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Dark_Shadow_231

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Everything posted by Dark_Shadow_231

  1. Think I got it. Vertical offset to account for caves underneath it.
  2. I'm having trouble with amending a Kinggen generated world. Not sure what part is playing up. After the world has been generated, I have moved some of the POI's. (A trader Hugh specifically) The height for the trader has been worked out from the kinggen world previewer and in game, it's definitely right. However, in game, the trader is elevated several spaces up. I cannot work out why. However, if I change the trader to a different one (trader Jen) in the prefab xml, then the height is right? Any ideas?
  3. Does this also change the vending machine inside the trader compound? That one being working and refilled makes sense.
  4. @dhlmaster for Brian's Mod Quality Control Do you mean Ensure L4 iron pickaxe > L2 iron pickaxe, OR Ensure steel pickaxe > iron pickaxe?
  5. @JaxTeller718 For Less Ore Nodes, how much does it reduce them by?
  6. This makes sense, if you clear a blood moon early, the map is empty of enemies until 4am. The spawn mechanism turning off until morning would fit.
  7. For those that build their first base out of concrete, this topic is kind of an irrelevance. To each their own in this game certainly, but for me, if your first base is out of concrete, the game is set too easy. Looking at what would balance bricks, the idea of increasing brick hp would work, though from a slight realism (yes I know, realism on a zombie game where you never sleep and have floating platforms), stone is stronger and more resistant than brick. Why in the real world do we use bricks more than stone? Clay is just cheaper and easier to source and work with. Maybe the issue is that the stone is too easy to find and the clay is too hard. 1. What if? To reduce the abundance of cobblestone: Cobblestone mostly had to be crafted, and also took cement. That way the cobblestone still requires forge (or source cement bags) and could still be made at the start, with the resources. To make stone more valuable: The stone axe produced less yield for stone/metal harvesting. Then stone is a more valuable resource during your stone tools stage. 2. Or what if? Swap cobblestone and brick around in the upgrade tree. Replace blue cobblestone piles with brick piles; Make bricks in a forge Wood upgrades to brick, then concrete. Craft cobblestone blocks directly; (maybe add cement to recipe?)
  8. Hi All, Does anyone know what happens to the heatmap during the bloodmoon. I've played with a couple of mods that crank up the heatmap impact of guns, yet never actually summoned screamers during a blood moon shootout. Anyone know if their spawning is turned off during a bloodmoon?
  9. Yes but the point is to be trying different things. I'm just questioning whether this is unbalanced, and thus discourages trying new things in favour of sticking to the stronger option that everyone else uses. I'm considering making a modlet that alters some of the values.
  10. Interested to get some others thoughts on this. I was trying to build more with bricks, to get the aesthetic of them and try new things out. I couldn't help but feel they were underpowered. Cobblestones you can just get from the blue sacks, or just craft with clay and stone in your inventory. They make a stronger block, you also get exp for upgrading to them. Bricks take clay, stone, and a forge. This means there is a skill/schematic involved, there is a heatmap impact, they are weaker, they also take a long time to make. Clay is slow to smelt down, and bricks are slow to craft. I know they use less resources, but I can't help that feel that isn't enough gain. Clay and stone are not exactly hard to source. That's before you even ask, how many people use bricks/cobblestones or just go straight to concrete? What do people think?
  11. For me, I would hate to see the end of the blood moons, but there is one complication they bring that I don't think I've seen a solution to. They put you at a disadvantage if people are playing when you are not. Even if you put PVP aside, if you are on a server, and not all part of the 1 same group, then having less time between subsequent blood moons is a disadvantage, they naturally consume your resources. What the solution would be, I don't know.
  12. Definitely a valid point, repetition can be an issue. Thanks for looking into this and diagnosing so swiftly. I may have asked this before but is there a donate link?
  13. Is there a way to allow repetition? Or use POI's from other biomes?
  14. All in that folder, but if you just want config and preview file. https://drive.google.com/drive/folders/1So0q6SnOjSIK9obOE8sV6fdIg6WeniI-?usp=sharing
  15. Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now. https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago. I've tried I've tried changing a couple of things like the cities grid but to no avail.
  16. Has anyone found any issues with cities? I just spun up a new map using same inputs as before, but now my big city has a lot of empty space in it? Yet the towns and villages are filled up as normal. It's just the city that's affected.
  17. Bow before he who wields the Slayer of Kings and generates the random maps. Hi @KingSlayerGM Loving this thing. Didn't realise there had been so may major releases since I was last using it. You work fast. Got a small feature request (if it's simple). When Generating multiple maps at once, would it be possible to also generate a folder which just contains a copy of the previews from each map, (with each preview named after its map). Why? Random map generation is inevitably a bit hit and miss, how do the biomes layout, are there any biomes with no towns, are the traders clustered, etc. I tend to generate a bunch and then review them and pick one. It's easier to do if I copy the previews into a folder so I can quickly flip between them. However copying each from their folder, and renaming them as I go takes a while.
