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A16 - STARVATION Mod for A16

Ive seen online that rain catchers don't work in MP, is this true?
That is incorrect. While it was a problem some time back, they have been fixed for a while now. You are good to go with these. Just give them time.

 
Weapon needs to be in one of your hot bars and in your hands. Attachments need to be in your back pack, not hot bar. With weapon in hand push your incert key. Screen should appear on the left side if your screen. This is not done in the weapons work bench. You can be anywhere on the map.
Problem is, this doesn't always work for everyone. For example, I can do this myself for my MTAR but for my PSG-1 I cannot. I have ot pass it to a friend to do it for me.

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Just got into Starvation MOD. Love it. however I am trying to figure out if there are a few things that are working correctly. Ive seen online that rain catchers don't work in MP, is this true?
Also, we cant seem to figure out how to get survivors to actually work. ive tried multiple times to get them to do there assigned tasks however nothing ever comes of it, they just run around and act silly. Would like to get this figured out as its the major mechanic of the MOD.
You need to build stations for the NPCs.. Cooking, Mechanic, Farm, Weaponsmith. Once you craft their station, collect the proper NPC, tell them to follow you, lead them where you want them to work, and place the station. This will created your worker and consume the npc.

Little girl for farmer, any adult male for smith and mechanic, and any adult female for cook.

(I forgot which one the guard station used, but we dont use it because it was broken for us. would send errors when we loaded him)

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That is incorrect. While it was a problem some time back, they have been fixed for a while now. You are good to go with these. Just give them time.
Make sure to put your rain collectors in a sealed location or a little away from your base. The water can get kinda crazy! :D

 
Weapons modifying

... Yes, you hold the weapon in your hand and then you press the button named insert. There are some possible problems I can think of: ...

Weapon needs to be in one of your hot bars and in your hands. Attachments need to be in your back pack, not hot bar. With weapon in hand push your incert key. Screen should appear on the left side if your screen. This is not done in the weapons work bench. You can be anywhere on the map.
Holding the Weapon that should be modified in the Hand, that's the clue. Thanks for your fast and qualified answer. It seems to work now.

 
Holding the Weapon that should be modified in the Hand, that's the clue. Thanks for your fast and qualified answer. It seems to work now.
Just fyi, once time when i followed the proper procedure, the insert key would not bring up the attachment list. Other players could do it, just not me. I relogged and that fixed it.

 
Just fyi, once time when i followed the proper procedure, the insert key would not bring up the attachment list. Other players could do it, just not me. I relogged and that fixed it.
sorry, but I don't know what the meaning of insert key is. is that just "R" and with closed inventory? If I have a PSG-1 Rifle in the hand and a Laser Light for PSG-1 in inventory and hold R I just got the normal list for ammo. Do I have to read a book before??

 
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sorry, but I don't know what the meaning of insert key is. is that just "R" and with closed inventory? If I have a PSG-1 Rifle in the hand and a Laser Light for PSG-1 in inventory and hold R I just got the normal list for ammo. Do I have to read a book before??
It above the delete button on your key board

 
It's in custom C# code. We will look into changing the key for a future build.
great thx.

next question: is that a bug or feature that you can't shoot through woodframes and trussings with bow and crossbow?

 
Just 2 small notes...

First a big thanks to Xyth for keeping notes of bugs and requests, and fixing what he can.

Second, I've been a bit occupied due to professional reasons (another tough season), but will try to keep things updated... I especially would love to release the birds update asap...

Again, thank you all for your support and patience.

 
Comparing forged steel production

Hey there!

Mortelentus, I just read your post. Busy weeks? I know wishing someone less busy weeks can backfire, so instead I'm wishing you fun at your work, lots of motivation and the feeling it's rewarding.

The reason I came here today is to talk about steel production. I've not been using my smith for some time and while browsing the recipes, I noticed he can craft forged steel. I gave him some resources to try it out and soon noticed two things I didn't expect:

First thing, he takes ages to process the raw materials. I wonder what kind of forge he's using there, because it takes literally days to complete a single stack of forged steel. At least it's cheaper, right? Well, yes and no! 1 forged steel made in the big forge costs 10 steel, 5 clay and 1 coal, the smith NPC needs 5 lumps of clay and 10 scrapsteel. So I'm saving a piece of coal with every ingot? Not quite. There's a difference between the coal in the inventory and the coal in the forge, it takes one piece of coal for 5 coal in the forge, so you're saving 1/5 coal, which is a slight discount, considering you already need 10/5 or 2 pieces of coal for the scrapsteel, if you're making it from ores. On the other hand, the same is true for clay and instead of 5/5 clay, one piece of clay, you need 5 pieces. That's five times the cost in clay. Might this be an oversight? I'd like to see a recipe saving a bit more material, since upkeep and production of the smith station is already a lot more expensive. What about 100 scrapsteel and 5 clay make 10 ingots of forged steel in the same time that is needed for one right now?

 
Hey there!
Mortelentus, I just read your post. Busy weeks? I know wishing someone less busy weeks can backfire, so instead I'm wishing you fun at your work, lots of motivation and the feeling it's rewarding.

