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A16 - STARVATION Mod for A16

Thanks for your answer.Iam not a hardcore modder so iam pleased with small things, if i know there will come a bigger backpack thats great news,

is there any ETA we could expect that?

small things like a fast XML fix to remove that annoying auger recoil are fine for me to do manual. ;)
We don't have an ETA as what and how we want to do it still needs some investigation and a a lot of testing. Actually, scripting the XML change if you want it the same each time and having the script run as a .bat or .cmd following and update would be the best method

 
I think the rest of the bandits are just fine as they are - none of the others have instakilled me ever, even with no or low armour and aimbot. I thin the AK guy 5 shot me from 120HP when I first died to bandits, the magnum guy probably does more damage than that, but I think good armour can mitigate most of it. I was just lucky I'd only taken some tools with me to breach into the POI.
I think where my main issue comes in is I don't mind getting shot, but I'm thinking even 500+ steel armour isn't going to mitigate the damage enough to not get instakilled, even if you got a steel helmet on which may get pierced but hopefully stop the damage being fatal.

So I was thinking either have a special PSG1 for the bandits that does less overall damage and headshot damage, but then I had an idea... what if the helmet type items gave you a headshot protection buff? I know full radiation suits gives you a buff so this is surely possible. They could possibly go in this order (for quality 600 items)

- X-rad hood: 3% reduction

- Hazmat hood / Gas mask: 5% reduction

- Mining helmet: 20% reduction

- Football helmet: 30% reduction

- Team Z helmet: 35% reduction

- Iron helmet: 50% reduction

- Exo-helm (unpowered): 55% reduction

- SWAT helmet: 60% reduction

- Bandit gas mask: 65% reduction

- Military helmet: 75% reduction

- Steel helmet: 90% reduction

- Exo-helm (powered): 95% reduction

- Exo-helm (powered with rez gland): 99% reduction

This would give encouragement to craft the steel helmet as well even if you have a mining helmet, or keep better helmets as you find them. Currently there's no real incentive to use any other type of helmet other than a mining helmet and hazmat hood for the rad zone, so this could change that quite a lot! :D
Good suggestion. I doubt we will mess with buffs much more as A17 has a complete rewrite of the buff system, so whatever new we add now will just be more work to rewrite in the A17 conversion. I think if the NPC PSG1 is over-powerered, we can just tune that weapon down a bit. I'm guessing hes carrying the "gunBanditSniperRifle", which has a headbonus of 9x rather than all the other NPC guns which has a head bonus of .5 , meaning it does 18x more damage to the head than other NPC guns. Probably an oversight on our part.

 
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We don't have an ETA as what and how we want to do it still needs some investigation and a a lot of testing. Actually, scripting the XML change if you want it the same each time and having the script run as a .bat or .cmd following and update would be the best method
Why dont you want to implement a existing one? I mean there are working ones without causing any problems (on my experience)

 
Good suggestion. I doubt we will mess with buffs much more as A17 has a complete rewrite of the buff system, so whatever new we add now will just be more work to rewrite in the A17 conversion. I think if the NPC PSG1 is over-powerered, we can just tune that weapon down a bit. I'm guessing hes carrying the "gunBanditSniperRifle", which has a headbonus of 9x rather than all the other NPC guns which has a head bonus of .5 , meaning it does 18x more damage to the head than other NPC guns. Probably an oversight on our part.
anything that's help in preventing insta-killing us would still be a good deal to me xD

 
Why dont you want to implement a existing one? I mean there are working ones without causing any problems (on my experience)
Because to the development team, just adding more normal slots is not something we think makes the mod better. I was a fan of moving to 45 slots when I joined this team, but having played this mod a long time now, I am in agreement with the team that smaller is better, at least until we can code "accessory" bags for things like medicine and ammo pouches, and/or have unlockable slots gained through achievements or quests. The design choice of Starvation is to make things more challenging than vanilla, and just adding a ton of bag slots to a beginning character is the opposite of more challenging.

