StompyNZ Posted May 26, 2016 Share Posted May 26, 2016 it rather does matter, since this is the age of the internet, and 90% of the people out there cant use google, or read, im stating, that I AM RECEIVING noob questions on the simple thing of adding the mods. as the "readme" file is not in what has always been a common practice since my early days of computer usage, the root directory it doesnt matter anyway, as i wont be able to run the overhaul pack or plan on it in the near future without more testing, installing the progressions file now seems to cause issues on unmodded servers using vanilla files, which is something i cant have since i do need to scrap brass on 4 other vanilla base . servers. the mod, great, the compatibility, flawed. and NO, i have no desire to read 150+ pages of comments about people wanting behives of katana. please, refrain from "holding it wrong" comments. the world is full of people that are afraid to "empty" their computer recycle bin. and yes, im using a foul tone, i login to an inbox full of pissed players because i recommended the file patching, before the files were pushed to the server. just glad i found this issue in time. the files were 30 min from getting uploaded. now im having to tell everyone how to fix something i recommended and broke playability on other servers. If people can't do something as simple as extract a zip to a location then I doubt a read me file anywhere in the zip is going to help them Also that progression file problem is a flaw in the game itself and the only other option is to not mod progression for mp servers Link to comment Share on other sites More sharing options...
vudugan Posted May 26, 2016 Share Posted May 26, 2016 @Valmar, could you also include regular gunpowder crafting to Armory? Can someone tell me where to find the Decor Artisan Station, Thx. Link to comment Share on other sites More sharing options...
Valmar Posted May 26, 2016 Author Share Posted May 26, 2016 @Valmar, could you also include regular gunpowder crafting to Armory? Can someone tell me where to find the Decor Artisan Station, Thx. Sure. The Decor Artisan Station you should be able to craft from the crafting menu if you're on overhaul 2.71 Link to comment Share on other sites More sharing options...
vudugan Posted May 26, 2016 Share Posted May 26, 2016 Thx, I'll let the admin know Link to comment Share on other sites More sharing options...
Valmar Posted May 26, 2016 Author Share Posted May 26, 2016 Mod Update Version 2.8 is released. Notable changes - You should now be able to purchase guns and ammo from the merchant delivery box without needing to know the recipe. The Decor Steel wall no longer uses spraypaint in the ingredient and starts off with a normal steel wall texture. The brewery and the oil refiner are no longer used (they still exist however to preserve old game saves). The oil refiner has been replaced with a "Chemistry Station" which is where all these recipes are no crafted. I did this because, mainly, I wasn't terribly happy at having two workstations that had so few recipes in them and felt it would save space to do it all together. The chemistry station is locked behind the Chemistry book. In the overhaul I have removed the beaker from the campfire entirely and placed it and its recipes in the chemistry station. You can craft a water filter now that can be used in the chemistry station to filter your water. You can craft a paper rack that you can use in the workbench to craft paper. Plants can be harvested with the E key again like in vanilla. However you can still punch them. If you harvest them with the E key they will not replant themselves so its still good to harvest the old fashion Valmod way. Stone Axe now counts as a construction tool instead of an axe. Added more upgrade paths for the round corner blocks. A new "trussing spike" that can't be upgraded but can be shoot through. A new scythe weapon. Rewrote the medical splint buff so now it should instantly cure sprained leg and reduce the time to heal