wolverine576 Posted July 29, 2017 Share Posted July 29, 2017 Iron Fireaxe drop almost 100% in cardboard boxes Link to comment Share on other sites More sharing options...
Zemekis Posted July 29, 2017 Share Posted July 29, 2017 I don't think the Archery progression is working. I've shot about 400 arrows and my Archery skill still is 1 with the progress bar at the very beginning. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 I don't think the Archery progression is working. I've shot about 400 arrows and my Archery skill still is 1 with the progress bar at the very beginning. I have never had that issue, I just checked right now and tested and archery is working fine. Might have to reinstall idk. Link to comment Share on other sites More sharing options...
wolverine576 Posted July 29, 2017 Share Posted July 29, 2017 I don't think the Archery progression is working. I've shot about 400 arrows and my Archery skill still is 1 with the progress bar at the very beginning. uninstall client and launcher 7d2d, re-install client, then launcher game Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Biomes -Reduced spawn chance of bird nests in half in the snow biome -Reduced spawn chance of tree stumps in the snow biome +Items -Reduced Machete damage bonus to head to 2 from 3 -Fixed bonus damage to head for arrows and nailgun +Loot -Reduced loot chance of Fire axe in cardboard boxes +Entitygroups -Reduced spawn chance of friendly animals in the snow biome Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Biomes -Reduced spawn chance of bird nests in plains biome Link to comment Share on other sites More sharing options...
wolverine576 Posted July 29, 2017 Share Posted July 29, 2017 Stumps seem too plentiful in forest too Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Stumps seem too plentiful in forest too Ok yeah i want to get the biome stuff out of the way ASAP I dont like having to restart a new world to start play testing again lol Thanks! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Biomes -Reduced spawn chance of tree stumps in pine forest -Reduced spawn chance of forest flower in forest biome -Reduced spawn chance of rock resource is pine forest +Entitgroups -Added zombieFemaleFat, zombieOldTimer, zombieFarmer, and zombieBiker to now spawn in the snow biome (Was sick of seeing only one zombie type in the snow biome) Link to comment Share on other sites More sharing options...
wolverine576 Posted July 29, 2017 Share Posted July 29, 2017 Ive also noticed with the small boulders that you get an equal amount of iron, lead, nitrate. 6 each per 3 stages. I think it was. Coal too? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Ive also noticed with the small boulders that you get an equal amount of iron, lead, nitrate. 6 each per 3 stages. I think it was. Coal too? Yeah I made it so you always get the same amount of each from them, so far I have no real use for them so i have been throwing them out. wont be able to really tell if its too much or not until they become of some need. But since I have reduced the spawn chance of them across the board maybe its ok as is. Link to comment Share on other sites More sharing options...
wolverine576 Posted July 29, 2017 Share Posted July 29, 2017 I shot a wolf in the head 3 times, still didnt die, it killed me. My thought on animals: 3 arrows to the head of any non zombie type should be more than enough to kill it. Zombie dog, i can understand it being hard to kill, its a zombie, but a wolf i dont feel should take 3 arrows to the head, and still be coming at me. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 I shot a wolf in the head 3 times, still didnt die, it killed me. My thought on animals: 3 arrows to the head of any non zombie type should be more than enough to kill it. Zombie dog, i can understand it being hard to kill, its a zombie, but a wolf i dont feel should take 3 arrows to the head, and still be coming at me. Yeah I had to cheese kill a wolf once already cause he was stuck, I dont want to go nerfing things to much and wolves would defiantly take more to bring down than a dog, especially a rotting one that is reanimated but I will do some testing. It might require me to rebalance some weapon damage too with bows since all my calculations are just that, they are calculations and not real time play tested. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Entityclasses -Reduced wolf Hp to 160 from 200 -Reduced Dire wolf HP to 300 from 600 -Reduced Dire wolf experience gained from killing to 300 from 600 These may still be subject to change in the future. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Entityclasses -Changed Dire wolf now moves as fast as the dog to compensate for its HP loss (regular wolf remains the same as slightly slower) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 29, 2017 Author Share Posted July 29, 2017 Update (7/29/17) +Entityclasses -Increased hostile animal sight range to 40 -Increased hostile animal view angle to 270 degrees they should be able to spot you easier but they should also still have a blind spot -Reverted changes to wolf movement speed (They can still outrun you and increasing the speed seems to have adverse effects) Interesting discovery though is that I can not properly test my changes to dire wolf due to the fact that when you spawn them in with dev mode they do not behave the same as regular spawned animals, they will disappear if they move to far away, they will lock onto your position looking at you not doing anything and if you go back and forth you can see their body follow you yet they still seem unaware of your existence, this makes testing things very difficult. Link to comment Share on other sites More sharing options...
