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Is snowberry juice buff better than the coffee? Usually I'm sticking with coffee, because it's easy to farm, while you can't farm snowberries. But there are tons of unharvested snowberries left, even though I might have squished a lot under my minibike wheels already lol.but i can understand your frustration too. winter was more difficult before we realized how awesome snowberry juice really was. this is key to deep winter for us
It has been for me, I drink them both for both buffs. Here's the wiki for it. Coffee gives you a warm buff similar to meat stew. so I just eat all 3 and im good for a while.Yeah I do see the Temp Modifier. When I see a wall of code like in the file, I'm usually scared to experiment and accidentally break something. But if you say edit the Value of the TempModifier, I'm totally willing to try that out. Thank you xyth!
Is snowberry juice buff better than the coffee? Usually I'm sticking with coffee, because it's easy to farm, while you can't farm snowberries. But there are tons of unharvested snowberries left, even though I might have squished a lot under my minibike wheels already lol.
we play ours using bluefang -- our server is All Night GamersWhich server host is most recommended to run this mod?
The zombie behaviour can be annoying, frustrating even. It's been bad a few months ago with rapid respawn inside of buildings you're in and with zombies sneaking up on you without making any sound. For me, it has improved for no apparent reason in the last few months and most importantly, I think that's nothing starvation specific.I like to provide some feedback for the Starvation mod. I love a lot of the work that has been done and how it changes 7D2D into a more harder game. But there is one thing i found too much and it frankly ruins my enjoyment of the mod.
Running Zombies!! With only 5 days in-game all game dead's are a result of the random generated Zombies, who can run during the day time.
There is nothing more frustration as sneaking inside a building, triggering a running Zombie and before you even hear him, your getting maul to dead as he is already on top of you and do not have a change to properly defend yourself.
Its like having zombie dogs spawn all the time. Even more annoying is when Zombie hordes spawn and you get random 3 or 4 runners who close the distance so fast you do not get any visual ( unless your in a totally open field ) or audio warning. Hell, maybe its a audio bug but i have had Zombie runners who do not make a sound.
And totally no way to disable this behavior as its not linked to the game start settings.![]()
They are defiantly able to run... I lost count on how many runners i have had.Let me know if non-ferals (ferals have red eyes, corpses say feral) run when inside or in the shade. That is a feature added into the animation code, but should be turned off by default.
Trust me, not my first rodeo with 7D2DThe zombie behaviour can be annoying, frustrating even. It's been bad a few months ago with rapid respawn inside of buildings you're in and with zombies sneaking up on you without making any sound. For me, it has improved for no apparent reason in the last few months and most importantly, I think that's nothing starvation specific.
There are some things you can do, to stay safe, well, safer-ish than without these precautions:
If you're going to loot a building, especially if it's small or medium-sized, clear it before you start looting. Don't break open the door and beeline for the gun safe. Once the entire building is cleared, the chances of getting ambushed dramatically decrease.
See above. One can only say in the last encounter when i finally was fed up, that was the direct result of my dead. Getting stuck with a running Zombie inside a enclosed wood framed room with a running Z. And i was not even stunned, he was so fast on my behind without a sound, dropping my health by half before even turning to know what the hell is hitting me. Tried to get move, jumped, moved another meter, dead ...Put obstacles in the zombie paths. Even a weak wood frame will prevent zombies from silently sneaking up on you and most often the obstacle causes them to get interested in beating up the wall instead of approaching you. Chairs are good too. If you go into a small room with a safe, a chair placed in the entrance might prevent zombies from getting in there entirely. They often just don't notice the chairs and try to walk through it instead of destroying it. Barbed wire fences are great too, you could bring some, they are cheap.