a broken leg considerably. With the help of Sorrowsthief1 I have reworked the GUI. Mainly my toolbelt. It should no longer hide the slot number behind the boxes when you scroll. I've also added "offline" versions of the files in the XUi folder that should work for those who have the game in the default install path but dont have an internet connection. Some of the horde behavior has been slightly changed. My feral ravagers should no longer spawn in "normal" conditions and should now only show up during night hordes or roaming hordes past a certain day. This is to make the game a tad more forgiving early on. Burnt spiders, crawlers and a boss has been added. They can appear as part of a new spawn group I like to call the Fire March. They can appear as a roaming night horde on day 26. They can also come as a Horde night spawn on day 63. The gorilla boss now has a higher probability of showing up on the day 56 Horde. Changelog: v2.8 ***[Mods Folder Icons]*** --- Added --- [REMOVED DUE TO CHARACTER LIMIT] ***[items.xml]*** --- Added --- ID 1846 - bagChips ID 1847 - bagChipsHot ID 1848 - candyBar ID 1849 - ramenNoodles ID 1850 - bowlRamenNoodles ID 1904 - handZombieBurningTank ID 1905 - vomitZombieProjectileFire ID 1986 - scythe ID 1987 - fiberPulp ID 2507 - paperRack ID 2508 - clayBucket ID 2509 - waterFilter ID 2630 - challengeLockpick ID 2631 - challengeKickz ID 2940 - 2966 (Merchant Items) (Expansion) ID 2029 - skillbookUnarmed ID 2030 skillbookBarter --- Modified --- weedCleaver - increased durability and added Farm category skillbookAthletics - increased skills to gain skillbookBuilding - increased skills to gain (Expansion) handPlayer - changed ActionSkillGroup to Unarmed (Overhaul) stoneAxe - changed actionskillgroup to construction tools (Overhaul) skillbookUnarmed - Increased skills to gain pickaxeIron - Increased headshot damage pickaxeSteel - Increased headshot damage Admin Machete - set a false SupportHarvesting flag beaker - added to Bartering crafting skill Wheat - increased stack size Cabbage - increased stack size Leek - increased stack size Hops - increased stack size flour - increased stack size foodYuccaFruit - increased stack size Lockpick - increased stack size (Overhaul) tazasStoneaxe - added actionskillgroup Axes medicalSplint - added Debuff for sprainedLeg recipebookTraps - added trussingSpike combatAxe - changed CraftingSkillGroup to Weapon Smithing (Overhaul) recipebookMasonry - added adobeWhiteBlock Modded Quest section - added custom icon tints recipebookLokiWeapons - removed recipes to gain recipebookChemistry - removed lokiShell recipebookLoki - rewrote to be a quest combatAxe - chagned to Axes ActioNSkillGroup recipebookPottery - added clayBucket to recipes to learn schematicOilRefiner - removed recipes to learn recipebookChemistry - added workstationChemistry ***[blocks.xml]*** --- Modified --- Round Corners upgrade/downgrade paths 1780-1789 Deadgrass grass blocks now can give more yuccaFiber if using a Farm tool oilRefiner replaced with workstationChemistry All plant blocks have been modified to allow vanilla-style harvest --- Added --- ID 422 - trussingSpike ID 541 - decorSteel ID 1788 - rConcreteCNRRound ID 1789 - steelCNRRound ***[recipes.xml]*** --- Added --- (Expansion) crossbowRepeater bowlRamenNoodles paperRack fiberPulp paper scythe trussingSpike (Overhaul) adobeWhiteBlock (can be made outside of the cementMixer) (Overhaul) gunpowder recipe added to Armory --- Replaced --- Replaced decorSteelWood recipe with decorSteel --- Modified --- Merchant section of recipes have been adjusted. (Overhaul) cementMixer - uses scrapIron instead of forged iron lokiBow - changed ingredients workstationChemistry replaces all oilRefiner metions workstationChemistry now used for beaker and brewery recipes fuelLog now gated behind workstationChemistry ***[loot.xml]*** --- Added -- Lootgroup ValmodQuests - all Valmod specific quests will go here Lootgroup loosePaper Lootgroup questChallenge - added ValmodQuest group Lootgroup ValmodQuests - challengeKickz Lootgroup ValmodQuests - challengeLockpick --- Modified --- Lootgroup questChallenge - removed Valmod-specific quests Loogroup commonBooks - replaced paper with loosePaper group Lootgroup junk - increased paper count Lootcontainer ID 8 (cupboards) - added soap Lootcontainer ID 14 (mailbox) - increased paper count Lootcontainer ID 43 (lockers) - replaced paper with loosePaper Lootcontainer ID 44 (file cabinet) - replaced paper with loosePaper Lootcontainer ID 48 (purse) - increased paper count Lootcontainer ID 55 (cash register) - decreased container count Lootcontainer ID 55 (cash register) - increased paper count Lootgroup cupboard - increased challengeCookbook prob Lootgroup melee - added scythe Lootgroup rareBooks - removed recipebookLokiWeapons Lootgroup MinerClass - switched pickaxeSteel for Iron (Overhaul) Lootgroup MinerClass - added chisel and cement mixer (Overhaul) Lootgroup BuilderClass - added handsaw and workbench commonBooks - removed schematicOilRefiner MinerSchematics - replced schematicOilRefiner with recipebookPottery ***[buffs.xml]*** --- Modified --- medicalsplit - rewrote ***[windows.xml]*** --- Added --- windowToolsChemistry --- Modified --- Huge shoutout to Sorrowsthief1 for his huge help in fixing these issues for me. (Overhaul) windowToolsWorkbench - increased cols count and added paperRack to tools (Expansion) windowToolsWorkbench - setup to use paperRack windowToolbeltNumbersHUD - Rewrote windowBackpack - Added background sprite (Overhaul)windowToolsCampfire - removed beaker ***[xui.xml]*** --- Added --- workstation_workstationChemistry --- Modified --- (Expansion) workstation_workbench - added windowToolsWorkbench ***[styles.xml]*** --- Modified --- itemStack - changed background_color ***[progression.xml]*** --- Added --- (Expansion) Unarmed skill --- Modified --- Steel Armor - added to the clothing group for easier sorting (Expansion) lootcontainer ID 6 (night stands) removed tanningRack (Overhaul)Axes skill - added EntityDamage scaling Bartering - increased max minimum quality Knife Guy - added scythe recipe unlock The Decapitator - combatAxe moved to level 2 ***[quests.xml]*** --- Added --- challenge_lockpick challenge_lockpick2 challenge_Kickz challenge_Kickz2 challenge_Kickz3 challenge_Loki challenge_Loki2 challenge_Loki3 challenge_Loki4 New Merchant Quests added for sake of purchasing items from the Merchant Delivery Box --- Modified --- Veteran class quest now rewards more bullets. Survivor Class quest now rewards more bolts and fletching skill Bruiser Class can now finish with clubs or combat axe, added blunt weapons reward. challenge_cookbook now instantly teaches stew challenge_animaltrap - adjusted info challenge_cookbook5 - removed lokiStew challenge_miner questline - adjusted ***[entitygroups.xml]*** --- Added --- ZombiesWastelandNight3 ZombiesBurning ZombiesAll2 ZombiesNight2 --- Modified --- ZombiesAll - removed Feral Ravager ZombiesNight - removed Feral Ravager ZombiesWastelandNight - removed Feral Ravager ZombiesBurntForest - Removed Feral Ravager ZombiesBurntForest - Added Burnt Spider ZombiesBurntForest - Added Burnt Crawler ZombiesBurntForest - Removed zombieSteveCrawler ***[entityclasses.xml]*** --- Added --- Burnt Spider Burning Boss Burnt Crawler --- Modified --- (Overhaul) Scorched Rusher - Added CorpseBlock (Expansion) Scorched Rusher - Added LootListOnDeath Scorched Rusher - removed duplicate hand ***[biomes.xml]*** --- Modified --- caveFloor - removed oilRefiner ***[spawning.xml]*** --- Modified --- RoamingHordeSpawnDay - Days 16+ now spawn ZombiesAll2 RoamingHordeSpawnNight - Days 16+ now spawn ZombiesNight2 NightHorde - Day 14 now spawns ZombiesNight2 NightHorde - Added Day 56 and 63 RoamingHordeSpawnNight - Added Days 22-28 ***[localization]*** --- Added --- [REMOVED DUE TO CHARACTER LIMIT] --- Modified --- [REMOVED DUE TO CHARACTER LIMIT] ***[localization - quests]*** --- Added --- requirementGroupBruiser --- Modified --- decorSteelDesc Link to comment Share on other sites More sharing options...
