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magejosh

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Posts posted by magejosh

  1. 16 minutes ago, arramus said:

    This catches my attention because it really looks balanced with the timings. Unlocking level 3 advanced engineering for those on the Int track can be achieved quite rapidly, but getting access to those tools at higher levels will usually require GS advancement and until then there is a nice balance between Auto Mining and manual mining depending on priorities. The gain curve has been well considered for sure. I hope server Admin give it a full run through and share their feedback on the dynamics for their servers. Nicely done indeed.

    actually, my math was off and i didn't notice until after uploading. Had a tag in the wrong place and when i went to fix that i had a better idea how to harmonize that equilibrium between cost of resource to yields. Including i had forgotten about the book that lets you make the 10000 gas bundles for 800 oil shale. I balanced the shale yields with this in mind, making it so only with Advanced engineering 5 and 2 level 6 robot tools and at least a tier 2 auger you will not overcome the cost to benefit ration and achieve a net gain. Even so i believe my math has it taking you running 10k gas 10 times before you net enough shale for an extra bunclle of gas, meaning most of your 10k gas is tied up in producing shale over time to achieve that gainful yield. 

    Here's the fix including the gas loop fix.

    https://drive.google.com/file/d/1FdnKOecJVu223_aK5lj5ewlc3OrSqtMg/view?usp=sharing

     

  2. On 12/12/2021 at 2:22 PM, Gouki said:

    Hi arramus

     

    I have modified the previous version and it works correctly.
    To make carbon it gives me the following results:

     

    carbon = 5 min without tools
    three level 1 augers = 4:40 min
    three level 2 augers = 2:40 min

     

    The same happens with the ammunition, although it also marks an amount of time but they are manufactured instantly (possible bug), it would be a matter of reducing the times or leaving 1 or 2 slots to prevent them from being manufactured too quickly.
    Regards

     

     

    A20.0_2021-12-12_13-51-09.jpg

    A20.0_2021-12-12_13-51-59.jpg

    I actually had a similar issue while working on the update i mentioned last night. It was because i forgot another modlet was setting the recipe count for all recipes with electrical parts to 5, which was throwing off my scaling amounts and driving me nuts. Pulled them all out, added back in one by one and went oh, of course when i found the one changing the recipe. Any mod that affects crafting times can cause the inverted crafting times. Those have to be carefully balance or they break the system for crafting times.

    22 hours ago, arramus said:

    Hey that's a good idea. Adding the junk sledge and drone can give much more context to the automated process since they are already seen as self autonomous. I'll be watching how you update or release a new version.

    Anyhoo, here's that update i mentioned @arramus

    https://drive.google.com/file/d/1QOpCoZPIGLeU3hFhBm7mUEiPWOy9j5IZ/view?usp=sharing

    Use whatever you like. I found a suggestion by alter about affecting crafting recipe outputs interesting so i leaned into that in this. Also added crafting type tabs to the autominer and a description because the version i had didn't have one. Went ahead and used the robotic sledge and robotic drone as the two new tools, and set them to affect crafting times and outputs. Currently all set to small positive incremental improvements, but for balancing you could easily make the first two levels inversed of their current values and that would make lower tier weapons produce less in more time.

    Here you see me at Advanced Engineering level 5 and all tier 6 tools.251570_20211213193550_1.thumb.png.62851483a4dc3b6c5d8f01940a2ee0f9.png

    It produces progressively less output and slower with lower tier tools and lower advanced engineering levels.

    251570_20211213190008_1.thumb.png.e456d59fd063862d7a2362a972174d9f.png

    You need level 3 advanced engineering to unlock it crafting it.251570_20211213193308_1.thumb.png.131a40ca0c1e174aeafe92bcc73841c1.png

  3. Sent via dm

    idk i think the dm isn't working, i fixed the player level dynamic updating and went to send that over as well to find it reloaded my message like it never sent. The important bits are in the khaines kill tracking buff.xml near the bottom, the stuff under the mjedit comment.

