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A16 - STARVATION Mod for A16


Mortelentus

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Personally not a fan of central back either... Would much rather have something like Halicopper or, even better, have donkey be able to have some "automation" to carry stuff back and forth.

 

As for food, Pam has an extensive tweak in her mind, but she has been a bit busy lately... If i understood well, the idea is making food a lot more important, through manipulation of different player stats that will impact general player efficiency, thus making having a diverse diet all-in-all more useful and attractive.

 

The donkey idea is not a bad idea, as long as it's not instant and requires the donkey to actually travel to the destination. If it is instant there is no point creating storage/chests outside your base.

 

As for food, I think canned food needs to be modified to be more useful. RNG generated canned food is only useful during early game when you are scavenging and can't farm. By mid and end game, the higher tier foods can make your hunger last for quite a while. I'm all for more food recipes/buffs and also more animals.

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The donkey idea is not a bad idea, as long as it's not instant and requires the donkey to actually travel to the destination. If it is instant there is no point creating storage/chests outside your base.

 

As for food, I think canned food needs to be modified to be more useful. RNG generated canned food is only useful during early game when you are scavenging and can't farm. By mid and end game, the higher tier foods can make your hunger last for quite a while. I'm all for more food recipes/buffs and also more animals.

 

Oh, just wait till the new patch drops ...you will see the value of can food in a new way.

Edited by xyth (see edit history)
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Well in my suggestion I was thinking of the centralize bank as a very late endgame thing. Something that will come after a very long quest chain. (either the access to it or the one time use item)

 

 

Centralized Bank: it's called shopping basket on your minibike.

 

 

I'm currently playing on a no minibike server, with small backback and I'm having a blast having to properly schedule my trips and items to scrap or loot. The donkey is an AMAZING idea and I love it. Just scared to lose him. Only issue is when going to the vendor and back... that's why the idea of a centralized bank. But I agree it would be a bit too OP, that's why I was suggesting as a very late endgame item.

 

Agree. You can make many things with avocados. However with the current ingredients in starvation mod I recommend the vietnamese dessert called 'Sinh tố bơ' which is an avocado smoothie/shake:

 

Ingredients:

 

avocados

sugar

milk (actually condensed milk but only milk exists in Starvation)

Tool: Blender

 

 

What about Guacamole? That later can be used in TACOS ? Avocado, Onion, Garlic, Tomato....

 

--------------------------------------

 

 

@Mortelentus

 

Currently the power plant get's disconnected/turned off if the "chunk" is not loaded in. Making it quite hard to make Plutonium. Any chance we can allow it to run without being turned off? Or some other way to craft Plutonium?

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Well in my suggestion I was thinking of the centralize bank as a very late endgame thing. Something that will come after a very long quest chain. (either the access to it or the one time use item)

 

 

 

 

I'm currently playing on a no minibike server, with small backback and I'm having a blast having to properly schedule my trips and items to scrap or loot. The donkey is an AMAZING idea and I love it. Just scared to lose him. Only issue is when going to the vendor and back... that's why the idea of a centralized bank. But I agree it would be a bit too OP, that's why I was suggesting as a very late endgame item.

 

 

 

 

What about Guacamole? That later can be used in TACOS ? Avocado, Onion, Garlic, Tomato....

 

--------------------------------------

 

 

@Mortelentus

 

Currently the power plant get's disconnected/turned off if the "chunk" is not loaded in. Making it quite hard to make Plutonium. Any chance we can allow it to run without being turned off? Or some other way to craft Plutonium?

 

The transformers (including powercores) are in the process of being adapted to use ingame time like the bee hives, so that they produce while the chunk is dorment.

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The transformers (including powercores) are in the process of being adapted to use ingame time like the bee hives, so that they produce while the chunk is dorment.

 

Cool.