Dagzambie Posted May 26, 2016 Share Posted May 26, 2016 Looks like some fun changes! Thanks for keeping the brewery in the game- I used to own a brew pub and still homebrew, so I have a brewery room in my bunker with several brewery's in it. I did change the block to one of the large pipes to make it look more like a beer brewing set up than a winery. (I've also changed the chunky meat stew to require corn and potato, otherwise my farm would be practically useless) Ramen noodles? Just need some teriyaki for a ramen/teriyaki/meat/assorted veg recipe I could live off that! Thanks for the update! I'll check it out tonight. Link to comment Share on other sites More sharing options...
Valmar Posted May 26, 2016 Author Share Posted May 26, 2016 Well if I had removed the block it would had broken saves. DOn't thank me too much as it doesn't actually have any recipes attached to it anymore. Link to comment Share on other sites More sharing options...
Dagzambie Posted May 26, 2016 Share Posted May 26, 2016 Well if I had removed the block it would had broken saves. DOn't thank me too much as it doesn't actually have any recipes attached to it anymore. Ok, guess I have a little more XML editing to do, no biggie. Link to comment Share on other sites More sharing options...
StompyNZ Posted May 26, 2016 Share Posted May 26, 2016 In your next update could you consider adding recipes for the white/green/blue/red/orange metal blocks They can create some really cool looking prefabs so would be handy to build in a regular game Link to comment Share on other sites More sharing options...
Valmar Posted May 26, 2016 Author Share Posted May 26, 2016 Sure thing, Stompy Link to comment Share on other sites More sharing options...
Requiemfang Posted May 26, 2016 Share Posted May 26, 2016 hmmm I seemed to have messed something up in my configs... or something got messed up when I updated the mod with new files and used winmerge to migrate changes I had on the previous version. The in game temperature is stuck at 70-71 degrees and doesn't change no matter what biome I go into. Link to comment Share on other sites More sharing options...
Valmar Posted May 27, 2016 Author Share Posted May 27, 2016 Try turning off weather survival then turning it back on to see if that jump starts it. In the console enter weathersurvival off then weathersurvival on. Link to comment Share on other sites More sharing options...
Requiemfang Posted May 27, 2016 Share Posted May 27, 2016 Try turning off weather survival then turning it back on to see if that jump starts it. In the console enter weathersurvival off then weathersurvival on. seems to have solved it but the temp on the UI just below the compass is stuck at 70 degrees edit: nvm it resolved itself ^_^ Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 28, 2016 Share Posted May 28, 2016 it rather does matter, since this is the age of the internet, and 90% of the people out there cant use google, or read, im stating, that I AM RECEIVING noob questions on the simple thing of adding the mods. as the "readme" file is not in what has always been a common practice since my early days of computer usage, the root directory it doesnt matter anyway, as i wont be able to run the overhaul pack or plan on it in the near future without more testing, installing the progressions file now seems to cause issues on unmodded servers using vanilla files, which is something i cant have since i do need to scrap brass on 4 other vanilla base . servers. the mod, great, the compatibility, flawed. and NO, i have no desire to read 150+ pages of comments about people wanting behives of katana. please, refrain from "holding it wrong" comments. the world is full of people that are afraid to "empty" their computer recycle bin. and yes, im using a foul tone, i login to an inbox full of pissed players because i recommended the file patching, before the files were pushed to the server. just glad i found this issue in time. the files were 30 min from getting uploaded. now im having to tell everyone how to fix something i recommended and broke playability on other servers. When i ran his MOD it ran flawless for me if people cant figure out how to Unzip A file then they shouldn't even be dabbling in this stuff at all...you can walk your potatoes all you want but you don't have to deal with them its not the Car that causes the accident..its the driver Link to comment Share on other sites More sharing options...
