Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 He..he..he.. yeah I just did a new terrain gen and currently testing it. I found that hubs and module placement have a loose correlation. Kept finding a lot of the hubs were trying to generate near the water area (which has a bit rough landscape) and not out in open areas as much. So with some adjusting of the modules I get them forming more on open areas now. Edit: I only chuckle because I know what you're going through and feel your touch of frustration Lol yeah I fix one thing then another thing gets messed up I will keep going though till I can finally say its a final release once and for all lol. Link to comment Share on other sites More sharing options...
xLink Posted August 4, 2017 Share Posted August 4, 2017 I honestly dont know about the directory for servers or if you need to replace it on the server one but for sure the clients do need it. Look inside the server 7DaysToDieServer_Data directory see if there is a Managed folder and see if there is an Assembly-Csharp in there if it is then replace it on the server directory too. so seems i got it running properly now, my only complaint atm is the world gen feels bumpy af xD whilst i expect hills, this is kinda ridiculous, is there anyway i can tone it down / smooth it out a lot? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 so seems i got it running properly now, my only complaint atm is the world gen feels bumpy af xD whilst i expect hills, this is kinda ridiculous, is there anyway i can tone it down / smooth it out a lot? There is you would have to do what I am doing now and reloading world after world after world tweaking terrain gen code, everyone is going to have different tastes but the the only issue I am having with the terrain is the maintaining the mountains and rolling hills while also maintaining full city spawns. EDIT: Besides its not all bumpy only in certain areas. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Update (8/3/17) +Rwgmixer -Final and last tweaks made to terrain gen code Here is proof that full cities can spawn, sure its only one seed but I am done Fing with it! Reload a new world, don't reload a new world I don't care but this is the last time I am changing terrain gen! Link to comment Share on other sites More sharing options...
wolverine576 Posted August 4, 2017 Share Posted August 4, 2017 Update (8/3/17) +Rwgmixer -Final and last tweaks made to terrain gen code Here is proof that full cities can spawn, sure its only one seed but I am done Fing with it! Reload a new world, don't reload a new world I don't care but this is the last time I am changing terrain gen! Thats a big ass city! lol Nice work Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Thats a big ass city! lol Nice work Thanks Link to comment Share on other sites More sharing options...
Starfly Posted August 4, 2017 Share Posted August 4, 2017 Hey, a litte feedback, a bug(?) and some questions again: Feedback Well, we played a few hours now and died a lot more than i would admit =) Getting used to the random generator. The world was a bit too bumpy for my taste, but on the second seed (which used the new downloaded rwgmixer, which was updated just some hours after we started) it was a lot better or we just started in a flatter place. Looks great now, the Minibike makes finally sense. The Workbench was a pain in the a to get, as we just couldnt find the glue -.- Hard to get enough food early on, as scavenging houses is quite difficult in the beginning and berries seem to be rare compared to nav map. Nonetheless, the difficulty is ok I guess. Maybe the aggro range or the 360° view is a bit too much to get ever stuff done. Wouldn't be a problem if I could hear a Zed earlier, but the game sounds are strange - only ~half of the zeds who approach me make enough noise to be heard. It's hard to get stuff done when you have to look around every 2 secs xD Especially since your mod makes wounds much more serious ;o) Bug I noticed i have a lot of quests when i started this mod for testing purposes first. But when I joined my friends game (who has the same gamefolder) I dont get any quests. Is this intended or did I miss something? Questions I cheated a 600 iron axe and gathered around 11k wood with it (~35 rl-minutes) for testing. In this time, I didn't get any xp, the harvest skill raised to around 90% of the first level. Meanwhile i crafted around maybe 50 clubs. The first time I got xp was once the craftskill raised. Do I