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Experimental Recipes


Sergant1000

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Mod update to version 47.012
 

Added:
Added blood restoration through food.

Changed:
Fixed display of water in fried bugs.
Fixed model of explosive bolt.
Fixed display of blood pack.
Fixed durability of hydroponics and hydrants.
Removed old helmets from spawn.
Fixed bug. Death at spawn for the first time.
Removed secondary buff of blood wound.
Blood wound icon replaced.
Fixed model of Hell Lion.
Fixed ranged attack of juggernaut and gold juggernaut.
Fixed trunk of gokart.

Additional:
When receiving a new tier of tasks, an error occurs.
The wheels of some vehicles do not spin.

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Mod updated to version 47.041

 

Added:
Added a truck of the first version.
Added a spawn in the world of a truck of the second version.
Added "Seeing Eye". Allows you to see the enemy's condition. The recipe is opened by the Doctor's skills.
Added a wristwatch. Only find or buy. Time is removed from the map.
Added a wall clock. Crafting on the second workbench.
Added a Calendar. Crafted on the first workbench. Date is removed from the map.
Added plastic cards. Can be exchanged at an ATM.
Added an increase in damage and block damage to the degree buff.
Added a cell phone.
Added a saucepan and a gravy boat to the loot.

 

Changed:
Corrected the display of textures on the fat mutant woman.
Changed the mask on the zombie mutants and slightly muted.
Corrected the translation of Raspl.Copper.
Removed a bag of birch seeds from the list of items. If you have it, throw it away.
Fixed hK MP-5 SD3, m-79, gL-06 and eX-41.
Fixed the recipe for the bronze and iron key.
Fixed the use of the Used Blood Collection Kit.

 

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels that spin.

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On 10/9/2024 at 5:18 PM, Surtignip said:

А че так много зомбей то? Мне кажется или на 1 квадратный метр кол-во зомбей зашкаливает?))

Все норм. Чтобы выжить не всегда надо драться.

 

 

Mod updated to version 47.077

Added:
Temperature Mechanics. All mechanics from biomes to parameters have been reworked. When you spawn for the first time after the patch, you will freeze until the temperature returns to normal.
Added: Ice. Collector upgrades. Mods for protection from the elements. Cooling ointment.
The "Wasteland" biome has become radioactive. Being in it increases radiation.
Reworked the radiation debuff.
The ice machine has been changed to a container. Contains snow and ice.

 

Changed:
Removed experience from the exchanger.
Reduced alcohol decay time.
Scarecrow armor has been changed to primitive. Reduced to fabric, added a fiber recipe.
Displays of armor characteristics have been changed.
Corrected the description of coatings.
Armor rebalance.

 

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels.

Edited by Sergant1000 (see edit history)
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On 10/10/2024 at 7:36 PM, Sergant1000 said:

Все норм. Чтобы выжить не всегда надо драться.

Ага, только проблема в том, что тебе всегда навязывают драку. Ладно, черт с ним, с таким кол-вом зомбей, не страшно, можно и перебить потихоньку, но вот кролики - это полнейшее зло и бред, имхо ) Их не слышно, не видно, атакуют внезапно и причем не всегда в одиночку. Как по мне это полностью портит геймплей и оставляет сугубо негативное впечатление о моде, особенно на начальных этапах игры. Я просто напросто взял и в конфигах отключил это вселенское зло. Жизнь сразу заиграла новыми красками )

Edited by Surtignip (see edit history)
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Mod updated to version 47.134

Added:
Added notes with hints.
Tree growth zone set to 3x3 blocks.
Added Birch model. Seeds included.
Added 7x5x5 Elevator.
Added temperature decrease when receiving the ice zombie debuff.
Added the ability to open a locked ATM with automatic lockpicks.
Electricity debuff. Added a decrease in reload time.
Added Goat and Penguin.
Added goat skin, goat meat and food based on it.

 

Changed:
Fixed hatch improvement.
Changed quivers prices.
Fixed perk affecting bow crafting.
Localization fixes.
Hellish creatures renamed to chimeras.
Fixed display of tree growth stage.
Fixed damage of Trash weapons.
Fixed repair of regular weapons and bronze keys.
Fixed doors\gates\shutters.
Reduced HP bonus from Biker armor.
Health bonus moved from Nomad armor to Warrior.
Movement speed and sound reduction moved from Warrior armor to Nomad.
Removed extra spawn from lvl 50 to lvl 100
Removed the ability to sell coin packs.
Fixed the description of the Bacon and Eggs stat.
Reduced the amount of fertilizer from pallets.
Reduced the number of credit cards and rewards dropped from them.
Changed visibility at night and inside buildings.
Removed damage display from rocket and grenade launchers.
Fixed the name of items from 10.9x32.6.
Fixed pouches.
Increased the price of the Drill, Chainsaw, and Jackhammer.