The reason I came here today is to talk about steel production. I've not been using my smith for some time and while browsing the recipes, I noticed he can craft forged steel. I gave him some resources to try it out and soon noticed two things I didn't expect:

First thing, he takes ages to process the raw materials. I wonder what kind of forge he's using there, because it takes literally days to complete a single stack of forged steel. At least it's cheaper, right? Well, yes and no! 1 forged steel made in the big forge costs 10 steel, 5 clay and 1 coal, the smith NPC needs 5 lumps of clay and 10 scrapsteel. So I'm saving a piece of coal with every ingot? Not quite. There's a difference between the coal in the inventory and the coal in the forge, it takes one piece of coal for 5 coal in the forge, so you're saving 1/5 coal, which is a slight discount, considering you already need 10/5 or 2 pieces of coal for the scrapsteel, if you're making it from ores. On the other hand, the same is true for clay and instead of 5/5 clay, one piece of clay, you need 5 pieces. That's five times the cost in clay. Might this be an oversight? I'd like to see a recipe saving a bit more material, since upkeep and production of the smith station is already a lot more expensive. What about 100 scrapsteel and 5 clay make 10 ingots of forged steel in the same time that is needed for one right now?
I never rebalanced the Smith when i did the steel conversation. I will take a look at it. Thanks for pointing this out.

 
Check the collision property in the xml for those blocks. Missle is arrows and bolts. If you want them not to collide on those blocks, remove missle from the collision list.

 
First of all, thanks for taking a look at the steel crafting.

Check the collision property in the xml for those blocks. Missle is arrows and bolts. If you want them not to collide on those blocks, remove missle from the collision list.
I'm a total noob at programming, but there's something about the logic that escapes me: if the collision is decided by the missile that's fired at the block and nothing else, how is it possible a standard crossbow can shoot through trussings and the advanced crossbow can't while using the same type of ammo?

 
It's in custom C# code. We will look into changing the key for a future build.
is there maybe a chance to get this insert-dialog with a console-command? it's frustration to have a full box of extensions without using them.

- do you plan to upgrade the unity3d-models with transparencies? on OSX and Linux all models with transparencies are just magenta without texture . worst thing is the smithing-crafter with steam around him. all new plants, except strawberry, some of the animals, snake, bull, one of the tigers, one of the hyena, also electric effect of electric bat, smoke of joints and cigars, fog around the curch with NPC's, smog over the reactor,

 
First of all, thanks for taking a look at the steel crafting.


I'm a total noob at programming, but there's something about the logic that escapes me: if the collision is decided by the missile that's fired at the block and nothing else, how is it possible a standard crossbow can shoot through trussings and the advanced crossbow can't while using the same type of ammo?
Vanilla game you can shoot through those blocks. Advanced Crossbow is not in the vanilla game. I'd assume its similar to why the new guns have trouble hitting vanilla animals.

Tho I could have sworn we've shot through frames and trussing on the mod... try Iron Bars if you need something solid to shoot through? It's been out go to. :)

 
Vanilla game you can shoot through those blocks. Advanced Crossbow is not in the vanilla game. I'd assume its similar to why the new guns have trouble hitting vanilla animals.
Tho I could have sworn we've shot through frames and trussing on the mod... try Iron Bars if you need something solid to shoot through? It's been out go to. :)

Yeah, you can shoot through trussings with a lot of my preferred weapons, luckily. Iron Bars! They are fantastic, I love them and use them a lot. Sometimes you specifically go for something block-shaped or ramp-shaped though. The trussings are a good option, because they take a lot more hits than scrap frames. They are also very good early on, because you can forge several trussing blocks for the price and time of a single piece of iron bars.

 
.50 cal mount bug

Placed mount and .50 gun on mount. Entered to fire mount. Cannot escape mount. At first went to another weapon on hot bar and weapon disappeared, and I was out of mount. Then tried again and I could not leave mount at all. Even after restarting game and destroying block I was standing on. All, 7d2d and starvation mod are current as of this date.

Edit: teleport didn't work. Suicide did. However, now strange things happening. Cannot get into inventory page when standing. Cannot move.

 
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Placed mount and .50 gun on mount. Entered to fire mount. Cannot escape mount. At first went to another weapon on hot bar and weapon disappeared, and I was out of mount. Then tried again and I could not leave mount at all. Even after restarting game and destroying block I was standing on. All, 7d2d and starvation mod are current as of this date.
Edit: teleport didn't work. Suicide did. However, now strange things happening. Cannot get into inventory page when standing. Cannot move.
Pressing E for us works, iirc.

 
First of all, thanks for taking a look at the steel crafting.


I'm a total noob at programming, but there's something about the logic that escapes me: if the collision is decided by the missile that's fired at the block and nothing else, how is it possible a standard crossbow can shoot through trussings and the advanced crossbow can't while using the same type of ammo?
My suggested fix is what works in vanilla. If that doesn't work for custom weapons I will need to look at the C# code to see what it's doing. Lots of Starvation custom code dates back to A14 and doesn't get updated unless issues are found in new game versions. How collision is handled is a combination of the models collider and what base code is hijacked to enable the new projectile. Enabling new features outside of simple xml edits is complex and full of potential for odd incompatibility. Also, as we do this for fun, and bug fixing is not fun, so non critical bugs don't get priority attention, nor does support for non windows platforms. We hope you understand.

 
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