stallionsden Posted September 19, 2016 Share Posted September 19, 2016 I discovered F2 is now the console command. Strange thing i discovered the house with the forge in it - with the L shaped stone stairs on the outside. Part of this building was under a land claim block - I was playing SP on random gen?!?! Unable to pick up table with lamp on it. Unable to turn on mobile spotlight or pick it up. Getting way too much brass, lead and scrap iron. Also, leveling way to fast been playing for an hour and level 10 already. Been doing no construction just found a town and was raiding it shooting zombies and nothing else really - so thats way to fast - been playing the 14.7 valmod on the EU server for around 10 hours and only level 40. The land claim thing is a vanilla bug not related to vals Link to comment Share on other sites More sharing options...
Erik Louden Posted September 20, 2016 Share Posted September 20, 2016 New patch is up - will the experimental version still work with it? Link to comment Share on other sites More sharing options...
HobGoblyn Posted September 20, 2016 Share Posted September 20, 2016 1) Fixed. 2) Heh, you know vanilla actually has them disappear after 30 seconds. I have it at 60. Though I guess that still might be too short. I'll adjust. . From the release notes of the new patch "Fixed: Dead dog corpses last 300 seconds like all other animals" Link to comment Share on other sites More sharing options...
Valmar Posted September 20, 2016 Author Share Posted September 20, 2016 3. Tried the F2 key.? I discovered F2 is now the console command. Many, many thanks. I didn't realize how much I relied on the console until now. Lol Unable to pick up table with lamp on it. Unable to turn on mobile spotlight or pick it up. Getting way too much brass, lead and scrap iron. Also, leveling way to fast been playing for an hour and level 10 already. Been doing no construction just found a town and was raiding it shooting zombies and nothing else really - so thats way to fast - been playing the 14.7 valmod on the EU server for around 10 hours and only level 40. Table lamp not being able to pickup is actually a vanilla change. The mobile spotlight not being able to pickup is also a vanilla change. If you can't turn it on ensure you're trying to turn on one you placed and not one found in a POI. What are you getting the brass/lead/iron from? More specific the better. Other than faster arrow/gun leveling the leveling in this should be vanilla. Have you played the vanilla experimental build to compare the two speeds? They recently made it so that killing zombies contributes to your player level. That might be the cause. It probably needs to be rebalanced. New patch is up - will the experimental version still work with it? I just updated the experimental so it should work now. From the release notes of the new patch "Fixed: Dead dog corpses last 300 seconds like all other animals" That vanilla change was carried over. Link to comment Share on other sites More sharing options...
synergylinks102 Posted September 20, 2016 Share Posted September 20, 2016 Your Targeting Computer Is Off Valmar, thank you creating Valmod and for the work you do to keep it current. Link to comment Share on other sites More sharing options...
narimbur Posted September 20, 2016 Share Posted September 20, 2016 You can find ores and caves in A15. I just flew around and found a couple. They seem to be more rare now though since I did have to fly around quite a bit. But they are there. Yes there are some rare spots of caves, but if you dig there a bit you will fast see there are much to less ores. Also you can't see them. If a mod would fix this you will get 1000 more players https://7daystodie.com/forums/showthread.php?50472-Potassium-nitrate-Coal-ore-spawns Link to comment Share on other sites More sharing options...
Valmar Posted September 20, 2016 Author Share Posted September 20, 2016 Well in my mod mining stone gives you a small chance of getting coal and potassium. So even as you go searching for it you're bound to get a few pieces. If the problem is that ore is not spawning enough when you go mining your own tunnels that should be an easy-enough thing to adjust in the biomes.xml but I rather wait for the build to get more official feedback and the like before I go messing with their balances. Other than the cars. I had to lower the car rate. There were just too many in the wasteland lol Link to comment Share on other sites More sharing options...
