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A16 - Tin'sMod: The Dying Lands.

Additions for v0.1.1:

  • Unified times for zeds to convert to gore blocks.
  • Roads fixed and will mostly not dead end now. Thanks Dracos99 for showing me the fix ;)
  • Change some of the meats (grilled no longer requires 2 raw meat to make)
  • Tools/Weapons Are now = to vanilla 300 Quality in damage.
  • Quality now only increases durability instead of damage.
  • Melee weapon Damage increases are based Types and skill level and certain perks. Spiked Club is greater than Iron Club which is greater than Club in damage etc,.
  • Readjusted loot from gore blocks (again)
  • Knife Guy Perk now give a 10% harvest increase at lvl1
  • Melee/ Mining/ Construction skills: now lower stamina drain as you level, up to 25% @max skill level.
  • The rest of the 25% you gain from perks to be most efficient.
  • You now get 6 perk point upon completing the beginner quest instead of 5.
  • 'Clay' redone in biomes to be less resource intensive. Now more like ore deposits.
  • BloodMoon horde redone GL!
  • Ghoul and zed biome spawn tweaked.
  • Redid some of the ghoul textures to be less resource intensive *Clients must have the uma texture folder to get the results*
  • Many other adjustments done.


*Special Thanks to: ConZ for bringing to my attention the oops! on the quest AND for providing the fixed file TYVM :) and a TY as well goes to zootal for keeping me informed about the Linux naming issues

  • My personal TY list: (in no particular order)
  • Sphereii
  • Guppycur
  • StompyNZ
  • Darkstartdragon
  • Conz
  • zootal
  • Xyth
  • and to All the people trying this mod out TYM!



Note: The quest Fixes are now in the Launcher (current with dl link) TYVM sphereii

Tips,Tips,Tips and more Beginner Tips!





  • Use the beginning safe time to finish your beginner quests and get the 5 perk point upon completion.
  • Don't move far from the starting point in the beginning to collect beginning resources.
  • The initial safe time will end at 12noon (game time) unless you travel to far away from the starting point then it's "Game On!"
  • It's Not a good idea to enter cities until you're ready to throw down and fight.
  • Use the wilderness pois to build up supplies till you're ready (ware the ranger station pois).
  • V0.0.8 Don't eat canned goods unless you really need to and are willing to take the risk of taking a wellness hit.
  • The only way to 'Sneak' during the day is to loos the zed's LoS for more than 30seconds.
  • You Can 'Sneak' during the night but is much more difficult than vanilla.
  • *Vultures* Do Not register if you're in 'Sneak' mode (vanilla thing, can't control it).
  • Blood Moon nights.. make sure you have at least a stack of arrow ready to go.



Files that have been altered:

*Lots of new comments. Some comments may not be 100% accurate in my way of describing or thinking but just giving a little insight on how I went and thought about it. So, srry if they are not..*

biome.xml - Major overhaul

blocks.xml - Minor tweaks

buffs.xml - Minor tweaks

entitygroups.xml - Moderate overhaul

entityclasses.xml - Major overhaul

gamestages.xml - Major overhaul

items.xml - Minor tweaks

localization.txt - Very minor tweaks

rwgmixer.xml - Major overhaul

weathersurvival - Minor tweaks

xui.xml - Very minor tweaks

Prefab Folder - Minor addition and tweaks to existing and new prefabs.

*This Mod was developed and tested using*

i7- 5820k CPU @ 3.3ghz 6cores 12 logical.

32gb Ram

1070 GTX gpu

Nothing was OC'd

This is all a xml driven mod.

So forgive me if I made it a touch demanding for some as I don't really have a smaller rig to test it on.

Pretty sure I got it OK for most ppl though.

Adding to servers:

Just copy/past the config and prefab folder and done!

Just an FYI the Clients will need to do the same in order to get and see everything like it should be as well.

