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A16 - Medieval Mod (SDX)

I love this mod, great work, but i have a small problem with the anvil. I can not place it down. Have to always go to the traders or find a smith house in the city to use it

 
It looks weird placing down, but it will place down.

B15 out.

ABSOLUTELY requires a new save. Should be the final save breaking update.

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You cam Find me on



Today 19:00 this evening
Sweet, danke!

 
Guppy, the struggle with Healing is it by design or just not balanced? I've watched quite a few streamers/youtubes and put in good 30 hours into the mod and the struggle to keep yourself healed seemed quite real.

In my game I finally found the books for healing items, but at this point I am lvl 30-35 now. I was just curious if you guys meant the healing to be the struggle? (not complaining at all, just found it interesting).

 
Yep; absolutely. Keep yourself full, that's the best way early game... there's plenty of food, so that part shouldn't be a problem.

I do find it funny watching streamers with stacks of lettuce thirsting to death... =)

 
Guppy, awesome mod!
Do you have update notes posted anywhere?
I'll post the highlights later today.

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Guppy, the struggle with Healing is it by design or just not balanced? I've watched quite a few streamers/youtubes and put in good 30 hours into the mod and the struggle to keep yourself healed seemed quite real.
In my game I finally found the books for healing items, but at this point I am lvl 30-35 now. I was just curious if you guys meant the healing to be the struggle? (not complaining at all, just found it interesting).
food healing has been buffed in b15, but the lack of early healing is intended.

 
CHANGES FOR B15 (probably missed a bunch)

  • Adjustments on stone harvesting
  • Removed scrap iron frames and upgrade options
  • New log spike model (thanks Random Person!)
  • Removed some more modern blocks (morticians drawer etc)
  • Fixed the 4 plants that were upgrading when fully grown
  • Added Banded Chest as a player craftable storage
  • Changed leather creation to use the tanning rack (build rack, place in sunlight, upgrade with animal hides, wait, loot leather)
  • New block buffs added
  • Improved Dragons Breath potion
  • Dysentry, foodPoisoning and blight debuffs can be 'cured' with a certain plant
  • Adjusted AI to ignore merchants since they cant be killed
  • Added headshots to custom entities (untested)
  • Adjusted dungeon spawns so they dont wreck the place
  • Some creatures move faster now
  • Ogres and Trolls went to smash school and learnt how to bust your house down
  • Removed skill xp from medical items to stop them from leveling the medicine perk
  • Removed hydration from potions so you can drink them when fully hydrated
  • Adjusted economic values
  • Buffed food healing (approx x2)
  • Honey cures dysentry
  • The mysterious plant has a new mystery(buff)
  • Added a large hammer head for crafting bigger hammer weapons
  • Remove machete blade, recipe now uses large balde
  • Some schema's can be created from book pages found in loot
  • Removed quality from frying pan, can still club a peasant with them
  • Pitchfork can be repaired with scrapIron
  • Woolen cloths can be repaired with wool
  • Big buff to blunderbuss damage
  • Buffed high end protection ratings on most armor. Full purple plate will let you slug it out with an ogre.
  • Loot template changed to reduce quantity of purple drops a bit
  • Leveled loot fully removed
  • Overhaul of peasant and guard loot (creature loot still to be reviewed)
  • New skill 'Slayer', gain levels by completing the Slayer quests. Gives a bonus to entity damage on all weapons
  • Completely revampeds quests (still needs some localisation). Complete the first quest by opening your quest journal. Read the quests, important information is there to guide you if you get stuck with what to do next.
  • Added Quest Tokens (dont lose them!) to track quest chain completion. Tokens can be dropped/traded, watch out pvpers :)
  • Some recipes are now locked in quests as well as an option for unlock with looted schemas.
  • Seed recipes return more seeds (temporary measure until the fertiliser changes are added)
  • Vials can now be crafted in the furnace with glass
  • Some scrapping is now only available at the workbench (cloth, leather, iron, wood)
  • New prefabs for the spooky forest
  • A new village prefab can be found in the wilds
  • Many improvements to the horse (Thanks Emu!), to many to list. Don't be mean to your horse, it might eat you. Add horse reins to stop the horse from wandering.

 
My current todo list for b16:

  • bug: DragonGore has no loot when the body downgrades
  • bug: paladin and baby dragons make the sound but dont fire ranged shots
  • todo: change beer barrels to work like the new tanning racks
  • todo: finish quest localisation
  • todo: finish item localisation for new quest items
  • todo: icons - vials/blood/body parts and individual icons for quest tokens
  • todo: icons - grapevine block, beer barrel half and empty, large hammer head
  • todo: restrict blighters so they can only spread blight when aggroed, or at the least only when within a distance from a player
  • todo: localise dungeon seed 3 note
  • todo: remove old quest notes
  • todo: change ingredient bloods to Lesser Blood, Strong Blood, Potent Blood, and provide recipes to create from the various blood types (i.e. goblin => lesser, dragon => potent)
  • todo: creature loot review
  • todo: review trader supply lists
  • todo: add recipe unlocks to loot, and review the grouping of recipe locks to different teirs instead of just by type
  • todo: add rewards for quests - including legendary weapon
  • todo: review ingredient craft timers and exp, adjust recipes that are unbalanced for time.
  • todo: review item weights where needed to get correct scrapping after ingredient review
  • todo: create alternative options in rwgmixer for 5k, 10k, 15k, 20k worlds and zero towns, 1 central town, random small towns
  • todo: tidy up ui changes for quest objective and reward windows
  • todo: find a use for red flowers
  • todo: add recipes for decoration blocks
  • todo: add recipe limiter patch (only see recipes you know, only at station you can craft them)

 
Working on a few minor updates; nothing to break saves.

