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

A16 - STARVATION Mod for A16

More feedback after playing some more with 16.0.1.02:
2. I still haven't found strawberries at all. Do they grow in the forests? Or where can I find them?

3. Still haven't found the ore scanner. What container(s) is/are defined as 'rare tools'?

Thanks.
2. i've got mine from cabinet and traders

3. i've got mine from airdrop

 
They were intended to be high quality table candles, the model isnt for a wallcandle. I was intending the light to equal that of a torch. Maybe I will adjust it down a bit.

.
Please dont, otherwise they have no purpose since regular candles are way cheaper

 
I never found wild grown strawberries and I suspect they are loot-the-seed exclusive. I definitely got some seeds from kitchen cabinets.


I notice an overall increase of screamer appearing as well. Partly due to the weather, partly to the changes in heat produced from lighting. The issue I'm having with this is, that it becomes less of a rare event but something you get so used to, that you set up a permanent solution and not really interact with anymore. I suggest two tweaks:

1. Less impactful and more for logic consistency: screamers are attracted by the flickering warm light coming from fire, not from cold electrical light, because half of the abandoned buildings are lit electrically. So, adding candles to heat map: yes, insect lights: no.

2. We could give players a way to counteract heat generation at a cost that would also put some more use to the survivors beacon and survivors in general in exchange for spending fuel and food in a two-step change. First step would be to make the player have the beacon run more often and for longer times, thus spending more fuel. This would be achieved by adding a delay to the next survivor appearing, depending on how many of them have already been called from this location (this would be logic too, first the ones living close by appear quickly and later it takes longer and longer for people living further away to discover the signal and travel to you). Combined with a motivation to house more survivors than the ones you want to occupy the stations: unemployed survivors and children survivors could be a way to decrease heat of the location. So they don't just do nothing at all, but for that to work they will need to eat. They just eat from their inventory only, so the player has a better control over it. What you guys think about the idea?
I just found a strawberry seed from a trader! Finally! Figures that I'm currently on stage 3 weather so I don't think anything will grow.

The issue I was having was that screamers didn't appear. But you said they do appear in your game after the weather update. It's possible my spikes/traps are killing them before they get to me in my game. However a lot of them usually survive and spot me previously. I'll do more testing...

I don't like the idea of increasing wait times between survivors. They need to be consistent for sanity and debugging purposes. You don't always get the survivor you want. When you do and they die out and/or you want more of the same you'll now rely on RNG *and* a timer. Plus I think it'll be a pain to code for MP. As for using survivors to decrease the heatmap, I'm not a fond of that either. The heatmap is a fundamental vanilla feature. Starvation is supposed to make 7D2D harder, not easier.

 
my personal comment and perhaps suggestion for the food recipe balances:

1. all foods with "Bad food" status ? this is basically eating poison, as it reduce quite a lot of wellness, i forgot how many it is, but it's around 3-5 wellness per food if i'm not mistaken. eating two or three of it are basically the same like killing yourself, as it reduce almost the same amount of wellness. either the buff need some tweak, (maybe not reduce wellness at all, but perhaps increase addiction /reduce stamina per-second /prone to catch flu /reduce movement speed by 10%) or the bad food recipe should be removed entirely, since there's really no point in making it, especially the troublesome effort required to make em. might as well just eat a zombie's meat.

2. end-game recipe food such as pizza / goulash / apple pie, mixed salad etc might need more extra bonus, maybe movement speed bonus or stamina regen bonus? considering the effort and resources needed to make em. (why i consider it end-game recipes is because we will need a farm established and founded all the rare seeds required for these foods). as of now, the bonus is only "good food" buff, which we can also get from making all type of fruits cake, which is much more easier to make and much more resource efficient instead of those end-game recipes. (can simply pluck all the resources needed which naturally spawn in the world, basically just fruits, wheat, sugar and water), therefore almost no point in making the end-game recipe as well, (of course other than if we just wanna messing around in the kitchen). Easier to just make the fruit cakes.

3. meat stew is still OP. still render all the starvations recipes pale in comparison. still the most ultimate food of all the available foods.

*cough..wellness.. *cough ....

4. can make the working fridge be upgradable into a lockable container ? have a case that all my 12 meat stew got stolen from my fridge, well my fridge half-exposed in the open for my farmer npc later.

