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Ravenhearst Mod


JaxTeller718

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This is really cool. Thank you for the release and update :) Very diligent modder and Team. Below are just some thoughts on my experience with the mod thus far.

 

While playing last night, on day one at about noon, a tombstone appeared about 50 blocks ahead of us and a screamer emerged from it and ran straight for me...

 

It's been a long time since this game scared me like that. And it's only day one. In my opinion this is good. I've become too comfortable in my own play-style. The witch will keep me eyeful of my errant complacency. ;)

 

I'm glad the spear can be crafted on the fly. "Darkness Falls" has the right mouse set to power attack with the spear, while still maintaining hold on it. Something like a charged power-trust. The left is the usual attack. Would it be possible to implement that in Ravenhearst, albeit, coding a hotkey through a Harmony dll that when pressed, will allow the spear to be thrown like in vanilla? Both worlds = more fun? Silly question?

 

The personal crafting table was a shock to the system, but it became the norm after a short while. I put these things everywhere. And I hate using trash-bags so thanks for that. When I went to make frames and found out that they needed nails, I first cried blood and then applauded you guys for again routing me from my foxhole. Besides, nails are common enough on default loot settings anyway.

 

The extra bodies and dead animals really give a sense of unease without any zeds around. Early day one is not just quiet, there is an eerie absence of life. It just gnawed at me the whole time. So when the witch appeared, I was not prepared. I believe we need more of this uncertainty and chaos to stress the player.

 

Really enjoying this so far. And to the person who made the POI that's kind of a ruinous ranger lookout, with a stairs leading up on the inside, I found your trap. Thanks.

 

EDIT: I have just started a new world and ahead of me was a gravestone among the trees. And of course I had to approach it... I thought they spawned based on heat. Anyways, good spooky stuff :)

Edited by Necrodemus (see edit history)
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Confirming the texture issue on Ubuntu:

I was able to play the "rh_5_5_4_client" mod without it crashing. I have seen several missing/pink textures. Some new cars would load perfectly, some would just be pink blobs. Other textures, like carrots, would just have the tops pink.

 

Update: Aaaaand apparently there's a new version out! I'll give it a try and post back if I see any missing textures

Update 2: Now its crashing when I "look directly" at a pink texture on the ground. I believe I saw "Goldenrod flower" before it crashed. Happened 2 times in a row. Using latest "ravenhearst_6_2_client_files-master" of the mod. It may be "v6.2.1.0" per the "Ravenhearst 6 Development Notes.txt" file

 

PC stats, if it helps:

OS: Ubuntu Pop!_OS 18.04 LTS

Graphics: GeForce GT 1030/PCIe/SSE2

CPU: Intel® Core™ i5-6600 CPU @ 3.30GHz × 4

Memory: 15.6 GiB

Edited by doughphunghus
read more forum stuff ;) (see edit history)
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....

While playing last night, on day one at about noon, a tombstone appeared about 50 blocks ahead of us and a screamer emerged from it and ran straight for me...

 

It's been a long time since this game scared me like that. And it's only day one. In my opinion this is good. I've become too comfortable in my own play-style. The witch will keep me eyeful of my errant complacency.

....

 

EDIT: I have just started a new world and ahead of me was a gravestone among the trees. And of course I had to approach it... I thought they spawned based on heat. Anyways, good spooky stuff :)

 

That is a special screamer coming from tombstones, always run but low in health and doesn't call other zombies. As you noticed it is 'just' a scare. :D

 

I am glad you are enjoying this Mod

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Good afternoon. I have such a question. Pumped blunt weapons on 46. The wooden club is made by quality 56. A sledgehammer with quality 1. How to improve the quality of sledgehammer manufacturing? The axe and pickaxe are made by quality 32 and too not on sledgehammers in any way.

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Good afternoon. I have such a question. Pumped blunt weapons on 46. The wooden club is made by quality 56. A sledgehammer with quality 1. How to improve the quality of sledgehammer manufacturing? The axe and pickaxe are made by quality 32 and too not on sledgehammers in any way.

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Good afternoon. I have such a question. Pumped blunt weapons on 46. The wooden club is made by quality 56. A sledgehammer with quality 1. How to improve the quality of sledgehammer manufacturing? The axe and pickaxe are made by quality 32 and too not on sledgehammers in any way.

 

A patch is coming but if you don't want to wait, join the Ravenhearst discord server (link is on the first page) and there is a single fix just for that

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Oh wow, updated AND nitro prefab list? Thank you and the team for all the hardwork~!

Aaand for the lovely frustrating hard but very fun time in it <3

 

Couple things I have noticed tho including some exploits. I found for perishables that if you make sure to drop like lets say meat on the ground that is already gone bad some in your backpack, and then carve up new meat from an animal, pick up your old meat afterwards. It will stack up with fresh meat and the old is now fresh meat.

I gotta play more around with it but if you have the structural brace on a weapon and it runs out of durability, just take it off and add to it again to re add durability.

I also found out that making arrowheads can create more stone than put in, takes one stone for two arrows, just make one arrow then scrap the other to get your stone back. Or use that exploit if you seem to be short on stone for something else.

