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Hells_Janitor

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Hi, i'm testint this mod for a few days, i really like the way you did some things like getting wood from logs, dew collector replacable filter...it makes game more realistic. There is a glich with torch, if you hold it in hand it glows nice warm white color, but when you place it on ground it glows cold white like a regular bulb, looks really bad. I wonder is it possible to add some slight flickering feature to the torch to change that static light output that looks like you are holding bulb in a hand. I like this mod so far, even its a bit too much extreme. :)

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A big thank you for creating (for free!) the best overhaul mod for my play style (a slow burn). Please disregard those who cannot discern criticism from constructive feedback. It's not "perfect" and that's OK, nothing is. But I get what the concept is and agree that it is more enjoyable to play than vanilla. It's more "realistic" if that's the word you want to use. Crafting SHOULD take longer. A Tier 1 quest took me two days because I missed a key instruction. Consequences like that SHOULD happen. 

 

Two points of feedback if I may:

- I agree the despair system is too fast early on, had to turn off XP loss and accept dying. 

- A way to adjust regular day zombie numbers would be nice. I like slow, high volume zombies like the movies. Just preference. 

 

Again, thank you for all your hard work. 

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10 hours ago, Zippo said:

Hi, i'm testint this mod for a few days, i really like the way you did some things like getting wood from logs, dew collector replacable filter...it makes game more realistic. There is a glich with torch, if you hold it in hand it glows nice warm white color, but when you place it on ground it glows cold white like a regular bulb, looks really bad. I wonder is it possible to add some slight flickering feature to the torch to change that static light output that looks like you are holding bulb in a hand. I like this mod so far, even its a bit too much extreme. :)

 

I'll be honest, I never noticed the difference between the torch in hand and the torch placed. Not sure if there's anything I can do with that, but I'll look into it.

I'm glad you like the mod, and I appreciate the feedback :) 

 

7 hours ago, SmokeyB34R said:

A big thank you for creating (for free!) the best overhaul mod for my play style (a slow burn). Please disregard those who cannot discern criticism from constructive feedback. It's not "perfect" and that's OK, nothing is. But I get what the concept is and agree that it is more enjoyable to play than vanilla. It's more "realistic" if that's the word you want to use. Crafting SHOULD take longer. A Tier 1 quest took me two days because I missed a key instruction. Consequences like that SHOULD happen. 

 

Two points of feedback if I may:

- I agree the despair system is too fast early on, had to turn off XP loss and accept dying. 

- A way to adjust regular day zombie numbers would be nice. I like slow, high volume zombies like the movies. Just preference. 

 

Again, thank you for all your hard work. 

 

Point 1: The Despair system is still in its infancy, so changes and balances can and will be made as the mod evolves.

Point 2: You could try using this mod with another mod - Extra Game Options Extra Game Options at 7 Days to Die Nexus - Mods and community (nexusmods.com)

 

it's by the same mod author who made a few other mods that come bundled with this one and could be what you're looking for.

 

and again - thank you for the feedback, and I'm glad you're enjoying the mod :) 

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10 hours ago, serverlesscultist said:

I had two chili dogs in my pocket and the next thing I knew the building was surrounded with screamers.

 

No regrets.

 

Still tweaking the food smell thing - a few people have said it's a bit too strong.

 

Glad you have no regrets though 😂

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  • 2 weeks later...
On 2/21/2024 at 2:18 AM, Hells_Janitor said:

I'll be honest, I never noticed the difference between the torch in hand and the torch placed. Not sure if there's anything I can do with that, but I'll look into it.

I'm newbie in modding, can't do much exept some very simple tweaks. :D

Lost a lot of time trying to bring that yellow color back on wallTorchLightPlayer block, and the only way i manage to bring it back is by replacing existing block. lol

Now i can even pick torch with 'E' and yellow color is restored, buffWellLit need's to be added now to this block, have no idea how to do it. xD

 

 

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5 hours ago, Zippo said:

I'm newbie in modding, can't do much exept some very simple tweaks. :D

Lost a lot of time trying to bring that yellow color back on wallTorchLightPlayer block, and the only way i manage to bring it back is by replacing existing block. lol

Now i can even pick torch with 'E' and yellow color is restored, buffWellLit need's to be added now to this block, have no idea how to do it. xD

 

 

 

unfortunately, because of the way the game's code works, you can't have the buff on the torch AND be able to pick it up by pressing "E" - AND adding that buff to the torch seems to change its colour (although I personally can't see any difference).