5. Starvation ration canned food now increase 0.2 wellness, ummm... still pointless to make i think. might easier to make beef jerky instead for long journey, which gave 0.1 wellness per-unit, never see it getting spoiled, and we get 7 beef jerkies per 2 raw meat.

and considering in the planned A17 update, later the wellness system is gonna be removed, we can conclude that we can forget whatever i said above and just go back to sleep.

thanks for reading btw xd

 
Last edited by a moderator:
I don't like the idea of increasing wait times between survivors. They need to be consistent for sanity and debugging purposes.
Oh but isn't starvation meant to be challenging and not make things easy? :fat:

Haha, no seriously, I get your point and that's something to balance it out for. Impactful yet not annoyingly so should be possible. What I'm seeing here is wasted potential on the beacons and unemployed survivors and the screamers... the point is not to make it easier but less predictable, surprising, not an ongoing stream of screamers that will lemming into your palisades, so you occasionally need to loot and repair, which is making it rather dull.

 
The game crashes every time we get into an area where either alot of Steel blocks are or where someone dug very deep. It says crash log was generated but upon looking into the starvation folder there is none

 
Oh but isn't starvation meant to be challenging and not make things easy? :fat:
Haha, no seriously, I get your point and that's something to balance it out for. Impactful yet not annoyingly so should be possible. What I'm seeing here is wasted potential on the beacons and unemployed survivors and the screamers... the point is not to make it easier but less predictable, surprising, not an ongoing stream of screamers that will lemming into your palisades, so you occasionally need to loot and repair, which is making it rather dull.
I don't have survivors in my current game (at least not yet) but I did have them in my Starvation Mod A15 games. I remember back then that they only activated if you talked to them. Only then would they started having food requirements. I'm assuming the A16 version is the same. So just kill the ones you don't need.

If you really want to use the unemployed ones, then perhaps the starvation team can add a repairer type job. Have some kind of 'repairer' storage that stores resources like steel, iron, forged iron, etc. Any activated but unemployed survivors could use that 'repairer' storage to repair your base. Note that I said 'repairer' not builder. We do not want an automated building system.

If you want surprises how about at the end game make random bosses appear when you loot special containers. They actually already have some special events in the game. The santa event is pretty obvious but I've seen other boss events appearing from just running around certain areas.

I think the team talked about horde bandits so that might be a interesting (if not deadly) feature in the future lol.

A little off topic but I hate when screamers call other screamers. I've died several times because of massive lag due to the chain reaction.

 
2. i've got mine from cabinet and traders3. i've got mine from airdrop
Thanks. I'll keep an eye from the airdrops. I only go for airdrops for the painkillers and antibiotics. Now there is something else to look for.

 
I didnt read everything, since i'm not home atm, but heres some quick notes: - - snow doesnt fill water, but i guess they could...

- Canning machine is a hands on machine, hence why no output slot.

- cows not taming when they mature... that's a side effect of the new file managment, and i'll try to address it. Not loggical having that happening indeed.

- food will be revamped when Pam has some free time. Not much use addressing it before that.

- screamers were always a problem in vanilla and even more sَ in starvation, since there's more stuff creating heat. Maybe adding some specials to screamers group could help?

 
Hello, first i want to thank you for your great work at the starvation mod.

We still got some problems with the farm animals, they don't eat or breed and still don't die. When I am checking them with E, it says they are not tamed, I whipped them and put them down again, but they are still not tamed. What am I doing wrong?

Same for the dogs, they don't eat or drink, but they breed and die.

I searched for the *.anm files to delete them, like you said in the patch notes, but I did not find anything on client and server. Where are they located?

 
Last edited by a moderator:
and considering in the planned A17 update, later the wellness system is gonna be removed, we can conclude that we can forget whatever i said above and just go back to sleep.

thanks for reading btw xd
Lol. Yea, the food balance is bad. Pam will do it soon if she has time, otherwise I will do it. It needs fixing before A17, as that will be a big conversion effort, so the A16 version will be around for a while after release.

 
Hey there,

After the new patch released, me and my friends are very happy that animals... not all, come back to eat and reproduce.

