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Darkness Falls: They mostly come out at night...


KhaineGB

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I might just do that. Are the new biomes in the experimental branch?

 

Also, would I have to restart to take my world to stable? (It's been a while since I've played in an experimental branch.)

 

In THEORY... no. You won't need to restart.

 

New biome is in the experimental branch but I can only get the bloody thing working on the maps I've made. It isn't playing nice with RWG right now.

 

These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.

 

To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.

 

And here's an example of how to get me NOT to change something.

 

It's not supposed to be easy. It's supposed to be a grind. It's designed to keep you constantly looking.

 

Short answer: It's not getting changed. You don't need all the classes. Rethink how you're playing the mod, or don't play it. But don't come in and try to make a demand because that's not gonna go well.

 

eager to see the changes in the food

 

I love this mod

 

Food/drink changes are currently desgined to mitigate the new Near Death debuff, which makes the farmer class WAY more useful. :)

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These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.

 

To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.

 

Demanding ANY modder to change something because you do not like it is a practice that needs to go away. Its fine to discuss alternate solutions and make suggestions bt its a free world. Khaines intentions are his intentions. Just like with my mod, if you go into this with vanilla expectations prepare to be disappointed in an awesome way.

 

Khaine has put a LOT of work into making sure balance and progression play out a certain way. RNG can be tough sometimes, and mods, especially Khaines and mine, are intended to extend gameplay.

 

Why do people bother to download mods that literally say "Im challenging love me" and then demand easier?

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And here's an example of how to get me NOT to change something.

 

It's not supposed to be easy. It's supposed to be a grind. It's designed to keep you constantly looking.

 

Short answer: It's not getting changed. You don't need all the classes. Rethink how you're playing the mod, or don't play it. But don't come in and try to make a demand because that's not gonna go well.

 

An example of what?

 

Did I hurt your feelings stating an obvious flaw of your mod?, in my opinion, indeed, perhaps I am wrong but I am just a player of your mod, giving feedback to improve it, you can ignore it or think about it in more depth.

 

You need to understand the difference of "easy/hard" and "grindy", also you need to understand the flow of 7Days to Die and how to catch the interest of players in the late game. In early game we are plebs in rags, but soon we are fine, we solve easily the feeding, the house, the anti BM horde base and the game gets stale. With your classes system you can give some purpose to the player in late game but you hide it behind a grind wall, and perhaps you will lose the interest of the player in the meantime.

 

I am demanding nothing, I am requesting a change.

 

Demanding ANY modder to change something because you do not like it is a practice that needs to go away. Its fine to discuss alternate solutions and make suggestions bt its a free world. Khaines intentions are his intentions. Just like with my mod, if you go into this with vanilla expectations prepare to be disappointed in an awesome way.

 

Khaine has put a LOT of work into making sure balance and progression play out a certain way. RNG can be tough sometimes, and mods, especially Khaines and mine, are intended to extend gameplay.

 

Why do people bother to download mods that literally say "Im challenging love me" and then demand easier?

 

The same, I demanded nothing, I requested a change, he can ignore it or think about it. I think I have adressed the same issue in my reply to him but I repeat it, you can extend gameplay with a well thought mechanic or with an annoying grind, the later is never a good idea.

 

This doesn't make the mod harder, only grindy, an artificial wall to make the progression longer, but not specially satisfying.

Edited by LoboFH (see edit history)
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An example of what?

 

Did I hurt your feelings stating an obvious flaw of your mod?, in my opinion, indeed, perhaps I am wrong but I am just a player of your mod, giving feedback to improve it, you can ignore it or think about it in more depth.

 

You need to understand the difference of "easy/hard" and "grindy", also you need to understand the flow of 7Days to Die and how to catch the interest of players in the late game. In early game we are plebs in rags, but soon we are fine, we solve easily the feeding, the house, the anti BM horde base and the game gets stale. With your classes system you can give some purpose to the player in late game but you hide it behind a grind wall, and perhaps you will lose the interest of the player in the meantime.

 

I am demanding nothing, I am requesting a change.

 

No, you didn't request. You demanded.

 

Your post literally could've been summed up as "I don't like this. Change it." That's not a request. It's not even a suggestion on how to make it better.

 

Also the fact you seem to think my feelings were hurt by that is... kinda laughable. The fact ONLY YOU seem to think it's a flaw when it's been in the mod for over a year speaks volumes IMO.