hellzd4nt3 Posted May 28, 2016 Share Posted May 28, 2016 Hey Valmod, Enjoying your mod btw! Im on Day 35. Anyways, I have a few questions. 1. I believe I', using Version 2.5 and is it gonna be a problem if I download the new 2.6 and just replace the files on my folder? Or I have to restart a new game? 2. For the Incendiary bullets for 7.62mm rounds (only one I have tried so far). 511 (Purple) Rifle Reg 7.62 mm = 85.03 dmg (13.13 Block Dmg) Incendiary 7.62 mm = 0.00 dmg (6.75 Block Dmg) Hollow Point 7.62 mm = 11.75 dmg (6.75 Block Dmg) Is this just a visual or a dmg bug? 3. It seems the draw bridge had not been fixed? Or has it been fixed on 2.6? Thx Link to comment Share on other sites More sharing options...
Requiemfang Posted May 29, 2016 Share Posted May 29, 2016 Hey Valmod, Enjoying your mod btw! Im on Day 35. Anyways, I have a few questions. 1. I believe I', using Version 2.5 and is it gonna be a problem if I download the new 2.6 and just replace the files on my folder? Or I have to restart a new game? 2. For the Incendiary bullets for 7.62mm rounds (only one I have tried so far). 511 (Purple) Rifle Reg 7.62 mm = 85.03 dmg (13.13 Block Dmg) Incendiary 7.62 mm = 0.00 dmg (6.75 Block Dmg) Hollow Point 7.62 mm = 11.75 dmg (6.75 Block Dmg) Is this just a visual or a dmg bug? 3. It seems the draw bridge had not been fixed? Or has it been fixed on 2.6? Thx erm... the mod is on version 2.8 now... lol you're behind three versions. Link to comment Share on other sites More sharing options...
Valmar Posted May 29, 2016 Author Share Posted May 29, 2016 Hey Valmod, Enjoying your mod btw! Im on Day 35. Anyways, I have a few questions. 1. I believe I', using Version 2.5 and is it gonna be a problem if I download the new 2.6 and just replace the files on my folder? Or I have to restart a new game? 2. For the Incendiary bullets for 7.62mm rounds (only one I have tried so far). 511 (Purple) Rifle Reg 7.62 mm = 85.03 dmg (13.13 Block Dmg) Incendiary 7.62 mm = 0.00 dmg (6.75 Block Dmg) Hollow Point 7.62 mm = 11.75 dmg (6.75 Block Dmg) Is this just a visual or a dmg bug? 3. It seems the draw bridge had not been fixed? Or has it been fixed on 2.6? Thx Hello Hellz. You can update the mod without worry of breaking previous saves. Though like Requiem mentioned the mod is on 2.8 now. There is an item in creative mode call Valmod Version that will actually tell you what version you are on. In regards to the ammo its only a visual thing where it isn't properly calculating the damage. It will still deal more damage. As for the drawbridge I'm assuming you're referring to not being able to toggle them on or off with the remote because it keeps saying "cannot make repairs" or something. Thats been fixed for a while now. Link to comment Share on other sites More sharing options...
P3rf3ctVZer0 Posted May 29, 2016 Share Posted May 29, 2016 Hey Valmar any way you could add a none zombie spawn block that has to be placed within the keystone block radius? Also maybe configurable? Also if you don't want to add it to your modpack pm me and call it "Anti-Zombie-Keystone-Addon" Function - Prevents Zombie Spawn in a 5 by 5 area from block. Link to comment Share on other sites More sharing options...
