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28 Alphas Later

Hello

i was trying this mod with my friend, but we encountered strange problem.

When i hosted game, despair works fine for me, but not for my friend who joined. His % of despair was sky rocketing. It was going up atleast 10x faster.
He had 25% in 2 minutes or so.

So we tried to switch places.
My friend hosted game and i joined him. In this case his despair was fine, but mine was raising faster.
 

Does anyone encounter this bug? Is there any fix?

 
Last edited by a moderator:
Hello

i was trying this mod with my friend, but we encountered strange problem.

When i hosted game, despair works fine for me, but not for my friend who joined. His % of despair was sky rocketing. It was going up atleast 10x faster.
He had 25% in 2 minutes or so.

So we tried to switch places.
My friend hosted game and i joined him. In this case his despair was fine, but mine was raising faster.
 

Does anyone encounter this bug? Is there any fix?


I'm aware of the bug, and am working to fix it

 
Code:
Hello,
This is an amazing mod, I've been waiting for something similar for years, now finally such a masterpiece comes, huge thanks to the creator of the mod, it's wonderful! Finally a challenge, if it were up to me I would make it a little harder :)) yes, I love it.
Just one thing that I find strange: why did you take away the fun of not having to melt the material in the melt? I think it's a shame. Is there a specific reason for this? Otherwise wonderful mod, thank you for your effort!
  • Code:
    oh sorry for the size of the text
 
No but i did 5 of them myself and i can not plant in them


Thanks for the heads-up.

Pushed a fix for this just this minute. Again, should be save-game safe, but back-up just in case :)

Hello,
This is an amazing mod, I've been waiting for something similar for years, now finally such a masterpiece comes, huge thanks to the creator of the mod, it's wonderful! Finally a challenge, if it were up to me I would make it a little harder :)) yes, I love it.
Just one thing that I find strange: why did you take away the fun of not having to melt the material in the melt? I think it's a shame. Is there a specific reason for this? Otherwise wonderful mod, thank you for your effort!

  • Code:
    oh sorry for the size of the text



First of all - thank you so much, I'm glad you like the mod  :)

I removed the forge smelting as it was not something I cared for particularly. That's all 🤷‍♂️

 
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The mod is currently NOT WORKING for any multiplayer saves.

What does this mean? We are thinking of an open multi-server where you can play with this mod. Are there any problems?

 
The mod is currently NOT WORKING for any multiplayer saves.

What does this mean? We are thinking of an open multi-server where you can play with this mod. Are there any problems?


Unfortunately, there is a fundamental issue with a core feature of the mod which is currently bugged in all multiplayer environments.

I am working on a fix, but it needs more testing before it can be released.

Sorry.

 
28 Alphas Later, now updated to v1.2!!

 ​

Version 1.2 now live! 

Changelog:

1. The mod is now supported in peer-to-peer and dedicated server multiplayer games.

2. Despair system has a complete rework (feedback is encouraged)

3. Additional recipes

4. Hoe now added to trader stock & loot.

5. Rebalanced recipes for farm plots, and for fertilizer required to till the ground.

6. Reworked the zombie "boomers"

7. Slightly increased ammo in loot.

8. Removed the workbench/tool requirement for chicken coops and beehives. They can now be crafted in your inventory, but you need a repair tool in your inventory.

9. Rebalanced the amount hunger and thirst affect your despair.

10. The liquid nitrogen mod now has a DoT effect, as well as its slow effect.

11. Being in close proximity to zombies now affects your despair. The stronger the zombie, the worse the effect.

12. Two additional food recipes added - Tramp and vagabond stew. Basic recipes, no unlock required. A use for early game cat/dog food, but still needs a cooking pot.

13. Custom mesh files for some food/drink/candy (thanks Schrader :)  )

 
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Update: 20/01/24
Added: Random walk types to zombies
Changed: Lowered block damage from bunker busters 25%
Removed: Cigar crafting, replaced with eyewear/facewear mod crafting.
Fixed: Dye is scrappable again.
Increased zombie night spawns for every biome.

Various other small tweaks, balances and localization changes :)  

 
Hells_Janitor, this mod is near-perfection!  I'm so glad I gave it a try.  You've literally changed the game in every way I knew I wanted and in some I'd never thought of.  I wanted to give you some feedback - I hope its helpful.  Just one person's perspective and certainly not critiques...