 

Last note I noticed junk turret ammo uses gunpowder, it kinda seems pointless to make junk turret ammo when I can use that gunpowder to make a 9mm bullet. I tested around with it but it takes half the amount of shots for a 9mm pistol (which was half the item quality of the junk turret to begin with) and with pistol I can aim for the head and take up even less of ammo to kill a zombie. (Junk turret you can't aim with ♥♥♥♥ with how it is, and in auto turret mode it misses third to half of it's shots ^^;;)

I was wanting to offer some solution cause it feels very useless/pointless to me now to spec into junk turret. I understand that brass and leas ins't as easy to come by, but junk turrets eat through their ammo/iron like crazy even in vanilla. (that and they are my babies as Junky the only thing I have in the zombie apocalypse)

Change the gunpowder to nails, from looking at it it seems to be using air-compressor so I can see it spitting out nails. Could also do variants where like screws instead for bleeding effect (less damage overall) or nuts and bolts (knock down zombies easier but also slightly less damage)

With the nut/bolts idea the junk turret could still be useful in headshot kills only option

 

Again thank you soo much for the updates and hope everyone has happy holiday~! <3

Also my zombies still have a hard of hearing and do not hear my gunshots ^^;;

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First Happy Holidays from the team to you. We appreciate everyones reports and feedback. This should take us to a good place where we can slow down on patches now and focus on 6.3 development

 

Update Patch 6.2.2 No Wipe Needed

 

Addition: Added admin books for 10000 and 50000 experience points
Addition: Wookie Fixed DLL for POI Multiplier may have been spawning too many zombies

Change: Added Arrowheads to junk loot
Change: Moved seed pack crafting to farm table
Change: Moved composter to farm table
Change: Screws and Nails now use the Bundle System
Change: Wrench and claw hammer now made in Workbench
Change: Increased Motor Tool Parts found in loot until fix is found for scrapping auger and chainsaw

Fix: Sledghammers were not crafting at proper quality
Fix: Improper Unlock Info for Farm Table
Fix: Broken stations will now add a journal entry
Fix: Lab Water now shows in WFU
Fix: Wrong Description and stats for cigar
Fix: Wrong amount of bees in beehive descriptions
Fix: Added recipes for missing casino coin conversion to slot ships
Fix: Added Sinders Fixed V1 House
Fix: Personal Bench repairs with Forged Iron
Fix: Xp exploit with slot machines
Fix: Clarified Novel titles and descriptions

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The WalkingDeadPrison Prefab sits 13 blocks too high and fills the console with "INF Missings Paint ID XML entry: 147 for block 'metalpipeStraight'" and similar errors.

 

I tried reducing the height in the prefabs for nitrogen except I must be doing something wrong, makes no difference what i do or I am changing the wrong values.

 

If I edit the prefabs in the generated worlds folder I can lower it of course.

Edited by Reytag (see edit history)
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Standing by for the next half dozen updates/hotfixes since the testing team seems to have not actually done the initial starter tutorial quests and early gameplay. No excuse for the lack of quality control

 

Im pretty sure I speak for myself and other modders when I say the holidays are a hard time to release anything.

 

For instance our team of testers are 5 strong. They did their best, but of course bugs always slip through, especially when all of this is done voluntarily by members of our community. Releasing during the holiday, when most people have family and are pressed for time as it is was not the best move we could make. Tutorial quests are fine, as is most of the mod.

 

No one here has had to wipe or lose any save progression which I am very proud of. Any other big overhaul mod releases with bugs, its just inevitable. Darkness Falls has done it, Walkers has done, and we do it too. Theres no way to guarantee a bug free experience, all we can can do is hope any bugs are nit major or game breaking and so far on that side of things the experience has been solid. Sure there some bugs with improper descriptions, or a missing unlock or improper table but these bugs have all been fixed by me almost immediately. A simple resync of the launcher and you have whats needed to keep playing your game.

 

Im sorry that you had a bad experience, but if playing a mod on a .1 release in a game thats Alpha is in Early Access and has its own bugs upsets you, Id suggest putting down mods for a bit until things are in a more polished state and meet your standards. Even today on Christmas you have devs and myself working on fixes and responding to people in our Discord, which you were kind enough to visit and chew out our team by criticizing their voluntary work on testing. We put out public calls for testing all the time, perhaps next time you can volunteer so that you can help us in achieving the state we wish to offer our player base.

 

Again all of this while trying to ensure that we provided a mod for families and teammates to enjoy over a holiday break. We apologize that we may have missed on some of those marks. And we will ensure we do better next time by simply telling our players that its done when its done, which may also be met with criticism and disappointment, but we do want to make sure we can meet up to the standards you seem to have put on us.

Edited by JaxTeller718 (see edit history)
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The WalkingDeadPrison Prefab sits 13 blocks too high and fills the console with "INF Missings Paint ID XML entry: 147 for block 'metalpipeStraight'" and similar errors.

 

I tried reducing the height in the prefabs for nitrogen except I must be doing something wrong, makes no difference what i do or I am changing the wrong values.

 

If I edit the prefabs in the generated worlds folder I can lower it of course.

 

thanks, have a few tweaks we're looking into next week, and that's on the board, at least for the height. happy holidays!

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Hi JaxTeller718, great mod. I am trying to add a backpack with 120 slots, it gives me an error in the option of the automatic buttons. Is there any option to add one? Greetings.

 

Hola JaxTeller718, magnifico mod. Estoy intentando aٌadir una mochila de 120 ranuras, me da error en la opciَn de los botones automaticos. Hay alguna opciَn de que aٌadas una? Saludos.

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Hi JaxTeller718, great mod. I am trying to add a backpack with 120 slots, it gives me an error in the option of the automatic buttons. Is there any option to add one? Greetings.

 

Hola JaxTeller718, magnifico mod. Estoy intentando aٌadir una mochila de 120 ranuras, me da error en la opciَn de los botones automaticos. Hay alguna opciَn de que aٌadas una? Saludos.

 

RH is so heavily modded that it is incompatible with almost all other mods. We give the advise not to use any other mods and don't give support on extra mods added to the game

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