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Zilox

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Posts posted by Zilox

  1. 33 minutes ago, seven said:

     

    For my testing and current game modinfo says 2.0. I'll retract my comment about impossible. I rarely put any points in motherlode since resources are so easy to get and I tend to forget about it. I just put points in miner69 to take out blocks quicker. With a couple points or so in motherlode it should be doable. Maybe even just 1.

    I think both the mining perks would be beneficial to get for the challenge, to gather resources quickly.

  2. 1 hour ago, seven said:

     

    Yeah, you can cheese the clay, but I don't do that.

     

     

     

     

     

    So, I did a test. I started a new game with a bunch of skill points so I could max out miner 69r. I then went through the whole building harvesting potted plants, farm plots and and all the destroyed stone.

     

    Clay harvested maxed miner69r: 2335

    Clay needed for gyro chassis steel: 1875, or 1500 with max engineering

    Clay needed to craft crucible: 900

    That's 2400 already. And that's not saving any farm plots to grow food.

     

    Now we do get some steel in loot. In my current attempt at day 49 I think I have 14. So, eveeentuuuuaaaalllllyyyy we can get enough steel, but at day 49 the challenge is already just tedious. I have all materials to craft the gyro and gas except the knowledge to craft the crucible and the gyro itself. So, it's just grinding for skill points or schematics at this point. I have stacks of meat, lots of water. There is no challenge anymore.

     

    Ok, there is some clay in loot which isn't counted for in my test, but in my game there hasn't been that much.

     

    I also didn't consider breaking through the walls and digging what I could reach outside. But to me that doesn't really seem any different than building a bridge and digging it up. And that rather contradicts "the only things that could possibly be of any use outside the tower are farm plots".

     

    Edit: After writing that I just realized I screwed up. It's motherlode I should have maxed. So, that does change the numbers a lot, if you wait and put points there before doing any harvesting.

     

    I'll still say, if the idea is to bring back the original challenge, bridges to reach materials outside was part of it.

    Which version of the mod are you running for that playthrough? 

  3. 9 minutes ago, seven said:

    So I see there have been some revisions to the rules.

     

    Inititally:

    "You may build bridges off the side of the building to reach things, but those bridges must support themselves and cannot touch the ground."

     

     

    Later:

    "You may build bridges off the side of the building to reach things, but those bridges must support themselves and cannot touch the ground, bridges cannot be build out from the ground floor of the tower. You may not place blocks outside of the bounds of the tower (not including the porch) if you are on the ground floor. You may still place blocks anywhere inside the tower ground floor."

     

     

    Now:

    "You may build bridges off the side of the building to extend your area for farming, but those bridges must support themselves and cannot touch the ground. Bridges cannot be built out from the ground floor to reach areas out of bounds (anything outside of the tower beyond the porch is out of bounds) You may not place blocks outside of the bounds of the tower (not including the porch) if you are on the ground floor. You may still place blocks anywhere inside the tower ground floor."

     

     

    So, this means that the planters around the building are off limits? Either for growing plants or digging up for clay? I think the mod is now back to the impossible again. Unless we are expected to collapse the building.

    Yes this was originally not allowed, so we changed the rules to make it more clear.

  4. 32 minutes ago, duanethebathtub said:

     

    Lol... On my current run things are going well.  On day 15 just waiting for day 17 2nd looting.  I thought there was no way to get mechanical parts as I've wrenched all things I've known but then I found out you can wrench office chairs for them.  That's great as I've been axing them.  I've been watching your DF series.  Couldn't you just cheese the food situation and build like 10 bee hives???

    I posted a new update yesterday that added some more chances for oil and mechanical parts. You should be able to continue your current save game.

  5. 19 minutes ago, Lasher said:

    Pant change requirement confirmed... Bring spares... and spares for your spares...

    A little question... would the incendiary ammo work with Guppycur's fire mod?

    Cos if it does this mod is going to be even more epic than it already is...

    No it won't work with the fire mod unfortunately.

  6. The Tigr Jeep can be unlocked by the vehicles crafting magazine at level 70.

     

    It has a mounted machine gun turret which can be fired while driving the vehicle by pressing the G key, the fire button can be configured in the controls settings under the vehicle section.

     

    The turret fires 762mm ammo which must be in the players inventory while firing the turret. The turret can be enabled and disabled by pressing left CTRL and the number 1 key at the same time, this can also be configured in the settings.

     

    There are 4 new vehicle mods to change the functionality of the turret. A burst fire mod which enables burst firing of the turret. A full auto mod which allows for a fully automatic turret, but uses a lot of ammo. An Incendiary ammo mod which enables fire damage for the turret. A shock ammo mod which enables shock damage for the turret.

