RizzoMF Posted December 31, 2021 Share Posted December 31, 2021 (edited) OLD POST PLEASE DELETE You can find the new post here: Edited July 17, 2022 by RizzoMF Had to remove/fix some formatting, added non-eac tag (see edit history) 2 Link to comment Share on other sites More sharing options...
RizzoMF Posted December 31, 2021 Author Share Posted December 31, 2021 Also big thanks to our tester RedDaBoo!! Sorry I forgot your name in the credits!!!! Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 12, 2022 Share Posted January 12, 2022 At present the schematics aren't dropping real well for us. It's starting to mess with an otherwise fun experience. Link to comment Share on other sites More sharing options...
chikuwa Posted January 12, 2022 Share Posted January 12, 2022 Thank you for the fun mod. The 11th and 12th toolbelt cannot be used. The 11th item will disappear. 1 Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 12, 2022 Share Posted January 12, 2022 8 minutes ago, chikuwa said: Thank you for the fun mod. The 11th and 12th toolbelt cannot be used. The 11th item will disappear. We removed the modlet that handles that and it's ok now. Link to comment Share on other sites More sharing options...
chikuwa Posted January 12, 2022 Share Posted January 12, 2022 Thank you Link to comment Share on other sites More sharing options...
chikuwa Posted January 12, 2022 Share Posted January 12, 2022 I re-installed it, but it's the same. Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 12, 2022 Share Posted January 12, 2022 16 minutes ago, chikuwa said: I re-installed it, but it's the same. hmm this might have something to do with whether you're using the mod loader, etc Link to comment Share on other sites More sharing options...
chikuwa Posted January 12, 2022 Share Posted January 12, 2022 The problem was solved with the Mod Launcher. However, three people, including myself, had problems with the manual installation. Link to comment Share on other sites More sharing options...
Zilox Posted January 12, 2022 Share Posted January 12, 2022 12 hours ago, chikuwa said: Thank you for the fun mod. The 11th and 12th toolbelt cannot be used. The 11th item will disappear. You must make sure EAC is turned off before playing or the toolbelt will not work. 14 hours ago, BasicallyACat said: At present the schematics aren't dropping real well for us. It's starting to mess with an otherwise fun experience. Have you updated your game recently, they were made a lot more common. Patch notes are in the discord for new releases. Link to comment Share on other sites More sharing options...
Zilox Posted January 12, 2022 Share Posted January 12, 2022 4 hours ago, chikuwa said: The problem was solved with the Mod Launcher. However, three people, including myself, had problems with the manual installation. The mod launcher has EAC off by default. if you are doing a manual install you have to turn it off from the 7d2d launcher. Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 12, 2022 Share Posted January 12, 2022 2 hours ago, Zilox said: Have you updated your game recently, they were made a lot more common. Patch notes are in the discord for new releases. Yes. It could be a statistical problem, but with three experienced players we haven't dropped many schematics in two playthroughs from day 1 to day 5-7. We're starving our butts off, no forge, etc. Also there are problems with the toolbelt mod that have nothing to do with EAC being on, at least on Mac. We're on 1 Mac, 2 PCs and we solved this by just chucking the toolbelt mod. The toolbelt mod is a design mistake anyway, as 12 is just too many toolbelt slots for convenient play. Link to comment Share on other sites More sharing options...
chikuwa Posted January 13, 2022 Share Posted January 13, 2022 16 hours ago, Zilox said: モッズランチャーはデフォルトでEACをオフにしています。手動インストールを行っている場合は、7d2dランチャーからそれをオフにする必要があります。 I see. Thank you. Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 16, 2022 Share Posted January 16, 2022 Schematic drops are still a little rough by day 15. Link to comment Share on other sites More sharing options...
Zilox Posted January 17, 2022 Share Posted January 17, 2022 11 hours ago, BasicallyACat said: Schematic drops are still a little rough by day 15. Are you stuck on finding a certain schematic, if so what one? I need a lot more feedback than just ''it's rough'' Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 18, 2022 Share Posted January 18, 2022 (edited) 13 hours ago, Zilox said: Are you stuck on finding a certain schematic, if so what one? I need a lot more feedback than just ''it's rough'' EDIT: it looks like we are on V 1.0 or 1.1 We will update the mod and let you know how it goes. For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings. These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd. We're not power gamers but we're solid medium-intensity players. Obviously we like the mod or we would have moved on by now. For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc). If that info is in the mod description, then the mod description isn't organized well enough to communicate that. That info needs to be one of the top tips on how to play the mod. We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards. One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply. In the big picture I think we could describe our schematics problems in three ways, worst one being first: 1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21. 1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here. This rebuilding in turn slows our progress which makes everything worse. 2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there) 3) not a lot of schematics drops in general (e.g. weapons and so on) On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14 LMK if you need other info. Edited January 18, 2022 by BasicallyACat (see edit history) Link to comment Share on other sites More sharing options...
