xyth Posted December 23, 2016 Share Posted December 23, 2016 (edited) " I built those and burned them in the campfire and still am only L30 in wood at Level 20, but I'm L58 in Iron in just a few nights." How are you leveling Iron Working? Started as engineer, found wrench, gathered scrap iron, crafted a forge and anvil, then made hunting knives that level skill crazy fast. This way I have several 500+ spear that make quick work of any Z's bothering me. 1. Ok, I get what I missed on leveling wood. Didn't know breaking down planks into sticks leveled wood. I may write a starter guide to help people unlearn things common to other mods. 2. I can't seem to smelt scrapsteel. Or maybe it just takes forever, which ties up a slot and so isn't practical. 3. Ran 2 forges at full blast on the floor of a second story POI all night and it didnt attract Z's. Nice! Will try three next. 4. Scraping file cabinets and shopping carts with a wrench takes forever, unlike desks and everything else in and around houses. Things to consider: There are a few things found in other mods that would make nice additions here. First is specific recipe icons for each specific workbench. Valmod has these and its real helpful figuring out what goes with what. Classes might be better (especially in SP) if it started with a class specific item. What cops wouldn't start the apocalypse with his sidearm? Engineer without a wrench or hammer, doctor without a medical bag etc. Without a better starter weapon in the other classes it makes no sense to start out in SP with anything other than an engineer or maybe a farmer. I want a follower dog to spawn near me on day 1. I miss my dog. Maybe make a special tool that only upgrades wood, and maybe one for stone too, then make the wrench metal only upgrades. Alternatively, let each special tool upgrade the material type at and below it, but make the higher material tools rare in loot and harder to craft. Thanks again for listening to these ideas. Still loving the mod. Edited December 23, 2016 by xyth (see edit history) Link to comment Share on other sites More sharing options...
unlike them Posted December 23, 2016 Share Posted December 23, 2016 What? My endless healing bug 'fixed'? I'm mortal again! Link to comment Share on other sites More sharing options...
Oragepoilu Posted December 23, 2016 Share Posted December 23, 2016 <block id="1561" name="workcementMixer"> <drop event="Destroy" name="cementMixer" count="1" tool_category="Disassemble" /> same problem as the forge, but I'v already told you about it (I think). Link to comment Share on other sites More sharing options...
xyth Posted December 23, 2016 Share Posted December 23, 2016 <block id="1561" name="workcementMixer"> <drop event="Destroy" name="cementMixer" count="1" tool_category="Disassemble" /> same problem as the forge, but I'v already told you about it (I think). I think that is intentional for multi player purposes, as naming it incorrectly prevents the item from appearing in your pack when disassembled. That way it cannot be moved. In single player I edited those lines so i can move them. Link to comment Share on other sites More sharing options...
BloodDeacon Posted December 23, 2016 Share Posted December 23, 2016 (Feel entirely free to ignore these suggestions entirely, Spider. Just had a bit of off-time from work for the holidays, so the mouse wheel up top is spinning a fair bit.) I think the 4-tier material system is absolutely a move in the right direction, and I think a bit of tuning may help with some of the issues addressed in this thread, like spamming low level items for high level iron working xp. Specifically, you could consider a slightly different naming scheme, to permit flexibility in item classification. For example, Wood Working -> Stone Working -> Iron Working --> Steel Working could be Primitive Material Working --> Journeyman Material Working --> Adept Material Working -> Artisan Material Working While slightly less intuitive, this approach would give you significantly more control in distributing items into tiers and gating based on skills. Sample distributions for tools/weapons might include Club, Stone Axe --> Low level primitive Reinforced Club, Stone shovel --> Mid level primitive Spiked club --> High level primitive Hunting knife --> Low level Journeyman Wrench --> Mid level Journeyman Iron Pickaxe, Fireaxe --> Low level Adept Sledge hammer, Field knife --> High level Adept Steel Club --> Low level Artisan Machete --> High level Artisan A sample distribution for construction might be Log Cabin --> Low level primitive Wood Frame --> Mid level primitive Cobblestone --> Low level journeyman Scrap Iron --> High level journeyman Concrete --> Mid level Adept Steel --> Mid level Artisan These categories would even accomodate your armor system quite readily (e.g. Hide/Leather (P) -> Scrap (J) -> Iron (Ad) --> Steel (Ar) should you so choose. *Just an example -- not entirely certain of the best names to use here. Link to comment Share on other sites More sharing options...