assume right that only skillincreases and kills provide xp? Is the xp needed to level a skill and to level up myself static or does it get harder the higher the level? I'm worried the leveling might be far too slow for us. I dont have a problem with crafting amounts of stuff for the trashcan. But, for example, how many hours do I have to (perkless) craft clubs to get from 1 to 100? Mabye you can make an estimation as you probably know the numbers :-) Or how much wood or trees or veins do i have to harvest for maxxing the harvest skill? And the last questions: Can I speed the crafting progress up by crafting stuff in my inventory and an opened workbench simultaniously? Does Wellness affect the xp gain in any way? Thanks for your time. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Hey, a litte feedback and a bug(?): Feedback Well, we played a few hours now and died a lot more than i would admit =) Getting used to the random generator. The world was a bit too bumpy for my taste, but on the second seed (which used the new downloaded rwgmixer, which was updated just some hours after we started) it was a lot better or we just started in a flatter place. The Workbench was a pain in the a to get, as we just couldnt find the glue -.- Hard to get enough food early on, as scavenging houses is quite difficult in the beginning and berries seem to be rare compared to nav map. Bug I noticed i have a lot of quests when i started this mod for testing purposes first. But when I joined my friends game (who has the same gamefolder) I dont get any quests. Is this intended or did I miss something? Yes the mod is difficult I may reduce the required amount of glue for the workbench from 10 to 5 as I have had a lot of people saying it is hard to get going. But the difficulty in getting the workbench going is intended. But you can disassemble cars for duct tape and you can craft duct tape into glue. You can upgrade ovens in prefabs into working ovens with forged iron once you get the forge going and if you get lucky and get a beaker you can start making glue at the working ovens. Food is intentionally hard to find and it makes surviving in a survival game actually relevant. This is why I do not like the Nav map because food is a non issue and makes survival nearly pointless from that aspect. As for the quests you will get tons of quests that pop up in the very beginning because I have made it so that all quests that you can possibly complete from the start can be completed in any order. As for joining friends game and not receiving the starting quests I am unsure about how that can even be fixed by me since I do not know exactly how that works. I know it may be difficult but I hope you enjoy the mod once you get the hang of it and get progressing, and just like in vanilla once you get leveled up and get good quality gear you will feel the rewards. Also make sure to read the note that is given to you at the beginning of the game it will activate a very important quest chain that leads to a final quest that will reward you with a recipe unlock that allows you to craft a repeatable quest at the Research Table, that repeatable quest will grant you skill points each time you complete it, and since it is a craftable item it is of course optional once you have reached full skills. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Update (8/3/17) This is a fairly major update, major as in it will affect some things in a fairly impactful way, I have made some things easier to unlock and some things harder but most importantly I have made things have more importance. I have reworked some perks which may cause issues with some save games depending how far along you are and how much you have unlocked and with the growing population of users of my mod I decided to get this out of the way sooner than later since it was going to happen regardless. +Items -Changed Machine Pistol to now affect action skill group Pistols +Progression -Consolidated all Melee and Ranged Weapon Crafting unlocks -Consolidated all individual Tool Crafting Stage unlocks -Consolidated all individual Armor Crafting stage unlocks -Consolidated all Individual weapon crafting stage unlocks -Added Blade Weapon Crafting, it has 4 stages: -Stage 1 unlocks the iron tipped spear and requires Weapons Smithing lvl 10 and Blade Weapons lvl 10 -Stage 2 unlocks the hunting knife and requires Weapons Crafting lvl 30 and Blade Weapons lvl 30 -Stage 3 unlocks the steel tipped spear and requires Smithing