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Gako21

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  1. Performed some updates on the files. The folder "Misery Business-Quests" is now called "Misery Business-Traders-and-Loot" to reflect the contents better. You may remove the Quests folder after downloading the new folder if you're updating the mod. Changes in the mod include: Reduced the chance to get workstations or their schematics from traders Removed the chance to find workstation schematics from broken workstations Increased the effect of wetness Fixed dysentery chance to show on honey and canned food that provides water.
  2. Misery Business This modpack doesn't really add anything new, but instead adjusts existing features to make surviving harder and the player think more about their actions. The player character isn't as fitted for the survival whereas zombies are more fierce than before. Items aren't often as effective as they used to be and many buffs have been weakened. Traders require more quests to advance and the rewards are usually worse. Overall, things are looking quite a bit more miserable. Due to the nature of this modpack, it is completely server-side and consists only of XML files. It is also divided into three parts: items, player and zombies. These let you easily decide which part(s) of the changes you want into your game. The mod is still very much in progress when it comes to balancing, so voice your feedback below! Download the mod here! Some of the main modifications for items include: Reduced mod slots Reduced mod economic value increase and made it %-based instead Reduced healing values across the board Reduced duration and intensity of various medical items Lowered food, water and health gains on most, if not all, foods and drinks Added dysentery chance to canned food Some of the main modifications for the player include: Lower movement speed Lower stamina and health regeneration Higher food and water consumption Lower carrying capacity (before being encumbered) Increased the effect of wetness Revamped infection, giving debuffs at 10%, 20%, 35%, 50% and 75% Some of the main modifications for quests include: Raised the amount of quests needed for a tier completion Lowered the duke and exp rewards from quests Lowered the amount of choices in tier completion rewards Lowered the chance to get higher quality items as rewards Reduced the amount of ammo gained as rewards Some of the main modifications for zombies include: Removed knockdown completely Increased feral sense range Increased pain resist and movement speeds Increased max health and radiated health regen. Increased chance of inflicting a debuff Decreased exp.
  3. To the wonderful Jugginator (or alternatively anyone else reading this) Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. Today, I noticed that my drone's colour wasn't what I had dyed it to. Upon further inspection it turned out that the dye was only applied when I was right next to it (about a meter or so). From further away it looked like the ordinary colour the drone has. This behaviour seemed to fix itself when I picked it up and placed again. I had had the drone deployed for more than ten real-life hours if I remember correctly. Game Version: A20.1 b6 Platform: PC OS/Version: Windows Game mode: SP, RWG Did you wipe old saves? Yes Did you start a new game? No Did you validate your files? No Are you using any mods? Yes EAC on or off? On Status: NEW Bug Description: The drone loses it dye colour after following the player for a while; not sure about the exact time. After that it is only visible when standing very close to the drone. Picking the drone up and setting it back into the world fixes the issue. A video of it happening; note that re-entering the world doesn't fix the issue: https://imgur.com/a/ZIMvMxz. The drone has two cargo mods, but I don't think they affect the situation. Sadly I don't have any logs as I don't know when it exactly happened. Much love and adoration :). Detailed steps to reproduce the bug: 1) Get a drone and a dye. 2) Dye your drone in your inventory. 3) Place it in the world and start running around. 4) Continue for an unknown amount of time. Actual result: The drone's colour reverts to normal unless stood right next to. Expected result: The drone's colour stays dyed.
  4. To the wonderful Jugginator Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. Today, as I started a tier 2 fetch quest in carlot_01, the quest was completed a few seconds after I activated it even though I had not acquired the satchel's contents. The quest could be returned just normally as well. Game Version: A20.1 b6 Platform: PC OS/Version: Windows Game mode: SP, RWG Did you wipe old saves? Yes Did you start a new game? No Did you validate your files? No Are you using any mods? Yes EAC on or off? On Status: NEW Bug Description: The fetch quest in carlot_01 was completed quickly after starting without even seeing the satchel anywhere. The game this happened in was created in A20.1 b5 and it happened in b6, which could have something to do with it. The mods I use are simple one-line mods that don't change prefabs or quests. I have a video of it happening. I do apologize for the keyboard noises, not for the music played 😛. https://imgur.com/a/zWfpy8c. I also have the log, although nothing interesting seems to occur there. The incident happened around10:43:18. https://pastebin.com/YKzVsrLU. I also found a similar report that was labelled as "Unable to reproduce" here; perhaps they have something in common. Much love and adoration :). Detailed steps to reproduce the bug: Sadly I was not able to reproduce the bug in playtesting in ~15 fetch quest attempts. 1) Get a fetch quest to carlot_01. 2) Arrive there and start the quest. 3) Proceed in the POI Actual result: The quest completes quickly as you enter the building Expected result: You have to find the satchel for the quest to complete.