Oragepoilu Posted December 23, 2016 Share Posted December 23, 2016 I can't tell. But if anything, you can simply remove the line instead of putting a wrong name, it would make even more sense. I guess it's because it's here from vanilla in first place. It can be really annoying to place a workbench and not being able to move it a bit - it happen often that you either missplaced it, changed your mind in your house, move your living space, or stuff like this. Especially since we are supposed to use 3 tier of construction - likely we change our house at some point ! I can understand for thing like bullet press (as you are supposed to find it outside in the police station and it's very useful early) or metal workstation and blast furnace, but not really for some other (nursery, for instance, armor table or simply the research bench). but we can already move the woodworkbench, and the chemistry station ... so yeah, could be nice to know if it's intended or not for now. Link to comment Share on other sites More sharing options...
Spider Posted December 23, 2016 Author Share Posted December 23, 2016 @BloodDeacon- See you get it. Modding isn't necessarily about doing anything its just making the player think you did lol. Your right renaming them might help some of the confusion. I'll have to think on it. Link to comment Share on other sites More sharing options...
Spider Posted December 23, 2016 Author Share Posted December 23, 2016 (edited) Update 12/23/2016- Decreased base amount of raw meat harvested from chickens Lowered Candle and Trophy scrap amounts Fixed Coffee Bean description Fixed Boiled Meat Sandwich to return Jar and other to not. Fixed All Sandwiches to smell Fixed Steel Arrow Head to scrap Fixed Hoof Icon Fixed Bear Trap not de buffing Fixed Carbon Arrows bonus to Zombie heads Fixed Secure Storage Crates Icon Fixed only Glazed Meats with Honey to return Jars Fixed Trader price on Compound Bow Fixed Engineer Stone Shovel to give Stone Working XP when crafted Fixed Hunting Knifes crafting XP New Perk for Metal Trussing Put Workstation contribution to the Zombie Heat Map back to Vanilla (we were slightly lower) Fixed some recipes that still called for scrap Copper Added new Tool the Hand Dolly Hand Dolly’s can be made on the Metal Working Bench and are used to move any Workstation. To use a Hand Dolly place it in your hand and click on the Workstation you want to move and it will be moved to your backpack. Once you place the Workstation back down you will get the Hand Dolly back to be used again. !!WARNING DO NOT USE ON ANYTHING ELSE OR IT WILL BE LOST!! Changed all workstation to be destroyed when broken Changed Workstations with rare parts in its recipe to drop them when disassembled with a Wrench. ex: Small Engines, Bellows Edited December 24, 2016 by Spider (see edit history) Link to comment Share on other sites More sharing options...
Oragepoilu Posted December 24, 2016 Share Posted December 24, 2016 The dolly sound really cool nice work Link to comment Share on other sites More sharing options...
xyth Posted December 24, 2016 Share Posted December 24, 2016 Sad to see the nice exp on Knives go, as well as my ramps, but oh well... The hoof and venison steak icons are in the folder now but don't show up in game as you left off the custom icon code line in the items.xml file. Thanks for another great update! Link to comment Share on other sites More sharing options...
Spider Posted December 24, 2016 Author Share Posted December 24, 2016 @xyth- it doesn't need that code for the icon to show Link to comment Share on other sites More sharing options...
xyth Posted December 24, 2016 Share Posted December 24, 2016 @xyth- it doesn't need that code for the icon to show My bad, new to modding this game. To be clear then, the icons for tenderloinsteak and hoof do not show up in game. The icon for tenderloin steak is missing, and there is a capitalization mismatch on the hoof. The icon is hoof.png and the item is Hoof. I just assumed the customicon setting was how you made sure mismatches didnt matter. I changed hoof.png to Hoof.png and it appears in game now. Link to comment Share on other sites More sharing options...
Spider Posted December 24, 2016 Author Share Posted December 24, 2016 @xyth- You need to delete your Mod Folder and reinstall, some of those icons have been fixed for a few updates now. Link to comment Share on other sites More sharing options...
unlike them Posted December 24, 2016 Share Posted December 24, 2016 (edited) - Field Knife without an icon. - Overalls are repaired with cloth fragments, but they level leatherworking skill. - Machete is gated by ironworking 10, but requires steel to make. And btw why 2 levels for machete skill (I didn't try it yet)? edit: ok. i'll try to update my mod folder too and report. edit 2: updated mod folder, some icons still missing: - Hoof - Field Knife - Venison steak - Pork belly Edited December 24, 2016 by unlike them (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted December 24, 2016 Share Posted December 24, 2016 @xyth- You need to delete your Mod Folder and reinstall, some of those icons have been fixed for a few updates now. I went to github and pulled down your latest master, and the mismatch still exists. Link to comment Share on other sites More sharing options...
Spider Posted December 24, 2016 Author Share Posted December 24, 2016 No just checked Hoof is spelled right. Make sure you are deleting your Mod file before you install the new one. Link to comment Share on other sites More sharing options...