Valmar Posted May 29, 2016 Author Share Posted May 29, 2016 I dont know of anyway to achieve that with xml. The bedroll is supposed to make that radius but I think it only works for one of them (so laying a bunch wouldnt help). Zombies are supposed to only spawn on terrain blocks now so you could replace the ground of the area with blocks that that should stop them from spawning on top of it. Link to comment Share on other sites More sharing options...
hellzd4nt3 Posted May 29, 2016 Share Posted May 29, 2016 Hello Hellz. You can update the mod without worry of breaking previous saves. Though like Requiem mentioned the mod is on 2.8 now. There is an item in creative mode call Valmod Version that will actually tell you what version you are on. In regards to the ammo its only a visual thing where it isn't properly calculating the damage. It will still deal more damage. As for the drawbridge I'm assuming you're referring to not being able to toggle them on or off with the remote because it keeps saying "cannot make repairs" or something. Thats been fixed for a while now. Awesome thanks man! Also, where would the calculations be for the bullets? I wanna see if i can do something about it? It might be on the server side so I can't even touch it? Link to comment Share on other sites More sharing options...
Valmar Posted May 29, 2016 Author Share Posted May 29, 2016 Its really an engine issue, far as I know, not something we can control. For what its worth: General rule: HP adds additional damage to the gun (that doesn't show in the stats viewed in-game) and a chance for a stun effect. INC rounds do the base damage of normal round but also set the enemy on fire for damage over time. 9mmBulletHP: +10 44MagBulletHP: +10-12 10mmBulletHP: +10 762mmBulletHP: +10-12 Link to comment Share on other sites More sharing options...
Nolla Posted May 29, 2016 Share Posted May 29, 2016 Valmar - got some other things for you to consider. Spending 30 points to unlock the iron forging, but then not to be able to make any iron item is a bit of a blow. On Steel you you gain the ability to do that. The ability to grow mushrooms? Biscuits and Jam - use blueberry jam instead of blueberries. Link to comment Share on other sites More sharing options...
Zipcore Posted May 29, 2016 Share Posted May 29, 2016 How about a defusekit and make mines non-pickable? EDIT: Btw here is my PvP Server using your mod: 62.117.31.233:26900 I had to make a lot of changes to it for PvP balancing. Link to comment Share on other sites More sharing options...
Valmar Posted May 29, 2016 Author Share Posted May 29, 2016 Valmar - got some other things for you to consider. Spending 30 points to unlock the iron forging, but then not to be able to make any iron item is a bit of a blow. On Steel you you gain the ability to do that. The ability to grow mushrooms? Biscuits and Jam - use blueberry jam instead of blueberries. Unlocking the Steel level of the Metal Smithing doesn't actually unlock anything besides forgedSteel and steel arrow heads. When you read the fireaxe schematic you unlock both the iron and steel fireaxe recipes. Unless I misunderstand what you're saying. Why do you want to grow mushrooms? If it used blueberry jam then you'd lose a jar in the recipe. How about a defusekit and make mines non-pickable? Sounds good. I'll make a note of it. Funny enough back in A13 I had it so you couldn't pick up mines. That change didnt make it into to A14, an oversight I never really thought of I guess. Im not sure a defuse kit would work. Depends on whether or not the "upgrade" action triggers the explosion or not. I'll make a note to check it out. Link to comment Share on other sites More sharing options...
Migamix Posted May 29, 2016 Share Posted May 29, 2016 When i ran his MOD it ran flawless for me if people cant figure out how to Unzip A file then they shouldn't even be dabbling in this stuff at all...you can walk your potatoes all you want but you don't have to deal with them its not the Car that causes the accident..its the driver and this is why im for Internet driving certifications, without it you get loads of people showing pictures of their food, and grandma saying how great trump is in business. maybe i was miffed earlier because the pack is great, but broke things for vanilla servers, the progression did not roll back, it made everything locked on unmodded servers i own or manage. sorry about being super pissy last week. im trying to make too many people happy, and was forgetting myself. PS... reviewing new version, thanks for the idiot switch instructions in root, now i can just say RTFT to people that play. Link to comment Share on other sites More sharing options...
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