 

 

Btw another suggestion: Growth Light. A power intense light that will act as sun light for your crops. (Could combine that if crops are inside an enclosed room, it is not affected by the winter season too)

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I'm currently playing on a no minibike server, with small backback and I'm having a blast having to properly schedule my trips and items to scrap or loot. The donkey is an AMAZING idea and I love it. Just scared to lose him. Only issue is when going to the vendor and back... that's why the idea of a centralized bank. But I agree it would be a bit too OP, that's why I was suggesting as a very late endgame item.

 

I also play on a no mini bike server. I don't think I'd like the shared chest. Not only do I think it would be hard to script, but I can foresee way too many issues cropping up with bugs and what not. Plus, it does sort of ruin the whole apocalypse vibe. End game already gets boring enough when you are completely self sufficient and your base it impregnable, without adding linked boxes. The donkey is a great addition. It's scarey to be 10km away from your base and have to WALK all the way back with donkey in tow. :D It adds some fun challenge.

 

What about Guacamole? That later can be used in TACOS ? Avocado, Onion, Garlic, Tomato....

I love you. :D

 

- - - Updated - - -

 

Oh, just wait till the new patch drops later today...you will see the value of can food in a new way.

 

We are waiting with baited breath. :D

 

- - - Updated - - -

 

The transformers (including powercores) are in the process of being adapted to use ingame time like the bee hives, so that they produce while the chunk is dorment.

 

Sweet!!

 

- - - Updated - - -

 

Cool.

 

 

Btw another suggestion: Growth Light. A power intense light that will act as sun light for your crops. (Could combine that if crops are inside an enclosed room, it is not affected by the winter season too)

 

LOL everytime people see my Insect lights they are like "wtf are those grow lights?" hehehe. I love the soft blue glow they give. One of my minions has a bug light in his room for the "stoner" effect I guess.. lolol.

 

-----

 

Could you add the Discord Link to the first page? (If it's there I must be blind)

Edited by PurgatoryWolf (see edit history)
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Oh, just wait till the new patch drops later today...you will see the value of can food in a new way.

You're really fast and dilligent with putting out new patches, this is awesome. I'm alreads seeing a value in canned food as I usually bring a small stack to extended mining trips.

 

Personally not a fan of central back either... Would much rather have something like Halicopper or, even better, have donkey be able to have some "automation" to carry stuff back and forth.

Looking at the chunk loading even with just the high speed minibikes, a helicopter is going to be a UI dialogue only, not a real vehicle, right? For the donkey, I think an approach like the game torchlight has it would be a possible way to go about: in that game the pet usually accompanies you and has some interactions in fighting and looting and its own inventory. If you decide to send it to town with items, it will become non-interactive for a while, a counter appears on their portrait, the ingame model fades out and when it returns, it gives you money like 80% of the vendor price or something. Time depends on distance, usually around 2 minutes. In 7dtd this could be represented as a buff icon with a counter and limiting the item transport to exchanging for casino tokens only would have the benefit of preventing the player from easily vacuuming whole settlements for resources, which would cause even more player strength boost to the very late part of the game.

 

As for food, Pam has an extensive tweak in her mind, but she has been a bit busy lately... If i understood well, the idea is making food a lot more important, through manipulation of different player stats that will impact general player efficiency, thus making having a diverse diet all-in-all more useful and attractive.

 

I hope this will be adjusted heavily for player level or game score this time. I already feel much too much difficulty heaped up on players starting compared to what it is for a player that already established a base with the most important resources and infrastructures. Honey is a good example here, which used to be an early game solution to infection, which it just isn't anymore. With experience, of course, you know when you start out a new game, that even in case you get infected the minute you spawn naked with your torch and land claim block, you will very likely either rip one way or the other or be able to find a solution, even if it means collecting the materials needed and building a glassandceramics, before the infection does you in. This isn't so for players that start out with this mod. They rely on scavenging tree trunks or finding a chemistry station at a trader's. Granted, early tree trunk scavenging without painkillers in stock will solve the infection problem, even if it's in a different way than expected, but players might become put off playing through this mod, if they encounter much too many much too high obstacles to overcome this early, especially as there are other mods out there to switch to. So what I'm thinking about would be something like long time problems due to vitamin deficiency, that only appear after months. I also would like to see fish have a better effect in preventing flu, because as it is right now, there seems to be not even enough effect to think of it as a placebo.