  5. Alright, so, after a good night's sleep and some testing after, it seems that acquiring steel pickaxes from either looting or crafting does randomize the values evenly around the base value of 62,8. In other words, the histograms I made are complete rubbish when it comes to actual items found while playing the game. Altho I am still profoundly confused by how the creative menu can produce something so systematic yet false. I guess this thread could be renamed to "How the CM actually works 🙃". Thank you all for your comments.
  6. Thank you both for the input. I did consider the CM to be one of the things that could apply error to the experiment but the seemingly well-fitting spectrum the different qualities had made me think it had no significant effect on it. I will continue testing.
  7. Random values in items' damages and other attributes has been a heavily discussed subject since they were implemented, really. Finding, or crafting, a quality 4 weapon that's worse than a quality 2 one certainly raises frustration and questions about how can it be that way. The reason offered has been that there is a "random" factor of +-15% to most values, mainly to damage. But how random are the values in the end? This question started to bug me after I tried to reach the theoretical max damage of a steel pickaxe. Quick calculations say the damage should reach the maximum of 103,6, but I failed to reach even past 95,4. This started to interest me and began to type down the block damages of the pickaxes I spawned through the creative menu systematically. After 200 different values I made a histogram out of them. The results were quite shocking, as you may see: The bottom bar has different block damage values, ranging from 64 to about 95,2. Each dot represents the "base" value a steel pickaxe of certain quality should have. The graph, however, is nowhere near what one could expect to see based on past assumptions. The first thought I had was that I had no idea which bar came from which quality. So I repeated this experiment and this time listed the quality I had got the block damage value from. The results were equally interesting, if not even more: Here we can see the bars colour-coded: grey is quality 1 picks, orange is quality 2, quality 3 is yellow, quality 4 is green, quality 5 is blue and quality 6 is pink. The bars are at the same places as in the picture above, but two notable points can be picked from this. The first is that quality 2 and 4 steel pickaxes share the same possible damage values. This surprised me greatly as it would be logical to think that 4 is better than 2. The other thing to notice is that quality 3 picks' damages varied by a lot. The worst picks were only a bit better than quality 1 pickaxes, but the best were as good as quality 5 picks were. This increased my interest in this phenomenon and I did an additional test by removing the tier bonus so that every quality would have the same base value where the "random" value would be added. The results were, in the light of these past pictures, quite explanatory: Here we can see the bars aligning (near) perfectly next to each other, filling the area of +-0.15 the base steel pickaxe's block damage completely. This chart explains the huge differences in quality 3 picks' damages and why quality 2 and 4 picks have the same damage values. It also explains why I was not able to get the theoretically best damage out of my pickaxe. I was able to determine the ranges to these values quite accurately. T1 Min T1 Max T2 Min T2 Max T3 Max Min T3 Max Max T3 Min Min T3 Min Max T4 Min T4 Max T5 Min T5 Max T6 Min T6 Max +2% +7% +7% +12% +12% +15% -15% -13% -13% -8% -8% -3% -3% +2% The Min value indicates the left side of the bar group whereas the Max value indicates the right side of it, thus telling the best possible value the quality item can have in relation to the base value. The exact values are mostly useful for searching the best (or worst) damage one can have in a pick. I have done, in addition to everything presented above, tests with other types of stats and items as well. So far it seems that both entity and block damage follow the same deviation no matter the item, be it a weapon or a tool. There are some values outside the scope occasionally, but these are usually about 1% lower than the mathematical model would suggest. Stamina usage and attacks per minute (apm) don't seem to follow it, nor does armour properties. There are some other shenanigans happening with the armour resists, but their relation to this phenomenon remains unclear yet. I will continue to experiment with this subject and you are free to do similar testing with any property and item you wish. I would actually encourage you to check the chart every now and then and see if you find any clear anomalies in your travels. Would the event occur, be sure to post it here for us to see!
