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[WIP] True Survival SDX


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I messed up with the first file upload and will fix it on the next one give me a few min I just got home. Resetting the map tonight also. I finished the profession quest so it needs testing.

 

 

 

ok map is reset. I finished redoing the profession quest and starting kits. Updated the launcher build with the profession quest text so if you see something spelled wrong or you can think of something wittier let me know.

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@BenjyRomig-

Fisherman can make a Simple Pole its only a fishing line a hook and bamboo.

 

The problem with this is that "Only fishing line, hook and bamboo" still requires level 10 (for the forge), an anvil (for the hook) and 20 sinew (jeesus, this is super hard and you aren't gonna get there with your starting knife). Maybe start them a couple fishing lines and hooks (they can make the rods themselves)? They would still need to find bamboo, and they wouldn't know the rafts yet, but the ability to find food without hunting would be amazing, even though they sort of suck at reaping the benefits (since they don't have a hunting weapon yet). This would incentivize the fisherman to make a stone knife (since I think you mentioned it was fixed) and would be a big advantage to simply buying the fishing perk (since they are actually able to do the fishing early); however, 3 fishing lines and 3 hooks doesn't last long at all for your ♥♥♥♥ty rod so it won't be a crazy advantage, but will at least make the fisherman worth starting with.

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Speaking of weak Professions. Fitness Trainer I think could use some love. Maybe a recipe or a starting item? Any ideas?

 

I think fitness instructor is pretty good - the bonus movement speed, stamina bonuses, and access to wellness juice and red bull are stronger than people think, IMO; however, if you wanted to give one other bonus, if they could somehow ignore the limp issue when their HP is low, I think it would become a real contender for choosing, especially in single player.

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@budzilla-

Can you be more specific? What Icon has this problem? I have never noticed it. You can do what you want to your files but everytime i update the Mod files it will delete your work. Its works better if you find something that needs fixing that I put it in the download. But by all means if you know how and feel like it, have at it. You would just need to either email me the icons or post a download somewhere so I could get them to add them to the download.

 

@BenjyRomig-

I gave the Fitness Instructor a Sports Bats to start with. I think that is good enough for that profession.

 

Fisherman - Ok I'll toss in a 1 Hook and 1 Fishingline to the fisherman starter kit. I increased the Simple Fishing Pole recipe to need a few Fiber Ropes and 2 Duct Tape. Sound Good? (FYI Fishingline and Hooks drop in loot too)

 

Testing Note- If anyone is testing fishing please let me know if you get any errors. I might need to edit Morts Fishing code. Starvation has some kind of talking head that has a chance to drop in fishing loot and I didnt bring that over but I'm not sure what will happen if the computer picks the Head as your catch when fishing. So just let me know if you get any errors when fishing thanks.

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@BenjyRomig-

I gave the Fitness Instructor a Sports Bats to start with. I think that is good enough for that profession.

 

Fisherman - Ok I'll toss in a 1 Hook and 1 Fishingline to the fisherman starter kit. I increased the Simple Fishing Pole recipe to need a few Fiber Ropes and 2 Duct Tape. Sound Good? (FYI Fishingline and Hooks drop in loot too)

 

 

 

I think the Fitness instructor is totally good - the only profession I am "concerned" about is the fisherman and I appreciate your willingness to discuss. The hook and line will really help a lot and I'll do my best to get some testing in; unfortunately, work the next few days is ridiculous, but I should be able to get a few hours in.

 

My only other thought would be two fold, essentially regarding sinew. I remember in the pre-sdx version of the mod trying to get enough sinew for a bow string, even after getting a field knife, was still a huge pain in the ass, and the fishing line needs a ton more than that required. Is the drop rate on sinew higher now, especially considering the newly updated bone knife being a hunting tool? It seems like it might not be so bad, but 20 sinew for a fishing rod that breaks easily. I was getting about 2 fish on average per rod, using lures and the first simple rods, these fish gave about 3 pieces of meat each using the knife I started with, which won't be too terrible of a return as long as the rod can be repaired I think, so you can keep using your terrible rod until you get the sinew to make a new one, I think that is just fine, as long as repair is possible and not too expensive (repairing with bamboo or rope, or even something like glue).

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@Zotex-

Those are place holders that the game is supposed to switch out for different loot containers when it creates the map. Like that block might turn into a old backpack or a trash pile something like that. Why its there and not doing what it is supposed to I have no idea. I think it came over with the GNA terrain Code but for the life of me i cant figure out why its not spawning the loot containers like it does in all the other biomes correctly/ Its only in that City Edge Biome that it happens. I do know about it and am working on it but haven't been able to fix it yet.