- - - Updated - - -

The insta-kill fix will be in the next patch.

 
the nuclear power plant does not work

good day everyone!

i have a problem with last version starvation mod (16.4) when my team ofline the nuclear power plant does not work. it`s to sad cause i supply with electricity from her small town.

who knows how to deal with it??

 
Because to the development team, just adding more normal slots is not something we think makes the mod better. I was a fan of moving to 45 slots when I joined this team, but having played this mod a long time now, I am in agreement with the team that smaller is better, at least until we can code "accessory" bags for things like medicine and ammo pouches, and/or have unlockable slots gained through achievements or quests. The design choice of Starvation is to make things more challenging than vanilla, and just adding a ton of bag slots to a beginning character is the opposite of more challenging.
- - - Updated - - -

The insta-kill fix will be in the next patch.
Speaking of challenge,when are you reworking Blood Moon Hordes? I'm on day 28 and I've noticed no Zombie Cops or Boss Infected in the horde.

 
Speaking of challenge,when are you reworking Blood Moon Hordes? I'm on day 28 and I've noticed no Zombie Cops or Boss Infected in the horde.
Once you hit GS1000 you will have your hands full with radiated cops and Wall Crushers. Right now at day 100 it takes me and my partner a full day and a half just to repair the base after each bloodmoon. Starvation isn't a few weeks then your finished mod. It ramps up nicely once your at a decent Gamestage. If your in a hurry, increase the game difficulty setting or increase the Gamestage multiplier for whatever difficulty level you pick.

 
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Once you hit GS1000 you will have your hands full with radiated cops and Wall Crushers. Right now at day 100 it takes me and my partner a full day and a half just to repair the base after each bloodmoon. Starvation isn't a few weeks then your finished mod. It ramps up nicely once your at a decent Gamestage. If your in a hurry, increase the game difficulty setting or increase the Gamestage multiplier for whatever difficulty level you pick.
Agree. I'm not sure what Gamestage I'm at but I'm at day 143 and my 140 horde night was spectacular. In SP insane mode with 64 moon count I had over 15 wall crushers and 20+ radiated cops. They pretty much destroyed 1/4 of my base so I had to eventually run outside and face them head on. Ran around with pipe bombs, exploding bolts and normal steel bolts. Killed almost 200 zombies that night. Fun times!

 
my animals wont breed, :( damn prudes.

From the Wiki:

Each tamed animal has its own individual stats. For this first version, I consider feed level and loyalty.

-----------------How do we check the stats of farm animals?

A well feed animal will have higher chance of breeding successfully.

-----------------We keep at least 500 feed in the trough, would having more than one trough cause them to not eat and die? Like they keep looking in one that might be empty?

The same way, a more loyal animal will also breed better.

-----------------How do we check this?

Every tamed animal can be harvested. If you use the correct harvesting tool on the correct animal, you will be able to harvest him without killing it. Harvesting success is based on your husbandry skill. If you fail a harvest action, you will hurt the animal. If you fail enough times, you will KILL the animal.

-----------------Can we get a hitpoint mouse over when holding said tool so we know if were about to kill them? can they be healed?

By default all animals look for troughs for food, and eat hayBale.

-----------------Haybales on the ground, or do they need to be placed in the trough? do they need water access? does it need to be in the trough, or in the environment??

 
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Is it possible to go into the deep radiation zone the one thats full red on the map. Every time i go there i always start to die even when i have a full rad suit on.

 
Is it possible to go into the deep radiation zone the one thats full red on the map. Every time i go there i always start to die even when i have a full rad suit on.
The Powered Exo-suit helps with this. (I havent done this my self, but some of the guys i play with said they did this)

 
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Raw honeycomb and Jar of honey are uncraftable

The recipe is calling for Cook Ware, which is a Big Oven. Buy they are only craftable in the Kitchen Table.

 
my animals wont breed, :( damn prudes.
......

