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Scyris

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Posts posted by Scyris

  1. Ravenhearst is such a good mod. When i was playing vanilla I got all these ideas for a mod. They are all a reality in Ravenhearst. Soooo well done Jax. <3

     

    Yeah I like alot of aspects of it, but here is one aspect I dispise: the zombies are way to damn tanky even on nomad diffculty, seriously, 30 headshots with a 300 quality wooden club and a utility worker type zombie still wasn't even knocked down once. Are all the headshot mults removed or something? It should not be taking 30+ headshots to kill zombies. I know about the right click power attack, But I doubt it does enough extra damage to even be worth the insane stamina it uses.

     

    Fought this one zombie named a Bolivar, and it took almost 5 minutes of headshotting it to kill it. I also am unable to loot poi's as the zombies are so tanky, I can't kill them in the poi, and leading them out doesn't work as they just insta respawn back inside. Been trying to find a second twine for this adv survival intro quest for 2 days in game now.

     

    Looked into the xml's and that explains the tanky zombies, even the basic male template has almost 500 health.

     

    Lastly I am having a weird technical problem, when the game first loads it literally maxes out my SSD's bandwith or whatever, but its not 7daystodie.exe thats doing it, its the system thing in task manager. Might be a issue on my end though and not the mod itself, but any advice both on killin the zeds in this mod, and my SSD performance issues with it.

  2. The laser sword butchers better than a machete.

     

    Auger sounds I already lowered once. The only way to do it is literally rip them out of the game, chuck them into an audio editing program (I recommend Audacity for this cos it's free and REALLY good!), then load them up in Unity 5.3.8, re-export as a Unity3D and have the game load them that way.

     

    But yeah, I agree with you on that one. The game needs a "player sound effects" volume slider. I get the point... they want those tools loud, because they are IRL so you should struggle to hear zombies coming. But it's a pain in the arse, especially for streamers.

     

    WTB proper mod support/override, like fallout/elder scrolls, anything in the data folder thats loose with the same file path, replaces the default asset in game. Would make modding graphics/sounds and such in a hell of alot easier. Wanna mute a sound? make a 1s muted sound file and follow the path, boom, silenced.

     

    Maybe i'll play with the xml's and remove the sound entries, mainly the thing in the quotes that says what sound to play and see if that shuts them up.

     

    Its not just the power tools though, everything the player does just seems obnoxiously loud for no good reason. I especally hate hitting metal with anything if I am not crouching due to the insane volume its at. Base game issue thou there. Been wishing every alpha for a player sound effects slider, but never got one yet.

  3. the mod isn't for everyone, we've always stated that :)

     

    zombies are nowhere near the bullet sponges they had been on v3 though, especially with the wilderness hives dying in 1-3 hits with starting weapons on warrior. fills up the world without every zombie being tanky. avoiding what you can early on is usually best.

     

    there will indeed be a "casual mode" included in 4.3, as well as a "hell on earth" version.

    people will just have to run them off of the .exe in the mod folder after installed, and not the launcher.

     

    ---

     

    invitation for anyone not with us yet to join us on discord, nearly always someone available to help or chat

     

    f852fbac77.jpg

     

    Honestly the only real issue I have, that really bothers me is how tanky most zombies are. I can deal with the rest easly enough, but zombies taking like 6+ headshots on nomad diffculty is a little nuts.

  4. 1) Not intentional, so I'll have to check the repair items used. As you noticed with Iron, the game is hard-coded to lock the repair ability if you don't know the recipe so it SHOULD do it automatically. However it's likely I may have screwed up somewhere.

     

    2) Yes you can, and no it doesn't. High quality food can drop off farmer and fat female zombies (better food off tougher zombies, so it adds risk vs reward to them).

     

    3) Yes it will give you a debuff if you drink too much, to the point where you start to lose stamina and it should cancel out any other effect that regenerates stamina (like more sap, coffee, mega crush and beer).