Crafting lvl 50 and Blade Weapons lvl 50 -Stage 4 unlocks the machete and requires Weapons Smithing lvl 70 and Blade Weapons lvl 70 -Added Blunt Weapon Crafting, it has 4 stages: -Stage 1 unlocks the iron club and requires Weapons Smithing lvl 10 and Blunt Weapons lvl 10 -Stage 2 unlocks the barbed club and requires Weapons Smithing lvl 30 and Blunt Weapons lvl 30 -Stage 3 unlocks the sledgehammer and requires Weapons Smithing lvl 50 and Blunt Weapons lvl 50 -Stage 4 unlocks the spiked club and requires Weapons Smithing lvl 70 and Blunt Weapons lvl 70 -Added Bow Crafting, it has 2 stages: -Stage 1 unlocks the compound bow and requires Weapons Smithing lvl 10 and Archery lvl 10 -Stage 2 unlocks the crossbow and requires Weapons Smithing lvl 30 and Archery lvl 30 -Added Pistol Crafting, it has 3 stages: -Stage 1 unlocks the 9mm Pistol, 9mm Bullet, Bullet Casing, Bullet Tip and requires Gun Smithing lvl 10 -Stage 2 unlocks the Machine Pistol and requires Gun Smithing lvl 30 and Pistols lvl 30 -Stage 3 unlocks the Magnum and requires Gun Smithing lvl 50 and Pistols lvl 50 -Added Shotgun Crafting, it has 2 stages: -Stage 1 unlocks the Sawedoff, Buckshot, Shotgun Shell, Shotgun Slug and requires Gun Smithing lvl 30 and Shotguns lvl 10 -Stage 2 unlocks the Pump Shotgun and requires Gun Smithing lvl 50 and Shotguns lvl 30 -Added Rifle Crafting, it has 3 stages: -Stage 1 unlocks the Hunting Rifle, 762mm Bullet and requires Gun Smithing lvl 30 -Stage 2 unlocks the AK 47, 762mm Bullet and requires Gun Smithing lvl 50 and Rifles lvl 10 -Stage 3 unlocks the Sniper Rifle, 762mm Bullet and requires Gun Smithing lvl 70 and Rifles lvl 30 -Added Construction Tool Crafting, it has 3 stages: -Stage 1 unlocks the Claw Hammer and Wrench and requires Tool Smithing lvl 10 and Construction Tools lvl 10 -Stage 2 unlocks the Nailgun and requires Tool Smithing lvl 30 and Construction Tools lvl 30 -Stage 3 unlocks the Calipers and Tool & Die Set and requires Tool Smithing lvl 50 and Construction Tools lvl 50 -Added Mining Tool Crafting, it has 3 stages: -Stage 1 unlocks the Iron Fire Axe, Iron Pickaxe, Iron Shovel, Iron Hoe, Scythe and requires Tool Smithing lvl 20 -Stage 2 unlocks the Steel Fire Axe, Steel Pickaxe, Steel Shovel and requires Tool Smithing lvl 40 and Mining Tools lvl 40 -Stage 3 unlocks the Chainsaw, Auger, Chainsaw Parts Chainsaw Blade, Auger Parts, and Auger Blade and requires Tool Smithing lvl 80 and Mining Tools lvl 80 -Added Leather Armor Crafting, it has 2 stages: -Stage 1 unlocks the Leather boots, Pants, jacket, Hood, Gloves, and Duster and requires Leatherworking lvl 20 -Stage 2 unlocks the NVG, Military Boots, Leg Armor, Vest , Helm, and Gloves and requires Leatherworking lvl 50 -Added Armor Smithing, it has 2 stages: -Stage 1 unlocks the Scrap boots, Leg Armor, Chest Armor, Helm, and Gloves and requires Armor Smithing lvl 20 -Stage 2 unlocks the Iron boots, Leg Armor, Chest Armor, Helm, and Gloves and requires Armor Smithing lvl 50 -Added Explosives Crafting, it has 5 stages: -Stage 1 unlocks Gunpowder and requires Science lvl 10 -Stage 2 unlocks Candy Tin Mine and Scrap Iron Plate Mine and requires Science lvl 20 -Stage 3 unlocks Pipe Bomb and Hub Cap Mine and requires Science lvl 30 -Stage 4 unlocks Exploding Crossbow Bolt and Air Filter Mine and requires Science lvl 40 -Stage 5 unlocks Dynamite and TNT and requires Science lvl 50 Some notes from what was changed include: -Now you have no choice but to craft the Blunderbuss and use it in order to level up shotgun skill to unlock better shotguns -Now you have no choice but to craft the blunderbuss to raise gun smithing to lvl 10 before unlocking pistols or spend skill points into gun smithing -Now you have no choice but to use the Hunting Rifle to level up rifles skill in order to unlock better rifles -Now you have no choice but to use your stone shovel to level up mining skill before you can start crafting better mining tools same as you would with stone axe for construction tools -Now you have no choice but to unlock each weapon in progressive order without skipping one for another I did make some things unlock with lower level requirements such as the machete for eg used to require blade skill lvl 90 now only requires blade skill lvl 70 Next update will be adding in the ability to craft weapon parts using molds at the forge, this will be necessary due to these progression changes! This next update will take place tomorrow! Link to comment Share on other sites More sharing options...
