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Posts posted by canadianbluebeer

  1. more time to get things done before the bloodmoon.


    even at night there are things to do at the base. crafting, cooking, etc.

    not to mention mining. I do most of that at night.


    Bear hopped into my mining pit, got a munch on me, then ate hot lead.  meat delivery indeed.  :D


    Once I get to steel knuckles, well, the goal then is treating the nasty critters like rock'em sock'em robots.   :D



  2. drawbridges are very weird and difficult to place properly.


    This is the one place where I will use godmode to put that bloody thing where I want it,

    destroying with the hammer of god, and grabbing another out of creative mode.


    It is much easier to place if you are flying, but even then, it's a pain. 


    never tried the middle of the span blocks.




  3. 8 hours ago, Dethar said:

    Just need to loot alot of weapons crates bags and safes. I find parts all the time. If trader has crappy 1 quality, they are cheap to then scrap to craft better one if you spent points. 


    Q1 weaps/items are GREAT to buy and scrap.  You get 3 parts, and the cost is much less than buying the parts directly.


    I do that most of the game, until I'm swimming in parts, then meh, no need. but early?   yep. 


    Q1 only though!   q2 and up, cost too much.


  4. Part of it is even when you move to the second 'age', you still get a lot of stone tools. Q6 perhaps, but still a bunch.


    A granular approach, where there is a % chance of a certain "age" item dropping, that % increasing as GS goes up, and the prev "age" decreases

    would be workable imho. 


    Mind you, I'd have at least at some chance of a higher "age" item dropping, kind of like winning the lotto. (no clue what % would work, but A chance)


    It doesn't take long to get to GS 12, where we should get non-stoneage stuff, but even then, yeah, still a lot of rocks.

    (think Charlie Brown and Halloween)  😛


    I am curious how it's going to work out, especially if they take away the traders selling good stuff early.

    I'll just have to open the BeerGod powers and put in the pre-war/apocolypse cache that I would have setup, "just in case". (tinfoil included)




  5. 19 hours ago, KhaineGB said:

    Max zombies should, but War3zuk has a custom main menu, so I make 0 promises that my modlet will work on that since I based it of vanilla UI. You would have to ask him.

    Nope. I'm not making a 5 slot.

    In case folks didn't guess, i'm not taking requests. I don't mean to be rude, but if there's something you want and don't see here... learn to make it. Like the 5 slot queue could easily be learnt by looking at my 12 slot.

    (hint: It's the cols value).


    That's what I did to get the 120 slot backpack, and the larger player storage.

    Took me a few hours of fiddling to find out what changed/was broken when the new buttons were added (in default ui)


    There IS something however with the larger forge queue that makes it tricky to get the crafted things out of the forge.

    Haven't been able to pin it down yet either. Almost like the hitbox vanishes, comes back, vanishes..

    Turning off the forge and cancelling production, leave the forge and come back, and you can get your stuff.

    Very odd.  (it's workaroundable, and it could be from some of the fiddling about I've done elsewhere.. not sure)


    As for putting the modlets on the server, no issues. drop into the proper mod folder and it works.

    (although, when you extract the files, the folder you want is one down, not the top folder, that won't work.

    May want to change that to Mods then have the modname folder under it, might be less confusing to some)



    Good work though.  :)


  6. Vitamins first. Then the shamwiches.


    Don't forget, extra levels in cooking and you can make better foods using the canned stuff.

    Fish Tacos, Chili Dogs, Sham Chowder etc.


    Even a few farm plots for taters/corn/shrooms and you can stave off starvation.


    If the can doesn't have a recipies option, go ahead and eat it. If it does, try and save it to make the good stuff later.


    Also, Iron stomach levels slow down the food drain too.


    Personally, I do bacon and eggs just until I can make the better stuff.

    Chicken rations/cat/dog food gets eaten rather than stored.  (yes, dogfood can be use to make granpa's stuff, but I find enough I don't have to make it)

    couple of the soups as well.


    Beef rations, Pasta, PEAS  (oh gods, never enough peas) etc you wanna save.  (peas get used in several recipies, I'm always running out)

    Oh, pears are munched.


    This is all for SP, in MP  one takes the cookery, the other the farming.  SP is a real balancing act early on.


    (getting the rotting flesh was covered, and yes, grabbing enough in farming to cut the cost by 50% works, but does take a buncha points...)


    • Like 1
  7. There are sealed crates all over.  eg: there is one in an outhouse beside a broken old west wagon.

    (usually there is a snake resting on the crate)

    Lots of poi that have them as well that are easily clearable very early on.


    It was always a nice surprise to get a q3/4 pistol/ak early. Rare, but it happened.


    Now, have to hope for a treasure map to get a buncha dukes, or do a bunch of quests to buy one,

    if the trader has it.


    loot tables do need a rework/tweak.  I know they wanted to slow things down, and they did, but

    it's gone a bit too far.


    Once the pipe guns show up, that should help. (pistol/shotgun/machinegun) 

    Have to wait and see.


  8. The backpack slots were too small,  I figured out how to get the size back, but wound up with 1 extra blank column.

    (was using your code and the code from steadman420 120 slot backback)


    Got the sizes right at least, buttons in the right place and didn't break the save.


    I think it's just the size of the backpanel, but I spent long enough trying to get it to work, I just said, "I can live with this for now)


    I trimmed out some of the code from your 96 slot, and just copied over the size for the backpack.

    adding the lines for the large player storage worked just fine too.


    I can shoot it over to you as a PM if you want.


    Edit: pm sent.   :)


  9. 54 minutes ago, Callum123456789 said:

    what??? 7.62 and shotgun shells aren't cheap but you must be hardcore with bullets then lol

    by day 80 I'm making them in 10k or more batches across 6 chem stations and 6 workbenches.


    Of course, I do tend to overdo things.



  10. Repair with just repair kit: loses a bit of durability, but not Q level (no point is screwing with that)

    Repair with kit and x number of parts: no durability loss.

    Repair with kit and xy number of parts: restore lost durability.

    Even if broken, above would apply.


    On horde night, I do sometimes have to make emergency repairs to the guns.

    Fine.  I don't keep the spare gunparts on me, but, could keep a few if needed.

    depends on the durability loss.


    Lower durability means I gotta fix it more often, means lower dura.. so...



    Smiple in theory, no clue whatsoever about how hard to implement.


    Or, could just leave things as they are.  :D



    • Like 1
  11. ok, I shamelessly used Khaine's 96 slot backpack mod, and updated it to 120,  added the playerstorage and it works.


    Vehicle mod worked fine as is.


    now to update the server. silly me, wasn't deleting server backups and it filled the drive. 200gb worth. oops!


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