 

@dinusocol-

This is another bug I am aware of but for the life of me cant figure out what is causing it. This used to happen in vanilla. I don't play it anymore, does anyone know if its still a bug in vanilla or is it just my mod?

 

@BenjyRomig-

I'm always willing to have a rational conversation about mod features. You dont think I thought up all these cool features by myself do you. This is the 7 Days to Day Hardcore Community combined effort to make a truly fun and challenging game. I would safely say at lest half of the current features were ideas from the players that I just work to bring to life. Back to the Fisherman. It sounds like we are balancing from the wrong angle. Repairing the fishing pole sounds like the messed up part. Bad modding on my part I haven't actually tested fishing at all beyond making sure it would cast in the water. I will test poles out after work and make sure they are functioning how they should be. You should not have to repair your fishing pole that much even at the start. On another note we need to find some way to differentiate the Simple from the Nice fishing pole. Maybe the durability? Or maybe I could add an instant fishing buff on the nice one, like a alt use for the other mouse button when holding it. Or maybe an attack on alt use button. I dont know just some quick thoughts.

 

Quick idea-

We have a Frying Pan that can be used as a weapon now. Maybe the chef should get that instead of a knife?

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@Zotex-

Those are place holders that the game is supposed to switch out for different loot containers when it creates the map. Like that block might turn into a old backpack or a trash pile something like that. Why its there and not doing what it is supposed to I have no idea. I think it came over with the GNA terrain Code but for the life of me i cant figure out why its not spawning the loot containers like it does in all the other biomes correctly/ Its only in that City Edge Biome that it happens. I do know about it and am working on it but haven't been able to fix it yet.

 

I found this in gnamod thread, maybe it helps :)https://7daystodie.com/forums/showthread.php?55377-GNAMOD-World-Improved-of-RWG-world-Improved-loot-balance-Improved-spawns&p=555288&viewfull=1#post555288

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@budzilla-

Can you be more specific? What Icon has this problem? I have never noticed it. You can do what you want to your files but everytime i update the Mod files it will delete your work. Its works better if you find something that needs fixing that I put it in the download. But by all means if you know how and feel like it, have at it. You would just need to either email me the icons or post a download somewhere so I could get them to add them to the download.[/Quote]

 

Many of the new items have it. Several of the new food items, ammunition etc.

 

I'm at work currently but I'll get some screenshots tonight to show you what I mean. It's not a major concern obviously just something that could use a little touch up.

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@Zotex-

Quick idea-

We have a Frying Pan that can be used as a weapon now. Maybe the chef should get that instead of a knife?

 

I really do like this idea. It would allow the chef to start from day 1 being able to do what his namesake implies, without forcing them to immediately fall into the same routine as always: hunting for skins to make bellows, making a forge, searching desperately for iron to make an anvil, and finally making the goods required for basic survival like cooking pots and frying pans.

 

This would also work well for classes like the engineer and carpenter. Maybe start the engineer with a wrench, and the carpenter with a hammer. Both should be usable as weapons as well as tools. This would drastically change the starting balance for these two classes, and that is a GOOD thing, as that is the entire point of character classes, from a game design standpoint. They change balance, allowing the character to do things that no other character can, or at least earlier. If the carpenter and engineer cannot do things no other class can, at day one, then what is the point? Yes, they already have recipes that others don't, and that is good, but without their signature items they would be required to start the same-old grind in the same-old way, and would not really play any different despite the recipes they have.

 

I've been testing out the game in single player mode (to have more ability to edit files and test changes). One thing in this mod which upsets me, more than anything, is the initial lack of any ability to create doors or hatches. Until one comes across a wrench, or follows that standard progression stated above, every structure that they come across is completely impossible to use as a hold-up spot. Also there is no way to repair any blocks in the beginning due to the "hard whack" that the stone axe has been given.

 

In my testing, I have removed the requirement for wooden doors needing mechanical parts, springs, and doorknobs, and just made you able to craft them with some planks and rope. I also made it so that wooden doors do not drop doorknobs on breaking, of course. It works well enough, and allows you to make doors from day one. It doesn't really change balance that much since the zeds will smash right through the door, anyways, but it does slow them down enough to allow you to craft a nice spike trap so they're at least wounded by the time they break the door down to murder you. My recommended change is, to either make a new, unsecured door, which requires no doorknobs, or revert that change. Also, why doorknobs AND springs? I think that it would make more sense to require springs to craft doorknobs, instead, and leave those out. Possibly an "unsecure wooden door" could be made, as well, which is as simple to craft as I mention, but cannot be locked. Also, mechanical parts should drop in more containers, or be dropped from more objects.