 

It's still not getting changed. There are extra ways to get skill notes being put into the mod because I had them in A16 and couldn't find an acceptable way to do it when A17 came out. I now DO have an acceptable way to do it. You're still going to have to work for it. That is intended.

 

You. Don't. Need. Every. Class.

 

You just want several of them. That's not a mod-design issue. That's a you issue.

Edited by KhaineGB (see edit history)
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@LoboFH

 

If you don't like something in a mod, make a modlet that tweaks the mod to suit your personal needs & preferences. Khaine has a vision for his mod and where he wants to go with it, it doesn't mean he has to cater to every request from every person, that doesn't like something in his mod.

 

Remember, stuff that Khaine changes in his mod affects not only how you will play the mod, but also everyone else, who enjoys his mod and others might not like that change, there is no winning in this situation, there's always be someone, that doesn't like something about something, think about it :)

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No, you didn't request. You demanded.

 

Your post literally could've been summed up as "I don't like this. Change it." That's not a request. It's not even a suggestion on how to make it better.

 

Also the fact you seem to think my feelings were hurt by that is... kinda laughable. The fact ONLY YOU seem to think it's a flaw when it's been in the mod for over a year speaks volumes IMO.

 

It's still not getting changed. There are extra ways to get skill notes being put into the mod because I had them in A16 and couldn't find an acceptable way to do it when A17 came out. I now DO have an acceptable way to do it. You're still going to have to work for it. That is intended.

 

You. Don't. Need. Every. Class.

 

You just want several of them. That's not a mod-design issue. That's a you issue.

 

I will not run in circles around your hurteds feelings, whatever, I said what I think about a major issue in your mod and I am done with you.

 

Learn to accept feedback, you don't need to comply to every request, just don't make a big drama about it.

Edited by LoboFH (see edit history)
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I will not run in circles around your hurteds feelings, whatever, I said what I think about a major issue in your mod and I am done with you.

 

Learn to accept feedback, you don't need to comply to every request, just don't make a big drama about it.

 

Still going on about the feelings thing? If you had hurt my feelings, you'd know about it. I'd be considerably less polite.

 

Again, because you apparently cannot understand this.

 

Your post was not presented as a request, feedback or even a suggestion. It was presented as a demand.

 

I don't give in to demands. I tell you to walk.

 

So... go on. Off you pop.

 

Plenty of other folks have given me feedback and it has been accepted. My discord users are VERY helpful with suggestions and critique. Are they always accepted? No. But they're well written and well presented.

 

Not just "I don't like this. Change it."

 

The fact several other modders have now jumped in on this to make comments should be evidence that you presented your argument REALLY badly... not that you "hurt my feelings."

 

Good lord.

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For anyone else reading the thread, I actually have some changes in the 2.1 test build right now.

 

- All mod schematics were removed. They now use a generic schematic.

- Generic schematics can be scrapped into skill notes.

- Trader quests now have a chance of giving skill notes as a reward.

 

Why did I make these changes? Ok, it's a bit long-winded but bear with me.

 

The skill notes as trader quest rewards was always intended as it was a thing in A16. I just didn't know how to do it at the time. Now I do, so it's a thing again. :)

 

Schematics. I HATE the fact that in A17 you have to buy the perk to make X mod, then you have to find the schematic for it. It also fills bookcases with unnecessary junk, which is very annoying when part of the mod has always been looking for recipes, class mastery books, etc. I figured getting rid of them should HOPEFULLY mean less crap in bookcases, but I still liked the idea of a schematic being used in the crafting, which is why I added a generic one that you can scrap for skill notes.

 

It also stacks to 500, so hopefully less storage usage. Initial feedback seems positive. :)

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Still going on about the feelings thing? If you had hurt my feelings, you'd know about it. I'd be considerably less polite.

 

Again, because you apparently cannot understand this.

 

Your post was not presented as a request, feedback or even a suggestion. It was presented as a demand.

 

I don't give in to demands. I tell you to walk.

 

So... go on. Off you pop.

 

Plenty of other folks have given me feedback and it has been accepted. My discord users are VERY helpful with suggestions and critique. Are they always accepted? No. But they're well written and well presented.

 

Not just "I don't like this. Change it."

 

The fact several other modders have now jumped in on this to make comments should be evidence that you presented your argument REALLY badly... not that you "hurt my feelings."

 

Good lord.

 

As I said, you are running in circles with the silly debate "demand/request", as modder/developer I sugest you learn to read between the lines, I am very frustrated with this "feature" and still I wasn't harsh or mean in my feedback.