 

edit: the beaker recipe definitely needs to mention that you need a mold crafted in the forge, because there is no indication ingame what's missing and you won't be able to produce a beaker, even if you have a glassandceramicsstation unless you have this piece of information. Crafting a mold is a trivial thing at this point in game, maybe might as well discard it altogether or just make it a baseline ingredient for crafting the station instead of a tool attached to it.

 

Cool.

 

 

Btw another suggestion: Growth Light. A power intense light that will act as sun light for your crops. (Could combine that if crops are inside an enclosed room, it is not affected by the winter season too)

 

Yes, please! We already have cannabis seed, make the weed cellar reality!

Edited by Katlima (see edit history)
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16.0.1.01

 

CLIENT / SERVER 16.0.1.01

 

Seasonal Weather

 

420e78c91c5a6b46d047ff74613dd906.jpg

 

  • Minor edit to fix Linux xml error
  • Added heatmap to insectlights, same as candles
  • Quest radape fix
  • Tweaks to junk loot
  • Lowered objectives from 10 to 8 on stage5 quests. causing UI overflow?
  • Introducing yearly weather seasons:
    • plants have different resistences to snow, and will either die or stop growing if it gets too cold.
    • farm animals also have different resistences to snow and cold, and may die if left outdoors (no roof).
    • bee hives, rabbits and chickens will stop producing with harsher weather.
    • winter also impacts spawning... You'll see what we mean...
    • Seasons are configurable through xml file. This may be particularly interesting to server managers:
      • This file will be automatically created on first launch with default values in <savegamefolder>/Starvation.
      • after that you can edit it at will, enabling/disabling weather or creating your own weather season distribution, and restart the game/server.
      • You can see a default file example HERE.

      [*]For additional info, you can check our Wiki

    [*]Fixed survivors dup bug. Needs confirmation. Also, if a player is accessing a container, survivors wont be able to use it.

    [*]survivors will eat from either a crafted fridge top or their own inventory.

    [*]Fixed farm animals not eating and reproducing. Needs confirmation.

    [*]It is now possible to check farm animals state and stats, by focusing and pressing <E>.

    • if they return as not tamed, you will need to whip them, pick them up, and put them down again.

    [*]Icy Farm Storage Boxes will now downgrade in time.

    [*]for chicken coops and rabbit huches, you'll need at least 2 animals for reproducion to happen.

    [*]added no ammo mod, orignally designed by Carlzilla and adapted by Xyth. You can now easly unload ammo from weapons (press and hold R)

    [*]after some internal talk, we moved Honey receipts out of big oven, and back to Kitchen Table

    [*]Bandits weapons headshot drastically reduced

    [*]zombie bear pet is fixed

    [*]added wellness gain to starvation canned food

 

I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun!

 

IMPORTANT NOTE - PUBLIC SERVERS ARE UP!

PS2- Public Server repo is already updated

PS2 - Before applying this patch, you may want to delete animal files (*.anm) that are not used for some time.

 

Here's a preview of seasonal weahter(early version):

[video=youtube_share;K4ns0xLClRI]

Edited by Mortelentus (see edit history)
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CLIENT / SERVER 16.0.1.01

 

Seasonal Weather

 

420e78c91c5a6b46d047ff74613dd906.jpg

 

  • Minor edit to fix Linux xml error
  • Added heatmap to insectlights, same as candles
  • Quest radape fix
  • Tweaks to junk loot
  • Lowered objectives from 10 to 8 on stage5 quests. causing UI overflow?
  • Introducing yearly weather seasons:
    • plants have different resistences to snow, and will either die or stop growing if it gets too cold.
    • farm animals also have different resistences to snow and cold, and may die if left outdoors (no roof).
    • bee hives, rabbits and chickens will stop producing with harsher weather.
    • winter also impacts spawning... You'll see what we mean...
    • Seasons are configurable through xml file. This may be particularly interesting to server managers:
      • This file will be automatically created on first launch with default values in <savegamefolder>/Starvation.
      • after that you can edit it at will, enabling/disabling weather or creating your own weather season distribution, and restart the game/server.
      • You can see a default file example HERE.

