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Hells_Janitor

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On 10/2/2024 at 5:03 AM, Hells_Janitor said:

QUICK NOTE/UPDATE.

 

If you have updated to the latest stable build of the base game, please remove the two folders named WMMTraderQuestMap and WMMTraderQuestMapFix.

 

This modlet is broken in v1.1.

 

It will be/can be re-added when it's updated for the current stable build.

Enjoying the mod so far.  My timing was bad, since I first took a look about two days before the 1.1 update, which obviously messed things up.  Now, my last attempt was on a server, but with a fresh install, and those two folders deleted from both server and client, I'm still getting errors interacting with the trader.

I also can't use ESC to get to the menu to quit (etc).

Is there something else we need to delete/modify?  I'm just kind of playing around it, as traders aren't critical really.

Anyway, thanks for the mod!

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1 hour ago, mpking said:

Enjoying the mod so far.  My timing was bad, since I first took a look about two days before the 1.1 update, which obviously messed things up.  Now, my last attempt was on a server, but with a fresh install, and those two folders deleted from both server and client, I'm still getting errors interacting with the trader.

I also can't use ESC to get to the menu to quit (etc).

Is there something else we need to delete/modify?  I'm just kind of playing around it, as traders aren't critical really.

Anyway, thanks for the mod!

 

It should only be these two folders that need to be removed.

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2 hours ago, Hells_Janitor said:

 

It should only be these two folders that need to be removed.

Ok, cool.

And yeah, I did a full reinstall of the base game, full reinstall of the mod, and wiped and re-uploaded the server....all seems good now.

 

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  • 2 weeks later...

UPDATE V3.0.0 - NEW SAVE REQUIRED!

 

  • biome spawn counts reduced and spawn groups changed.
  • new legendary weapons added.
  • perks for action-skilled weapons and tools removed - now governed entirely by action skills.
  • loot probability for books and magazines removed - probability for parts remains, and is tied to your action skill level.
  • remaining perks cost 2 points to level.
  • SCore, and lockpicking minigame added.
  • Included 0_TFP_Harmony.
  • 60-slot backpack re-added.
  • New Raw uranium ore added to wasteland, OCB mods required.
  • Trader Quest map re-added & working.
  • crops in the wild and in POI's reduced.
  • new workstations added.
  • decor items need to be wrenched rather than picked up.
  • kitchen sink added to sinks variant helper block.
  • trader log walls and gates added to crafting.
  • climbable rope added to crafting.
  • wood burning stove moved to its own crafting recipe.
  • increased bricks from harvesting brick blocks and brick rubble.
  • reduced fuel efficiency for gas in cement mixer.
  • sawblade from harvesting tablesaw added.
  • sawblade added to trader stock.
  • seeds from trees increased drop to 50% chance.
  • radiation protection now persists when in/on a vehicle.
  • added Starving debuff.
  • Well Fed buff now persists at or above 95% food/water, up from 98%.
  • Removed puke from non-cop fatties, cops walk type never changes now.
  • removed aggressive final state from dysentery.
  • reworked some challenges.
  • removed chance of duplicate bags from zombies.
  • custom difficulty re-added.
  • harvest counts reduced 50%, up from 33%.
  • fixed bug with mutant boomer - now explodes as it should.
  • slowed Direwolf move speed and reduced damage and range.
  • entity groups rebalanced.
  • mutant bug removed (temporarily).
  • added auto-completed 'quests' to give players more information on the mod.
  • serrated blade can be attached to all blades.
  • added Propylene Glycol by-product from shale refining, ingredient for scrap polymers.
  • added Depleted Uranium rounds for new Legendary Weapons.
  • damage values for shotgun slugs fixed.
  • baseball bat is wooden again.
  • new resource/currency - scrap books.
  • rebalanced blades base damage again.
  • hoe and schematic should be scarcer.
  • new book trader - Trader Nancy.
  • new currency exclusive to Trader Nancy - scrap books. Obtained by scrapping books/magazines/schematics.
  • re-added forge smelting.
  • new sounds added for legendary weapons and workstations.
  • changed candles & torches in custom traders to POI variants to reduce heat.
  • increased burn time for wall torches.
  • food smell only affects hostile entities.
  • new craftable grenade launcher, with 3 ammo types.
  • removed some old code.
  • localization tweaks and changes.