 

I like lot of things in your mod, Vanilla should never be released with the absurd change to skills leveling, your mod is an interesting common ground. But with a lot of things set I have hit a wall, hard, I don't know if it's different in your experimental branch but in stable build is 120 papers in the writing desk. I didn't start as civilian, no better barter, and my farming of books is slow like a snail, so I am stuck in a slow grind to get access to the content of the mod.

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I like lot of things in your mod, Vanilla should never be released with the absurd change to skills leveling, your mod is an interesting common ground. But with a lot of things set I have hit a wall, hard, I don't know if it's different in your experimental branch but in stable build is 120 papers in the writing desk. I didn't start as civilian, no better barter, and my farming of books is slow like a snail, so I am stuck in a slow grind to get access to the content of the mod.

 

The farming of books thing is exactly why I've changed it in the test build.

 

We didn't have all those bloody annoying schematics that you NEED in order to craft mods. Right now I'm trying to reorganise progression, and loot to some extent, to be more like A16 because the balance of the mod was WAY better there.

 

Plus I've realised I mostly hate A17 vanilla. Quests and zombies not running in circles anymore were basically all I really wanted, though the extra modding support is nice.

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As I said, you are running in circles with the silly debate "demand/request", as modder/developer I sugest you learn to read between the lines, I am very frustrated with this "feature" and still I wasn't harsh or mean in my feedback.

 

I like lot of things in your mod, Vanilla should never be released with the absurd change to skills leveling, your mod is an interesting common ground. But with a lot of things set I have hit a wall, hard, I don't know if it's different in your experimental branch but in stable build is 120 papers in the writing desk. I didn't start as civilian, no better barter, and my farming of books is slow like a snail, so I am stuck in a slow grind to get access to the content of the mod.

 

Strange. I had so many mod recipes that I just scrap each one I see. I had tons of paper and very little ink. It was rather difficult to find ink, but then someone mentioned you can make ink... and well it kind of took the fun out of the whole process.

 

The no ink was a reason to go looting. Once I could make it, it was over in a day. So shrug. Somethings should be left to RNG because otherwise it's to easy and removes much of the need to go loot.

 

As for finding schematics, there is one in almost every bookshelf you look at, and there are several libraries and houses with them. I suppose with random world Generator it may alter how many you find.

 

Next time I play I think I'd want to remove the compo pack. Those houses can be... neat, but soooooo much loot. That casino was a jackpot of loot and Sirilion's old folks home/research facility(I believe it was Sirilion), as cool as it was, was again an insane amount of loot.

 

Most of it I just scrap of course, but still.

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Strange. I had so many mod recipes that I just scrap each one I see. I had tons of paper and very little ink. It was rather difficult to find ink, but then someone mentioned you can make ink... and well it kind of took the fun out of the whole process.

 

The no ink was a reason to go looting. Once I could make it, it was over in a day. So shrug. Somethings should be left to RNG because otherwise it's to easy and removes much of the need to go loot.

 

As for finding schematics, there is one in almost every bookshelf you look at, and there are several libraries and houses with them. I suppose with random world Generator it may alter how many you find.

 

Next time I play I think I'd want to remove the compo pack. Those houses can be... neat, but soooooo much loot. That casino was a jackpot of loot and Sirilion's old folks home/research facility(I believe it was Sirilion), as cool as it was, was again an insane amount of loot.

 

Most of it I just scrap of course, but still.

 

Well, RNG is always an important factor and changes the experience for everyone. Around Day 40 and I still didn't find a welder torch (so no Steel Age for me at the moment)

 

I even looted the big Crack'a'Book and I am round 90 papers, so not even a class book craftet yet.

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Unsure if this is the mod related or game related:

 

Bloodmoon horde no longer spawning.

I have the config set for a 3 days random varience (with 7 days base still)

 

That aspect seems to be working and spawning on the day the server log says (in this case day 8)

 

However no zombies spawn for the actual horde, the log is filled wiuth hundreds of thousands of these errors

 

2019-03-17T15:56:37 219.799 INF BloodMoonParty: SpawnZombie grp 0 ZombiesNight (count 0, numToSpawn 20, maxAlive 50), cnt 1 zombieBoe, at player 171, day/time 8 22:23

IndexOutOfRangeException: Array index is out of range.

