Rags
Refugee
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.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.Ive seen online that rain catchers don't work in MP, is this true?
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.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.
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.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.
Make sure to put your rain collectors in a sealed location or a little away from your base. The water can get kinda crazy!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.
... 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: ...
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.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.
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.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.
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??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.
It above the delete button on your key boardsorry, 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??
Damm, there is no Insert Key on a Mac keyboardIt above the delete button on your key board
great thx.It's in custom C# code. We will look into changing the key for a future build.
I never rebalanced the Smith when i did the steel conversation. I will take a look at it. Thanks for pointing this out.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'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?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.
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.It's in custom C# code. We will look into changing the key for a future build.
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.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.![]()
Pressing E for us works, iirc.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.
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.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?