Recent content by khzmusik

  1. khzmusik

    PC V2.3 b8 EXP

    Just an FYI from a player and modder but not a TFP developer... I do not play Conan Exiles, but implementing the system you suggested would be a whole lot of work, so I don't think it's realistic to expect it. Also, you can change the frequency and random timing of horde nights, or even turn...
  2. khzmusik

    PC V2.3 Experimental

    I like the notion that buildings give you some protection from the biome hazards, but not 100%. Like, maybe 50% or something. Having said that, one of the things TFP said they were going to add back in are temperature-related debuffs (being to hot or too cold). Those could also be used as a...
  3. khzmusik

    Gas Shortage

    That would be interesting, but it would also require item degradation without any kind of user input or trigger (meaning, on a timer). SphereII is working on something like that for SCore, but I don't think it's production ready yet. EDIT: Actually there might be other ways to do it... I'll put...
  4. khzmusik

    Gas Shortage

    khzmusik updated Gas Shortage with a new update entry: Gas Shortage updated to 2.0.1.0 Read the rest of this update entry...
  5. khzmusik

    Gas Shortage - Gas Shortage updated to 2.0.1.0

    Changes for 2.x: Stacks of gasoline match other resource stack sizes (6000), rather than vanilla (10,000) or this mod's 1.x stack size (1000). Bundles of gasoline match its stack size (6000) and require 80% of the resources it would take to craft the equivalent cans of gas (matching ammo...
  6. khzmusik

    Slow Build

    khzmusik updated Slow Build with a new update entry: Slow Build updated for 2.x Read the rest of this update entry...
  7. khzmusik

    Slow Build - Slow Build updated for 2.x

    The old mod was compatible with 2.x, but while updating the version, I also added some changes for balancing. Changes: Doors require nails to craft, but also yield nails when destroyed Couches yield nails when destroyed Small fixes for boxes of nails (available in creative mode, increased...
  8. khzmusik

    Biomes in biome progression makes no sense

    You're right, of course. I was mainly considering the traditional clothing of the White Mountain Apache tribe in northeast Arizona, since I believe that's where the game is supposed to take place. From what I can tell, they certainly had winter clothing, but it was not "survive when the entire...
  9. khzmusik

    Biomes in biome progression makes no sense

    I, like most other players, would absolutely love if TFP took your advice and implemented a new game option that could be toggled on or off. The problem is that many options are not really a kind of "on or "off" setting. This seems to be one of those cases. How could you enable a setting that...
  10. khzmusik

    Are you replacing the Plague Spitters with Native Americans?

    For whatever reason, the forums are no longer alerting me to replies in this topic, so here I am replying to it so I can follow along. The whole situation is weird and I hope the forum mods can fix it. :)
  11. khzmusik

    Biomes in biome progression makes no sense

    This is a good starting point for this discussion. Regarding the forest biome - Maybe the solution is to make progressive biomes give players "supplies, technology, etc." instead of the current biome. That is OK with me, but is it enough? (The answer to that question is going to be yes or no...
  12. khzmusik

    Biomes in biome progression makes no sense

    This is exactly the kind of things that I'm asking you all about. How would you all feel this impacts how you play? For example, maybe there can be no chance to gather nitrate in the Burnt Forest biome. What does everyone think about this change? Does it make the game worse (more of a...
  13. khzmusik

    Biomes in biome progression makes no sense

    This is unfortunate, and exactly the kind of thing that I think should be better. Each biome should, IMHO, have a reason for its existence, even if you're at level 300 with all legendary tools, weapons, and armor. My question is - how would the game make that happen?
  14. khzmusik

    Biomes in biome progression makes no sense

    I think this was a miscommunication. Greenhouses imply that crops could only grow in certain temperatures, and this is not something that is in the game now, and is not easy to implement. I should know, because it's something that I've been trying to mod in for a long time. Temperatures are...
  15. khzmusik

    Biomes in biome progression makes no sense

    I haven't played around with 2.x spawns yet (other than being spawned in when I stared games). I'd love it if we could spawn in different biomes - but that's actually tangential to what I was talking about. Even if we all agree that the forest should be the starting spawn point, that doesn't...
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