By default all animals look for troughs for food, and eat hayBale.

-----------------Haybales on the ground, or do they need to be placed in the trough? do they need water access? does it need to be in the trough, or in the environment??
can only answer this one xD

you need to convert Haybales into animal feed.

 
Once you hit GS1000 you will have your hands full with radiated cops and Wall Crushers. Right now at day 100 it takes me and my partner a full day and a half just to repair the base after each bloodmoon. Starvation isn't a few weeks then your finished mod. It ramps up nicely once your at a decent Gamestage. If your in a hurry, increase the game difficulty setting or increase the Gamestage multiplier for whatever difficulty level you pick.
Hmm,maybe I'll increase the Gamestage multiplier as a temporary fix for now. I still think early Blood Moons (7-35) should compensate for lack of special infected in some way. Maybe increasing the number of zombies by .5 ?

 
my animals wont breed, :( damn prudes.
From the Wiki:

Each tamed animal has its own individual stats. For this first version, I consider feed level and loyalty.

-----------------How do we check the stats of farm animals?

A well feed animal will have higher chance of breeding successfully.

-----------------We keep at least 500 feed in the trough, would having more than one trough cause them to not eat and die? Like they keep looking in one that might be empty?

The same way, a more loyal animal will also breed better.

-----------------How do we check this?

Every tamed animal can be harvested. If you use the correct harvesting tool on the correct animal, you will be able to harvest him without killing it. Harvesting success is based on your husbandry skill. If you fail a harvest action, you will hurt the animal. If you fail enough times, you will KILL the animal.

-----------------Can we get a hitpoint mouse over when holding said tool so we know if were about to kill them? can they be healed?

By default all animals look for troughs for food, and eat hayBale.

-----------------Haybales on the ground, or do they need to be placed in the trough? do they need water access? does it need to be in the trough, or in the environment??
@Purgatorywolf I've bred cows and pigs so breeding is working - it just takes some time. When you get your bull/cow, wait a few days to ensure they are eating, then start harvesting them. I think harvesting them makes them more friendly. Initially just harvest the cows for 1 milk. When time passes you can harvest them for 2 milk (at higher husbandry levels). Obviously, use your judgement on when enough is enough so that they don't die.

As for your questions:

1. The wiki might be outdated as I've seen pigs/cows/sheep, etc eat animal feed. They used to eat haybales but I'm pretty sure they eat only animal feed now. Chickens and rabbits have their own feed type. Anyways put animal feed in the trough as well as buckets of water. I have 3 buckets of water just in case but I think 1 bucket of water is enough. Animal feed can be created with certain combinations of wheat grain/haybales/sunflower oil and something else (maybe grass?) I can't remember.

2. I think you might be right about having 2 or more troughs in the same area causing animals to die. Initially I had one trough with animal feed/water buckets in it and all was well. I then expanded the room and placed another trough (with animal feed/water buckets) on the other side of the room. Then I started to noticed my animals started dying out even though they had access to both troughs which had food/water in them. I think the starvation team might need to look into this....

3. Showing animal stats is a good idea.

 
can Rez Bosses and Parasite Bosses spawn on Bloodmoon? I really feel like a Rez Boss would find the most power during a horde night, where htere are TONS of dead bodies( and sometimes Wall crusher bodies) to rez

 
The recipe is calling for Cook Ware, which is a Big Oven. Buy they are only craftable in the Kitchen Table.
Confirming this issue. The new recipes for bees-related foods require cookware but the 'craft' button is only shown in the kitchen table. However the kitchen table does not have the cookware add-on. The Big Oven is the station with the cookware add-on. Looks like they were switched. In other words, you cannot craft these new recipes. Haven't tried to craft the beekeepers clothing yet.

Also insect cream does not cure bee stings even though the text from bee stings says it can.

I'll post more things if/when I find them.

 
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