 

As always, please post any bugs or issues here.

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It looks like ModLauncherV5 isn't pulling down your latest release.  ModLauncherV5 shows 'fe677' as the latest 28 Alphas version, but the update notes indicate an earlier version.  Can you check to see if ModLauncherV5 is pulling your latest updates? 

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4 minutes ago, DadBod said:

It looks like ModLauncherV5 isn't pulling down your latest release.  ModLauncherV5 shows 'fe677' as the latest 28 Alphas version, but the update notes indicate an earlier version.  Can you check to see if ModLauncherV5 is pulling your latest updates? 

 

I'm using the mod launcher for my testing playthroughs - working fine for me. Latest version is 18048, mod version 3.0.1

Edited by Hells_Janitor
added missing information (see edit history)
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UPDATE V3.0.2

 

  • lowered range of buff from traders, and reduced its effect slightly
  • added a "failsafe" for roaming hordes so they can't spawn while on a quest
  • hopefully lowered hoe schematic chance in loot
  • lowered number of perk books and schematics from trader Nancy
  • added balancing for burnt forest biome spawns
  • added sounds to piano and radio
  • reworked the Dune Buggy for v1.x. Separate meshes for the plow, fuel tank and off-road headlights so they're visible when slotted.
  • Reworked farming challenges to "gather" instead of "harvest" (new save required for this)
  • added new "rotten" zombie variants
  • added new mutant bug to wasteland biome
  • reworked farmer outfit - now gives a flat bonus when harvesting any crop, 1 additional crop per quality level. Only works on "harvest", NOT on "collect"

 

Should be save-game safe (except for challenges), but a new save is HIGHLY recommended.

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UPDATE V3.0.3

 

  • added a "bridging" group for gamestages 25-50. Should remove the "power spike".
  • Returned blades to vanilla values
  • custom difficulty increases now from 10% to 50% zombie health per difficulty level - reduced from 20%/100%

Hopefully this min-patch will balance all zombie spawning around gamestages 25-50.

 

Should be save-game safe from version 3.0.2 - but as always, back-up your saves first 🙂

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8 hours ago, Hells_Janitor said:
  • custom difficulty increases now from 10% to 50% zombie health per difficulty level - reduced from 20%/100%

 

Why?! Zombies are already weak, you weaken them even more. Are people really so weak and can't play this game? How do I get the setting back?
Or did I misunderstand this setting makes the game even more difficult?

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2 hours ago, AnFri44 said:

 

Why?! Zombies are already weak, you weaken them even more. Are people really so weak and can't play this game? How do I get the setting back?
Or did I misunderstand this setting makes the game even more difficult?

 

why? One word - balance.

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4 hours ago, Hells_Janitor said:

why? One word - balance.

 

Because complexity is needed, not vanilla lightness. Such mods are downloaded to complicate the game, and not to play vanilla with lavender. There is no balance in the vanilla game. Even at maximum difficulty, it is very easy!

Is it difficult for you to say how to return the setting to 20%/100%? Why are many so afraid of complexity?

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12 minutes ago, AnFri44 said:

 

Because complexity is needed, not vanilla lightness. Such mods are downloaded to complicate the game, and not to play vanilla with lavender. There is no balance in the vanilla game. Even at maximum difficulty, it is very easy!

Is it difficult for you to say how to return the setting to 20%/100%? Why are many so afraid of complexity?

 

Hells_Janitor already provided the reason the change was made, it is up to him what he wants to do with his mod, not what you want him to do.

 

It's not difficult to make adjustments, but it is also not the responsibility of the mod creator to instruct everyone how to make minor changes they want to the mod.  If you want the changes, then doing a bit of research on your part is the best way to accomplish it.

 

As a hint and a start to your research, I would recommend looking in the zDifficulty Mod folder.

