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Ravenhearst Mod


JaxTeller718

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I found Ravenhurst to be the best mod from previous alpha's, so this is the only mod I want to install. I have a friend (also living is South Africa) that has the exact same issue as me.

 

I asked as a troubleshooting step. Is it just Ravenhearst you can't download or do you have problems with other ones.

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I asked as a troubleshooting step. Is it just Ravenhearst you can't download or do you have problems with other ones.

 

I just tried another overhaul mod....same error on the mod manager as I got for Ravenhurst.

 

Edit - I will wipe the steam version and downloaded it again. If this works, I will let you know.

 

@HungryZombie , It has not worked. I have emailed the error to the mod peeps.

Edited by BattleToad (see edit history)
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Hello, I played this mod and I think it's fantastic, thank you very much for the great work done! I have a recent problem, I wanted to put it on the rented server to play with friends, but whatever I do it gives this error continuously. But, with the same configuration on a local server, it does not give any error.

 

http://pastebin.com/YF4e90Gk

Edited by kenshinSK5 (see edit history)
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I playing last version for 4 days, and I must say, now it become completely imbalanced with difficulty. With previous version you was able to build something like defence till first bloodmoon, but now, only way to build something, is to put daylength to 3-5 hours, but in this case bloodmoon should be too long, and zeds destroy everything in first game hour...

We're playing on server with difficulty "Survivalist", and only way to survive - use abusive mechanics, Its still impossible play normal defence, so one players swimming, another sitting on the roof etc... And its not ok, game must give a way to play without abusing.

- Building - why do we either need mortars???? Glass jars only accessible on level 40 with Blacksmith forge, so no jars - no repairs, and on level 40 you have forge... and you may craft concrete already, instead mortars. Flagstone blocks now useless, and cobblestone not repairable, only replace.

- Zombies block damage - quatro pole block (4x1500hp) destroyed in first BM hour, no matter then I hit zombies all time with bat. Looks like night zombies have 200-300 block damage on this difficulty

- Melee... I chose clubs, like in previous version, and it was mistake. Action exp is cutted by half comparing to previous. Now I levelled clubs to 30 after completing 2 chain kill quest, but in previous version it was 60... And when I have clubs lvl 20, my friend with shotgun class has already lvl 60 shotgun skill. Melee was broken till A17 out, and even more it disbalanced in this mod now...

- Bugs, I'm not sure if it vanilla bugs, or mod bugs, but there are many, e.g bug with degydration, when consuming water doesnt increase hydration until restart game...

 

- Endless spawn. And when I say endless it literally mean endless. It may start on any POI, on street, enywhere. If you come close to spawn place - zombies spawn, move to next - zombies spawn, its ok. But then move to first place again, with zombies escort - new zombies spawn, next place - spawn again. And it has no end. I'm trying to test it, server have live map with zombies count, and once I noticed than endless spawn starts, I'm just running circless around house, and checking counter - after 5 minutes crowd of 120 (!) zombies hunting me. At that point I'm stop test, because it may cause server crash .

 

Difficulty is good, but it must not be difficulty just for difficulty, it must be balanced, and even max difficulty must be playable withoun abusing.

Edited by ColdGate (see edit history)
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In this mod I see there is a wood spike and a wood spike trap. The "wood spikes" cost 10 more wood. Are they more durable or do the do more damage?

 

Thanks!

 

Testing it out, I've noticed the wall spikes actually have at least one less damage stage than the vanilla one. They both did 27 damage to my character per stage. So really it should cost less than the vanilla. Just avoid until that's fixed I guess. But it does look nicer.

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Hey. Almost every new start of the game ends at 50-70 lvl. The reason is there is no binding in lvl or intellect: I found a recipe, resources and you can do an unlimited amount.
It takes a few books to craft the recipe - this is cool, but there is no binding to perks - this is bad. For example: I made a recipe for any car and you can already do it without having to spend points on a monkey.
Also with motorcycles: I found parts and you can already make a motorcycle, even a recipe is not needed. Ovens, machine tools, stations — all this can be done without spending points — only to find a recipe. This is vanilla mechanics and you need to break it,
since it breaks the mod. Yellow notes with a quest give 1 skill point for execution, this also reduces the level of lvl in the game.
   You changed the speed and control of the transport, ok-balance, but why didn’t you change the number of slots for the vehicle. willy and marauder are cars, but why is there so little space? MRAP why so many slots?
More books are needed to make the recipe for the machines - 10, and the number in the stack of books is -5.
   Shotgun skill rises very quickly compared to other weapons, perhaps the number of shotguns is taken into account instead of one shot.
   If you do not eat foods in the near future, you simply freeze them to ice. Why is there no freezer in fashion? Frozen food cannot be eaten, it must be thawed in the microwave.
When defrosting, some of the value of the product is lost. The freezer has a small volume.
   Suggestion: 1. Completely remove the finished parts of the vehicle (bicycle, mini, motorcycle, car, copter) and loot, only manufacturing after studying the recipe.
                       2. When disassembling cars with a crowbar, I get car body parts (roof, doors, hood, seats), these parts cannot be broken and they are usually thrown away.
                          Remove body parts during parsing, only craft on autobench. Engine parts are also taken over by the crowbar.
 