zakhad Posted September 20, 2016 Share Posted September 20, 2016 Well in my mod mining stone gives you a small chance of getting coal and potassium. So even as you go searching for it you're bound to get a few pieces. If the problem is that ore is not spawning enough when you go mining your own tunnels that should be an easy-enough thing to adjust in the biomes.xml but I rather wait for the build to get more official feedback and the like before I go messing with their balances. Other than the cars. I had to lower the car rate. There were just too many in the wasteland lol TBF there are landmines now in the wastelands so there's a chance you'll lose a lot your stuff. Link to comment Share on other sites More sharing options...
narimbur Posted September 20, 2016 Share Posted September 20, 2016 Anyone noticed after the last update this morning you have to go very near to items to open them. Where I can fix this. Anyone knows that? I'm looking through the xml-files, but have no idea where to find it. Link to comment Share on other sites More sharing options...
Nolla Posted September 20, 2016 Share Posted September 20, 2016 Many, many thanks. I didn't realize how much I relied on the console until now. Lol Table lamp not being able to pickup is actually a vanilla change. The mobile spotlight not being able to pickup is also a vanilla change. If you can't turn it on ensure you're trying to turn on one you placed and not one found in a POI. What are you getting the brass/lead/iron from? More specific the better. Other than faster arrow/gun leveling the leveling in this should be vanilla. Have you played the vanilla experimental build to compare the two speeds? They recently made it so that killing zombies contributes to your player level. That might be the cause. It probably needs to be rebalanced. I just updated the experimental so it should work now. That vanilla change was carried over. The Brass / Lead / Iron is from normal scrapping of ammo types into brass. Any scrapping will result in more of the base material. Link to comment Share on other sites More sharing options...
Valmar Posted September 20, 2016 Author Share Posted September 20, 2016 Anyone noticed after the last update this morning you have to go very near to items to open them. Where I can fix this. Anyone knows that? I'm looking through the xml-files, but have no idea where to find it. Not sure you can - at least in XML. I tried modifying the player hand ranges and it didn't seem to matter. The Brass / Lead / Iron is from normal scrapping of ammo types into brass. Any scrapping will result in more of the base material. I'm not sure I understand. Bullets scrap to brass, not lead or iron. Other than shotgun shells, anyway. Scrapping a bullet is also a bit wasteful as you can just dismantle them or convert them over instead. Could you clarify more? Link to comment Share on other sites More sharing options...
Erik Louden Posted September 20, 2016 Share Posted September 20, 2016 Anyone noticed after the last update this morning you have to go very near to items to open them. Where I can fix this. Anyone knows that? I'm looking through the xml-files, but have no idea where to find it. I'm not sure this a bug - the new ranges might be the fix. Link to comment Share on other sites More sharing options...
Valmar Posted September 20, 2016 Author Share Posted September 20, 2016 [Removed] Link to comment Share on other sites More sharing options...
charged3800z24 Posted September 21, 2016 Share Posted September 21, 2016 issues to note crafting 762 rounds? can't figure this out all recipes for ammo seem incorrect for the most part? Most normal bullets require 10mm casings? Hollow pints and incendiary seem fine. That's about it so far that I noticed that. Thanks again for the Mod! Link to comment Share on other sites More sharing options...
Erik Louden Posted September 21, 2016 Share Posted September 21, 2016 Hey Val, Can you post the github link to the experimental version? Since there is no version number it's hard to know if I have most recent version. Also - How do I increase zombie damage? I'm playing on warrior and I like the damage I'm doing but I want to increase zombie damage to insane level (without them turning into bullet sponges). Link to comment Share on other sites More sharing options...
