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A16 - Tin'sMod: The Dying Lands.

Hey Tin!
Getting deeper into the game and building of a base. Some more comments and thoughts from my side:

1. Found recently that the feral cowboy zombie is lootable in the short time before changing to gore block (happened twice to me recently, with more ferals appearing). You would have to check if any other feral doesn't have the same problem.

2. Horde nights are getting a bit boring. Unlocked recently the machete and i kill zombies too fast, not to mention most of them don't run at me. 21 day horde i didn't even have a cop (like in previous 7D nights). Maybe you could tweak raising of the gamestage or add some more threat for the 7D night?

3. Shifting the search option from dead zombies onto looting them with fists/knife created a specific side effect. If you want better loot you have to invest into Quality Loot skill, but it can be upgraded only when Scavenging is high enough. Scavenging is rising slower thanks to the new loot mechanic (no bonus for searching bodies). Don't know how you all feel about it. Slowly getting used to it, but feels way slower than vanilla.

4. Past day 21 Horde, got a forge with cement mixer (for concrete) working constantly not too far away from base and a forge at base with campfire and workbench. Still, i haven't met any Samaras... *coughs* screamers. Not that i like them, but how much heat would i need to spawn one?
Have you turned up your Bloodmoon and the player level in the game .. maybe you need .. Insane

Also in my game .. I'm having No issue in getting Screamers and Cop's on horde nights and I get a couple everyday even not being horde night. Just a thought .. check your settings.

 
Yeah, i think i may need to up the difficulty for the horde nights... I lowered to Nomad (default one), because i didn't want to spend most of the time fighting zombies after going into the game (many zombies spawn shortly after) or when exploring (yet i mostly do). Wanted to establish a good base and didn't want to constantly run down and up because i hear some growling...

I think i raised my Bloodmoon level, but i'll have to double check on that. With what i have now, surely the higher difficulty could be better. But does it change the number of zombies that spawn around, especially on Bloodmoon?

 
Yeah, i think i may need to up the difficulty for the horde nights... I lowered to Nomad (default one), because i didn't want to spend most of the time fighting zombies after going into the game (many zombies spawn shortly after) or when exploring (yet i mostly do). Wanted to establish a good base and didn't want to constantly run down and up because i hear some growling...
I think i raised my Bloodmoon level, but i'll have to double check on that. With what i have now, surely the higher difficulty could be better. But does it change the number of zombies that spawn around, especially on Bloodmoon?
I play ALL my 7D2D Games on a Setting of Survivalist .. Day 18 .. Bloodmoon at 16 ( But thinking that I might push it up to the next level .. after I get my base built ..lol ) and so far only game that I have had to turn down 1 was Ravenhearst at first .. then back up once I learned the mod. Just a couple of thoughts from the old gamer. .. :02.47-tranquillity:

 
Difficulty doesnt change the number of zombies that spawn randomly. It does increase both the number and the number of high level spawns in sleepers and bloodmoon hordes, by upping your gamestage. The difference between Nomad and Insane equates to about 2 weeks, effectively. Ie: Day 14 horde on insane == day 28 horde on nomad, in terms of how many and how advanced the spawns are. And of course, higher difficulty makes zombies much harder to kill, as you do less damage to them and they do more damage to you.

 
I play ALL my 7D2D Games on a Setting of Survivalist .. Day 18 .. Bloodmoon at 16 ( But thinking that I might push it up to the next level .. after I get my base built ..lol ) and so far only game that I have had to turn down 1 was Ravenhearst at first .. then back up once I learned the mod. Just a couple of thoughts from the old gamer. .. :02.47-tranquillity:
I went with that approach, as my first impressions of this mod were that it's pretty tough... But you just have to adapt to how differently the game plays, that is all :) I usually play on Survivalist and use distance weapons mostly when i'm sneaking to kill sleepers or when i really must. Even so, the most recent cops in TDL i killed with my melee weapon... Killed, not got bloated ;)

Dreamdancer, considering i'm not a newbie anymore, both to the game and this mod, i will definitely raise the bar now. I know 28th day horde will on itself be harder, but i want to see how much with the difficulty changed.