      [*]For additional info, you can check our Wiki

    [*]Fixed survivors dup bug. Needs confirmation. Also, if a player is accessing a container, survivors wont be able to use it.

    [*]survivors will eat from either a crafted fridge top or their own inventory.

    [*]Fixed farm animals not eating and reproducing. Needs confirmation.

    [*]It is now possible to check farm animals state and stats, by focusing and pressing <E>.

    • if they return as not tamed, you will need to whip them, pick them up, and put them down again.

    [*]Icy Farm Storage Boxes will now downgrade in time.

    [*]for chicken coops and rabbit huches, you'll need at least 2 animals for reproducion to happen.

    [*]added no ammo mod, orignally designed by Carlzilla and adapted by Xyth. You can now easly unload ammo from weapons (press and hold R)

    [*]after some internal talk, we moved Honey receipts out of big oven, and back to Kitchen Table

    [*]Bandits weapons headshot drastically reduced

    [*]zombie bear pet is fixed

    [*]added wellness gain to starvation canned food

 

I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun!

 

IMPORTANT NOTE - IF YOU ARE PLAYING ON ANY OF THE OFFICIAL SERVERS, DO NOT UPDATE YOUR CLIENTS UNTIL THE SERVERS ARE READY! WE WILL INFORM YOU WHEN THEY ARE READY! It was not possible to contact Pam today, but I didn't want to delay this any longer.

PS2- Public Server repo is already updated

PS2 - Before applying this patch, you may want to delete animal files (*.anm) that are not used for some time.

 

Here's a preview of seasonal weahter(early version):

[video=youtube_share;K4ns0xLClRI]

 

Friggin A Awesome go team starvation :thumb:

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CLIENT / SERVER 16.0.1.02

 

 

  • winter spawning patch

 

CLIENT / SERVER 16.0.1.01

 

Seasonal Weather

 

420e78c91c5a6b46d047ff74613dd906.jpg

 

  • Minor edit to fix Linux xml error
  • Added heatmap to insectlights, same as candles
  • Quest radape fix
  • Tweaks to junk loot
  • Lowered objectives from 10 to 8 on stage5 quests. causing UI overflow?
  • Introducing yearly weather seasons:
    • plants have different resistences to snow, and will either die or stop growing if it gets too cold.
    • farm animals also have different resistences to snow and cold, and may die if left outdoors (no roof).
    • bee hives, rabbits and chickens will stop producing with harsher weather.
    • winter also impacts spawning... You'll see what we mean...
    • Seasons are configurable through xml file. This may be particularly interesting to server managers:
      • This file will be automatically created on first launch with default values in <savegamefolder>/Starvation.
      • after that you can edit it at will, enabling/disabling weather or creating your own weather season distribution, and restart the game/server.
      • You can see a default file example HERE.

      [*]For additional info, you can check our Wiki

    [*]Fixed survivors dup bug. Needs confirmation. Also, if a player is accessing a container, survivors wont be able to use it.

    [*]survivors will eat from either a crafted fridge top or their own inventory.

    [*]Fixed farm animals not eating and reproducing. Needs confirmation.

    [*]It is now possible to check farm animals state and stats, by focusing and pressing <E>.

    • if they return as not tamed, you will need to whip them, pick them up, and put them down again.

    [*]Icy Farm Storage Boxes will now downgrade in time.

