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A16 - STARVATION Mod for A16

Finally found a weapon I enjoy with this mod.
But I cannot seem to find any recipes/schematics/perks related to this weapon.

Google/starvation mod wiki are both not very helpful.

Can someone please explain if this is a bug?
It is just like any other assembled weapon. You have to use the weapon bench to build or repair it. It has 4 specific parts to assemble it.

 
Thank you! This was driving me crazy, I wish we had a good wiki for this mod, there are so many things to learn!
I have always imagine that the Starvation dev team wanted it this way, as to make you try every aspect of the mod. Want to know how to build something? Make all of the workbenches/tools to find out. Some of the descriptions give you hints while others leave you in the dark.

 
I have always imagine that the Starvation dev team wanted it this way, as to make you try every aspect of the mod. Want to know how to build something? Make all of the workbenches/tools to find out. Some of the descriptions give you hints while others leave you in the dark.
That is indeed part of it, the other part is we all hate writing documentation. :smile-new:

 
Is there a way to scale down Santa... Just started a game with my wife and there's like 20 Santa's within 3 'city' blocks of where we're at... A bit much.

EDIT: Okay - only 5 but when to come together like they just did it can be devistating.

https://imgur.com/a/BRlfEVV

 
Last edited by a moderator:
Is there a way to scale down Santa... Just started a game with my wife and there's like 20 Santa's within 3 'city' blocks of where we're at... A bit much.EDIT: Okay - only 5 but when to come together like they just did it can be devistating.

https://imgur.com/a/BRlfEVV
Easy fix: Trigger the santa event and run away to let santa meet his fate. Rinse and repeat and your santa problem will weed out. Plus, its hilarious when he screams.

 
Easy fix: Trigger the santa event and run away to let santa meet his fate. Rinse and repeat and your santa problem will weed out. Plus, its hilarious when he screams.
That's not a fix lol

 
electricity from the nuclear power plant

Good morning!

I have found several nuclear power plants and I would like to use one to power my base. I built a very long power line from the plant to my base. Everything is well supplied but when I move away from the power station the electricity is cut off. I put a claim block at the plant but I think that when we are too far from the plant, it is not generated by the game so the turbines do not work and there is no power. Do you have an idea to fix the problem?

Thanks in advance

 
Good morning!
I have found several nuclear power plants and I would like to use one to power my base. I built a very long power line from the plant to my base. Everything is well supplied but when I move away from the power station the electricity is cut off. I put a claim block at the plant but I think that when we are too far from the plant, it is not generated by the game so the turbines do not work and there is no power. Do you have an idea to fix the problem?

Thanks in advance
I believe that power can only be run at a max distance of 100 blocks, using fuse boxes every 9 or 10 blocks in the line. Never even came close to trying to go that far myself. Xyth would probably know the exact distance. How far are you trying to go anyhow?

 
I believe that power can only be run at a max distance of 100 blocks, using fuse boxes every 9 or 10 blocks in the line. Never even came close to trying to go that far myself. Xyth would probably know the exact distance. How far are you trying to go anyhow?
I don't know the exact distance but I put dozens of wire relay (maybe 50 or 60 or more) at 14 blocks of intervals each so, that's a lot more than 100 blocks :)

I may have found a trick: just finish the complete circuit (currently consisting of over 100 bulbs) and go to the nuclear power plant. Anything that is powered by the power line will certainly be tagged as "receiving power" even more than 100 blocks away. Once I get back to my base, everything on the power line is well powered, but I think if I turn off a switch and turn it back on, the power won't flow. I'll do more testing tonight.

Thanks for the answer!

 
I do not have anything definitive, but here are examples of what I have run into:

1. I had a base maybe 300 blocks away. You could not see the power plant from the base, used relays and lights about 14 blocks apart to reach. Power would stay on most of the time, but if I went far enough away for looting the power would be off on my return. And sometimes power would just turn off randomly while staying in the base.

2. Another base I had a 'horde base' about 250 blocks away, and had 30+ relays underground. I never had an issue with power although I only used it for horde night.

3. Yet another game, another horde base only 100 blocks away, the power plant was actually well within site. There seemed to be an invisible wall that if I crossed, the power would turn off 2 minutes after crossing it reliably. I performed quite a few tests to prove this. The power did not turn off immediately. Like a delay timer. I found the 'wall' through experimentation because what I had to do with that game was tear down the entire base and rebuild it inside that wall. I was not happy. There was a lot of steel to tear that down and then rebuild back up. On a happy note, I now discovered that the light saber is far superior for destruction than both the pickaxe and the auger.

 
I confirm what I was saying: "if I turn off a switch and turn it back on, the power won't flow."

I removed all the switches and my base + basements are fully lit with power from the nuclear power plant.

However since I finished this project yesterday my game consumes more than 12GB of RAM, it's unplayable. I don't know if it's connected. A friend didn't look like he was slowing down.