wolverine576 Posted July 30, 2017 Share Posted July 30, 2017 Glue/duct tape Ive only been able to come up with 5 glue, 2 was from crafting glue from duct tape, having difficulty finding glue for the workbench Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 30, 2017 Author Share Posted July 30, 2017 Glue/duct tape Ive only been able to come up with 5 glue, 2 was from crafting glue from duct tape, having difficulty finding glue for the workbench Disassemble cars for duct tape, loot dumpsters and trash I seem to get a lot duct tape from that. Zombie swill drop glue and duct tape as well so get out and get killing. EDIT: Also once you find a beaker you can upgrade an oven in a prefab with forged iron into a working oven then use bones with a beaker to make glue. You should be able to get a forge up and running easier than a workbench. Or use a forge that is in one of those abandoned houses is also an option. Link to comment Share on other sites More sharing options...
wolverine576 Posted July 30, 2017 Share Posted July 30, 2017 I have had a forge for awhile, ive had no luck looting, killing zombies. No beaker either. I cant use a forge to craft glue? I have found a few junk wrenches, but they get broken before i can even harvest 1 car Link to comment Share on other sites More sharing options...
wolverine576 Posted July 30, 2017 Share Posted July 30, 2017 Well interesting, didnt know i could upgrade ovens to working ones, didnt realize you could add beaker to one! Nice Link to comment Share on other sites More sharing options...
navybofus Posted July 30, 2017 Share Posted July 30, 2017 I can tell a lot of work went into this and I appreciate the effort. With that being said, your world gen isn't great. I get that it's nice to have vistas that the vanilla world gen lacks, but damn. If you want mountains, make mountains, not bubbles stacked on bubbles. Perhaps you could transition the mounds (bubbles) into slopes and make more of the world flatter to reflect the millions of years of erosion the Earth has experienced. The terrain is just too much imo. I'm going to disable your world gen and play with the rest of the mod as everything else seems legit! Thanks for the mod! EDIT: One last thing, perhaps, since this is an overhaul, a wiki should be setup for your new game rules. Some are drastically different that vanilla and can be a bit confusing in the transition. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 30, 2017 Author Share Posted July 30, 2017 Well interesting, didnt know i could upgrade ovens to working ones, didnt realize you could add beaker to one! Nice Yeah and I also forgot to mention that you can disassemble broken workbenches and get glue that way too. - - - Updated - - - I can tell a lot of work went into this and I appreciate the effort. With that being said, your world gen isn't great. I get that it's nice to have vistas that the vanilla world gen lacks, but damn. If you want mountains, make mountains, not bubbles stacked on bubbles. Perhaps you could transition the mounds (bubbles) into slopes and make more of the world flatter to reflect the millions of years of erosion the Earth has experienced. The terrain is just too much imo. I'm going to disable your world gen and play with the rest of the mod as everything else seems legit! Thanks for the mod! EDIT: One last thing, perhaps, since this is an overhaul, a wiki should be setup for your new game rules. Some are drastically different that vanilla and can be a bit confusing in the transition. I personally absolutely love the way the mountains and land are currently so I doubt I will be tweaking that, and a wiki would be great but for now my full mod details are going to have to do, thanks for the feedback its always appreciated hope you enjoy the mod! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 30, 2017 Author Share Posted July 30, 2017 Update (7/29/17) +Blocks -Fixed all harvest events for all blocks where they were giving more resources than they were wanted to give, (wanted roughly half resources returned on harvesting a block with some exceptions, most were already like that now they all are) +Recipes -Fixed ingredients for crafting stone block +Loot -Put all brass items into the same loot group -Fixed added missing hops seeds in seeds loot group -Removed tree seeds, goldenrod, wheat and cotton from seeds loot group (they are easily found in the world so no need for them to take up valuable loot chance for other crops that are not) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 30, 2017 Author Share Posted July 30, 2017 I have had a forge for awhile, ive had no luck looting, killing zombies. No beaker either. I cant use a forge to craft glue? I have found a few junk wrenches, but they get broken before i can even harvest 1 car No you cant use a forge to craft glue I mentioned the forge for the forged iron for upgrading the ovens is all. Link to comment Share on other sites More sharing options...
Tregal Posted July 30, 2017 Share Posted July 30, 2017 when you make all these updates. am i getting the stable or experimental files to update me. Link to comment Share on other sites More sharing options...
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