• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A16 - Medieval Mod (SDX)

I dunno what was going on tried about 10 different names for the seed before finally getting one to spawn me in town..
Can you give me some sample seed names you tried that failed, or better yet, the output log? Thanks!

 
Build 14 is up on gitlab and the launcher

NEW SAVE IS HIGHLY RECOMMENDED

There have been a lot of changes for the spawner blocks that are used to spawn the peasants in their houses, and you will only see those changes if you start a new save.

Notable changelog:

* Improvements to the horse, including inventory working in multiplayer, and a number of other improvements

* Removed phase shifting ability from peasants (new spawner block that should eliminate spawning inside walls)

* Purge block protection increased to 1 realtime day. They currently don't disappear when they expire (b15 will remove the block when they stop protecting)

* blight spread rate slowed from 5 secs to 25secs for the necromancers

* Peasants are now flagged as animals, this stops players from getting zombie kills on scoreboard for them, and hopefully removes them from the maxZombie count that was preventing wandering and feral hordes from spawning as much as they should have been.

* Improved AI. There should be a lot more fighting between the factions, and added a missing aggro on players from several templates.

* Limited guards to clubs and iron clubs as the weapon they use and drop on the ground when they die.

* All workstations should have the correct tool slots

* Moved a number of recipes around, such as ornate and enchanted weapons to the grindstone.

* Added a chisel to the grindstone for the more advanced weapons.

* Various loot changes such as making some items more readily available

* Added saddle and saddlebags recipes

* 4 new spooky forest prefabs added

Still to come in b15:

* Lots of loot balancing

* Weapons and armor rebalancing

* Quests improvements and content

* More prefabs

* Economic values balancing

After b15, all going well, we will probably move out of experimental mode, lock down savegame breaking changes and start working on book 1.1 ideas while we wait for a17 :)

 
Build 14 is up on gitlab and the launcher
NEW SAVE IS HIGHLY RECOMMENDED

There have been a lot of changes for the spawner blocks that are used to spawn the peasants in their houses, and you will only see those changes if you start a new save.

Notable changelog:

* Improvements to the horse, including inventory working in multiplayer, and a number of other improvements

* Removed phase shifting ability from peasants (new spawner block that should eliminate spawning inside walls)

* Purge block protection increased to 1 realtime day. They currently don't disappear when they expire (b15 will remove the block when they stop protecting)

* blight spread rate slowed from 5 secs to 25secs for the necromancers

* Peasants are now flagged as animals, this stops players from getting zombie kills on scoreboard for them, and hopefully removes them from the maxZombie count that was preventing wandering and feral hordes from spawning as much as they should have been.

* Improved AI. There should be a lot more fighting between the factions, and added a missing aggro on players from several templates.

* Limited guards to clubs and iron clubs as the weapon they use and drop on the ground when they die.

* All workstations should have the correct tool slots

* Moved a number of recipes around, such as ornate and enchanted weapons to the grindstone.

* Added a chisel to the grindstone for the more advanced weapons.

* Various loot changes such as making some items more readily available

* Added saddle and saddlebags recipes

* 4 new spooky forest prefabs added

Still to come in b15:

* Lots of loot balancing

* Weapons and armor rebalancing

* Quests improvements and content

* More prefabs

* Economic values balancing

After b15, all going well, we will probably move out of experimental mode, lock down savegame breaking changes and start working on book 1.1 ideas while we wait for a17 :)
noice...

 
So... the blight challenge is real...

del_Blight_Map.png


 
...what you've got to realize *cough*blazer*cough* is that the blight is eating away at the structures, too. Left unchecked like this, that town is toast. :)

 
No town makes for a very difficult multiplayer; so make sure you equip your character well, because if I wipe, I'll xfer over the character files.

 
Huge storm, server just took a hit. Downtime could range from quickly until "new power supply comes in."

 
k, that machine survived. Hopefully the switches leading to it did as well.

*Update*

Seems to, but we'll see how long the connection holds. Vicious storm.

 
Last edited by a moderator:
Same black screen

Strange. i downloaded the mod via the launcher, but i only get a black screen at the start of 7d2d, nothing more....
I too am having the black screen issue. I have re-installed twice now. I an not running EAC. I can get the normal game to load up fine but the mod will be black at the start screen with only my cursor appearing. Help!?

 
I too am having the black screen issue. I have re-installed twice now. I an not running EAC. I can get the normal game to load up fine but the mod will be black at the start screen with only my cursor appearing. Help!?
Are you using the Vanilla game to install the mod? if you have changes on your main 7d2d archives it can conflit with the mod

 
Quick question if anybody can help: are any of the barrels in the POIs filled with anything useful, and if so, how to extract? I'm on latest build, and find many barrels (placed on horizontal axis) and try to fill with empty waterskin. Makes the noise and animation that something is happening, but the waterskin remains empty. I've tried breaking it down with an axe, and it will change to the same item but with a 1/1 hit point indicator. Try there too, I think same animation and sound, but nothing. This is not the ones you can pick up that sit on vertical axis. Am I doing something wrong, is this RNG (not all have mead), bug?

No big deal, still loving this mod!! Got my first ever wandering horde of zombies (burning guys and 3 or 4 custom pale guys). Holy moley, they were packing some gold!! Yikes, gonna go on a shopping spree once the daylight hits.

 
The waterskin in toolbelt remains empty, but you're adding beer skins to your inventory...

...there's not a nice way to remove the held item AND convert the barrel block, so we removed getting the skin back after drinking beer to prevent the dupe. Point is though, check you inventory. =)

 
Ugh, maybe I had my inventory already full, or maybe I'm just dumb as a rock and did not notice. Anyway, thanks Gup for the info, I'll give it a shot.

 
I have put Medieval Mod as a dedicated on one of our servers and i kinda see a issue with the Horse. "unless I'm doing something wrong" When you kill the horse or find a dead horse and you hit it, it will show that is has 0/0 health which is fine, But it does not degrade like the other animals and if you hit it with let's say a Axe or a knife it will continue to upgrade your blade skill very quickly after 2 or 3 hits with a axe or knife it increases. The Horse stays there for a very long time. I am trying to figure out how to make the horse go straight to the gore block when it gets killed to eliminate this issue. But I do see there are 3 types of horse blocks in the file and I have no idea why that is. I dont even see in the Entities.xml that the horse goes to any of those blocks when killed. I see the max hit points it has but that is about it. Nothing about harvesting it in the entities.xml either only the horse blocks in the blocks.xml. Can this be fixed? Because players will no doubt use this glitch to increase their blade skills very quickly just on this horse. I have commented it out for now to prevent this unless i find a way to make it vanish when it dies. I sure hope there is a way riding it is awesome.... I do love this MOD.

Also since I'm thinking of it I made the Map larger for our server made it to 20,000 out. Ive noticed the crystal biome is out past this distance thought it was kinda strange does this biome and the other one that says to go North or South to get another item i forgot the biome that it is but are these suppose to be this far out or is it that we just haven't uncovered the map enough to see more of these biomes?

Thanks For The Help :)

 
Biome placement is done via code, so you may want to try different options in the rwgmixer to accommodate your changed world size.

I'll check with TormentedEmu about the horse issue.

 
Back
Top