...but another reason to use some of the more... magical weapons.

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Ok, I see that the Alchemy Bench is not fixed yet. If you are not looking at it while it is crafting it will not craft. I did fix it however on our Daddy's Secret Server, All you need to do is add the FUEL panel in the XUI.XML file for it.

I also went a little further and I did add the campfire particles to it. It kinda looks better I believe at least when it is running you can see the extra fire it has from the campfire particles and you can tell when it is still running or not. I did have to adjust the position of the campfire particles to it but I do like it.

Love the Horse now thank you for making the legs actually walk now :) Yeah on the Alchemy Bench i noticed that the Fuel Panel was NOT there when it was crafting so wood was not needed for it to work so I just added the Fuel to it in the XUI file to fix the issue.

Thanks Again for a great Mod :)

SeabeeMan....

 
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Ah, yours is the server I tried to join last night but couldn't... -1 ping, I assume that's bad. :)

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Not crafting while you're not at a station is my desired result btw. =)

(We don't yet have a consensus on that though)

I want to be able to use my custom particles, not the campfire one, so that's on a todo list for later.

 
Ha, I thought I seen your name pop up on the Bot IRC. We run the server from Jacksonville Florida with a FireWire connection 1GB up and down. Try to join it again ok and see. I never have any issues joining the server and we don't hear about it at all either. We do have a TeamSpeak channel also that we are there for any help.

Our website is: http://www.oursecrets.enjin.com

all of our info is on the Home Page. I myself live in New York and never had a issue connecting on any of our four servers.

We do however run all of the servers from the same machine.

I believe the -1 ping is just a bug in 7 days to die. Alot of servers seem to have it and we get ALOT of players on our servers so I'm pretty sure it has nothing to do with joining them.

 
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Yeh I saw there were people on, I just couldn't pop in. No worries, I'll try again the next chance I get to play (tomorrow night likely).

 
I have been getting a few player complaints that I did tell them that I would mention their issues to you.

Basically they are saying that some of the characters they encounter, one is a black character that does swear at you for one of them will follow them for a very long time. Some have said that they do keep getting killed by the same character over and over again. Mainly because we do have a BOT that gives a /pack command and when they return to their packs they will die again from the same character.

They say that they run and run from them but they will just not stop following them no matter how far they get from them and the really bad ones are the ones that actually move faster than they can travel themselves.

I told them I would mention this to you guys and I keep my promises lol.

Thanks Again, SeabeeMan....

 
Lol yeh, the ai is pretty intensive in the mod... if they want their pack back, then they need to stop being insane (definition is repeating the same thing over and again expecting a different result) and find a different way.

Me, I'm stubborn (coincidentally has the same definition as insane), so I end up in that very predicament. :)

 
like i mentioned in discord (in case you overread it):

we got a problem with the mod. After some time someone starts falling through the map and when that happens the chunks are getting faulty and we have to wipe the server because noone can join anymore

 
Genius use of RED FLOWERS

My current todo list for b16:

  • bug: DragonGore has no loot when the body downgrades
  • bug: paladin and baby dragons make the sound but dont fire ranged shots
  • todo: change beer barrels to work like the new tanning racks
  • todo: finish quest localisation
  • todo: finish item localisation for new quest items
  • todo: icons - vials/blood/body parts and individual icons for quest tokens
  • todo: icons - grapevine block, beer barrel half and empty, large hammer head
  • todo: restrict blighters so they can only spread blight when aggroed, or at the least only when within a distance from a player
  • todo: localise dungeon seed 3 note
  • todo: remove old quest notes
  • todo: change ingredient bloods to Lesser Blood, Strong Blood, Potent Blood, and provide recipes to create from the various blood types (i.e. goblin => lesser, dragon => potent)
  • todo: creature loot review
  • todo: review trader supply lists
  • todo: add recipe unlocks to loot, and review the grouping of recipe locks to different teirs instead of just by type
  • todo: add rewards for quests - including legendary weapon
  • todo: review ingredient craft timers and exp, adjust recipes that are unbalanced for time.
  • todo: review item weights where needed to get correct scrapping after ingredient review
  • todo: create alternative options in rwgmixer for 5k, 10k, 15k, 20k worlds and zero towns, 1 central town, random small towns
  • todo: tidy up ui changes for quest objective and reward windows
  • todo: find a use for red flowers
  • todo: add recipes for decoration blocks
  • todo: add recipe limiter patch (only see recipes you know, only at station you can craft them)
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSIxJgXrr3ZsO4xynmV-Lx5G5-dusG9A8pGdq9P-8dkL44CaQJmwg

Make a RED HERB BAG (red in color obviously finding a use for the RED FLOWERS) for all those dang other flowers cause in medieval times you had to have something to carry these things in. (Plus bag space is TERRIBLE with all the new items you need to carry). Item recipe (some red flowers, leather or animal hide, rope, cloth, and coal for the "lining" to keep your flowers fresh)

 
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