at EntityZombie.GetMoveSpeedAggro () [0x00000] in <filename unknown>:0

at EAIApproachAndAttackTarget.Update () [0x00000] in <filename unknown>:0

at EAITaskList.OnUpdateTasks () [0x00000] in <filename unknown>:0

at EAIManager.Update () [0x00000] in <filename unknown>:0

at EntityAlive.updateTasks () [0x00000] in <filename unknown>:0

at EntityAlive.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityEnemy.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityZombie.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

 

IndexOutOfRangeException: Array index is out of range.

at EntityZombie.GetMoveSpeedAggro () [0x00000] in <filename unknown>:0

at EAIApproachAndAttackTarget.Update () [0x00000] in <filename unknown>:0

at EAITaskList.OnUpdateTasks () [0x00000] in <filename unknown>:0

at EAIManager.Update () [0x00000] in <filename unknown>:0

at EntityAlive.updateTasks () [0x00000] in <filename unknown>:0

at EntityAlive.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityEnemy.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityZombie.OnUpdateLive () [0x00000] in <filename unknown>:0

at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

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Well, RNG is always an important factor and changes the experience for everyone. Around Day 40 and I still didn't find a welder torch (so no Steel Age for me at the moment)

 

I even looted the big Crack'a'Book and I am round 90 papers, so not even a class book craftet yet.

 

I play 2 hour days. So if you're not, that limits your time to do things per day.

 

Speed at which you loot also I guess makes a difference, I use the spiked club unless I need the gun, I'm in and out and moving on to the next one as quickly as I can. I dunno how long you've played for. me, a lot 1600ish+ hours, so other than the new terrible pinpoint melee attack, that I'm sort of used to, I move rather quickly through each building.

 

The welding torch I actually cheated in. I couldn't find one for the longest time either. When I did find one I threw it on the ground. ;) Have found many since that though. I don't like when you can't make the minibike within a reasonable amount of time. And with the compo pack, Those buildings can be a boon, or just take up space. And I had sooo many of the just take up space type buildings that it became to much of a pain to run around to get to new towns.

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I play 2 hour days. So if you're not, that limits your time to do things per day.

 

Speed at which you loot also I guess makes a difference, I use the spiked club unless I need the gun, I'm in and out and moving on to the next one as quickly as I can. I dunno how long you've played for. me, a lot 1600ish+ hours, so other than the new terrible pinpoint melee attack, that I'm sort of used to, I move rather quickly through each building.

 

The welding torch I actually cheated in. I couldn't find one for the longest time either. When I did find one I threw it on the ground. ;) Have found many since that though. I don't like when you can't make the minibike within a reasonable amount of time. And with the compo pack, Those buildings can be a boon, or just take up space. And I had sooo many of the just take up space type buildings that it became to much of a pain to run around to get to new towns.

 

I'm gonna be adding in a vehicle that sits between the minibike and bicycle that DOESNT need the torch. Just the workbench and wrench. :)

 

Little faster the bicycle, slower than the minibike but with minibike storage.

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Ey iv been wondering about farming... maybe im doing something wrong but crops dont seem to be growing. Do they need water or anything else? Iv put them on tilled soil and outside (duh) but 3 days have passed and they dont grow at all... If i hover them i get the option to pickup the seeds.

 

Im using increased gather rated and +1 skill point per level modlets, nothing else.

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Ey iv been wondering about farming... maybe im doing something wrong but crops dont seem to be growing. Do they need water or anything else? Iv put them on tilled soil and outside (duh) but 3 days have passed and they dont grow at all... If i hover them i get the option to pickup the seeds.

 

Im using increased gather rated and +1 skill point per level modlets, nothing else.

 

Yes, you need to place rain barrels (within 4 blocks of crops)

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When Khaine states something is fixed in this thread, does that mean redownloading the mod will have the fix, or is it "fixed" and then will be added in with the next overhaul patch? I didnt see the version number increase, so I am guessing the latter. Just looking for clarification without having to redownload the massive patch =p

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I'm gonna be adding in a vehicle that sits between the minibike and bicycle that DOESNT need the torch. Just the workbench and wrench. :)

 

Little faster the bicycle, slower than the minibike but with minibike storage.

 

Is it what I think it is?

 

/Giddy with excitement since 1971

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When Khaine states something is fixed in this thread, does that mean redownloading the mod will have the fix, or is it "fixed" and then will be added in with the next overhaul patch? I didnt see the version number increase, so I am guessing the latter. Just looking for clarification without having to redownload the massive patch =p

 

It means it's likely fixed. So make sure you have 2.04.

 

Is it what I think it is?

 

/Giddy with excitement since 1971

 

Yes. :)

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