    [*]for chicken coops and rabbit huches, you'll need at least 2 animals for reproducion to happen.

    [*]added no ammo mod, orignally designed by Carlzilla and adapted by Xyth. You can now easly unload ammo from weapons (press and hold R)

    [*]after some internal talk, we moved Honey receipts out of big oven, and back to Kitchen Table

    [*]Bandits weapons headshot drastically reduced

    [*]zombie bear pet is fixed

    [*]added wellness gain to starvation canned food

 

I hope you guys have fun and enjoy this changes and, as always, keep us informed of problems, balancing issues or bugs. We'll get to them IF and WHEN possible, without overlooking our own fun!

 

IMPORTANT NOTE - PUBLIC SERVERS ARE UP

PS2- Public Server repo is already updated

PS2 - Before applying this patch, you may want to delete animal files (*.anm) that are not used for some time.

 

Here's a preview of seasonal weahter(early version):

[video=youtube_share;K4ns0xLClRI]

Edited by Mortelentus (see edit history)
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We have a small spawning bug ;) Proceeding to fix.... yea... can't get a break ;)

 

It might be too early to tell but I keep freezing my butt off even when I'm underground near several heat sources (two big forges).

Also tried being near 2 forges and 4 campfires. Still freezing.

 

Wearing:

1. Skull Cap: +10

2. Hooded Sweatshirt: +10

3. Red Puffer Coat: +40

4. Denim Pants: +2

 

Total Temp: +62F

 

If I wear steel armor my heat drops dramatically.

 

In addition it's July and keeps snowing...

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It might be too early to tell but I keep freezing my butt off even when I'm underground near several heat sources (two big forges).

Also tried being near 2 forges and 4 campfires. Still freezing.

 

Wearing:

1. Skull Cap: +10

2. Hooded Sweatshirt: +10

3. Red Puffer Coat: +40

4. Denim Pants: +2

 

Total Temp: +62F

 

If I wear steel armor my heat drops dramatically.

 

In addition it's July and keeps snowing...

 

Forget common seasons... It's all in the xml just like described in the patch notes... You can change it to your likings, reduce temperature modifiers, change season distribution, or even disable it completely... Again, as per in patch notes... And yes, temperature modifier hits everywhere...

Edited by Mortelentus (see edit history)
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Forget common seasons... It's all in the xml just like described in the patch notes... You can change it to your likings, reduce temperature modifiers, change season distribution, or even disable it completely... Again, as per in patch notes... And yes, temperature modifier hits everywhere...

 

That's not the issue. I'm at end game so I have all gear to protect myself. I'm so cold that I have to eat all the time (I have *plenty* of food) and I'm also losing health. Imagine what it would be like for a new user having nothing. Are they supposed to change the settings every time? It's a death sentence for new players. Also at this rate I can't do anything in the game when I even have the gear. Always eating/freezing/losing health.

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That's not the issue. I'm at end game so I have all gear to protect myself. I'm so cold that I have to eat all the time (I have *plenty* of food) and I'm also losing health. Imagine what it would be like for a new user having nothing. Are they supposed to change the settings every time? It's a death sentence for new players. Also at this rate I can't do anything in the game when I even have the gear. Always eating/freezing/losing health.

 

That is the point... You can tweak the temperature drop, or even have none... You can have shorter winters... In my tests, I had to give up protection to have higher cold resistance but I never froze. I couldn't get myself over certain temperatures on winter peaks, but never under 50 as far as I remember. Finally, if you do take a look at the season distribution, the seasons don't start at day 0. But the example file is there as an example, I even considered creating it as disabled and maybe I should have, and it gives the player the possibility to delay winter until much later in game... So yes. Players should tweak it to fir their play styles.... Tbh even with the default file, there are some sp players that wont even get that far...

 

I understand that in a long running server, a new player joining in the winter will have a hard time... It's up to server managers to decide what to do... Give them a starter clothing pack, or whatever...