EDIT: Confirmed that i have 32 zombie limit on Bloodmoon, which was for the last horde.

 
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I also normally play survivalist and 32 bloodmoon (no higher due to performance issues on my mid-level rig), but I also play "dead is dead" so when trying out TDL, I decided my first play through would be Nomad (but kept bloodmoon on 32). Was a nice way to learn the mod. Still had to be super careful (mostly to stay away from the constant grey and black wolves in my biome), but could manage a few POI raids (was lucky to get a few good items in garbage/cars, and sold enough to buy on day 1 a purple barbed club--so I had a bit of advance weaponry to survive).

Day 7 bloodmoon was very manageable. VERY good consistent waves of Zeds. Seemed like I would get a new wave of 32 every hour on the top of the hour. Just enough time for me to kill a wave, settle myself, and then another full wave would appear. Was a bit concerned, not all were running... in fact most would walk to my tower base. Thought that was weird, but was not complaining at all.

In any event, THANKS Tin for a really cool mod, love the world generator... very well done... have explored a bit of my map, and found only VERY isolated instances of weird terrain (also one trader had a back wall missing as it bumped into a crumbled POI... made for a bit of a fright as I excited the trailer and a Zed punched me in the face!!!!).

 
I also normally play survivalist and 32 bloodmoon (no higher due to performance issues on my mid-level rig), but I also play "dead is dead" so when trying out TDL, I decided my first play through would be Nomad (but kept bloodmoon on 32). Was a nice way to learn the mod. Still had to be super careful (mostly to stay away from the constant grey and black wolves in my biome), but could manage a few POI raids (was lucky to get a few good items in garbage/cars, and sold enough to buy on day 1 a purple barbed club--so I had a bit of advance weaponry to survive).
Day 7 bloodmoon was very manageable. VERY good consistent waves of Zeds. Seemed like I would get a new wave of 32 every hour on the top of the hour. Just enough time for me to kill a wave, settle myself, and then another full wave would appear. Was a bit concerned, not all were running... in fact most would walk to my tower base. Thought that was weird, but was not complaining at all.

In any event, THANKS Tin for a really cool mod, love the world generator... very well done... have explored a bit of my map, and found only VERY isolated instances of weird terrain (also one trader had a back wall missing as it bumped into a crumbled POI... made for a bit of a fright as I excited the trailer and a Zed punched me in the face!!!!).
awesome and thanks! yeah I've been noticing that every so often with the traders merging with other poi's. IDK if I can do anything about it but I'm looking into it.

V.0.09 will be arriving in the very near future and it'll be a new learning curve.. again ;)

 
Can you increase the land with some code?
not exactly sure what you're asking so I'll guess increasing the the play field? if so I already have it set to almost 19k of the play field. If you want to get it bigger.. You'll need to open the rwgmixer.xml file..

1) at the top you'll need to find:

Code:
<ruleset name="tinsRules" cell_cache_size="8" cell_size="2100" cell_offset="0" generation_distance="[color="#FFFF00"]21000[/color]" terrain_generator="tinsWorldGen1" biome_generator="tinsBiomeGen2">
2) then towards the bottom of the same file:

Code:
<biome_spawn_rule name="radiated">
	<distance_from_center range="[color="#FFFF00"]18900,21000[/color]"/>	
</biome_spawn_rule>
Change the generation_distance="" to desired play field size (world size).