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5 hours ago, AnFri44 said:

 

Because complexity is needed, not vanilla lightness. Such mods are downloaded to complicate the game, and not to play vanilla with lavender. There is no balance in the vanilla game. Even at maximum difficulty, it is very easy!

Is it difficult for you to say how to return the setting to 20%/100%? Why are many so afraid of complexity?

 

4 hours ago, BFT2020 said:

As a hint and a start to your research, I would recommend looking in the zDifficulty Mod folder.

 

If you really want it back - do this ^^. Crank the settings up to your hearts content. As already stated - the mod needs to be as balanced as possible for as many players as possible.

 

I'm not here to cater to individual needs - not everyone finds it as "easy" as you do. So tinker with it yourself, or try another mod 🤷‍♂️

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drinking forget it elixir makes you lose all your action skill that you learnt by doing !

 

i believe it doesn't supposed to do that right? the action skill that we learnt by use should not be affected when drinking the elixir

 

<edit> nevermind, apparently after i do somemore zeds killing, the skill point restored back again, that shocked me for a while ...

Edited by father123 (see edit history)
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28 minutes ago, father123 said:

drinking forget it elixir makes you lose all your action skill that you learnt by doing !

 

i believe it doesn't supposed to do that right? the action skill that we learnt by use should not be affected when drinking the elixir

 

<edit> nevermind, apparently after i do somemore zeds killing, the skill point restored back again, that shocked me for a while ...

 

yeah, it's a bit "quirky", in that it does reset action skills initially, then there's a "fallback" buff which gradually restores them once you start doing stuff again.

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6 minutes ago, father123 said:

image.thumb.png.b8a6db7348d9bdbcbe733f3ca57938cf.png

 

ammo press still not unlocked even though i already reached the workstation skill required for it ?

 

 

hmmm. Didn't experience this in testing - are you on the latest version or the mod?

 

[EDIT] nevermind, found the bug. Progression has it unlocking at workstations 40, but it should be 35. I'll push an update.

Edited by Hells_Janitor (see edit history)
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image.thumb.png.bf81ed1cf8e9807158e868e00610eff8.png

 

thanks for the quick update. another thing i found weird after i pre-sync mod from the 7dtd launcher are :

- the despair meter that shows positive or negative value that are usually at the top right of the status effect windows is gone, visual bug?

- the human buff that we get when near npc trader now cannot stack with the warmth buff ( example if i turn on campfire/oven/forge, the human buff gone, but if i turn off campfire/oven/forge, the human buff appear again). 
in the screenshot above, you can see trader rekt is right in front of me, but i didn't get the human buff, since i turned on my oven. 

and how do i check which mod version i'm currently use? i cannot find the mod version in the title screen. 

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4 hours ago, father123 said:

image.thumb.png.bf81ed1cf8e9807158e868e00610eff8.png

 

thanks for the quick update. another thing i found weird after i pre-sync mod from the 7dtd launcher are :

- the despair meter that shows positive or negative value that are usually at the top right of the status effect windows is gone, visual bug?

- the human buff that we get when near npc trader now cannot stack with the warmth buff ( example if i turn on campfire/oven/forge, the human buff gone, but if i turn off campfire/oven/forge, the human buff appear again). 
in the screenshot above, you can see trader rekt is right in front of me, but i didn't get the human buff, since i turned on my oven. 

and how do i check which mod version i'm currently use? i cannot find the mod version in the title screen. 

 

your first point: Yes, it's been removed as it was confusing to some players. I need to figure out a way to make it a little clearer, or easier to understand.

 

your second point: This is/was, for all intents and purposes, an exploit. It was never intended to have the campfire buff AND the trader buff together. Now you can have one, or the other - but not both.

 

When  it comes to the mod launcher, and the version you're playing, just make sure it says [latest] in the drop-down window:

image.thumb.png.d9a394052b6a6c0d4e004efe189472f2.png

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eh, the despair meter seems pretty straightforward for me. but anyway, glad to know if it's not a bug. 

 

it's an exploit? i thought having a coffee beside a warm campfire along with the traders at night is a pretty chill ambient and kinda make sense though, hahah

guess i need to chug more coffees now.

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