     

    4) Completely disagree. A stone axe takes the same time to destroy a block at level 1 with the Axe skill as it would if it were a construction tool. If you're cutting down tree's with it constantly, which you probably will be in the first few days, then you'll level the skill fairly quickly. Also it's designed to make the axes (including the stone one) something of a viable weapon. Switching the other axes then means you have to go off mining, which is usually 1. You'd be getting more if you left them alone since it'd be using the skill you already levelled with the stone axe.

     

    Changing that back would then make the combat axe completely pointless since you wouldn't have been levelling the skill once you go to scrap or iron. Also, it's not like I changed it for fun. I did actually do some testing before and after and found it scaled fairly well.

     

    I notice for Number 3 with the drinking sap thing, if you only drink one every 60s, as in when the stam regen buff drops off, you'll never seem to get the debuff.

     

    For the axes, it scales yeah, but Mining tools both scale off mining tools and miner 69er. Its a personal choice as I never plan to use axes anyway as a weapon, I prefer hunting knife/machete's due to the dual aspect of them where they can kill stuff, and butcher them optimally. Saves a inv slot, and kills zombies fast enough, especally the machete. Also seen a endgame weapon in your mod I think it was a laser sword.. I want it. Can it butcher animals as good as the machete?

     

    Also my comment on the axes skill, was just a personal thing I wasn't saying for you to change it for the mod, I did it myself for my game, its like switching from using clubs to blades, your gonna suck with them at first, same with switching from a axe thats a tool, to the combat axe. I left the combat axe and stone axe's alone, and just edited the scrap/iron/steel/titanium ones to use mining tools, as they are intended for that purpose.

     

    Also know of anyway I can shut the chainsaw up, auger too actually. Not a mod issue its a vanallia one and they are just WAY to damn loud like most of the sound effects in the game, it really needs a "Player sound effects" slider to adjust volume for just any sound the player makes, I'd have that crap near mute, as hitting rocks, and metal really grates on the nerves after a while. Do wanna be able to hear the zombies thou.

     

    I also got one shoted last night on warrior diffculty from full health, lets just say radiated zombie bear wandering horde and one of them happened to see me and I didn't even hear it coming, One swipe and I droped like a rock XD Scared the crap out of me too.

  5. I have some questions.

     

    1: Is it intended for steel tools to be repairable even on a level 1 character if your lucky enough to find one and some steel to repair with? I notice the iron tools cannot be repaired without the perk, so I am wondering if this is some weird oversight, or a planned thing. Where if your lucky enough to find steel tools and happen to have steel you can repair them?

     

    2: I might have missed this in the main post about the mod, but can you eventually learn all classes? If so, how? With the changes in 2.8.3, not being able to make seeds is really going to damper a pretty big portion of the game if you don't start as a farmer.

     

    3: Does drinking tree sap have any downsides? I ask because its very easy to get and it pretty much equates to a infinite 2stam/1sec beer like buff. Sure it only lasts 60 seconds each one, but they stack high, and all you need is a maple tree to get more. It feels a bit overpowered for how easy it is to get, especally if it lacks any downside to just spamming it.

     

    4: I personally switch most axes from axes skill back to mining tools, as without doing this they just take forever to destroy any blocks. The ones I don't are the ones meant for combat, like the combat axe as a prime example, and I don't bother switching the stone axe as you generally wanna get rid of that thing asap. I switch the scrap/iron/steel/titanium fireaxes back to mining tools. In a recent game, I had 27 mining tools and the 20 skill perk, it bascally doubled axe's block damage, which is more inline with vanallia.

  6. I tried to like this mod, it does alot of nice things, but there are a few aspects I didn't like. I'll list them.

     

    1: The game just feels like a slog, like everything was put in to make it take as long as possible. Also we need to be able to pick up some more of the stations without a land claim block, like the drying rack, and advanced campfire if its not pickupable. I tried the food prep table, but it just destroyed when I tried to pick it up. Tried to hit it like a campfire.