     

    Features
    Working machine gun turret
    4 new vehicle mods
    6 seats (two locked by seating mod)
    can be dyed


    Credits
    Special thanks to Closer_Ex for the vehicle weapon system and Laydor for Quartz

     

    DOWNLOAD


    REQUIRED MODS:
    Custom Particle Loader
    Custom Particle Loader Multi Explosion

    Custom Player Actions Manager

    Vehicle Weapon

    Quartz

     

    7-days-to-die-tigr-jeep.jpg.1d84f2b5c07b2b573e7392ffd4bcfbaf.jpg7-days-to-die-tigr-jeep-additional-screenshot-2.jpg.44d5568496cbfe8329f17df915feaa36.jpg7-days-to-die-tigr-jeep-additional-screenshot-3.jpg.1354512d3d86185728634bafa6c086f8.jpg7-days-to-die-tigr-jeep-additional-screenshot-4.jpg.a438992453f95ae6f9b19051250254ee.jpg7-days-to-die-tigr-jeep-additional-screenshot-5.jpg.e6e2d54348c748ed2d3e64a7f6c6962e.jpg7-days-to-die-tigr-jeep-additional-screenshot-1.jpg.aa2a76c502cbfa74d179a698f738d94e.jpg

  7. 8 minutes ago, Grolbu said:

    Yes, it got to 100% and bad things did happen (although the party didn't which was disappointing LOL). I had mint chews and anti-stink pills and even a urinal cake but I couldn't use any of them, I guess there are numbers above which you need level 2 and then level 3 stink control - no idea what they might be, the adventure continues. 

    Yes there are higher ones, won't spoil them for you though, you'll know when you see them.

  8. 4 minutes ago, Grolbu said:

    On my first playthrough (inspired by Capp00) and loving it !  I have a question about stink, the mod seems to be telling me two opposite things - there are plenty of ways to reduce stink and we're told we have to keep it under control, but looking at the stink power skill it looks like more stink is a good thing. Should I just let my stink get up to 100 and celebrate stinking so bad that I am a rad removal mod, or should I keep it down at a sensible number and the stink power skill will work even if my stink is down around 10 ?

     

    Awesome mod, well done everyone !

    If you let it get to 100% bad things will happen. I would recommend keeping it as low as possible. The purpose of the stink power perk is to give you benefits for having the stink go up faster, but it does not necessarily mean that having high stink is a good thing.

  9. 15 minutes ago, duanethebathtub said:

    Great mod.  I've tried this challenge in both vanilla and Darkness Falls.. it seems in vanilla I had very few zombies coming in from outside.  Any way to turn that up?

    Darkness falls has a lot more wandering zombies than vanilla. There are some modlets out there that increase the amount of wild zombies, that would be your only option.

  10. 9 minutes ago, KatsPurr said:

    @Zilox just a question about the percentages listed. Does your "Salvage operations" skill have any effect on that number? Or are your percentages completely independent of the effect of Salvage operations?

     

    If it has no effect, I'm thinking that maybe the first thing I should do (once I get a wrench) is go through the building and ensure that I'm able to get all the needed bits and pieces before investing days of time to work on everything else. Up till now I haven't touched the machinery at all as I've been waiting to get 5/5 points into Salvage operations, thinking I'd have to have the full 5/5 points before your percentages actually apply.

     

    Which would I prefer from a gameplay perspective? I love grind and I love hard work, so for me, I'd prefer to have to work hard to get the 5/5 Salvage Operations to be able to "enjoy" the benefits of those percentages you list. But ONLY if after all that work, it actually pays off and the likelihood of being able to complete the challenge becomes 100% possible. Because it would suck to work hard, only to end up never being able to finish the challenge after all. 

     

     

     

    So I just realized yesterday that "The Brawler" perk would help with avoiding infections. "Punches to the head negate infection ability"

     

    Up till now I've either gone bladed or club. But I'm gonna start a fresh run and give brawling weapons a try! Will report back later with my findings to see if it actually did help!

    The salvage operations only increases the amount of items you get, not the probability of getting them. Also for those interested I have a discord server for support with modlets, and talking about modding and such in general. https://discord.gg/7ZreyEqZYM

  11. 8 minutes ago, NuttyMonkey said:

    Im still trying to find a wrench so i can start breaking down some stuff

     So you can stand on the rubble outside the main building?

     

    No, only blocks that are directly part of or connected to the tower.

    6 minutes ago, KatsPurr said:

     

    The issue with the pool is that part of it's bottom is constructed of non-standard cube frame shapes. For it to be fixed, would require the floor of the pool to be completely reshaped and reconstructed.

     

    Since the FunPimps will be updating how water works in the next big update, I think we should just wait and see if the new system "fixes" the issue. If the pool is fixed now, it will not look as cool and realistic, but would have to just have a flat boring bottom. Personally I've just been gathering the water with empty jars from the construction level below hehe. 

    Let's just say the pools concrete has degraded over the years and it now leaks 😉

  12. 1 hour ago, NuttyMonkey said:

    Sorry to ask but just want to make sure, I understand that the Porch is just the small bit up from the red bricks, the rubble on the side of the building, as that is above the red bricks is that allowed to be stood on, like the patch of earth each side with a tree in?