  8. To the wonderful Jugginator Dear, darling Jugginator, I once again have the sad duty to inform you of a new bug. While starting to generate a new world in the latest patch, an error is thrown and the generation halts. Game Version: A20 b231 Platform: PC OS/Version: Windows 10 Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: Generating a world doesn't work most of the time. From four tries, three were unsuccessful and the one that worked had only forest and snow biomes. The following log starts from when I disconnect from my world and contains those four tries, out of which the second was successful. All generation options were defaults and the size was 4k, although I briefly heard of a similar error with other sizes as well. Much love and adoration :). https://pastebin.com/H4GaSgWJ Detailed steps to reproduce the bug: 1) Try to generate a new map in advanced generation, not sure about normal generation. Actual result: The game throws an error about dividing with zero most of the time. Expected result: A map is generated.
  9. To the wonderful Jugginator Dear, darling Jugginator, I have the sad duty to inform you of a new bug. In the last big room of church_01, there is grass growing on the floor in a corner, seemingly levitating off the ground by one block. On prefab editor, there are spaces where blocks can't be placed and that appear after placing something on top of them. Game Version: A20 b218 Platform: PC OS/Version: Windows Game mode: SP, RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Church_01 grows grass inside the last big room and has some invisible blocks that prevent the placing of other blocks and appear after placing a block on top of them. I assume this may have something to do with RWG as it didn't appear in another world of mine. I have attached the map_info.xml (couldn't find the generationinfo.txt), a picture of it happening in the world and a video demonstrating what happens in the prefab editor. Much love and adoration :). https://pastebin.com/tL0EV146 https://imgur.com/a/6otx3Bk https://imgur.com/a/1n4doMI Detailed steps to reproduce the bug: 1) Generate a world with the details I am unfortunately unable to provide (I assume). 2) Go to the last big room in church_01 (there's only one in the map) 3) Check for grass. Actual result: There is grass growing on the floor. Expected result: Clean and polished floor with no grass.
  10. It actually adds 31 to it on level one and because of the adjusted loot scaling, you won't be getting any T1 weapons or armour with that loot level just yet.
  11. Well, now that you say it, yes! Interestingly enough, the Iron Gut decreases the amount of water used in health regeneration as well but not food. I guess it could be implemented on that per as well, after some thought.
  12. Okay, that's what I thought could be what you were saying, thanks for clarifying! After looking it from that point of view where food is more of a "health reserve" opposed to just something that depletes over time and has to be maintained, it seems that health is intended to use quite a bit of food to regenerate. This doesn't seem to be too big of an issue on normal level of regeneration, but perhaps there could be some edits to the Healing Factor -perk to decrease the food amount a bit. Like a reduction of 10% used food per level. Or 5%.
  13. I don't quite grasp your point here. I do agree that natural regeneration in a great system in the game but the question was more whether or not it is intended to use as much food as it does at the moment. Compared to the general food drain (30 food per real-life hour) and regenerating stamina (0,00408 food per stamina point gained), it seems really high. On the other hand, though, natural regeneration isn't that big of a factor (1 health per minute base value) so the food drain overall isn't as high as one could think, but still definitely impactful.
  14. I was a part of a bug report in A19 concerning the massive food usage when regenerating health with Grandpa's Moonshine. Now in A20 I noticed that the line <passive_effect name="FoodLossPerHealthPointGained" operation="base_set" value="0" /> had been added to buffs that increase the health regeneration but not to the player itself. This left me wondering whether it is then intended that naturally regenerating health costs one food per one health point gained. While this mechanic seems understandable for me, the high value compared to the water loss (0.06 per health point gained) made me question it a bit. More so with the reduction of food available in the world of A20.
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