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28 Alphas Later

Hello, love the mod. I was curious and noticed that the wooden arrows are not craftable. went hunting in creative and couldnt see them either. found them in the items xml though. 

 
Hello, love the mod. I was curious and noticed that the wooden arrows are not craftable. went hunting in creative and couldnt see them either. found them in the items xml though. 


I removed them from this release as they didn't appear to be a necessary item

UPDATE 2.0.2

  • Fixed some recipes not adjusting correctly with master chef perk ranks
  • Fixed an oversight with dew collector tools - traders now have the correct items.
  • Zombie bowlers now puke and explode like other fatties
  • ALL zombie puke now calls minions if it hits the player
  • Fixed zombie bears and dire wolves not dropping loot
  • Added custom loading screens
  • changed biome spawns for certain traders, and fixed the custom traders to their respective biomes (requires a new world/save)



again, SHOULD be save-game safe, but back up your saves first, just in case.

Enjoy! :)  

 
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Does it set to 30% on any death, regardless of how high despair is?

If so, definitely a bug, and I'll look into it.
Specifically when we die of deapair, when someone dies it always starts at 30% despair. I looked at the buffs.xml and couldn't determine exactly why as the only reference was a line for activating the 30% isolated trigger, could that be it?

 
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Specifically when we die of deapair, when someone dies it always starts at 30% despair. I looked at the buffs.xml and couldn't determine exactly why as the only reference was a line for activating the 30% isolated trigger, could that be it?


Yes, I looked through the XML after I saw your post, and couldn't see why it would happen this way no matter the level of despair, as it should only happen if the player actually dies from despair.

Some further investigation is needed I think. I'll be working on it - thanks for letting me know :)  

 
Yes, I looked through the XML after I saw your post, and couldn't see why it would happen this way no matter the level of despair, as it should only happen if the player actually dies from despair.

Some further investigation is needed I think. I'll be working on it - thanks for letting me know :)  
To understand you correctly, if one dies from despair it should start back at 0%?

Any other cause of death should start or stay at a certain %?

 
<append xpath="//lootgroup[@name='cannedfood']">
        <item name="foodCanCarrots"/>
    </append>
    
    <append xpath="//lootgroup[@name='groupDumpsterFood']">
        <item name="foodCanCarrots"/>
    </append>

 
To understand you correctly, if one dies from despair it should start back at 0%?

Any other cause of death should start or stay at a certain %?


no, the opposite. If you die from despair, it'll restart you at 30% despair. If you die from any other cause, it'll restart you at whatever your despair percentage was when you died.

 
no, the opposite. If you die from despair, it'll restart you at 30% despair. If you die from any other cause, it'll restart you at whatever your despair percentage was when you died.
Interesting, so if that's the case then it is working as intended I apologize for the confusion. Personally I feel with respawning with 30% despair after having died to 100% feels a bit off putting as you are immediately given a debuff of isolation -15% stamina. 

 
and for shamway boxes and foodpiles

<append xpath="//lootgroup[@name='groupFoodCommon']">
        <item name="foodCanCarrots"/>
    </append>
    
    <append xpath="//lootgroup[@name='groupFoodPileCommon']">
        <item name="foodCanCarrots"/>
    </append>
 

 
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Hi again, 

Quick question on mushrooms.  Do they need to be put in a farm plot or tilled ground?  They don't seem to grow if we place them on the wall, like in vanilla.  My friend and I are enjoying the greater challenge, we've both have died about 5 times to despair so far, but slowly starting to get the stuff to make better food and drink, especially drinks since the vanilla dew collector is working.  Thanks again for creating this great mod.

 
Oh, not sure if it is due to your mod or vanilla, but the scrapping challenge seems to be hit or miss when it counts.  I've scrapped a lot of items  and none of it has counted for me.  My friend has also done the same, but only has 1/5.  Also, the helmet light is acting weird, but for me in a good way.  I have it turned off, it keeps acting like it is on, but it is off.  Also, whenever I get on the bicycle, I turn the light off, but when I get back on it, the light is turned on again.  Haven't checked it in my test environment though. 

 
Hi again, 

Quick question on mushrooms.  Do they need to be put in a farm plot or tilled ground?  They don't seem to grow if we place them on the wall, like in vanilla.  My friend and I are enjoying the greater challenge, we've both have died about 5 times to despair so far, but slowly starting to get the stuff to make better food and drink, especially drinks since the vanilla dew collector is working.  Thanks again for creating this great mod.


All crops have to be planted in fertile ground - either fertile terrain or your crafted farm plot.

Oh, not sure if it is due to your mod or vanilla, but the scrapping challenge seems to be hit or miss when it counts.  I've scrapped a lot of items  and none of it has counted for me.  My friend has also done the same, but only has 1/5.  Also, the helmet light is acting weird, but for me in a good way.  I have it turned off, it keeps acting like it is on, but it is off.  Also, whenever I get on the bicycle, I turn the light off, but when I get back on it, the light is turned on again.  Haven't checked it in my test environment though. 


I've noticed some weird behaviour from the helmet light too - I'm looking into it. 

I hadn't noticed an issue with the scrapping challenge - but I'll keep an eye on it.

 
the Liquid Nitrogen Mod cause errors and make the client crash whenever used it zombie and got freeze.
 

458388459_536108252120699_6534488646405506076_n.png




the kerosin mod more likely makes the zombie hard to kill, instead of making it easier to kill. check this mod also.

 
the Liquid Nitrogen Mod cause errors and make the client crash whenever used it zombie and got freeze.
 





the kerosin mod more likely makes the zombie hard to kill, instead of making it easier to kill. check this mod also.
Can confirm myself and others on the server I play on had this same issue with the nitrogen mod

 
Hello! Really enjoying your mod so far! :)
I was wondering, is there any way to display HP bars for enemies? I've seen some people say there's an option for that in the config files but I have no idea what config files they're talking about 🤔

 
Hello! Really enjoying your mod so far! :)
I was wondering, is there any way to display HP bars for enemies? I've seen some people say there's an option for that in the config files but I have no idea what config files they're talking about 🤔


You can add a health bars modlet if you like - but the current mod release only displays the bar and the numbers; names are not shown. I'll be reverting that in a future release, so the HP bars can be shown as originally intended, but they'll still be off by default in the mod - you'll need a health bars mod to enable it. :)  

 
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