Jump to content

Hameshy

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by Hameshy

  1. Checked the xmls, the problem was from vanilla. <block id="149" name="woodFrameMaster"> in blocks.xml it has: <property name="FuelValue" value="150"/> <item id="1301" name="wood"> in items.xml has the FuelValue value="50" the same was in the Starvation xmls. If you alter the FuelValue of the frame master to to 100 you get rid of the bonus in all the wooden frame blocks at once.
  2. Click "Test Mod Sync" before launching for the first time seems to resolve. - - - Updated - - - Morte, Wood burn time at current state is 50s. Wood Frame burn time is 2:30s. With 2 woods you make 1 wood frame. So if you convert wood in wood frame before using as fuel you gain 50s of fuel from nowhere.
  3. Thanks again for the awesome job guys! Enjoying a lot the mod! (Still getting used to usain bolt zombies =P) Just saw in the Game4Kickz video and got into testing before posting, seems to be a disbalance between normal wood and redwood. (All tested with a new game, 25 stone axe and 1 construction tool, no additional perk) On normal trees (pine from the forest): 1200 tree hp - 2 woods per hit - total 106 wood gathered 900 tree hp - 1 or 2 wood per hit - total 79 wood gathered On redwoods: 300 tree hp - 6 woods per hit - total 106 redwoods gathered 900 tree hp - 4 woods per hit - total 203 redwoods gathered I tought the difference was because of the scarcity and specifity of the redwood. the real problem (as i think) is the conversion recipe. 1 redwood = 2 woods. If you spawn in the forest, you can farm redwood real quick and swim in wood. In 2 min you can convert 200 redwoods in 400 woods. As you can get redwood in a faster rate, maybe should be more balanced the recipe 2 redwoods per a single wood? it will be still a good source of redwood but will not greatly reward the redwood farm for obtaining normal wood.
  4. Transfiring to this thread the comment about the Meditation Carpet lol The base price in game is showing 100 dukes (with barter 1 you can sell for 20), and cost 20 fibers to make and it stacks, making the carpet a 1fiber = 1duke (wihtout leveling barter). The Beadroll has the same material cost to make and is 10 dukes for every 10 pieces, maybe is interesting to copy his price code (it is in the other thread) on the Carpet code.
  5. Hey Dwall, just saw that 5.2 will overhaul the class system, any info about that? xD Im asking because im making some changes in the classes myself, for my plays with my brother. Im not big fan of classes that give you itens via quest or give things that you could easily just pick with points. At the moment im doing doing the following: Draft: Builder - Works around construction Fighter - Works around melee Marksman - Works around ranged guns Protection - Works around armor Scholar - Works around science Survivalist - Works around farming and ranged bows Craftsman (Tradesman) - Works around tools General: (The only way to get Secret Stash is to level class, Base cost to 999 points and requeriment for all barter 1) Any Class 1 - Secret Stash 1 Any Class 2 - Secret Stash 2 Any Class 3 - Secret Stash 3 PS: Removed Bartering XP, it will serve only for progressive discounts My toughts at the moment about the classes: E = Exclusive BR = Bonus Recipe (can get outside via book/quest, but will be given to the class garanteed) -Builder BR-clawHammer BR-sledgehammerSchematic E-WoodWorkingWorkbench E-Advanced Wood Construction E-HDNailgunSchematic -Fighter BR-clubSpiked BR-ClubTungsten BR-TungstenMachete E-GoldTippedMachete -Marksman BR-PISTOL SCHEMATIC BR-9MM BULLET CRAFT BR-huntingRifleSchematicPerk BR-762mm Round Crafting E-WeaponSmithStation -Protection BR-IRON ARMORS