     

    2: FAR FAR too much redundant unneeded clutter like the logs->log scraps->wood -> sticks thing, its really unnesscary to have 4 diff types (or more) of wood. Same for stone arrowheads, it just seems redundant.

     

    3: The zombies.. why the hell are they now super tanky bullet sponges? Even on nomad it takes forever to kill them, On nomad they take longer to kill than on survival or insane in the base game. The zombies having so much hp, is one of the main reasons I dislike the mod. This coupled with their stupidly high spawn rate in v4.2 which was the version I played.

     

    4: The repair kits for all diff types of weapons gotta go, its bad enough the zombies take for frigging ever to kill with headshots, but now you add in some overly convoluted repair system as well on top? I am sure its not a problem mid game, but early game, it just makes it far to much of a slog.

     

    5: The UI lag, I know this is more a base game issue but, I think the recipie list needs to be edited to remove alot of the redundant things. Examples: stone arrow heads, sticks, etc.

     

    6: The whole clean/dirty system is also just a pain in the arse. In a new game I spawned no where near any water, so I was pretty much screwed as I didn't have the mats being freshly started to make towels etc.

     

    Other than those issues I rather liked what I seen. I'll give it a shot again when 4.3 comes out, from what I seen the spawn rate is being toned down to a lower level.

  7. Permadeath player when the trader guards are idiots and more likely to shoot YOU than a zombie?

     

    I tip my hat. You have more balls than me. ;)

     

    I'm doing a permadeath run on survivialist, day 30 almost 31. still haven't died. If i'm outside the trader compound and I hear them shooting I hide behind a tree till the shooting stops.

  8. Already knew about the M4A1. I left it like that so folks could test it out and give me some feedback. :)

     

    I thought I had set a price on it though, so that's definitely an oversight. Thanks for the heads up!

     

    EDIT: Yep, checked it. No economic value on the gun. It now has a price, but I'll leave it as-is for the moment. :)

     

    For feedback I feel it hits a tad too hard for 9mm ammo, then again its a pretty hard to get gun. I wish it had a silencer though.

  9. You need an Iron Hoe. I made the scrap iron hoe unable to "upgrade" (which is what fertilising the ground counts as) so non-farmers have to find an Iron Hoe.

     

    Only your class gets the recipe, and you should've gotten it for finishing your class quest. :)

     

     

     

    Miner only gives you the Iron Pickaxe and the Iron Shovel... if my memory is correct. I don't really think that's a massive bonus. I'm actually finding quite a few people prefer the civilian for the 45 skill points you get. It's VERY front loaded, but you get 0 perks.

     

    Construction also gets scrap iron tools, the forge perk but they also get the Nailgun + recipe now as well. I may revisit that and give the miner the auger recipe instead (not the tool though) so they can build one if they find all the parts rather than having the iron stuff. That would put it somewhat in-line with Construction then.

     

    As for the hornet, yes they are supposed to give you honey if you harvest the corpse. :) It was copied directly from A15, but doesn't always seem to work with the bone shiv. It does work with the hunting knife and the machete, not sure why.

     

     

     

    Firstly, going to apologise as I was a little blunt with a few folks that day. Totally not appropriate in any medium, forum, discord or RL (my poor wife got her head bitten off a few times that day!).

     

    The class thing I am particularly defensive over, because I think the cost is quite reasonable when I've seen other mods require 200 of whatever their version of skill notes is to make a new class... and that usually requires using a custom workstation (where as the custom workstation is entirely optional and just halves the cost in this mod).

     

    Your point about classes getting something every level HAS been noted though, and I'm actually looking at going through them for 1.8. The reason I'm leaving it that late is because a restart will be highly recommended for that version, so any changes to classes will properly take effect. :) I've tweaked the Construction class already so they get something every level now.

