revisiting said tower. Most of my knowledge points are still from scrapping cook books but hey, I find a lot of food too in the kitchens, so they are not bad.

     

    I think that book tower was the place I got my steel pick from. That thing has made a huge difference. I was able to dig out an underground base, accumulate resources and gain levels. All because of one lucky tool find, amazing.

     

    Btw. I'm curious about which classes you picked. You started with rifles, right? I started with blunt weapons and I'm considering farmer as my second one. I'd really love to be able to start farming crops properly.

  16. hi again,,sry to ask more

    ***iam stuck at rifle class as i can not find bolt rifle but i wonder how to get one as 99% of weapons i find are vanilla,,i never find scope or silencer

    just 1 boomstick shotgun,2 sniper rifle ,1 m25 sniper,1 galil,1 desert eagle and all very bad quality except boomstick<iam now level 55>

    **2nd wrench cars,,it seems finding engine or battery from cars is very very low chance but all cars are same or they are different?

    the only battery i get was from those bikes and nothing from other cars....

    *last thing rifle skill are useless or what?

    it contain crafting time<i craft nothing>..crafting quality <same>..repair time <useless>..repair amount<?>..repair quality lose<useless>

    am i right or wrong?

    sry iam asking too much but i begin to like the mod and i opened 2 more classes so i need to maximize every thing i do while playing

    thanks

     

    Some of the weapons required for the class quest chain are loot only and sometimes quite rare. I started as blunt class and I'm glad I kept one early found tire iron that I had no idea would be a key item later. I never found another one. I'm pretty sure the bolt rifle you're mentioning could be the rifle pendant to this.

     

    Don't worry about the "quality" of the special weapons. It's better to hold on to your one single special weapon even if it's low end. To count for the quest, you need to kill zombies while holding the weapon. So pummeling a Z with a spiked club til they drop to the floor and then headshot them with your quest weapon to finish them off - fair game. Roaming horde? Throw a molotov, a pipe bomb and quickly switch to quest weapon - fair game.

     

    Batteries are very rare for me as well. I'd need one to produce an electric charge, but I'm not too worried, since I only obtained a single beaker so far and all the random chemistry stations are broken (in my seed? In this mod?). I found two batteries from vanilla cars. I wrenched two parking garages and pretty much all of the vanilla cars in my home town in the two lootable stages.

     

    I realize that cars respawn in this game. So maybe that was introduced to give you a proper chance again and again to find the needed parts? I keep wrenching!

     

    I'm trying to play through as a challenge. To see how far I get. I must say that some of the mod's changes, that I worried about most in the beginning, turn out to be fun actually. I find it less frustrating than I thought it would be. Instead I was so thrilled when I found a 244 steel pick in a construction site box.

     

    You seem to be very lucky with knowledge points! I'm about the same level now and I only collected 144 knowledge points so far (and another maybe 60 in books I'm yet undecided about scrapping or reading). 2 more classes! Very good!

  17. Yeah I do see the Temp Modifier. When I see a wall of code like in the file, I'm usually scared to experiment and accidentally break something. But if you say edit the Value of the TempModifier, I'm totally willing to try that out. Thank you xyth!

     

    but i can understand your frustration too. winter was more difficult before we realized how awesome snowberry juice really was. this is key to deep winter for us

     

    Is snowberry juice buff better than the coffee? Usually I'm sticking with coffee, because it's easy to farm, while you can't farm snowberries. But there are tons of unharvested snowberries left, even though I might have squished a lot under my minibike wheels already lol.

  18. Can confirm calipers can be looted. Just found a pair today. I found it in one of the New York style mixed shop and apartment blocks with the cab in the back and the ladders on the front. I only realized I got them when I was on my way home, so I don't know which container had them. I'm sure they were no zombie drop though.

  19. Yeah, I'm sure there are some working solutions if you're willing to restrict your gameplay this much. It's too much for me personally, which is not saying that it's not very enjoyable for others. For the moment I'm fine with the disabled seasons, but I would love a more moderate version and I'd switch to that.

     

    I'm definitely worried about people getting discouraged to give starvation a proper try because they don't know how to deal with the seasons or that end up on a server and can't do anything about it.

  20. I have no problems in the deep winter..

     

    I definitely do. I mean I did when the seasons were introduced. It was so challenging, that I had to find a way to disable them, because I couldn't enjoy the game. Even though I have all the mentioned items available. Forges, warm clothes, farm food. Still freezing. Except for the farm storage, of course. Maybe I should build a hut of these?

     

    Did they modify the seasons from the first version that was released? I'm not sure. I'm in favor of changing the seasons to a more moderate version. Look there are some people like the one not long ago that just joined a server in winter. Can you imagine facing the challenges of these temperatures with just your starting kit? Of course the seasons can be adjusted. If you're running a server and have new players join in June, that's probably what you should do, but I guess most people don't. I imagine a player that gets to know starvation in that manner will likely be turned off completely.

  21. Hello

    To start thank you for your mod which is great.

    But I contact you because I have a problem on my server. Basically we are in the month of June in the game and it is snow and it's already several days that it's like his and it's all over the map that it is snow and I would like to know how to remove or modify it .

     

    Thank you to you cordially

     

    This is how I've been handling the season issue. If you run the game on a server, you'll probably have to edit the file on the server not your own harddrive. I haven't tried that, do that at your own risk. I can say I tried this on four computers local harddrives for singleplayer now and it works.

     

    I would love to play with seasons enabled, but the two problems I'm having with that:

    1. It seems to be a lot more work and more complicated to adjust the seasons instead of just turning them off. I don't want to bug someone spending so much time on that and I'm not able to do that on my own.

    2. All the temperature changes are in the direction of colder and colder, while there is still wiggle space left in the warm area with clothes, food buffs, air conditioner, you never really need that. It's the complete opposite in the cold direction: when the winter is at its deepest, you're having freezing issues even if you use all available means to warm you up.

     

    I'm waiting and hoping on a more moderate season preset.

  22. All changes, additions and bugfixes cost workhours, a limited resource. Since for the majority of players the bedroll situation is absolutely fine, any changes are very likely not high in the priority list of the fun pimps. Tbh, I'd be fine with respawning on a squished amazon cardboard box in exchange for some improved multiplayer performance.

     

    Maybe you could find a workaround for your dream design. You could place the respawn bedroll in a hidden chamber away from your main base design and build a fancy bed just for cosmetics. It's also possible to make a futon-style bed with building blocks and then place two bedrolls on top of it as a bedsheet.

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