     

    https://drive.google.com/file/d/1KYAhDZxs73k04SkdkCHLYth-VcKgYFHS/view?usp=sharing

    251570_20211213015506_1.png

  4. Haha great minds think alike. I was already thinking about changing the 3 auger tools to 3 different tools and locking different resources behind the different tools. I like what you did here.

    I was going to add a junk sledge and a drone as the extra tools. Only because I wanted to keep the tools from overlapping workstations but I can see how that might be an interesting gameplay element to decide between. 

  5. I didn't think to check if there was an update to this mod. I just went to work fixing it so i could use it. I used khaines kill tracker mod and made the display counters display the zombiekills cvar, and made another effect group in the kill tracking buff for tracking deaths so i could display that cvar. I did not get the elevation and temp working though, or the food water bars and level. I substituted in khaines food and water bars. 

    I can send you what i did if you want. 

    251570_20211209230832_1.png

  6. It's an issue with that map sadly. I need to make some new ones, as i didnt test the new ones as much as the ones from the first two versions. That map doesn't have enough traders near the player spawn locations. 

    I'd recommend either use the rwg to generate a new map.

    Or i could work on a new one, i have another update almost ready but was trying to wait for a20 before updating again. 

  7. Yeah, so, commenting out the key items will cause all kinds of red errors. 

    Commenting them out is not the way to stop red errors.

     

    Figuring out what you added or removed which is causing the conflict is the first step.

    To do that, post your output log.

     

    Logic would dictate you removed the purgatory core file, and the other files which depend on it's pieces are throwing up red errors as the pieces it adds are missing.

    Which would create all kinds of problems for you when trying to play the mod, as without the key items and blocks and other changes made in the core, many aspects of the mod will either be inaccessible or nonfunctional. 

  8. I do not think it's going to be likely i'm sorry to say. I wanted to achieve safety for saves, but it was not possible at my current skill level at least for everything that needed to be done. In order to fix a few issues and correct some that i hadn't noticed until i was working on this update, i had to move some blocks and items around in the load orders, which changes their id number used by the save to call on each item correctly. 

    I do think the changes are worth it, and you can always try the update after backing up your save to another folder first. That way if it does break it, you can always revert version and replace your copied save back into the saves folder to bring the save back safely.

    I did remove the old worlds in this update though so i could save space for the upload. I would overwrite rather than delete the old version first that way you still have those worlds if your save was using one of them.

  9. There is a trick to not losing health with the bedroll. 

    But you could far easier overcome it by crafting or salvaging a bed rather than a bedroll. Which will most likely work with your /bed command as the bed is classed exactly the same as a bedroll but does not have the safe space buff from standing on it. 

     

    Idk what you mean by the word depub. 

     

    You can't remove the mod that causes the destroy on degrade, as that's a part of purgatory itself. Use the combiner if you don't have repair kits, and watch the health of your items. 

  10. Version 1.0.1 b1 is available via the gdrive link below and nexus.

    https://drive.google.com/drive/folders/1b5z4ytupW_ec2OLwAxPDTStKrAwWzjG8?usp=sharing

     

    While primarily a QoL update fixing missing descriptions and item stats, as well as correcting unlocks for various items and new workstations. 

    Also includes performance tweaks and spawning adjustments to better suite the gamestages intended for lategame. 

    Loot rebalanced, as well as tweaks to the classes. 

    The military boots speed has been adjusted to the intended effect instead of the superspeed it had been.

    Too many other minor tweaks to properly list.

    251570_20210901173649_1.png

  11. I think it really depends on the adaptability of the players involved and what aspects of the game you find enjoyable as to whether players will enjoy it.

     

    As for dieing a lot early game, especially day one is pretty common. I changed the spawning rates, frequencies, and times to directly challenge the normal patterns from vanilla play and allow for greater flexibility in the randomness of those values. There is however still a pattern to it, and you can find it given time played. 