     

    I myself don't mind the classes taking a bit to learn it gives me something to aim for once I am well established. Also yeah I was thinking of going civvie for the skill points too. But not having access to antibiotics could be painful early on. Its especally good because you increased exp to level and also lowered the skill points per lv by 2.

     

    Will you be making a version of this mod when a17 hits stable? I rather like it, its the first time i've died early game on survivalist diffculty. This time I was running at 4 am from a feral soldier zombie, trying to shoot it, and well, I backpeddled over a zombie corpse slowing my speed as it usually does and I was dead before I cleared that block XD. I usually play dead is dead so.. yeah.. I might have to revise that, maybe as long as i don't drop below 100 wellness (or 100+whatever wellness skill I have that ups min/max) I get a "life" Which means I have to hit 110 max health before dying the first time.

     

    I do have a question, when you harvest say a coconut plant, if you leave the harvested tree there will it eventually regrow the fruit and I can harvest it again a few days later? Same for all the other trees, can I harvest the fruit then leave the fruitless tree there to regrow fruit again?

  10. V1.7.4 is up! Few bug tweaks.

     

    • Duplicate icons removed from Mods/SDX/ItemIcons folder.
    • Trader guards given silenced weapons, because that was insane (may require new world for them to be properly equipped).
    • Working Sink, Working Oven, Metal Workstation and Tailoring Workstation given proper repair items... cos I cocked it up.
    • Buckets can now be filled from Working Sinks.
    • Numerical stats added to the stat bars (Originally wanted to do this, couldn't get it working, finally worked it out!).
    • Water can now be TWO blocks from your plants for farming! (See below)

    Ok, so the plant thing has been tested and works. To give you an example, this is how I tested. W for water, P for plant.

     

    P P P P P

    P P P P P

    P P W P P

    P P W P P

    P P W P P

    P P W P P

    P P W P P

    P P P P P

    P P P P P

     

    That arrangement works great. :) Hopefully that should help stop some of the farming issues and make people a little happier. It also doesn't seem to cause any extra CPU load, which was the original concern with having plants scan for water.

     

    Nice so its now 2 blocks out in any direction. so my wppwppwppw is now wppppwppppwppppw.

     

    Also thank you for giving them silenced weapons, they made SO much noise.

     

    Also looking at the classes doesn't the miner seem the best choice overall? you get the forge unlocked, which is ok I guess its only 5 skill points normally, but the bigger bonus is the iron tools unlock that for other classes they need to wait till lv 50 to craft. You can't even repair iron tools like the iron pickaxe till level 50, so buying them off a trader has limited use early game.

     

    As for the hornets do they have any loot? i've killed a few and never seen them drop anything, and all butchering gave me was rotten flesh.

  11. Well I died my first death in this mod and it wasn't what I figured would have killed me. I was by a trader outpost fighting a zombie, and well.. The guard npcs 2 shoted me while "trying" to hit the zombie.. So yeah just a heads up... Don't go near zombies if they in the range of those trader guard npcs, cuz their aim sucks.

  12. Only main thing I dislike about darkness falls is the fact I need a water source near the plants for farming, How close does it have to be? I usually build my bases underground in the desert so... This is kinda messing with it. The time not showing kinda bugs me, but I usually listen for the sound that happens when night and day starts, so I got used to it. Though I do admit I don't see the purpose to removing the time from the UI in the first place.

     

    For the water could I dig like a channel in between each row of plants and drop 1 bucket of water there and hope it fills it up? Maybe like this.

     

    W=water P=plant

    wppwppwppwppw

     

    To stop people going on about the time, why not post how to add the time back into the UI for people who want to in the main post, since it seems to be brought up quite a bit.

  13. I kinda prefer the old way as well, but I can see why TFP changed it. Makes it a very clear upgrade path.

     

    Just FYI, Stone Axe isn't a construction tool and doesn't build. You need a Stone Hammer for that (small stone, wood, plant fiber). But that's because I made Axe's a skill to try and turn them back into a viable weapon again.

