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wolfbain5 last won the day on November 13 2022
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OS: Windows 10 (10.0.0) 64bit
CPU: AMD FX(tm)-8350 Eight-Core Processor (cores: 8)
RAM: 16286 MB
GPU: Radeon (TM) RX 470 Graphics (4044 MB)
Graphics API: Direct3D 9.0c [aticfx64.dll 22.19.162.4] (shader level 3.0) -
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pimple on the ass end of texas
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Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
something i posted elsewhere, but needs to be said here. soon they will get on a balancing act for screamers and absurd bullet sponges showing up way too early. I mean irradiated bikers show late game, but direwolves in horde spawns, not talking biome spawns, show up at gamestage 47? and they have 50% more hp than the irradiated hard zombies. need to balance the progression more. I was doing horde night at gs47, and had cops and direwolves. Feral bikers dont show until at least GS 117, and direwolves have 3x the hp as the feral bikers do. they need to be balanced better -
soon they will get on a balancing act for creamers and absurd bullet sponges showing up way too early. I mean irriadiated bikers show late game, but direwolves in horde spawns, not talking biome spawns, show up at gamestage 47? and they have 50% more hp than the irriadiated hard zombies. need to balance the progression more.
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trying to sneak it passed us before the weekend
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https://drive.google.com/file/d/14dov9svvwhke79hcFJO-X_nb1O2r6c_v/view?usp=sharing This is my personal vanilla+ style overhaul. mostly QoL with a few modlets from Khaine. the xmls have some comments describing the changes. It isnt finished and I would appreciate feedback from any who choose to play it. Most of my changes are in the 1 hunting folder included khaines BBM , 3 slot forge, poi name removal, and a modified version of his reach mod.
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thank you bdubyah <append xpath="/recipes/recipe[starts-with(@name, 'planted')]/@tags">,perkLivingOffTheLandCrafting</append> <append xpath="/recipes/recipe[@name='plantedPumpkin1']"> <effect_group> <passive_effect name="CraftingIngredientCount" level="1,2,3" operation="base_add" value="0,0,-1" tags="foodCropPumpkin"/> </effect_group> </append> this works well and can be applied to all crops
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<recipe name="foodSteakAndPotato" count="1" craft_area="campfire" craft_tool="toolCookingGrill" tags="perkMasterChef,learnable"> <ingredient name="foodRawMeat" count="5"/> <ingredient name="foodCropPotato" count="2"/> <ingredient name="foodCropMushrooms" count="2"/> <ingredient name="resourceAnimalFat" count="1"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="1,3" operation="base_add" value="-1,-2" tags="foodRawMeat"/> </effect_group> </recipe> <recipe name="plantedPumpkin1" count="1" craft_time="1" tags="perkLivingOffTheLand,learnable"> <ingredient name="foodCropPumpkin" count="5"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="3" operation="base_add" value="-1" tags="foodCropPumpkin"/> </effect_group> </recipe> using the food recipe as a basis, do you think this could work for farming? tho I am not sure if I will also need progression edits
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Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
thanks, that fixed it right up -
Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
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Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
night time is much much darker in my game would show a pic, but it is full moon now and bright as hell. forest is darker cause of the trees. desert and burned forest do seem a bit bright at night with the full moon -
Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
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test these out for yourselves, let me know what you think <configs> <append xpath="/rwgmixer/township[@name='town']/property[@name='biomes']/@value">,forest</append> <append xpath="/rwgmixer/township[@name='citybig']/property[@name='biomes']/@value">,desert,burntforest</append> <append xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_jen']/@biomeTags">,desert,snow</append> <append xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_bob']/@biomeTags">,burntforest,snow</append> <append xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_hugh']/@biomeTags">,desert,wasteland</append> <append xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_joel']/@biomeTags">,desert,snow</append> </configs> this in practice so far allows for some trader dithering through the biomes while keeping progression mostly in tact. should allow for the center biome to be almost any. and <configs> <remove xpath="//biome[@name='pine_forest']"/> <remove xpath="//biome[@name='burnt_forest']"/> <remove xpath="//biome[@name='desert']"/> <remove xpath="//biome[@name='snow']"/> <remove xpath="//biome[@name='wasteland']"/> <append xpath="/spawning"> <biome name="pine_forest"> <spawn maxcount="3" respawndelay="2.9" time="Day" entitygroup="ZombiesAll" notags="commercial,industrial,downtown" /> <spawn maxcount="5" respawndelay="3.3" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="2" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" /> <spawn maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown" /> <spawn maxcount="3" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="4" respawndelay="1" time="Night" entitygroup="WildGameForestNight" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="3.2" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> </biome> <!-- *** BURNT_FOREST_SPAWNS --> <biome name="burnt_forest"> <spawn maxcount="3" respawndelay="2.8" time="Day" entitygroup="ZombiesBurntForest" /> <spawn maxcount="5" respawndelay="3.2" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="3" respawndelay="0.25" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.15" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.1" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="2" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.1" time="Any" entitygroup="EnemyAnimalsBurntForestAny" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="1" time="Night" entitygroup="WildGameForestNight" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsBurntForestNight" spawnDeadChance="0" /> </biome> <!-- *** DESERT_SPAWNS --> <biome name="desert"> <spawn maxcount="3" respawndelay="2.7" time="Any" entitygroup="ZombiesAll" notags="commercial,industrial,downtown" /> <spawn maxcount="5" respawndelay="2.1" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="3" respawndelay="0.2" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.2" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.09" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="2" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="3.5" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" /> <spawn maxcount="4" respawndelay="3.5" time="Night" entitygroup="EnemyAnimalsDesertNight" spawnDeadChance="0" /> </biome> <!-- *** SNOW_SPAWNS --> <biome name="snow"> <spawn maxcount="2" respawndelay="2.6" time="Any" entitygroup="SnowZombies" notags="downtown" /> <spawn maxcount="4" respawndelay="1.7" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.09" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.06" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.07" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.04" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="2" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="1" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="3.1" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="3.1" time="Night" entitygroup="EnemyAnimalsSnowNight" spawnDeadChance="0" /> </biome> <!-- *** WASTELAND_SPAWNS --> <biome name="wasteland"> <spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="2" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="1" time="Night" entitygroup="WildGameStagNight" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="1" time="Night" entitygroup="EnemyAnimalsWastelandNight" spawnDeadChance="0" /> </biome> </append> </configs> in sp I have tested this and the wilderness doesnt feel as empty without causing lag issues, should work for more players without swamping servers.
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updated workstations repaired with a recipe correction Dew collector
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Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
you basically told the machine to give you harder monsters faster. warrior level gives the zeds a lot more hp. adjusting that level up is telling the machine you want them that way. by giving 300% xp, you are rocketing your game stage up to ferals and irradiated sooner because you are leveling up faster, true you get your perks faster, but also are increasing the gamestage at a rate far faster than you are able to get the loot for those gamestages. you want to lower the hp of zeds, drop to nomad. you want gear advancement to match zombie advancement, drop your xp bonus. -
Version 1.0 (Alpha 22) Dev Diary
wolfbain5 replied to Crater Creator's topic in News & Announcements
I mean without a story, there is no real story progression, so forcing people to move to different biomes is foolish. when they actually write a story, that is what will cause players to have to go to other biomes. this current version of rwg, not a good way forward. please allow any biome to be central