Starfly Posted August 4, 2017 Share Posted August 4, 2017 Oops. I edited my post without reloading that tab before. So i didnt see your answer before writing more stuff. Maybe you find some time to answer to the edited text too :-) Thank you Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Oops. I edited my post without reloading that tab before. So i didnt see your answer before writing more stuff. Maybe you find some time to answer to the edited text too :-) Thank you Your quality level will rise slowly but your skill will increase, for eg it will take about 10 minutes to gain 1 level in any given skill, 1 level in a skill will not improve your quality much. To get good quality stuff early on you must find it in loot. This is another main focus, you can grind to get levels up that is one factor but it is at a point to where going out to find loot is just as important if not more. To make sure you are gaining experience watch your experience bar for that particular skill as long as it is going up the progression speed is the way it should be, it is very slow yes. It takes about 5-6 stone axes for eg to gain one quality level on it. The amount of experience you get from using tools like axes is based off of number of swings and hits not amount of resources so you will gain more levels faster using a low quality item hitting things more times. If you are not gaining any experience at all try to reinstall the mod after verifying integrity of game cache. And yes you can gain skill faster by crafting in your inventory and in a work bench at the same time it will level up faster. Link to comment Share on other sites More sharing options...
Starfly Posted August 4, 2017 Share Posted August 4, 2017 (...)The amount of experience you get from using tools like axes is based off of number of swings and hits not amount of resources so you will gain more levels faster using a low quality item hitting things more times.(...) So I should get (character)XP for hitting a tree and not only harvest skill XP? Or am I just interpreting too much? =) (...)If you are not gaining any experience at all try to reinstall the mod after verifying integrity of game cache.(...) Talking about installing your mod. First I install your master mod, then your rwg/prefab addon and lastly the one UI of your UIs I want to use, right? With installing I mean copying the folders to the place they belong, overwriting. Should I install the normal or the EXP main mod version? And when can I decide between 32/64 bit, as mentioned in the first post? =) Sorry if that might be stupid or already answered questions. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 So I should get (character)XP for hitting a tree and not only harvest skill XP? Or am I just interpreting too much? =) Talking about installing your mod. First I install your master mod, then your rwg/prefab addon and lastly the one UI of your UIs I want to use, right? With installing I mean copying the folders to the place they belong, overwriting. Should I install the normal or the EXP main mod version? And when can I decide between 32/64 bit, as mentioned in the first post? =) Sorry if that might be stupid or already answered questions. No you do not get player experience directly, you only get player experience when you gain a level in a skill or kill zombies those are the only two things that raise player level. And yes your installing the mod fine in that order. Just make sure you set your launcher settings first before installing the mod. And if you are playing the A 16.2 Exp game version use that corresponding mod version. Set the launcher to 64 bit and EAC Off then save the launcher settings / Launch the game. Then close the game then install the mod as you have described. Link to comment Share on other sites More sharing options...