 

The torch can still be "hit", and so collected by the player - but I can't do both.

 

It is what it is, unless I speak to my friend who coded the blocks buff(s) and see if he has the time, inclination, or ability to change it. 🤷‍♂️

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  • 2 weeks later...

I had a little bit of feedback that I meant to post a couple of days/weeks back, however you seem to have fixed them in the comments on previous pages. I have to give credit excellence on your feedback and improvements, great job.

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Update 17/03/24

Version 1.3 - REQUIRES A FRESH SAVE!!

 

Reduced Dukes by 1/3 from quest rewards.
Reworked the Despair Journal tip so it actually unlocks properly.
Added Journal Tip and Tooltip for smell from food. [currently NON-FUNCTIONAL]
Added various shape helpers for internal and external doors.
More blocks can be picked up. Added the skull and piano.
Action Skills!! Weapon and tool efficacy is now increased with action skills. IE, the more you use a tool/weapon, the more effective it becomes.
Perk points NOT governed by action skills remain, but their cost is doubled from 1 to 2.
Perks that govern melee weapon attack speed now additionally reduce stamina use for that weapon.
Loot probability for crafting magazines and books for weapons/tools is now increased by reading more of those tools/weapons magazines. IE, the more you read shotgun magazines, the more likely you find shotgun magazines and Shotgun Messiah books in loot.
Portable light sources (NVG, headlamp, flashlight, etc) require batteries to operate, which will need replacing periodically.
The helmet water filter is now a "housing unit". Requires a player-crafted filter to operate. Limited-use filters will need to be replaced periodically.
New material: Feldspar. Required for concrete mixing, and is only found in the wasteland from surface terrain and surface boulders.
Removed all shape crafting except basic wood frames. Blocks can be upgraded as usual though.
Removed all "Clear +" quests as they don't share properly in multiplayer.

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Posted (edited)
9 hours ago, Zippo said:

Gun/helmet flashlight has a bug, no light output...

 

Do you have a battery in your inventory to power it?

 

"Portable light sources (NVG, headlamp, flashlight, etc) require batteries to operate, which will need replacing periodically."

It's in the update notes, in the post directly above yours ...

 

Edited by Hells_Janitor (see edit history)
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6 hours ago, Hells_Janitor said:

It's in the update notes, in the post directly above yours ...

Yeah, sorry i just rushed with comment, i thought that you need to repair it with battery manually, it works just fine exept WellLit buff doesn't work anymore on gun/helmet flashlights. One more thing i notice, if you dont have battery in your inventory and you accidentally press 'F' or you forget to toggle it off after battery is drained, visibility will stay high even though there is no output light. 

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Posted (edited)
5 hours ago, Zippo said:

Yeah, sorry i just rushed with comment, i thought that you need to repair it with battery manually, it works just fine exept WellLit buff doesn't work anymore on gun/helmet flashlights. One more thing i notice, if you dont have battery in your inventory and you accidentally press 'F' or you forget to toggle it off after battery is drained, visibility will stay high even though there is no output light. 

 

hmmm - it works with the handheld flashlight, but not the helmet light. Yet I swear it DID work before I pushed the update.

 

Thanks for letting me know - I'll look into a fix :) 

 

Edit: It's now fixed, and working as intended.

Edited by Hells_Janitor (see edit history)
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  • 2 weeks later...
10 hours ago, Hells_Janitor said:

I don't think the random walk type causes that - I've seen it happen in vanilla ...

It works good after removing buff, idk...

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  • 2 weeks later...
On 4/8/2024 at 1:25 AM, Zippo said:

It works good after removing buff, idk...

 

🤔 - maybe there is a bug with it ...