     

    DrkstarDragon is right though on both tips, they will make the early game a lot easier. As well, get yourself a wrench and hunt down ovens til you salvage a working one, that will make cooking safe. Cooking in the campfire summons screamers and bosses. Cities are very dangerous due to the number of potential pois you could approach that have fire based light sources, which will make the heatmap rise as you get near them. Always pickup candles, torches, and burning barrels to stop the screamer traps they create.

     

    As well, build 7 is available in the link below now, updated and running with alpha 19.6 without issues so far. It should not require a new save, but you should make a backup just in case. The install instructions have changed and are inside the download. This change will alter all traders to be unprotected, but in a save where you have already encountered a trader that is protected it will remain protected and therefore always be a screamer trap when you get near it. You can delete that region to reset it to unprotected after updating to build 7. Additional changes include, all zombies magic attacks (their debuffs on hit) have been removed from automatic and added to the critical hit system instead. In addition the new models for the duke's lieutenants have been added as a series of TheDuke entities in build 7. Their names and stories are being added for the next major update which will include the showdown with the duke finale to the story.

     

    alpha 19.6 Purgatory v1.0.0b7

    https://drive.google.com/drive/folders/1b5z4ytupW_ec2OLwAxPDTStKrAwWzjG8?usp=sharing

     

  12. I would definitely say this mod increases the difficulty of the game. I couldn't easily change that at all if i were motivated to do so at this point. 

    The idea for this mod was to both introduce story options to pursue, increase building options, and challenge habits of play to promote player ability to improve their skills in the game by adding layered challenges to overcome. 

    I think you could set the game difficulty to easy and that would help mitigate the difficulty some, but idk how much it would help if people don't adapt to the number of new zombies and their different behaviors and abilities. 

  13. Yeah, that can happen sometimes if you accidentally select one of the archetype zombies in the profiles menu before entering a game. Or if the game doesn't have access to that folder for some reason. 
    As for the map falling through, i've seen that from server lag or lack of sufficient ram. I would suggest trying one of the smaller maps. 

    Also, i'm positive this setting will be an issue that will produce unrelenting spawning lag. The hordes in purgatory already will not stop all night long. Trying to add more will normally lag most computers out. As well the max wandering hordes can be upwards of 120 in size. And screamer hordes can reach 200. 

    Quote

    2021-07-22T20:24:15 245.686 INF Setting for 'BloodMoonEnemyCount' does not match the default (server will go to the modded category): current = 64, default = 8

    The concerning part of the output log to me is there's  a variety of failed loot entries and that tells me there's something wrong with the mod load. Because those don't come up on any version i've seen running. Did you alter the mods or add any other mods?

     

    I've got to get to bed now, work calls in but a few short hours, but i'll check back in tomorrow after work. 

  14.  

    When was your last attempt and to which server?

    I'm looking at the logs and i have only one listed entry of a player i don't know already logging into one of the servers in the last week. The servers were reset around the 6th or so for the final build playtest and have been running since then. 

    Or did you mean on your own server?

    If this is what you meant, do you have the server output logs?

  15. Well there's your problem. 

    I spent the better part of the last year figuring out how each of those work and building dependencies between most of the  mods. 

    It's not a pick and choose set of mods.

    You removed things the mod requires. 

    And it looks like you ignored the don't try adding other mods note in the readme as well. Thats also creating issues. 

  16. Thanks! I'm gonna stream it over on twitch with twitch integration at the top of the hour. https://www.twitch.tv/magejosh

    If you want to watch me play it and get an idea of what's changed from vanilla in the mod feel free.

    If you just want to see me die, or help that along, please have fun.

    For those of you finding this post after the stream, then you can still check it out on my youtube channel: Mage Josh Plays

    https://www.youtube.com/channel/UCT1Y4ESuLjKiqtHrRcmr57w/featured

     

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