Oragepoilu Posted December 24, 2016 Share Posted December 24, 2016 http://www.noelshack.com/2016-51-1482595533-7dtd-hoof-hoof.png That's the last files. hoof =/= Hoof. git show exact the same thing. About the bladder, It could be nice to have some different names for the different stages otherwise we don't know how much water is left inside it. pretty sure you could guess somewhat if you have 1/5 water inside it or 4/5. Atm all stage are called "Bladder Flask" but the full one that is called "cigar" because of (I think) mistake. BladderFlaskFull,items,Clothes,KgNone,Cigar,Bladder Flask,Zigarre,,Puro BladderFlask5,items,Clothes,KgNone,Bladder Flask,Cigare,Zigarre,,Puro Link to comment Share on other sites More sharing options...
BloodDeacon Posted December 25, 2016 Share Posted December 25, 2016 Just noticed in the block.xml file that you can obtain an air-filter when disassembling a car, but not a hubcap. Not sure if this is intentional or not. Link to comment Share on other sites More sharing options...
unlike them Posted December 25, 2016 Share Posted December 25, 2016 best place for me to find a hub cap is trash bins Link to comment Share on other sites More sharing options...
Spider Posted December 25, 2016 Author Share Posted December 25, 2016 Merry Christmas everyone. Good news SDX is out. So this build of True Survival is complete. The next update will break all save games so if you want to continue your game do not update anymore. It might take me sometime to figure this stuff out, not much instructions with it so it looks like I have to figure it out by myself. So please be patient and be repaired to be amazed! lol Thanks to Dom and the SDX team for all their hard work *cough* *instruction* *cough* Link to comment Share on other sites More sharing options...
unlike them Posted December 25, 2016 Share Posted December 25, 2016 I wonder if the next update gonna be 'final' or we get a few 'experimental' versions, maybe with cheats enabled to test things? Link to comment Share on other sites More sharing options...
Xamllew Posted December 25, 2016 Share Posted December 25, 2016 Getting hype! Link to comment Share on other sites More sharing options...
unlike them Posted December 26, 2016 Share Posted December 26, 2016 I'm not sure if it's worth to post this feedback now, as Spider is busy with SDX, but I don't want these issues to go into the next build. - All the police stations I've met didn't have bullet press. - People report that burning barrel doesn't craft coal. - Engineering, hunting, and misc.crafting skills are rather slow to level. - Food is no problem again. Too much poop in toilets making fertilizer cheep. And too much meat from animals. Well, we gonna have new farming system with SDX, but we also gonna have fishing, so let's make meat valuable again. - My main problem is with books (tier 2). I scavange for weeks (gun safes and wall safes), find tons of gun parts but almost no books. And I lost any hope to find the specific books I want (fencing, paver bricks, shingles). I'm a builder so I need these. I suggest to greatly increase tier 2 books chances AND add them to traders stock. Price doesn't matter as I'm desperate. - Treasure chests are full of gold, silver and casino tokens. Gold and silver sell well, but the traders don't accept casino tokens. - Air drops (I found only two) are not worth the travel. I don't think they should have OP loot, but at least increase the amount. - Journals give too little experience for tier 2 books. Looks like you can as well craft any other item to get the same experience. I hope you don't hate me for posting issues all the time We want your mod to be perfect. Link to comment Share on other sites More sharing options...
Spider Posted December 26, 2016 Author Share Posted December 26, 2016 No I don't hate your for posting all the bugs I thank you. I don't get as much time to play anymore so without Testers like you that will post good feed back and suggestions I probably wouldn't even be updating it anymore. Good point too, if anyone has any suggestions or bugs now would be the time to post them so I can get as much changed/fixed as possible before we start new games/maps with SDX and don't get to antsy and ruin you current games this might take a while to even get a build working good enough to load up on the server(like a week or 2 or more) *True Survival will be completely finished, Gold Status 6 months after 7D2D leaves beta. So every build until then is experimental Link to comment Share on other sites More sharing options...
BloodDeacon Posted December 26, 2016 Share Posted December 26, 2016 (edited) On the subject of tier 2 and tier 3 books, I would suggest (perhaps in addition to slightly increasing the loot drop for books) adding more perks that have equivalent or partial knowledge unlocked in the books, particularly when they are related to profession quests. For example, crafting a beaker (which is needed for the scientist profession quests) requires a tier 3 industrial glass book which has every glass recipe. Maybe include basic glass pane knowledge as an engineering perk? I get that you can always find a beaker in the wild, but it's heavily RNG-dependent. I've gotten one in the first day off my third or fourth nurse kill, while in other games I've looted clinics and 100s of nurses and gotten none. Edited December 26, 2016 by BloodDeacon (see edit history) Link to comment Share on other sites More sharing options...
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