Gorys211034 Posted August 4, 2017 Share Posted August 4, 2017 Any plans to adding new zombies like indected animals or boss zombies (UMA) And i think this hordes shoud have dogs and later bears volturn ect. Im using luncher version of mod and animal gores still have loot. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Any plans to adding new zombies like indected animals or boss zombies (UMA) And i think this hordes shoud have dogs and later bears volturn ect. Im using luncher version of mod and animal gores still have loot. Just tested and animal gore should not be lootable or openable or impracticable with E at all, might have to start updating manually and not using the launcher idk I will have to talk with shpereii. And no I plan to keep al UMA zombies out of this mod I want to maximize performance and maximize numbers of zombies on screen, and adding custom zombies are not something I care to focus on at this time. And as for hordes having bears and vultures that is already a thing and they will happen at some point. It is in vanilla and I have not changed how hordes spawn just increased the amount of zombies that spawn in early game hordes Link to comment Share on other sites More sharing options...
sphereii Posted August 4, 2017 Share Posted August 4, 2017 Any plans to adding new zombies like indected animals or boss zombies (UMA) And i think this hordes shoud have dogs and later bears volturn ect. Im using luncher version of mod and animal gores still have loot. Which Clockwork Project were you using in the Mod Launcher? Also, was this a fresh animal gore that you were able to loot, or one that was already dead before the update? Link to comment Share on other sites More sharing options...
Starfly Posted August 4, 2017 Share Posted August 4, 2017 Hi again and thanks for the answers. I'm about to start a fresh game now with the latest mod version. In your last changelog you wrote you will be adding molds for weapon, as they would be necessary. Can I start a game now and patch the mod later with the upcoming and mentioned changes without braking my saves? =) Or long story short: Can I start now or should i wait for you update? =) Another Question: Does Robin Hood and Legolas also affect Crossbows? Link to comment Share on other sites More sharing options...
wolverine576 Posted August 4, 2017 Share Posted August 4, 2017 Nice update! Dont think it will effect my saved game Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Hi again and thanks for the answers. I'm about to start a fresh game now with the latest mod version. In your last changelog you wrote you will be adding molds for weapon, as they would be necessary. Can I start a game now and patch the mod later with the upcoming and mentioned changes without braking my saves? =) Or long story short: Can I start now or should i wait for you update? =) Another Question: Does Robin Hood and Legolas also affect Crossbows? Yes you can update and play now the next update will not affect saves unless they are fairly far along. And yes Robin hood and Legolas affect all bows including crossbows. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Nice update! Dont think it will effect my saved game Thanks, good to hear! Next update will be out soon! Link to comment Share on other sites More sharing options...
wolverine576 Posted August 4, 2017 Share Posted August 4, 2017 Are shotguns really powerful at early player lvl? Ive never fired a shotgun in this world, found one, and can blast zombies 1 shot kills. Seem highly powerful compared to bow and arrows, when it takes 10 arrows to the face to kill a zombie Iron arrows take ammunition table to craft? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Are shotguns really powerful at early player lvl? Ive never fired a shotgun in this world, found one, and can blast zombies 1 shot kills. Seem highly powerful compared to bow and arrows, when it takes 10 arrows to the face to kill a zombie Iron arrows take ammunition table to craft? Yeah I have not balanced shotgun damage in game only through calculation and they are difficult to calculate for since they get their damage multiplied by rays cast I will test all the shotguns and blunderbuss damages here soon after the next update. The damage you see might also be from the buff shotgun wound as well so i will look into that. And yes you have to craft the iron and steel arrows at the ammunition table. I may include the ability to craft them from the backpack idk yet. Need to think about it. Link to comment Share on other sites More sharing options...