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I have download RH and can host a MP on my local PC it seem okay but I seem to not be able to run it on my dedicated server, I have install a number of mods over the year and you always get some kind of write up to help you remember how much you forget. But I will have to agree with the above person the Zombie are stupid hard but you have to remember this is an OverHaul of a game that once had molds to make anything and you didn't find 500 roll 7.62 or 9 mm after raid a city. You could kill zombies with arrows. I love the mining, building and crafting to develop you skills (which is gone some what) with some Zombie killing too. But I will have to say it has gone away sadly this is more of a soso shooter.

 

I know this is not the correct place or way to post a negative thought. 

 

Maybe it will get read before it's removed. 

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Hi, just want to say that the work you've all done on this mod has been amazing. The most fun I've ever had on a game.

 

But the spiders terrify me.

 

Is there any quick and easy fix to take them out? I've taken the initiative to try and find a solution, but I'd appreciate Jax or someone telling me if I'm missing something or accidentally breaking my game.

 

If I change all of the following with [Spider] in the variable to [prob="0.00"] (no brackets), will it disable all spiders including tarantulas? Or I will also need to alter the config lines in the vanilla game files for complete disable?

 

7DaysToDie/Mods/0-CreaturePackAnimals/Config/entitygroups.xml

Quote

    <append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsForest']">
        <entity name="animalSpider01" prob="0.05"/>
        <entity name="animalSpider02" prob="0.05" />
        <entity name="animalSpider03" prob="0.05"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsPlains']">
        <entity name="animalSpider01" prob="0.05"/>
        <entity name="animalSpider02" prob="0.05" />
        <entity name="animalSpider03" prob="0.05"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsDesert']">
        <entity name="animalSpider01" prob="0.05"/>
        <entity name="animalSpider02" prob="0.05" />
        <entity name="animalSpider03" prob="0.05"/>
    </append>
    <append xpath="/entitygroups/entitygroup[@name='AnimalsAll']">
        <entity name="animalFox" prob="0.25" />
        <entity name="animalGoat" prob="0.25" />
        <entity name="animalBat" prob="0.25" />
        <entity name="animalBats" prob="0.05" />
        <entity name="animalSpider01" prob="0.05"/>
        <entity name="animalSpider02" prob="0.05" />
        <entity name="animalSpider03" prob="0.05"/>
    </append>

 

Edited by Mencoh (see edit history)
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I am looking for a mod for the gamma limit so that the player can not set more than limit. 

please tell me how to do this, or share a link to the mod.
I know that such a mod is installed in ravenhearst, I tried to use the mod from there, it does not work.

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6.4.4 Released No Wipes

 

Addition: Added a new stove
Addition: Grills in the world can now be broken for a chance to take one home. They work similar to the survival campfire.

Balance: Store shelf loot
Balance: Reduced amount of nails received from harvesting blocks
Balance: Blade line rebalance

Fix: Clarified description of Wood Burning Stove
Fix: Added proper stove to stove blocks
Fix: Fixed description of baseball bat
Fix: Shotgun Turret ingredient fixed
Fix: Animal Hide scraps properly
Fix: Possible fix for nail gun breaking and quality
Fix: Possible fix for guns not degrading
Fix: Removed fridge recipes that did not contain spoilage bonuses
Fix: Removed spider with no hitbox
Fix: Copper and Zinc now have proper ore models (May only be noticeable on new maps)

Removal: Quest tag from Asia Pagoda

 

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hello

after an update 6-4-3 -->6-4-4, the game crash in the world initialisation (load savegame) with the console error:

IndexOutOfRange Exeption:index was outside the bound of the array

 

thanks

 

Edit 1: clean reinstallation, thats work

Edited by Jeffny (see edit history)
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2 hours ago, Jeffny said:

Nitrate--> zombi cadaver, dogs cadaver

Coal-->Burning wood

If not modified, nitrate, Snow biome, coal, burning biome

 

Thanks!  I didn't realize it was by biome, I had been digging holes all over and scratching my head why I was only seeing lead over and over!

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