 

But of course, if there happens to be a temperature problem, like if it's impossible to deal with even with low modifiers we'll address it. But I won't turn it off/down just to make it easier......

Edited by Mortelentus (see edit history)
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That is the point... You can tweak the temperature drop, or even have none... You can have shorter winters... In my tests, I had to give up protection to have higher cold resistance but I never froze. I couldn't get myself over certain temperatures on winter peaks, but never under 50 as far as I remember. Finally, if you do take a look at the season distribution, the seasons don't start at day 0. But the example file is there as an example, I even considered creating it as disabled and maybe I should have, and it gives the player the possibility to delay winter until much later in game... So yes. Players should tweak it to fir their play styles.... Tbh even with the default file, there are some sp players that wont even get that far...

 

I understand that in a long running server, a new player joining in the winter will have a hard time... It's up to server managers to decide what to do... Give them a starter clothing pack, or whatever...

 

But of course, if there happens to be a temperature problem, like if it's impossible to deal with even with low modifiers we'll address it. But I won't turn it off/down just to make it easier......

 

OK I was looking at the wrong file before (weathersurvival.xml) which is why I forgot about the different seasons. This time I'm looking at the correct one. At Day 206 I'm currently at the season type 5 which I think is a little too intense so players will most likely always modify it (at least in my game I can't do anything but freeze/eat/lose health even with max protection). I have 4 days left until the next season so I can't imagine anyone surviving for 30 days like that - I went through 2 apple pies in 2-3 hours. Going inside didn't seem to help at all. For SP games, since players start at world Day 1, then it should be ok. For MP games, players starting at stage 5 will have a heck of a time.

 

Like I said before it's too early to tell so we'll see what others run into.

 

TL;DR - Look at patch notes carefully instead of breezing through it; Need more feedback for tweeks if needed.

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The change to the farmer storage makes the farmgirl useless. It will melt any time you don't babysit it and she will stop working instantly. It's a lot easier and more predictable to just headshot her and start doing the planting and harvesting on your own.

 

Being able to edit season effects might sound good, but most players have no idea or the tools to do that and on servers you can't anyway, so it would be better if this was turned off by default and could be activated from an option or maybe editing.

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OK I was looking at the wrong file before (weathersurvival.xml) which is why I forgot about the different seasons. This time I'm looking at the correct one. At Day 206 I'm currently at the season type 5 which I think is a little too intense so players will most likely always modify it (at least in my game I can't do anything but freeze/eat/lose health even with max protection). I have 4 days left until the next season so I can't imagine anyone surviving for 30 days like that - I went through 2 apple pies in 2-3 hours. Going inside didn't seem to help at all. For SP games, since players start at world Day 1, then it should be ok. For MP games, players starting at stage 5 will have a heck of a time.

 

Like I said before it's too early to tell so we'll see what others run into.

 

TL;DR - Look at patch notes carefully instead of breezing through it; Need more feedback for tweeks if needed.

 

I'll force default season 5 again tomorrow, and play for a bit just to make sure.

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The change to the farmer storage makes the farmgirl useless. It will melt any time you don't babysit it and she will stop working instantly. It's a lot easier and more predictable to just headshot her and start doing the planting and harvesting on your own.

 

Being able to edit season effects might sound good, but most players have no idea or the tools to do that and on servers you can't anyway, so it would be better if this was turned off by default and could be activated from an option or maybe editing.

 

Both are a 2 edged sword... We want weather in starvation, so it feels like default should be on, but hey whatever, I might just do that just to avoid all the stress of dealing with complains... I knew we would get complains, just like we did with Sanity, and crop plagues, and rats, and I could go on and on, and I'm sure people with settle in and either love it or hate it ;)

 

As for the farmer, it may make it useless (it was never a popular feature), but it couldn't stay as it was... Free food spoilage free container for life is a no go (there's enough exploits for that already). We'll probably have to add Fridge to the usable storages for the farmer though...

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