 
Well, looks like I learned a few new things about the power plant and stringing power lines. I'll have to play around a bit since I just found the power plant in the world I'm playing.

 
Hello! I've been trying to get our group to try Starvation - a few did but they're saying that there's way too many animals and wanted to see if I could cut some of them out or reduce their numbers. I play it unmodded just fine :)

They'd like me to cut out the scorpions, spiders and snakes. For the spider nests I figure I could change the nest to say for instance a block of fertilizer to stop it from existing and therefore spawning any spiders. For the animals and such - it looks extremely complicated and I'm not sure how to proceed. Can anyone give a hand please?

Thank you for your time and attention!

 
Hello! I've been trying to get our group to try Starvation - a few did but they're saying that there's way too many animals and wanted to see if I could cut some of them out or reduce their numbers. I play it unmodded just fine :) They'd like me to cut out the scorpions, spiders and snakes. For the spider nests I figure I could change the nest to say for instance a block of fertilizer to stop it from existing and therefore spawning any spiders. For the animals and such - it looks extremely complicated and I'm not sure how to proceed. Can anyone give a hand please?

Thank you for your time and attention!
Hello,

View XML files in /Data/Config.

for example :

https://github.com/StarvationTeam/StarvationServer/blob/master/Data/Config/spawning.xml

https://github.com/StarvationTeam/StarvationServer/blob/master/Data/Config/biomes.xml

> spidernest spawning rate

https://github.com/StarvationTeam/StarvationServer/blob/master/Data/Config/buffs.xml

> poisoning effect

 
Hello! I've been trying to get our group to try Starvation - a few did but they're saying that there's way too many animals and wanted to see if I could cut some of them out or reduce their numbers. I play it unmodded just fine :) They'd like me to cut out the scorpions, spiders and snakes. For the spider nests I figure I could change the nest to say for instance a block of fertilizer to stop it from existing and therefore spawning any spiders. For the animals and such - it looks extremely complicated and I'm not sure how to proceed. Can anyone give a hand please?

Thank you for your time and attention!
You can also help yourself from this post that shows how to add a zombie, doing the opposite should help you: https://7daystodie.com/forums/showthread.php?57066-New-UMA-Zombies

by completely deleting the desired creature in Data/Config/entityclasses.xml and deleting the references to that creature in all other XML files, you should no longer see them.

 
Hello! I've been trying to get our group to try Starvation - a few did but they're saying that there's way too many animals and wanted to see if I could cut some of them out or reduce their numbers. I play it unmodded just fine :) They'd like me to cut out the scorpions, spiders and snakes. For the spider nests I figure I could change the nest to say for instance a block of fertilizer to stop it from existing and therefore spawning any spiders. For the animals and such - it looks extremely complicated and I'm not sure how to proceed. Can anyone give a hand please?

Thank you for your time and attention!
After some research (I'm also interested) the best is to modify only this file: https://github.com/StarvationTeam/StarvationServer/blob/master/Data/Config/entitygroups.xml

And for each animal you don't want to see anymore you have to change the "prob" value

For example for <entity name="animalBull" prob="0.06" /> replace with <entity name="animalBull" prob="0" />

And you will tell me that for the animals you want to remove, there is no "prob=", just add it, for example :

<entity name="animalSnake" />

becomes :

<entity name="animalSnake" prob="0" />

I hope it works.

 
Well, looks like I learned a few new things about the power plant and stringing power lines. I'll have to play around a bit since I just found the power plant in the world I'm playing.
After further testing:

_The fact of having powered hundreds of bulbs, switches and relays with the nuclear power plant is obviously not appreciated at all by the game (lag)

_When I reconnected last night, the base lights were off. I decided to put the system back as before to know everything powered by fuel engines and switches to manage the fuel intelligently and not let everything turn on all the time.

_I continue to power supply a long underground tunnel with the nuclear power plant, but I have to go to the nuclear power plant to charge the chunk and turn the electricity back on, not practical...

It would really need to be improved in the future, an electricity system as complete but as poorly managed is frustrating.

 
After some research (I'm also interested) the best is to modify only this file: https://github.com/StarvationTeam/StarvationServer/blob/master/Data/Config/entitygroups.xml
And for each animal you don't want to see anymore you have to change the "prob" value

For example for <entity name="animalBull" prob="0.06" /> replace with <entity name="animalBull" prob="0" />

And you will tell me that for the animals you want to remove, there is no "prob=", just add it, for example :

<entity name="animalSnake" />

becomes :

<entity name="animalSnake" prob="0" />

I hope it works.
Thanks! Will investigate further tonight!

 
Thanks! Will investigate further tonight!
If you are modifying the xml for an existing save, keep in mind that anything that is already spawned will still exist in the world.

When moving into a new chunk, the changes will apply and those entities will not spawn.

 
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