 

If so, it's possibly with the core, and if that's the case, I'll need to wait for the core to be updated, as it's not developed or maintained by me.

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  • 2 weeks later...

Hello,

 

It's been a while since I played your mod, but when I did, I found it interesting and a nice new challenge.  Now to my main point, I am wondering if you will revamp this when Alpha 22 (ver. 1.0) comes out in June I believe.  I know you've put a lot of work in Alpha 21, but Alpha 22 from what I've seen has major changes to the mechanics.  I don't know how much work goes into modding, it's not something that I know I could do, but would really enjoy your input on the future of your wonderful mod.  Thanks for all the hard work you put into this interesting and challenging mod.

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On 5/1/2024 at 10:55 AM, Hell-Fire said:

Hello,

 

It's been a while since I played your mod, but when I did, I found it interesting and a nice new challenge.  Now to my main point, I am wondering if you will revamp this when Alpha 22 (ver. 1.0) comes out in June I believe.  I know you've put a lot of work in Alpha 21, but Alpha 22 from what I've seen has major changes to the mechanics.  I don't know how much work goes into modding, it's not something that I know I could do, but would really enjoy your input on the future of your wonderful mod.  Thanks for all the hard work you put into this interesting and challenging mod.

 

I have every intention of updating the mod for 1.0, as soon as I'm able to.

 

I'm glad you enjoy my mod, and hopefully you'll continue to enjoy it well into the future :) 

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Hello, I am really eager to try your mod but I cannot get the game to load past “Loading UI”.

 

I had just reinstalled 7 Days after completely uninstalling and deleting it from my computer, as my boxes/houses kept disappearing. I have no other mods installed, and I even uninstalled and reinstalled everything again today, solely to try loading a new world without the mod (worked fine) and then adding the mod (stuck on “Loading UI” again). I sat there loading UI for 3 hours last night, does it really take that long or am I doing it wrong?

 

I have also adjusted my players from 2 to 1 (I was only myself anyway but I leave the option open usually).

 

I will keep an eye on the post in the hopes you reply, your mod looks really cool, and exactly what I miss about 7 days!

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Hi Hells, quick question:

 

Did you inadvertently (or purposely)  change some of the physics in this game?  I just went into a tier 1 poi (TJ Morales residence - cabin_07).  I tried to grab the dining room chairs out of the way as I usually do when clearing a poi.  They can't be interacted with.  Breaking them is the only way to remove them.  This makes it feel like a much earlier alpha.

 

Just curious if you changed the environment in some ways.

 

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5 hours ago, Fisher said:

Hi Hells, quick question:

 

Did you inadvertently (or purposely)  change some of the physics in this game?  I just went into a tier 1 poi (TJ Morales residence - cabin_07).  I tried to grab the dining room chairs out of the way as I usually do when clearing a poi.  They can't be interacted with.  Breaking them is the only way to remove them.  This makes it feel like a much earlier alpha.

 

Just curious if you changed the environment in some ways.

 

 

Yes, I did. When I first started making the mod, there was an issue with those chairs, that they could be scrapped into a material they weren't supposed to scrap into. As I didn't (at the time) know how to resolve it, I made it so they had to be destroyed in situ, and couldn't be picked up to be scrapped.

 

Never got around to changing it back ...

9 hours ago, Nystari said:

Hello, I am really eager to try your mod but I cannot get the game to load past “Loading UI”.

 

I had just reinstalled 7 Days after completely uninstalling and deleting it from my computer, as my boxes/houses kept disappearing. I have no other mods installed, and I even uninstalled and reinstalled everything again today, solely to try loading a new world without the mod (worked fine) and then adding the mod (stuck on “Loading UI” again). I sat there loading UI for 3 hours last night, does it really take that long or am I doing it wrong?

 

I have also adjusted my players from 2 to 1 (I was only myself anyway but I leave the option open usually).

 

I will keep an eye on the post in the hopes you reply, your mod looks really cool, and exactly what I miss about 7 days!

 

Are you playing with EAC disabled? I don't know if that's the issue, but it's the first thing that springs to mind ...

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