Despair Feedback:  Have you ever watched ALONE?  There's this consistent thing where really great survivalists leave the show early - because they are thriving.  The loneliness and emptiness of their surroundings doesn't weigh heavy on them until they've stopped scrambling for essentials (shelter, water, food) and started carving spoons and making chairs and instruments.  

                   Early game is already tough - I felt like despair was just an unavoidable death mechanism before I had a headlight b/c I refuse to stand at a campfire all night long.  So I flipped your values for despair and health - as your health advances, so does your despair.  I'm finding it interesting - I have to keep an eye on it but its not wrecking my early game so much.  You could give folks some lavender oil in their starter kits too - if other feedback is that despair is too hard early on.

Fatties Are Boomers:  I like the adrenaline and challenge this poses, but I like to conserve ammo and pre-chemistry station, I find it very frustrating that they get knocked down and I cannot seem to melee-hit them in the head.  Sometimes its the space they are in.  If they are coming downstairs and that timer starts, its hopeless - they are taller and their head sits back too far on their shoulders - you can't melee.  I'm trying it out in my playthru with a negative requirement for "copbufftimer" on knockdown to minimize this frustration.

Headshots only:  maybe remove dogs and vultures from this.  Vulture heads are so small and dogs are tough enough (maybe that's just my refusal to use ammo early game). 

You really made for a challenging game.  I have a personal modlet that makes all quests harder (so if you pre-clear a quest POI then do the quest, its harder the second go) - I'm loving it with you mod.  The mutated have quite the health jump and regeneration rate - when they first appeared, I could barely kill one.  Do they get tougher the more you hit them?  Seems to punish a conservative approach (like kiting and using arrows or melee).  They became easier to kill though after I advanced a few levels but it was a shock how soon I was seeing boss-type zeds all over during the nights.

 
Early game is already tough - I felt like despair was just an unavoidable death mechanism before I had a headlight b/c I refuse to stand at a campfire all night long.  So I flipped your values for despair and health - as your health advances, so does your despair.  I'm finding it interesting - I have to keep an eye on it but its not wrecking my early game so much.  You could give folks some lavender oil in their starter kits too - if other feedback is that despair is too hard early on.


It's one of the reasons I gave a flashlight in the starter bag. Holding the flashlight has the same effect as the helmet light mod - the only drawback is, you gotta hold it. (torches are the same). I did consider making Despair increase as level increases, so you're never really ahead of it, but for now, I think I'll leave it as-is (although I appreciate the suggestion :)  )

Fatties Are Boomers:  I like the adrenaline and challenge this poses, but I like to conserve ammo and pre-chemistry station, I find it very frustrating that they get knocked down and I cannot seem to melee-hit them in the head.  Sometimes its the space they are in.  If they are coming downstairs and that timer starts, its hopeless - they are taller and their head sits back too far on their shoulders - you can't melee.  I'm trying it out in my playthru with a negative requirement for "copbufftimer" on knockdown to minimize this frustration.


Yeah - it's a problem in some situations. The "fatties" tend to have a much "higher on their head" hitbox to the other zeds, so there are definitely situations where it becomes "tricky" to hit the head. All adds to the challenge though, don't you think? 😛 

Headshots only:  maybe remove dogs and vultures from this.  Vulture heads are so small and dogs are tough enough (maybe that's just my refusal to use ammo early game). 


I have removed vultures needing headshots in the latest patch, but I'm gonna keep dogs for now. I didn't want to start making too many "exceptions to the rule" if you know what I mean.

Hells_Janitor, this mod is near-perfection!  I'm so glad I gave it a try.  You've literally changed the game in every way I knew I wanted and in some I'd never thought of


 I'm delighted to hear you're having fun with it :)  

 
Hi there,

As I said on twitch it's great mod , really enjoy playing it.

Last night we continued our multi Player game on a server and noticed that the despair % are little bit off between the two of us . Friends % was always between 20-30% while my % was always between 60-70%.

Both of us had No injuries , tier 2 and 3 food and plenty of lavendel consumed.

I know there are some multiplayer issues but just a quick heads up 

 
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