wolverine576 Posted August 4, 2017 Share Posted August 4, 2017 Yeah I have not balanced shotgun damage in game only through calculation and they are difficult to calculate for since they get their damage multiplied by rays cast I will test all the shotguns and blunderbuss damages here soon after the next update. The damage you see might also be from the buff shotgun wound as well so i will look into that. And yes you have to craft the iron and steel arrows at the ammunition table. I may include the ability to craft them from the backpack idk yet. Need to think about it. Iron and steel arrows would prob be best at workbench, or smithing, since in real life they wouldnt be complicated to assemble? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Iron and steel arrows would prob be best at workbench, or smithing, since in real life they wouldnt be complicated to assemble? The ammunition table is no more complex than any other workstation, but I have added them to be able to be crafted at both the ammunition table and from your backpack. However you now must first unlock Iron working for the iron arrow and steel smithing for the steel arrow which has been the case for the steel arrow. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 4, 2017 Author Share Posted August 4, 2017 Update (8/4/17) This is another major content update and this should be the last major update in which save games may be affected I have added the ability to craft all weapon parts including the nailgun parts and compound bow parts and I have changed the chainsaw and auger parts to now require molds at the forge! I have updated progression to unlock the various weapon / tool parts with their respective perks! I have also made it so that no parts look the same all parts are now easily distinguishable from one another, I even flipped the Compound Bow Body so that it is more distinguishable from the Compound bow itself. I have added Icons for Auger and Chainsaw Parts and they too are flipped so they are distinguishable from each other. +Mods/ACPIcons/ItemIcons -Changed the look of the Ak 47 barrel -Changed the look of the Ak 47 barrel Mold -Changed the look of Auger Parts -Changed the look of Compound Bow Body -Added several new icons and these icons are as follows -Added Auger Blade Mold -Added Auger Parts Mold -Added Chainsaw Blade Mold -Added Chainsaw Parts Mold -Added Compound Bow Body Mold -Added Compound Bow Grip Mold -Added Compound Bow Parts Mold -Added Nailgun Battery Mold -Added Nailgun Frame Mold -Added Nailgun Parts Mold -Added Nailgun Receiver Mold -All other molds were already present in the Item Icons folder +Items -Removed custom icons from all weapon / tool parts so they now use their new distinguishable icons -Slightly adjusted weight values of various Compound Bow and Nailgun Parts -Changed Compound Bow String material is now made out of Military Fiber -Added All Weapon and Tool Part Molds (This cause me to change several Item ID's to push their numbers down, some of your items in your inventory may change due to this) +Recipes -Added Iron Arrow can now be crafted from your backpack as well as the ammunition table -Added Steel Arrow can now be crafted from your backpack as well as the ammunition table -Changed Military Fiber now only costs 1 cloth 1 leather and now 1 glue -Added Compound Bow String Crafted at the tailoring table with Military fibers -Changed Auger Blade now requires an Auger Blade Mold to craft -Changed Auger Parts now requires an Auger Parts Mold to craft -Changed Chainsaw Blade now requires a Chainsaw Blade Mold to craft -Changed Chainsaw Parts now requires a Chainsaw Parts Mold to craft -Added Recipes to craft all weapon / tool part molds (From Players Backpack) -Added Recipes to craft all weapon / tool Parts at the forge using their respective molds as tools +Progression -Changed Bow Crafting lvl 1 now unlocks the recipes to craft the compound bow parts along with the ability to assemble the compound bow -Changed Pistol Crafting all levels, each level will now unlock the recipes to craft there respective weapon parts at the forge along with the ability to assemble those weapons -Changed Shotgun Crating all levels , each level will now unlock the recipes to craft there respective weapon parts at the forge along with the ability to assemble those weapons -Changed Rifle Crating all levels , each level will now unlock the recipes to craft there respective weapon parts at the forge along with the ability to assemble those weapons -Changed RPG Crafting will now unlock the ability to craft the rocket launcher parts along with the ability assemble the rocket launcher -Changed Construction Tool Crafting lvl 2 will now unlock the ability to craft all nailgun parts at the forge along with the ability to assemble the nailgun -Added Paint Tool is now unlocked with Construction Tool Crafting lvl 1 -Added Iron Arrow is now unlocked with Iron Working +Loot -Added Nailgun parts and compound bow parts to rare automotive loot -Added Nailgun parts and compound bow parts to rare tools loot -Removed Small Engine from rare tools loot -Removed Forged Iron, Forged Steel, and Paint tool from tools loot (Dont want them taking up valuable loot chance due to slow progression and my modified loot quality template looting is a big factor in this mod just as much as the grind) +Localization -Changed SMG is now called a Machine Pistol -Added localization for all my newly added weapon / tool molds Link to comment Share on other sites More sharing options...
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