did you select "copy from an existing copy" or "download from steam"? If you download, steam will probably download the newest version 16.4. Also, unless you have your steam version set to "only update this game when I launch it", then steam will auto update it's stored copy to 16.4 as well, even if you haven't played it.trying to intall mod using the launcher i am still running 16.3 because I thought that is what the mod is still on but getting Wrong version continue anyway message View attachment 23129
Smith hammer is an NPC survivor tool I think..Love the new labels that tell us where to craft the things that need specific workstations. One question though, some say "Smith Hammer". How do you craft something with a smith hammer? (Nail Trap) I tried the large anvil with the smith hammer as a tool, and it's not listed there.
The range was not touched. On the dedi servers there is an issue - in vanilla - where z's hit from a distance further then in SP games. Its possible that Starvation makes it more obvious, as it does some things, but this is an issue with vanilla not a Starvation issue.How far has the zombie attack range been increased? They seem to hit from 15 ft ( in game looks that far) away. I liked melee in the game, and it seems to be a bit in impractical now. You can run through them and circle back, but it seems a bit cheese that way.
It appears you are using the old launcher from A15. If you read the first post introducing the A16 mod you will see that you cannot use the launcher you used in A15, at least not at this time - it is being worked on. You must use Sphereii 7D2DModLauncer - which is linked on that first post. The launcher yous used for A15 will not worktrying to intall mod using the launcher i am still running 16.3 because I thought that is what the mod is still on but getting Wrong version continue anyway message View attachment 23129
Prueba a poner el .xml que quieras editar en "solo lectura", en las propiedades del archivo.Perdon por ponerlo en espaٌol pero mi ingles es pesimo. Estoy intentando cambiar un par de cosas en el archivo de bloques. Mi problema es que en otros mod que he probado siempre he podido cambiar cosas sin problemas, pero en este segun lo pongo y lo Dguardo cuando abro el juego desde el 7D2D se me borra el archivo y se pone como estaba al principio.
He probado entrando normal y cuando se pone a leer en bloques se queda parado y no inicia el juego.
؟Alguien que me pueda ayudar? o es que estoy haciendo algo mal. En concreto lo que quiero aٌadir es esto:
<drop event="Destroy" name="goldNugget" count="1" prob="0.02"/>
<drop event="Destroy" name="silverNugget" count="1" prob="0.04"/>
<drop event="Destroy" name="rawDiamond" count="1" prob="0.01"/>
Nota: lo pongo en la piedra que salga una probabilidad al minar.
You know, if this conversation was in english, alot more people could help. Just sayin'Prueba a poner el .xml que quieras editar en "solo lectura", en las propiedades del archivo.
I thought all of the NPC survivors needed a copy of the item in order to learn and duplicate? How does that help me craft a machete?Smith hammer is an NPC survivor tool I think..
The machete is actually a vanilla tool, not a starvation tool and TFP changed it to be a tool made by learning the skill and no linger needing the book, so they removed the book. The problem was that they did not change it so that the game knew the book was no longer needed. Starvation fixed this in A15 by adding the book back in as a quest reward for completely the bladed weapons quest.You know, if this conversation was in english, alot more people could help. Just sayin'
I thought all of the NPC survivors needed a copy of the item in order to learn and duplicate? How does that help me craft a machete?
G'day @Starvation devsFound a bug while playing the mod, took a short vid and put it on youtube.
Bug: If you cancel the crafting of Chain and Locks you get all the materials back but the lock gets multiplied instead
of returning both at original quality. (confirmed on a new save aswell)
A link to youtube is fine right, anyways less waffle.
Ahh that makes sense. So we just need A16 Starvation to add the book back in then?The machete is actually a vanilla tool, not a starvation tool and TFP changed it to be a tool made by learning the skill and no linger needing the book, so they removed the book. The problem was that they did not change it so that the game knew the book was no longer needed. Starvation fixed this in A15 by adding the book back in as a quest reward for completely the bladed weapons quest.
Once you buy the skill and read the book you can make the machete
I don't honestly know either way as I'm not at that point in my game yet. I just described what I remember about how survivors worked in A15 starvation and how it wasn't really like crafting but instead they had to be given a copy of the items to learn from before they could make more of them.Sorry, I thought that was an survior workstation tool. Since I'm traveling and don't have the xml You will need to wait for Pam or Morte to answer.
it installs files, and whatever..... starts the game, BLACK SCREEN, mouse pointer switched to 7d2d-pointer, thats it....can only quit with alt+F4, game wont start.
if simple, or advanced...
downloaded the fzip-file that the launcher uses. made a fresh copy, put the files in, started game.... black screen.... nothing seems to work at all![]()
edit: no starting sound nothing, and every time i gotta accept eac changing things on my computer.... its kinda strange (windows 8.1)
ok, besides, i deleted and reinstalled the game 3 times....
i started over and over and over again....
now guess what.
without anything changed after the felt 50000th time of starting it finally booted and i can play...