RizzoMF Posted January 18, 2022 Author Share Posted January 18, 2022 21 hours ago, BasicallyACat said: EDIT: it looks like we are on V 1.0 or 1.1 We will update the mod and let you know how it goes. For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings. These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd. We're not power gamers but we're solid medium-intensity players. Obviously we like the mod or we would have moved on by now. For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc). If that info is in the mod description, then the mod description isn't organized well enough to communicate that. That info needs to be one of the top tips on how to play the mod. We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards. One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply. In the big picture I think we could describe our schematics problems in three ways, worst one being first: 1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21. 1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here. This rebuilding in turn slows our progress which makes everything worse. 2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there) 3) not a lot of schematics drops in general (e.g. weapons and so on) On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14 LMK if you need other info. Sorry to hear you are having such trouble with the schematics. I shall take your feedback into consideration. You can't like everything about every mod though. Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 18, 2022 Share Posted January 18, 2022 19 minutes ago, RizzoMF said: Sorry to hear you are having such trouble with the schematics. I shall take your feedback into consideration. You can't like everything about every mod though. I really think that most of the problem would be solved if we knew up front that doing the custom quests 1 through 10 would drop forge & workbench schematics, etc. If we had known that we would have kept an eye on progressing on those as a priority. For us, Joke Mod is tied for the best conversion mod we've tried. But we're playing it on too high a difficulty to have only brick blocks through 3 blood moons. Link to comment Share on other sites More sharing options...
chikuwa Posted January 19, 2022 Share Posted January 19, 2022 Hi After updating to A20.1 b5, I got this error. Is it incompatible? Link to comment Share on other sites More sharing options...
RizzoMF Posted January 19, 2022 Author Share Posted January 19, 2022 4 hours ago, chikuwa said: Hi After updating to A20.1 b5, I got this error. Is it incompatible? Sorry but not, Joke mod will only be compatible with stable's. Link to comment Share on other sites More sharing options...
chikuwa Posted January 19, 2022 Share Posted January 19, 2022 I understand Thank you Link to comment Share on other sites More sharing options...
Zilox Posted January 19, 2022 Share Posted January 19, 2022 On 1/18/2022 at 12:20 AM, BasicallyACat said: EDIT: it looks like we are on V 1.0 or 1.1 We will update the mod and let you know how it goes. For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings. These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd. We're not power gamers but we're solid medium-intensity players. Obviously we like the mod or we would have moved on by now. For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc). If that info is in the mod description, then the mod description isn't organized well enough to communicate that. That info needs to be one of the top tips on how to play the mod. We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards. One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply. In the big picture I think we could describe our schematics problems in three ways, worst one being first: 1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21. 1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here. This rebuilding in turn slows our progress which makes everything worse. 2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there) 3) not a lot of schematics drops in general (e.g. weapons and so on) On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14 LMK if you need other info. Schematics loot has been drastically increased in book shelves, especially at crackabook stores and HQ's, schematics were put it into working stiff boxes, gun bags etc. so there is far more chance of you finding them than a vanilla game. For the workstation schematics you have a high chance to find a forge schematic or workbench schematic in broken forges or broken workstations. On top of that there are schematics that unlock multiple things at once such as Expert Cook, Advanced Drinks, Better Mechanic, Advanced Drugs Etc, now these don't drop until a little later game, but they are there so if you don't find the individual schematics you can get them all in a single book. Link to comment Share on other sites More sharing options...
Elsher Posted January 28, 2022 Share Posted January 28, 2022 Is there anyway to get more finger guns? I am day 25 and they don't seem to drop anywhere. Or away to make them at least be nice. I spent way to many talents points into finger gun talents for them not to drop or be crafted. Link to comment Share on other sites More sharing options...
RizzoMF Posted January 29, 2022 Author Share Posted January 29, 2022 20 hours ago, Elsher said: Is there anyway to get more finger guns? I am day 25 and they don't seem to drop anywhere. Or away to make them at least be nice. I spent way to many talents points into finger gun talents for them not to drop or be crafted. Hi there! Finger Guns are being added to later loot in the next patch. Link to comment Share on other sites More sharing options...
Derpy95 Posted February 20, 2022 Share Posted February 20, 2022 Loving this mod so far just confused on the mission that says kill some a holes. Who am i suppose to kill Link to comment Share on other sites More sharing options...
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