Fixed the fence.
Animals and insects from version a20 have been returned.
Shotgun sights have been adjusted.

On 10/14/2024 at 7:59 PM, Surtignip said:

Ага, только проблема в том, что тебе всегда навязывают драку. Ладно, черт с ним, с таким кол-вом зомбей, не страшно, можно и перебить потихоньку, но вот кролики - это полнейшее зло и бред, имхо ) Их не слышно, не видно, атакуют внезапно и причем не всегда в одиночку. Как по мне это полностью портит геймплей и оставляет сугубо негативное впечатление о моде, особенно на начальных этапах игры. Я просто напросто взял и в конфигах отключил это вселенское зло. Жизнь сразу заиграла новыми красками )

Ну, кролики, это обязательное зло)

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Mod updated to version 47.136

 

Changed:
Fixed buying/selling items when upgrading and wearing armor.
Made a correction to the hanging siren sound.

 

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels.

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I love the idea behind the mod and the mechanics of crafting and skills, but i can't get my head around the amount and tiering of zombies and animals that you encounter when you first spawn in.  After finishing the initial quest (there doesn't appear to be a Quest 3, goes from 2 - 4) and I make my way to the trader, I encountered, rad cop, ferals, wolves, dogs, bears, spiders and killer bunnies.  After just managing to run away from the first dozen of enemies, i had a spider that I couldn't hit, cos my stamina wouldn't reg quick enough and was taken out by a fireball throwing Zombie.

I'm all up for making the game difficult and challenging, but this is just silly in my eyes, and can't understand how anyone enjoys playing a game where you constantly die.  Is there a way to tone down the enemy spawn rates at all?

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On 10/19/2024 at 2:27 PM, Truckerwil said:

I love the idea behind the mod and the mechanics of crafting and skills, but i can't get my head around the amount and tiering of zombies and animals that you encounter when you first spawn in.  After finishing the initial quest (there doesn't appear to be a Quest 3, goes from 2 - 4) and I make my way to the trader, I encountered, rad cop, ferals, wolves, dogs, bears, spiders and killer bunnies.  After just managing to run away from the first dozen of enemies, i had a spider that I couldn't hit, cos my stamina wouldn't reg quick enough and was taken out by a fireball throwing Zombie.

I'm all up for making the game difficult and challenging, but this is just silly in my eyes, and can't understand how anyone enjoys playing a game where you constantly die.  Is there a way to tone down the enemy spawn rates at all?

I think in this mod you play  like in vanila. Here you need to think how to survive, do you need to fight or escape. How mach stamina do you have and how to spend it. Look around who close to you and you need wait, hit or run away. Which weapon to use and e.t. Remember you are in a world where everything wanna eat you.

Try to think why you die? Because a lots of death from mistakes what you do. When you understanding your mistake you won't do it again and don't die at another game session.
Which enemis have high spawn?

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Mod updated to version 47.164

 

Added:
Added recipe for creating Painted Targets.
Added ore detector. Maps for the detector.
Added 6 artifacts for sucking out HP and SP. Only dead (killed) zombies.

 

Changed:
Set and corrected sights for weapons.
Corrected Collimator sight v1, v2, v3.
Corrected the position of sniper rifle models.
Corrected headlamp. Changed icon.
Changed damage to blocks for chainsaw, drill and chipper.
Ice zombies. armor set to 50%
Reduced resource extraction from chimeras.
Reduced flight on Jump Boosters by half.
Changed 12x70 cartridges. Shotgun - reduced range, increased spread. Bullet - reduced spread, increased range.
The sound of the siren has been disabled.
The number of dropped plastic cards has been corrected.
The increase in the quality of armor creation when upgrading the corresponding skill has been corrected.
The description of caffeine tablets has been corrected.
The receipt of a piece of fabric when disassembling has been corrected: bandage, primitive armor, straw bedding.
The pouches have been corrected. They can be inserted into all medium and heavy armor.
The artifacts of HP and SP extraction have been corrected. Only living (moving) zombies.

 

Additionally:
When receiving a new tier of tasks, an error occurs.
The wheels of some vehicles do not turn.

Edited by Sergant1000 (see edit history)
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