Maybe this is my error? I have been downloading the dedicated server files from the github page but then copying them into the same directory as the single player files? On the virtual machine I use one of our guest Steam accounts to log into steam perform the steam install of 7 dayys to die then start an unmodded 7DTD server. Then shutting it down I copy in the dedicated files from the github (with merge/replace).
Maybe what I need to be doing is using the Steamcmd to download the server and then copy the github files into that? Now that would make sense since that's how I have been doing it for my Linux virtual machines. Will try it that way after I get home from work tonight. Thank you.
This is not a 16 GB MOD LOL. The game takes an average of 8 by itself for about 8 players with the mod installed. That is not counting the OS and other apps you have to run an you would want some additional ram left for file sharing so that is why 16 is recommended. Its not silly when you understand how much is added in the way of content and models all of which have to be loaded into memory and consider that 7DTD is a heavy RAM user in it vanilla status. There is no way to make this 'less strenuous' without deleting content and mods and then it would no longer be Starvation. If you need a mod that takes less RAM you should just play one that does.I mean, a 6 gig video game that has a 16 GIG mod on it is really kind of silly.I know it says 10 gigs can be done, but thats not entirely true either.
I'd really like to try the mod, but what on earth is making is require so much Ram?
Is there any future where a less strenuous version of this mod can be enjoyed by other people besides those with beasts for computers?
I believe the sanity skill only goes up when you actually gain sanity from meditating. If your bar is full, no skill gain. At least that's how it has worked in the past.
I completely agree about the need to know what is required to craft items. A hammer icon next to everything doesn't help because we don't know which crafting machine each item is made from. Any way to get custom icons for each workstation on the recipe? (forge, big forge, workbench, etc) I have this problem with the beaker. I still can't figure out how to make one, but the recipe is there.
I like this idea, or maybe make the treatment for spider/snake bites easier to craft early on, but require you to apply it every 4 hours or so until cured, kinda like antibiotics in the real world.
My vote is for some sort of bag functionality, where you have our current default inventory space when you start, but you can craft bags and backpacks to equip that either increases your inventory size, or maybe right click the backpack to open it's inventory to be used like a chest. If the latter, you'd need some sort of deterrent to keep people from using more than one, like reducing your movement speed to really low or zero if the bag is unequipped to your inventory. Something like that.
I would disagree with you here.People are already pointing out that A16 is not the challenge it was and wondering if we have given in to doing what other mods have done and just added toys for people to play with. My viewpoint is that more inventory space is just another "make the game easier for me" addition and does nothing to add to the challenge of the game. Having to pick and choose what you carry and having to turn around when full or learning to manage dropboxes and so on is part of the challenge. Then again if you have to carry more inventory space you can get a minibike basket or a donkey![]()
I agree, I think it's important not to confuse tedium for challenge and I wouldn't mind an option for a slightly bigger bag.I would disagree with you here.
By nature if you add more "toys" to the inventory/ catalogue you add the "decision" part by "x" factor. At one point it brakes the decision idea and becomes a tedious job. You spend more and more time to organize your limited inventory thus slowing your pace down. More and more- less fun each time.
Did this the first time ok, did that the 50th time -meh; Doing this for the 150th time it gets old fast.
The vanilla inventory space was designed for the vanilla space but even Funpimps will be adding bags and what not to increase the space. Im not sure you have tried playing other mods with the big bag mod.
I boughed this game many years ago and played vanilla since. Only in last 5 months I started to play mods. Big bag mods adds so much fun to the mod you dont go back. The mod Author already stated big bag mod will not work here given the code though he will increase it slightly.
Its not a challenge its a burden. An unnecessary one- coming from a guy who played vanilla for years.
If you want a challenge- build around it.
It's an automated tool. It works through parsing since adding that to ALL previously existing items would be a terribly boring job for a hobby. Since trap nail can be made both by weapon smith (smith) and on player inv, the parser tool probably confused "smith" station with "smith hammer"...Love the new labels that tell us where to craft the things that need specific workstations. One question though, some say "Smith Hammer". How do you craft something with a smith hammer? (Nail Trap) I tried the large anvil with the smith hammer as a tool, and it's not listed there.
Well, I would have to disagree with you too... I know big backpack is very popular amongst the usual player, but, and I have already said this quite a few times, that a bigger backpack destroys the need for things like the donkey or helper survivors... Which were initially the all point of the mod...I would disagree with you here.
By nature if you add more "toys" to the inventory/ catalogue you add the "decision" part by "x" factor. At one point it brakes the decision idea and becomes a tedious job. You spend more and more time to organize your limited inventory thus slowing your pace down. More and more- less fun each time.
Did this the first time ok, did that the 50th time -meh; Doing this for the 150th time it gets old fast.
The vanilla inventory space was designed for the vanilla space but even Funpimps will be adding bags and what not to increase the space. Im not sure you have tried playing other mods with the big bag mod.
I boughed this game many years ago and played vanilla since. Only in last 5 months I started to play mods. Big bag mods adds so much fun to the mod you dont go back. The mod Author already stated big bag mod will not work here given the code though he will increase it slightly.
Its not a challenge its a burden. An unnecessary one- coming from a guy who played vanilla for years.
If you want a challenge- build around it.