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Guppycur

A16 - Medieval Mod (SDX)

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Well this mod has claimed top spot for me. Great work by everyone and the POIs are just amazing.

 

One thing I have noticed. Has the timer on farming (plants) been lengthened or is it currently not working? I have had corn and aloe, in fertilized soil for over a week in game and still only get one item back. I have used both hands and a hoe to harvest them with the same results.

 

that reminds me, I needed to make the seed recipes give 2 seeds.

 

 

Atm the fert doesnt do anything (only gives bonus for <e> pickup plants rather than hit to harvest plants). A future version it will act as both a growth accelerator, and a reduction to the chance crops fail (also coming later)

 

The skills are pretty basic atm, as with the a17 changes there isnt much point in putting effort into them only to throw it all away. 100 in blade weapons is +10% harvest, and lvl 5 knife guy is +50%, but I keep forgetting to test if that will give a chance at two items at less than +100%

 

as Emu said, you get a bonus harvest with certain weapons (i.e. sickle), and can raise your weapon skill to slice those plants better :)

Edited by StompyNZ (see edit history)

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Bugs

 

First, just wanted to say that this mod is an awesome change to the game. Great idea. I have made it to day 15 and level 57 so far, and I think you guys have done a great job. However, I did find a couple of bugs I wanted to point out, just in case you did not know about them, and not sure if everyone is having the same issues. I am playing a single player game on my computer.

 

1. When I get into the Alchemy bench to make things, once I que anything up, if I leave, the production process stops until I get back in. I have to stay in it the entire time for it to complete.

 

2. In regards to the blight, I have been putting down crystals to push it back outside the city. When I went to put down the 7th crystal, it pushed the blight back, but then it reappeared on areas that already had crystals there. I had to rush and break the old crystals, and put new ones down again to fix it. Almost lost my base over it.

 

Hope this helps, keep up the good work. Can't wait to see the finished product in Alpha 17.

 

If this is not the place to let you guys know about bugs, kindly send me to where I need to post, and I will continue to post them as I find them.

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1 is intended, actually. It may change though.

 

2 was also intended that version (timer) but we have since increased the timer to like 60 days or something in the upcoming version.

 

Appreciate the feedback! Really looking for input on blight since very few steamers have even left the town. =)

 

And what emu said... Feel free to join us on discord. Link should be on first or second post. =)

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Gonna be checking this mod out tonight. Looks really interesting.

 

I'm not seeing the discord link you mentioned guppy

Edited by DonBab (see edit history)

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The current version of the crystals are more for purging existing blight than protecting against new blight. The protection they do provide atm should last a few game days but the next time I work on that I'll be changing them to provide protection for as long as the crystal lasts, and entities will hopefully be made to target those crystals. They will eventually self destroy and lose the protection but at least you will have a visual to let you know that it has happened.

 

The dragon blood crystal I might make permanant unless destroyed and the lesser ones are the ones that self destruct after a time.

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Crystal shards

 

So I've another question. I looked around an looted a lot but I can't find these crystal shards.

Where do you find it ?

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So I've another question. I looked around an looted a lot but I can't find these crystal shards.

Where do you find it ?

 

 

FINALLY, I found them :smile-new:

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where can i download the files..please

 

Guppy,

where can i download the files for my dedicated server?

thankx

jommi

 

 

titlelogo5.png

 

Enter a world of Orcs, Goblins, and yes, Dragons... Ride a horse through the beautiful countryside, or delve deep into the haunted forest... travel north to the great Orc Lands, or visit the eerie crystal biome.

 

Book I: Blight.

 

For a thousand years, humans have believed the myths and legend of old to be just that... legend. Until now. A blight is spreading. Goblin and Orc raiders are traveling to your lands, killing, stealing, and ... bringing something else.

 

The land itself is falling prey to the mystical evil that follows these foul creatures. Structures cannot be built, trees die, and the land infertile. You were in jail for a small "misunderstanding" between you and the owner of the sheep you ate, but now you're free and you need to defend your homeland against these invaders.

 

7 Days to Die - Medieval Mod, Book I: Blight is a near total conversion of 7 Days to Die. We have brought in new assets, new sounds, new code, and new features never seen before in a 7 Days to Die mod.

 

Book I is a quest based mod, but more importantly, mostly a proof of concept. We recognize the benefit that A17 will bring to the mod so have shortened the development time to get a release out as a test run. This mod is NOT designed for extended play, although it should be possible. We have included a number of new features, from quest-driven exploration of underground ruins to custom spawning and random world generation dictation. There are a number of behind the scene events taking place that replace the core vanilla system, and we are using Book I to test these systems.

 

TERMS OF USE:

 

By downloading Medieval Mod, you agree that:

 

You can copy the material in any medium or format for your personal use.

If you remix, transform, or build upon the material, you may not distribute the modified material, without asking for our permission first. This includes c# code, xml configurations and all included models and icons.

If permission is given, you must give appropriate credit, provide a link to this license, and indicate what changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

Many of our assets were purchased and as such we can not give permission to use any of our models on your own projects.

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Guppy,

where can i download the files for my dedicated server?

thankx

jommi

 

Also on that site at the bottom, it tells you exactly which files to add to your dedicated server. You won't need the entire mod on the server.

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Currently looking at probably two or three more days before the final bits are ready for b15. Main holdup is the quests I want to re-work to flow better and guide you though the early stages and reward you with some unlocks etc. That will require a new save so I want to get it pretty much in place before we do the last save breaking update. b15 will essentially be the stable build for 1.0

 

How's it looking for b15?

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Close. Tightening up some quests, doing some minor fixes for a few other bits... Horse works better in multiplayer...

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QUERY

 

Close. Tightening up some quests, doing some minor fixes for a few other bits... Horse works better in multiplayer...

 

 

hello I'm trying out the medieval mod and it's great! I'd like to ask you some questions

* Where do I find clay? in what biome?

* when I play in the generic world do other biomes also appear?

 

I hope some help!

 

Greetings from Paraguay and excuse my English!

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hello I'm trying out the medieval mod and it's great! I'd like to ask you some questions

* Where do I find clay? in what biome?

* when I play in the generic world do other biomes also appear?

 

I hope some help!

 

Greetings from Paraguay and excuse my English!

 

For clay info check here...

 

https://7daystodie.com/forums/showthread.php?83830-Medieval-Mod-(SDX)&p=816141&viewfull=1#post816141

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What do you mean "play in a generic world"?

 

Navezgane won't/shouldn't load, so it HAS to be Random Gen, in which case the biome placement is coded in (Thanks StompyNZ!) to be at specific places, whereas the terrain is randomly generated. Hope this answers your question.

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What do you mean "play in a generic world"?

 

Navezgane won't/shouldn't load, so it HAS to be Random Gen, in which case the biome placement is coded in (Thanks StompyNZ!) to be at specific places, whereas the terrain is randomly generated. Hope this answers your question.

 

 

thanks for answering, my query is if we have another biome? I have gone south for many kilometers and I only see the same, only change that I have monsters everywhere but it is still the same biome

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