  18. Hi Cammel, About 50 hours into a world playing with this, you definitely see the vanilla as well. My understanding was that no probability given was the same as prob=1 Do I have that wrong?
  19. Interested on getting other people's thoughts on this. I like the current game stage mechanic, the scaled progression of things in the game. One thing I do find it leads to however, if it kind of anchors you to your base. You cannot travel far away and start building another, as you cannot build something capable of withstanding a high level blood moon that quickly. This means that with large maps, most of it you won't ever travel to, and it's impractical to try as you can only bring so much stuff back. Any kind of nomad approach doesn't work as a result. Idea. Have some kind of game stage that is tied to individual region files in the game. This could then scale the adjacent regions to form a game stage that changes as you travel around. The further you travel to unfamiliar lands, the lower the game stage gets. This would allow time to build up a new base, and allow a kind of nomad style of play for those that wanted to. P.S. Can I ask that we stick to if we like the idea of this rather than how complicated or load heavy this would be to build or run. See what people would like first, then can discuss technical limitations.
  20. Yeah I think there needs to be some kind of warning or visible bounds for it. I have failed a quest before because I clear the area and then forget to find the supplies, things like that. Something that helped draw attention when a quest area is being left would really help.
  21. Hi All, To any interested I have modified the entitygroups xml file to incorporate the different probabilities of certain spawns. I attach a link to be able to see the modified file, if anyone wishes to use. Just replace the entity groups xml file with this one. https://drive.google.com/drive/folders/1MuzKdA_1cgca2_R15Tvc2ufzoHalds1F?usp=sharing (The new markup works by bucketing the probabilities into 5% groups, so while not exact, it's pretty close. i.e. a radiated with a 67% probability becomes a 65% )
  22. Hi @Survager, Loving the mod, Got what I think is a bug. Blunderbuss is not crafting better levels, though there is no study for it, so it's stuck at level 1 crafting. Couple of other thoughts, though these are suggestions. Some of the recipes are quite draining, the wrench for example takes 300 mechanical parts. It's quite given I'm finding ratchets before I even have that much. Would it be possible to add something that allows crafting of level 6 basic things in this way. Maybe the ability to craft tier 5 tools unlocks a study recipe to craft tier 6, maybe?
  23. Hi @Mumpfy Loving the mod, though I think I have just identified a bug. I've kept finding feral and radiated zombies even on day 1 with the mod running. I've checked the xml files and I think I know why. To give a line from the vanilla file. <entitygroup name="ZombieGhostTownGroupGS1"> <entity name="zombieOldTimer" prob="3"/><entity name="zombieOldTimerFeral" prob="0"/><entity name="zombieOldTimerRadiated" prob="0"/> <entity name="zombieMarlene" prob="1"/><entity name="zombieMarleneFeral" prob="0"/><entity name="zombieMarleneRadiated" prob="0"/> <entity name="zombieArlene" prob="1"/><entity name="zombieArleneFeral" prob="0"/><entity name="zombieArleneRadiated" prob="0"/> <entity name="zombieJoe" prob="1"/><entity name="zombieJoeFeral" prob="0"/><entity name="zombieJoeRadiated" prob="0"/> <entity name="zombieBoe" prob="1"/><entity name="zombieBoeFeral" prob="0"/><entity name="zombieBoeRadiated" prob="0"/> <entity name="zombieMoe" prob="1"/><entity name="zombieMoeFeral" prob="0"/><entity name="zombieMoeRadiated" prob="0"/> <entity name="zombieFemaleFat" prob="1"/><entity name="zombieFemaleFatFeral" prob="0"/><entity name="zombieFemaleFatRadiated" prob="0"/> <entity name="zombieSkateboarder" prob="1"/><entity name="zombieSkateboarderFeral" prob="0"/><entity name="zombieSkateboarderRadiated" prob="0"/> <entity name="zombieSteveCrawler" prob="1"/><entity name="zombieSteveCrawlerFeral" prob="0"/> <entity name="zombieFatHawaiian" prob="0.5"/><entity name="zombieFatHawaiianFeral" prob="0"/> </entitygroup> Several have a probability of 0, designed to stop them appearing at gamestage 1 (guessing they just wanted to keep the layout consistent). The entitygroups.xml file in this modlet has <insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieArleneRadiated']" > <entity name="zombieArleneRadiatedV1"/> </insertAfter> The problem is this is not copying the probability . So it's getting <entity name="zombieArleneRadiated" prob="0"/> <entity name="zombieArleneRadiatedV1"/> If I'm wrong someone please correct me.
  24. Is it possible to somehow extend this to the more basic tools? What I'm thinking is stone/iron/steel tools, you can only get up to crafting level 5. But the more complex stuff like augers or ratchets this now unlocks crafting level 6. Might be good to add the study of these things as an alternative to the skills (i.e. miner 69er or study can unlock higher tier tools), but the study is needed for tier 6.
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