E-TailorsWorkStation (Doubt about exclusive or not) E-ArmorSmithingWorkbench E-BEST GAME ARMOR -Scholar BR-wrench BR-Battery Bank (maybe?) BR-Solar Panels (Maybe?) E-HDWrench E-HDChainsaw (Maybe not?) E-HDAuger (Maybe not?) E-BlueprintWorkStation E-scholartreasurehunting -Survivalist BR-MortarandPestle BR-herbalAntibioticsRecipe BR-huntingKnife BR-Longbow E-ScholarFarming E-GoldTippedKnife -Craftsman (Tradesman) BR-Iron Tool Crafting E-AdvancedToolWorkbench E-Diamond Tools The ideia is to make quests related to iron itens/tools on level 1 Quests that involves kill/build on level 2 Quest to make the exclusive station/weapon on lev 3 Can you give some info about the changes you pretend? Thanks for the hard work!
  6. Man, you are fast. Just came to say about the herbal icon! Thanks for the hard work guys, awesome mod!
  7. On Localization - Quests.txt classtrainingscholar1_description,,Quest Info,KgNone,"Craft: 1 Mortar and Pestle.\nPlace: 1 Mortar and Pestle.\nFetch: 40 Scrap Iron, 4 Glue, 6 Scrap Plastic and 20 Wood.\n\nRewards: 1500 Exp, 1 Skill Point, [b][u]and Science 10 Levels[/u][/b].\nItem Rewards: Applie Pie Recipe and Apple Juice Recipe.\nPerk Unlocked: Quicker Crafting.",,,, But the rewards are: <reward type="Exp" value="1500" /> <reward type="SkillPoints" value="1" /> <reward type="Item" id="ApplePieRecipe" value="1" /> <reward type="Item" id="AppleJuiceRecipe" value="1" /> <reward type="Skill" id="Mortar and Pestle" value="1" /> <reward type="Skill" id="Farming" value="1" /> <reward type="Skill" id="ScholarFarming" value="1" /> <reward type="Skill" id="ScholarClassLevel1" value="1" /> <reward type="Quest" id="classtrainingscholar2" />
  8. I was feeling that the new machetes where slower to carve corpses, then i looked on xmls and saw: <item id="22" name="machete"> <property name="ToolCategory.Butcher" value="1" [b]param1="7"[/b]/> <item id="1682" name="SteelMachete"> <property name="ToolCategory.Butcher" value="1.1" /> <item id="1683" name="TungstenMachete"> <property name="ToolCategory.Butcher" value="1.1" /> <item id="1694" name="GoldTippedMachete"> <property name="ToolCategory.Butcher" value="1.1" /> Other Butching tools: <item id="19" name="boneShiv"> <property name="ToolCategory.Butcher" value="0.75" [b]param1="10"[/b]/> <item id="21" name="huntingKnife"> <property name="ToolCategory.Butcher" value="1" [b]param1="10"[/b]/> The description oh harvesting on Stone Axes code: <!-- value = harvest event multiplier, param1 = damage multiplier if matching harvest event present ont he block --> The new knife is lacking the param1 too: <item id="1696" name="GoldTippedKnife"> <property name="ToolCategory.Butcher" value="1" />
  9. Ahh i see! I was level 2, so gamestage was pretty low lol No rwgmixer.xml? Good to known, so it is compatible with Compopack! Awesome! Tyvm for your hardwork! Hype is high!
  10. Tested on the server today. Seems very good, but my latency makes it unplayable for me. Two things that i noticed; 1- I logged on day 35, close to horde night. Turned a house into base, naked with a 50 bow, about 70 arrows aaaand, the horde meh... one or two zombies per time, killed about 10 zombies and they stopped... I was alone at the server, so the horde was centered in me, but the zombies were too few... 2- The zombies wasnt running at night, server spec or the mod style? Thanks for the work, the loot and diversity were awesome, seems a complete different game.
  11. The hype for this mod is greater than my hype for the a16! LOL Great job man, great job!
  12. dwallorde, the descriptions of the pics are inverted xD
  13. This mod seems awesome! One question, it will support Compopack? Translating, it will mod the rwgmixer or will use the vanilla?
×
×
  • Create New...