     

    It is the grey blocks under the dishong sign, with the pillars on each side.

  13. 9 minutes ago, duanethebathtub said:

    Thanks for your response!  One more question... are the outer red tiles surrounding the tower off limits?  The ones just down from the steps.

    Yes, they count as the ground, so you can't stand on them, you have to be on the front porch, or build ramps out that are supported by the building.

  14. 3 hours ago, KatsPurr said:

     

    Yeah judging from old videos of Dishong, it seems like the tower has changed quite a bit. Cheers for the response and looking forward to the fixes!

    Hey, the new version has been uploaded here and on nexus mods, and will be on the other sites later today. Here is the changelog:

    Version V1.2 Changelog: (for exact numbers refer to the mod description at the top)
    - Spotlights no longer wrench for headlights or batteries
    - AC units no longer wrench for engines
    - Broken cement mixers now wrench for engines
    - Projectors now wrench for headlights
    - Wall clocks now wrench for batteries
    - Vending machines, fridges and freezers now wrench for engines
    - Rebalanced headlight, battery and engine drop rates
    - Added installation instructions

  15. On 8/1/2022 at 11:58 AM, KatsPurr said:

    Heya Zilox,

    Thank you so much for bringing the mod back to life. I've actually been streaming the mod these past couple of weeks on Twitch. 

     

    Anyhow, a little bit of feedback.

     

    1. As the mod is now, it is technically impossible to complete the challenge because there is no way to get an engine. As the mod describes, AC units should drop engines, however the problem is that not all AC units are created equal. So whilst the actual physical fully fledged AC unit (12992) Air Conditioner WILL drop engines, the problem is that the Dishong Tower does not actually have a single one of these. What the tower does have however, are the flat "embedded ones" (Vent Fan) & (Vent Fan, Double) - which I guess are not even proper AC units, merely vent fans. Those however, do not drop engines at all. 😕

     

    Suggestion: Switch it so that Vent Fans and especially the Vent Fan Double give engines. Or if the idea of those flat vents being unable to physically hold an engine in them feels weird, find some other machine that would work lore-wise. For instance refrigerators and broken vending machines would feel quite logical.

     

    AC-units.png

     

    2. In the notes it's described that "25% chance of battery from spotlights", however the tower does not have a single one of these. So it's not actually worth including that in the description as it will only confuse people and make them go searching for something they will never find.

     

    Spotlights.png

     

    3. There were no instructions in description on how to get the mod working in general. For seasoned veterans who have dealt with mods, it's probably self evident, but since I'm still pretty new to 7 days and dealing with mods, I didn't know what to do. After some googling I figured it out. So some kind of readme file in the zip + steps to get it working in the description would be nice!

     

    Otherwise, this mod is great fun. Thank you & the rest of your gang again for reviving it!

    Hi KatsPurr, thanks for trying out the mod on your stream, and I appreciate the feedback. I didn't have much time to test the mod, so I was not aware that the spotlight and AC units were not in the building anymore as I was sure they were in the A19 version of the tower. I will release an update soon to address these issues and thanks for your suggestions, fridges and vending machines sound's like a good source of engines.

  16. 1 minute ago, Mewtiny said:

    I really enjoy challenge maps with buddies but sometimes balance issues get in the way.  Does this work well multiplayer or is it really better for solo play?

    It can work for multiplayer, but it's much more of a challenge solo.

  17. 50 minutes ago, seludovici said:

    Yes, I have it turned off. 

    Ok. You will need to send me the log file so that I can check what the issue is. You can find the log file in the AppData folder same place where you installed the mod.

  18. Just now, seludovici said:

    Hi author,

     

    I'm playing a single player game and I can't seem to get this mod to work.  Do I install it like any other mod at C:\Users\.......\AppData\Roaming\7DaysToDie\Mods? The trader remains protected.

     

    Thanks

    Hi. Do you have EAC turned off?

  19. 1 hour ago, kaduu said:

    Thank you for the wonderful mod.
    (Please forgive me for using Google Translate as I don't speak English.)


    (Bug report)
    In the recipe for making casino tokens, the ingredients and the finished product are reversed.


    I fixed it myself, but please check it for others.
    Thank you.
     

    Thanks I'll take a look at that.

  20. 58 minutes ago, Ti2xGr said:

    When I first installed them together, I was a bit confused as they share the same "core" files and obviously requested overwrite. I assumed they were the same so I just took a shot and overwrote those folders. Of course, I found out they were compatible and could be used together.

    Yes, only need the core files once.

    6 minutes ago, Ti2xGr said:

    Just wanted to report back that we are now using both vehicles in our Server with no errors. Thank you so much for fixing the Object reference error. We have very excited friends furiously building APCs and Apaches to see who can try them out first. This is a vehicle game changer in my opinion. FREAKING AWESOME!

    Awesome, glad it's working now.

  21. 35 minutes ago, Arma Rex said:

    Thanks for the fix, was hoping both the APC and Apache would be compatible with each other!

    They are compatible together.

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