Valmar Posted September 21, 2016 Author Share Posted September 21, 2016 crafting 762 rounds? can't figure this out all recipes for ammo seem incorrect for the most part? Most normal bullets require 10mm casings? Hollow pints and incendiary seem fine. That's about it so far that I noticed that. Thanks again for the Mod! Ah good catch! Sorry about that. Not sure how that happened. Fixed! Hey Val, Can you post the github link to the experimental version? Since there is no version number it's hard to know if I have most recent version. Also - How do I increase zombie damage? I'm playing on warrior and I like the damage I'm doing but I want to increase zombie damage to insane level (without them turning into bullet sponges). Sure. I'll also include it in the OP for now on. Valmod Overhaul A15 Experimental To increase zombie damage you have to modify the zombie hands. They're in items.xml Like so: <item id="76" name="handZombie"> <property name="Extends" value="handMaster" /> <property name="IsDeveloper" value="true" /> <property class="Action0"> <!-- AttackAction --> <property name="DamageEntity" value="10" /> <property name="DamageBlock" value="20" /> <property name="Buff" value="bleeding,infection,stunned" /> <property name="Buff_chance" value="0.04,0.04,0.5" /> </property> </item> Link to comment Share on other sites More sharing options...
narimbur Posted September 21, 2016 Share Posted September 21, 2016 I'm not sure this a bug - the new ranges might be the fix. I don't understand, new ranges, fix? For what? You can set a frame in old range but can't collect, because of the new range. It's a bug. Link to comment Share on other sites More sharing options...
Erik Louden Posted September 21, 2016 Share Posted September 21, 2016 Well I'm just guessing here but before you could interact with things across the room and now it is a more realistic range, it's not 100% perfect but I like it better than the old way. Link to comment Share on other sites More sharing options...
Erik Louden Posted September 21, 2016 Share Posted September 21, 2016 To increase zombie damage you have to modify the zombie hands. They're in items.xml Like so: <item id="76" name="handZombie"> <property name="Extends" value="handMaster" /> <property name="IsDeveloper" value="true" /> <property class="Action0"> <!-- AttackAction --> <property name="DamageEntity" value="10" /> <property name="DamageBlock" value="20" /> <property name="Buff" value="bleeding,infection,stunned" /> <property name="Buff_chance" value="0.04,0.04,0.5" /> </property> </item> Hmm, so how does the game alter damage when you change difficulty? Is there a modifier or something? I'd rather copy some of the Insane settings and paste them over the Warrior ones Link to comment Share on other sites More sharing options...
Valmar Posted September 21, 2016 Author Share Posted September 21, 2016 Hmm, so how does the game alter damage when you change difficulty? Is there a modifier or something? I'd rather copy some of the Insane settings and paste them over the Warrior ones I'm not sure. It isn't in the XML files. That's probably something you'd need SDX to mess with to find out. I do know (at least I think I do) the basic idea behind the difficulty, though. What it basically does is reduce the percentage of damage the player deals while increasing the percentage of damage the zombies do. I'm not sure what percentages are actually used for each difficulty, though. Link to comment Share on other sites More sharing options...
Erik Louden Posted September 21, 2016 Share Posted September 21, 2016 <property name="DamageEntity" value="10" /> I wonder what the damage increase is for each point over the base of 10. So if it set it to 20 is that double the damage or is it something more? Link to comment Share on other sites More sharing options...
Valmar Posted September 22, 2016 Author Share Posted September 22, 2016 That is how many hit points of damage the attack does against entities. So each time they hit you you lose 10 points of health. If you increase it to 20 then yes, they'll do double damage. 20 points of damage each time you get hit. Link to comment Share on other sites More sharing options...
Killermoench Posted September 22, 2016 Share Posted September 22, 2016 on default is 100% recieving and dealing damage on lowest is 200% dealing and 50% recieving damage on highest is 25%? dealing and 200%? recieving damage this is what i can remember. general you can say is the difficulty lower then normal player deal more damage and recieve reduced damage, is it higher then it is the other way. the value decrease by 25% stepping and increase by 50% stepping, highest is 200%? and 25% the lowest. Link to comment Share on other sites More sharing options...
vaustein Posted September 22, 2016 Share Posted September 22, 2016 Is there an A15 experimental branch of Valmod Expansion in addition to Valmod Overhaul? Link to comment Share on other sites More sharing options...
Erik Louden Posted September 22, 2016 Share Posted September 22, 2016 Few issues: - Should the steel fire axe be moved to the workbench? - There doesn't seem to be an upgrade path from iron spikes to steel spikes Link to comment Share on other sites More sharing options...
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