I don't have this issue and I feel my sample size is big enough. To make sure I played through a few hours of starvation in the last couple days and I do get runners, but all of them were either feral or it happened during night time (I have zombies run default) just as expected. I paid special attention to those in buildings and dark places, even waited for them to stir and move so I could see if they were running. There have been a few single zombies too far away to see their eyes and didn't get to the corpse in time to read their names, and some of them I just killed before they were moving, I counted a dozen. I killed about 500 in total. So that makes 488 confirmed negatives with proper behaviour, 12 undetermined and 0 confirmed positives for the deviation. Pretty safe to say at least for me this issue doesn't occur in my installation of the game.Let me know if non-ferals (ferals have red eyes, corpses say feral) run when inside or in the shade. That is a feature added into the animation code, but should be turned off by default.
Are you getting Feral's on a fresh game? Because that sounds a bit too much...I don't have this issue and I feel my sample size is big enough. To make sure I played through a few hours of starvation in the last couple days and I do get runners, but all of them were either feral or it happened during night time (I have zombies run default) just as expected. I paid special attention to those in buildings and dark places, even waited for them to stir and move so I could see if they were running. There have been a few single zombies too far away to see their eyes and didn't get to the corpse in time to read their names, and some of them I just killed before they were moving, I counted a dozen. I killed about 500 in total. So that makes 488 confirmed negatives with proper behaviour, 12 undetermined and 0 confirmed positives for the deviation. Pretty safe to say at least for me this issue doesn't occur in my installation of the game.
I am suspecting the same... It is odd because all my mods are installed from the 7D2D Mod Launcher utility and are copies from the base ( not modified ) game.There might be something off with Benjiro's installation.
*lol* ... Yea, i hate the whole zombie respawn in buildings. That mechanism is clearly broken. The building i died in on the first clear, pulled out a bunch of Zombies one by one but never left the "load" zone. One spot had a fat women zombie. Killed it. When re-entering the building, the game spawned a new fat women zombie sleeper on the exact freaking spot that i just cleared!Benjiro: The chair trick an AI cheat? Thinking about it, yeah, you're probably right. I won't feel bad for using that. If the game throws zombies at you that spawn in rooms you just cleared moments ago that sneak up behind you without making any sound, that's cheating as well. Me and the Z's, we're even now, no bad karma.
Slow? Maybe i am a bit rusty in 7D2D but it felt like all zombies in Starvation have a slight speed buff. Like they move and react 10% faster then vanilla. Trowing my aim / timing with bows off. So i end up using the Club much more.So, you played Ravenhearst and Vanilla as well. For me, zombies in starvation behave mostly like they do in vanilla. The most obvious exceptions are of course the added entity types (which for the most part are rather slow) and the movement animation of carwlers.
Only played Ravenhearst for a few hours ( day or three in-game ) at best. Loved the detailed crafting, hated the Zombie detection range. Higher Zombie spawns + Zombie detection range what is almost 20km makes it that your non-stop clearing out areas. Be on roof, show your head and every zombie in the entire block instantly detects you and b-lines it to you. So did not get in too much in the mod as i wanted. True Survival does the same annoying trick with extended detection ranges.I've recently played Ravenhearst and what ever issues you got with runners, they are FAR worse in Ravenhearst for me. The runners are obscenely fast in that mod. And it doesn't help that the feral wights start populating every single garden variety poi, can onehit you from full health (which is 70 by default in that mod) take more hits to kill off than a wall safe and all the game gives you to fight back is a wet noodle, but only after you collected and assembled the wet noodle schematic and maxed the accompanying 4 wet noodle skills (overdramatizing here, yeah, but honestly, if you find starvation having more runner issues than Ravenhearst, I'm pretty sure something's wonky about your installation).
The original spider zombie is the only one that climbs up walls though and the zombies that lost a leg are the only ones crawling on their stomachs.Spider-Zombies can walk upright and all the other zombies can be spider-zombies, in Starvation. I don't really notice very many crawlers in starvation. But I do notice I see more running zombies then I do walking zombies.![]()
Setting it to false should do it.Is setting enable to "false" in the starvationweather xml enough to disable the seasons? Or do I need to do something more?