Not all because... Rabbit, Pig (tamed), Chicken still not eating. (We have already built, even before the patch, a place with roof where they can stay.)

Before the patch Dogs had problems too about eating, and still have this issue. We try to put them down, put breeders and inside of it murky water and dog cookies, still not eating :( sob. I think is bugged too now, because they don't die. Before patch after 7-8 hours they were starting to "cry" and after few hours die, dissapear.

Can you please help to fix this?

Thank You very much for your hardwork!

 
Hello, first i want to thank you for your great work at the starvation mod.
We still got some problems with the farm animals, they don't eat or breed and still don't die. When I am checking them with E, it says they are not tamed, I whipped them and put them down again, but they are still not tamed. What am I doing wrong?

Same for the dogs, they don't eat or drink, but they breed and die.

I searched for the *.anm files to delete them, like you said in the patch notes, but I did not find anything on client and server. Where are they located?
We have the same problem my friend :(

most of the animals come back to eat and can be tamed after pick them up and put them down.

Only Rabbit, Pig (tamed), Chicken are not eating now, the others are eating a lot, maybe too much :)

and dogs are not eating aswell.

About this *.anm file I'm still not sure if only the HOST must delete them all or Client too.

Anyway *.anm are in: C:\Users\xxxxx1\AppData\Roaming\7DaysToDie\Saves\xxxxx2\xxxxx3\MorteAnimals

xxxxx1) your Username

xxxxx2) it depends if you started server with Navezgane or Random Gen

xxxxx3) your Player Name

 
Last edited by a moderator:
Chickens and rabbits only reproduce in chicken coops and rabbit hutches, completely different then other animals... No idea about dogs, will have to check them but don't expect that to be done very quickly... I need a break from animals.

Remember a VERY IMPORTANT THING: animals and dogs NEED A CLEAR PATH to food. Otherwise, they wont eat.

ANOTHER IMPORTANT NOTE: due to some code that needs tweaking, sometimes they stop near a wall... If you see a dog/animal not moving for a long time, pick them up and put them down again, they may have gotten stuck. They are best left on a place with few obstacles, and not many doors windows...

As a side note, I'm serious considering changing all tamable animals to something a bit less dynamic, but that wont happen before A17.

 
Last edited by a moderator:
Chickens and rabbits only reproduce in chicken coops and rabbit hutches, completely different then other animals... No idea about dogs, will have to check them but don't expect that to be done very quickly... I need a break from animals.
Remember a VERY IMPORTANT THING: animals and dogs NEED A CLEAR PATH to food. Otherwise, they wont eat.

Chicken and Rabbits: Yes, we already craft coops and hutches for them :(

Dogs: we built a 5x5x5 room just fort them... one room for each dog with same size, breeder in a spot, their bed in another spot ecc.

but don't expect that to be done very quickly... I need a break from animals.
Take your time! still happy you reply in few minutes, Thank you!

 
Chicken and Rabbits: Yes, we already craft coops and hutches for them :( Dogs: we built a 5x5x5 room just fort them... one room for each dog with same size, breeder in a spot, their bed in another spot ecc.

Take your time! still happy you reply in few minutes, Thank you!
is it winter time (always snowing) ? Btw, dogs and animals need no water atm.

PS -pigs and farm animals are definitely eating as long as they're tamed...

 
Last edited by a moderator:
is it winter time (always snowing) ? Btw, dogs and animals need no water atm.
We are playing day 320, I red in the starvationweather.xml that the last day is 250 or around there. We still "have it disable" for now. We should modify the file in few days to have it enable :)

Ok , no water for them

PS -pigs and farm animals are definitely eating as long as they're tamed...
Yes, most of them are eating and all of them are tamed, only pigs aren't eating but they are tamed.

I don't know if Chicken and Rabbits are actually considered farm animals, but they can't be tamed...

 
Last edited by a moderator:
We are playing day 320, I red in the starvationweather.xml that the last day is 250 or around there. We still "have it disable" for now. We should modify the file in few days to have it enable :)
Ok , no water for them

Yes, most of them are eating and all of them are tamed, only pigs aren't eating but they are tamed.

I don't know if Chicken and Rabbits are actually farm animals, but they can be tamed...
e0a7239ab25472d87877d25ab920d794.png
Pigs should be eating...

 
Back
Top