 

Another change which is confusing to me is the requirement of doorknobs on the storage boxes. On the secure storage it doesn't make logical sense, but on the boxes? Yes, you can lock them in multiplayer, but it's a flat, plain box! Again, my suggestion here is to double up these storage containers to create secure and unsecure versions, with the unsecured versions being unable to be locked and are simply storage containers, requiring nothing more than planks and nails.

 

Finally (and please consider the previous as suggestions or discussion, but this as a "push" request), tallow has been moved from the campfire to the stove. This is all well and good, but it makes it impossible to render fat until you have a fairly advanced crafting station. This is strange, considering a stove is nothing more than a nicer version of a camp fire, and with a cooking pot one should be able to do this, just fine, not to mention the fact that tribal people around the world are able to do this with nothing more than a fire and a pot. I doubled the recipe for the stove and added it to the campfire.

 

My tallow recipes section of recipes.xml now looks like this:

<recipe name="tallow" count="1" craft_area="workcampfire" craft_tool="cookingPot" craft_time="15" craft_exp_gain="5">
	<ingredient name="animalFat" count="2" />
</recipe>
<recipe name="tallow" count="1" craft_area="workStove" craft_tool="cookingPot" craft_time="10" craft_exp_gain="5">
	<ingredient name="animalFat" count="2" />
</recipe>
<recipe name="tallow" count="1" craft_area="workchemistryStation" craft_tool="cookingPot" craft_time="5" craft_exp_gain="5">
	<ingredient name="animalFat" count="2" />
</recipe>

 

(I have also made some other changes, hacks if you will, like one-block crouch and lowering the cell-size to 1350 to increase POIs in game. Those changes are experimental and just for my own testing purposes... but the higher amount of RNG POIs is a really good one which I think helps testing, a lot)

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I still think that starter classes should actually be able to do their class skill well at the start. A skilled fisherman can catch fish with a string, pole, barbed twig or paperclip, and a worm for bait. He can get a decent amount of meat with a sharp rock. Im all for reducing output from using the skills due to inferior materials but it seems at times this mod bends over backwards to create unreasonable difficulty. Maybe these are not "professions" as much as the hobby these survivors read about in a book before the apocalypse? If a fisherman spends half a day catching fish he should eat well that day. Sure, he will dies soon because he didnt do all the other survival stuff, but he should die with a full stomach.

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I have not played them all but beyond the fisherman issue that has been worked over, I played Fireman and Park Ranger. In the case of Fireman, its a useless starter skill without an axe that can fell more than 1 tree before breaking. If he had a steel ax off his truck that lasted he would be a differentiated character. He could chop stuff way better than anyone else. Same with park Ranger, old gun is pointless window dressing. Give him a real hunting rifle and differentiate the class.

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I have not played them all but beyond the fisherman issue that has been worked over, I played Fireman and Park Ranger. In the case of Fireman, its a useless starter skill without an axe that can fell more than 1 tree before breaking. If he had a steel ax off his truck that lasted he would be a differentiated character. He could chop stuff way better than anyone else. Same with park Ranger, old gun is pointless window dressing. Give him a real hunting rifle and differentiate the class.

 

 

I disagree here. Sure, it sucks that the Park Ranger's gun can't be repaired and only has one bullet; however, a stealth shot with that bullet will kill a stag in one shot which is a massive advantage to hunting early, not to mention free access to things strong in the early game such as purification tablets, stone javelin/spear and spike traps.

 

My play as fireman felt good, too; however, I didn't try to chop any trees with the axe, I was using it to one-hit zombies in the head and hack through buildings for looting, so Fireman felt pretty strong at the time. I know that starting items are not at 100% durability, did yours just start super low and maybe I got luckier and mine was stronger so it lasted longer?

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Yes starting items are not meant to be game changers more as extra shot of flavor for your profession. The duriblitys are still being played with feed back on them is very helpful. I redid the Old Axe and a few others. The main problem is apparently you can set the quality but not the durability of an item in loot. Its a work in progress I might have to find a work around. I might end up giving you a crafting item in your starting kits that can be used to craft your starting item. That way it would have full durability and i can set the quality.

 

The starter weapons and tools should last a few levels like maybe 2 to maybe 3 levels used sparingly. Guns should have about 50 shots before breaking. Thats the goal so if its not like that help me know how to fix it please.

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