     

    Well to make the current axe a viable weapon you'd need to do 2 things: 1 set it so bladed weapons effects it, and 2, up the headshot multiplier, its largely the headshot multiplayer that makes the axe such a useless weapon. I dunno about you, but if I had to choose between a hunting knife or a fireaxe for killing zombies, most people would go for the fireaxe if they could only choose one.

     

    As for old way, I really hated that forge ahead book, the leather book to, as they gated off so many recipies and sometimes I would hit lv 40 or 50 before i'd find either.

  14. Might wanna be a little more specific. :p

     

    Most of the "basic" things can still be made as normal, but they may take more resources. As a general rule, if two crafting areas are listed, one will save you resources (seeds are a good example).

     

    As an example for a more recent recipe I put in, fruit juice is just fruit + glass jar made in a mortar and pestle. But like... wood frames are the same, bandages are the same, etc.

     

    Some things have been moved to new workbenches, but they are still mostly the same. I think one of the big ones I changed was rebar. It's now made in the metal workbench with short iron pipes (I think there's a forge recipe too, but I've gone cross-eyed from looking at code). The idea there was to actually make the damn things useful since most people end up with sodding hundreds of them after taking cars apart!

     

    So yeah, very early game? It's going to be fairly similar. Mid to later game? Then it gets a little more complicated but I tried not to go stupid with it.

     

    Sounds good. I don't mind it getting more complacated in mid/late game, but some tend to overdo it in the early game making the mod just not very fun to start off in.

     

    As for the short iron pipes.. yeaaah I have a stack of a few hundred of those from taking apart cars, so I can see what ya mean. Other than using for minibike parts I don't see much else use for them in the base game.

     

    I also like the idea where you can craft the item without the proper workbench but it uses more mats and takes longer for some of the items. I am all about efficency, so that will be nice. Like in the base game I try to avoid doing much mining until I hit steel or find an auger, as the stone axe and iron pickaxe less so, give noticably less than the steel. I kinda prefer the old way where they all gave the same, but iron/steel was just so much faster at harvesting due to better block damage.

  15. I wanna try this mod but I got a question: How annoying did you make the recipies? Many modders feel the need to add completly pointless steps to making even the simplest items, Which just results in even more inventory tetris than we already have to play as it is. So how bad is it?

  16. you'd probably faint if you knew how requested those "clutter" items were.

     

    the inventory lag is a little better, some textures were reduced in the models, and the least voted on recipes removed.

     

    it can't get any better til TFP put forth the inventory lag fixes on their end in a17. it's just something beefier mods have to deal with for now. operating largely out of your favorites menu helps though.

     

    the only places i personally feel extreme menu lag are in the adv workbench, and deco station, most other things feel fairly normal to me, but i don't know when the last time i played vanilla was to compare

     

    Yeah, think i'll stay away from this, because all these extra steps are just stupid imo. Sad because the mod sounds great otherwise. I mostly play single player is partly why, if I was on a server it'd bother me alot less as there would be mutiple people to speed it up.

  17. I wanted to like this mod but I couldn't for a few reasons: when I tried it I had a 2-3 sec delay each time I opened a menu, optimization issue, the next issue however broke the camels back: clutter items, I dispise when a mod makes the simplest things require mutiple pointless steps, like one item required you to make rope, then something else, then a 3rd thing then a 4th thing before you could finally do the final step to put it all together. That crap is not fun its just an annoyence. It also adds alot of clutter to the game when the base game already has too much clutter as it is. rope, the stone arrowheads, sticks etc in this mod all need to disappear and just use the base materials, like the normal game does, as your char would do these steps as they make it anyway.

     

    If this "issue" get fixed i'd probally try the mod again. Also has the massivle lag when opening any menu/window been delt with?

  18. Anyway to remove or reduce the massive amount of loading lag this mod seems to put in? anytime I open any window there is a 1-3sec load time, or sometimes even more, its very obnoxious.

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