If the clients don't it's nothing major as you can still play just fine. The server just doesn't carry over all the extra effects I've added.

The fine print stuff:

Things I will not do to this Mod:


I will not be adding any other additional mods.



This is just for me personally and I thought I would let you know. I don't have the extra time to do so and keep track of every other mod addition and every time they update it etc,.


 


'IF' you want to add in the "compo pack" or the "Bigger back pack" or the "X" mod to this! You are more than welcome to do so. I like playing those mods as well so it's not about not liking any particular mod.


 


'IF' you want to take portions of this mod and put it into other mods Knock yourself out!



'IF' you do end up taking portions of this mod and adding it to your mod just a friendly tip of the cap mention is all I ask... If you remember
;)

 
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I guess my xmas day is gonna be the 26th

I so look forward to this release Tin... this sounds/looks awesome.

I'll try to play it out-of-box... before I mod your mod :)

 
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One more image:

View attachment 23634

Ha! Just realized I didn't put Orange = plains

Yes. Some areas don't have hubs, that's by design but they do have more stand alone poi's in them.

 
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tin is it ok with you if i challenge ur reduced heat map to see what it takes to break it? :)
Knock yourself out! GL :evil: edit: Oh I did tone them down a bit in the early game but once you get a higher gamestage it'll be right as rain ;)

About time, slacker. =)
Had to be done. Still have a lot of stuff I want to do with it but that'll need to wait for A17.

More for others who read this but..

Don't expect all the bells a whistles that Starvation and Rave have but it's not slacken in other areas to make good game play ;)

 
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The Dying Land Now available.
Download link in opening post. Dec 26th 2017
Woo-Hoo... some late night reading and then come morning, after this is all loaded up with Compo I'm probly gonna die many glorious deaths.

Thanx a bunch Tin.

 
Woo-Hoo... some late night reading and then come morning, after this is all loaded up with Compo I'm probly gonna die many glorious deaths.Thanx a bunch Tin.
Hope you enjoy it!

 
tin check ur GS xml's coz 60 of my first 88 Z kills have been ferals lol not complaining tho just find it rather odd that early on

 
tin check ur GS xml's coz 60 of my first 88 Z kills have been ferals lol not complaining tho just find it rather odd that early on
Just in the biomes? Or are you finding them in poi's mostly? If you are finding them out in the wilds not near anything then I'll need to adjust it some. near/in Pois? not so much. I wanted in or near poi's to be more deadly.

 
little bi of both maybe 50/50 not 100% sure tho
I don't know your play style but this is my theory:

You move fast from area to area. Obviously the walkers aren't getting to you before you are moving on to another area but the joggers (being faster) are, since they are well.. moving faster. When you do take a bit of time to take a rest in an area the joggers from the other areas caught up to you and you are getting the bulk of them instead of the walkers.

Also pois (camps or whatnot) will typically spawn the higher tier zeds as well. Possibly you are tipping the spawn trigger for some poi's as well? Idk just guessing.

Either way it sounds like exciting game play (to me) but I can see it getting a bit much at times for some.

Let me know how it plays out and if you still think it needs a bit of tweaking.

 
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ahh think i mistook the joggers for ferals as im not used to that and not for me i screamer farm in my vanilla game 8 forges and 2 chem stations and a camp fire lol XD

 
ahh think i mistook the joggers for ferals as im not used to that and not for me i screamer farm in my vanilla game 8 forges and 2 chem stations and a camp fire lol XD
Yeah I don't have screamers set to spawn another screamer, i used to but it got out of hand quickly. Easy to change though.

I have a couple different types of zeds. Sleepers== leaders and ferals/Fodder (walkers) low hp doesn't hit that often/Leaders (aka joggers) hit more often than fodder class/ feral joggers with more hp and hit more often than leaders. So the "Joggers" could be feral. I just have the spd slowed down.

Want more screamer spawns? just dbl the wave count numbers and done or add screamers to group list *shrug*

 
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