Then

Adjust the radiation biomes max size to the same number you set in the generation_distance=""

That's it! wouldn't set it super big like 60k or something the shakes wouldn't be all that pleasant of a playing experience. That's just my opinion but IDK you may not mind it <shrug>

 
awesome and thanks! yeah I've been noticing that every so often with the traders merging with other poi's. IDK if I can do anything about it but I'm looking into it.
V.0.09 will be arriving in the very near future and it'll be a new learning curve.. again ;)
"New Learning Curve" for you, or for us poor souls that have to live in your world? :)

I'ma scared!!!!!

 
not exactly sure what you're asking so I'll guess increasing the the play field? if so I already have it set to almost 19k of the play field. If you want to get it bigger.. You'll need to open the rwgmixer.xml file..
1) at the top you'll need to find:

Code:
<ruleset name="tinsRules" cell_cache_size="8" cell_size="2100" cell_offset="0" generation_distance="[color="#FFFF00"]21000[/color]" terrain_generator="tinsWorldGen1" biome_generator="tinsBiomeGen2">
2) then towards the bottom of the same file:

Code:
<biome_spawn_rule name="radiated">
	<distance_from_center range="[color="#FFFF00"]18900,21000[/color]"/>	
</biome_spawn_rule>
Change the generation_distance="" to desired play field size (world size).

Then

Adjust the radiation biomes max size to the same number you set in the generation_distance=""

That's it! wouldn't set it super big like 60k or something the shakes wouldn't be all that pleasant of a playing experience. That's just my opinion but IDK you may not mind it <shrug>


Thanks, that's right, what's the maximum limit for 7dtd's generation_distance?

21k

30k

60k

100k?

 
Thanks, that's right, what's the maximum limit for 7dtd's generation_distance?
21k

30k

60k

100k?
You can actually make it infinite but it breaks the map, put a "0" in the generation_distance="" and remove the radiation zone. 30K seems ok as far as the shakes go and performance wise if you have a decent amount of ram and HD/SSD space.

- - - Updated - - -

"New Learning Curve" for you, or for us poor souls that have to live in your world? :)
I'ma scared!!!!!
Both. he..he..he ;)

 
Good day Tin

Just wanted to let you know that "Trader Issue" is on other mods also .. So don't worry about it ..

I've run into it on Ravenhearst _ Valmod and a couple of others .. I think it most like TFP issue as well.

But .. anyway _ you are doing a Great job on Mod and I'm really enjoying it .. can be brutal at times and have almost died several times .. but so far still kickin

Have yourself a great week and Thank you from an old gamer that play's many games ... :02.47-tranquillity:

 
Good day Tin
Just wanted to let you know that "Trader Issue" is on other mods also .. So don't worry about it ..

I've run into it on Ravenhearst _ Valmod and a couple of others .. I think it most like TFP issue as well.

But .. anyway _ you are doing a Great job on Mod and I'm really enjoying it .. can be brutal at times and have almost died several times .. but so far still kickin

Have yourself a great week and Thank you from an old gamer that play's many games ... :02.47-tranquillity:
Thanks and you do the same :peace:

 
Really liking my first go through with this mod, was a very fun and very different experience. Thanks for popping into the stream last night Tin :D

 
***Update*** Version 0.0.9 is now available for D/L. Highly suggest completing the first beginner quest!!! ***Update***

New wilderness entities: The Ghouls introduced.

Ghouls are the prominent entity in the wilds. They will attack Zombies animals and the players sometimes each other ;)

  • Vultures: Spawn rate has bet slightly tweaked down in certain biomes.
  • Cops: Have been temporarily removed from being a sleeper till they work properly again, more Military have taken their place instead in poi's.
  • Added: "Hunting rifle and ammo" to the first beginner quest as a reward.
  • Slightly increased animal meat harvest for Boar/Dear/Rabbit/Snake.
  • Many other minor tweaks...

 
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Really liking my first go through with this mod, was a very fun and very different experience. Thanks for popping into the stream last night Tin :D
TY for trying it out. Was fun! I don't usually get a chance to watch the live streams.

 
Do we need to do a restart? If not, will the starter quest show up automatically?
I'm pretty sure you would need to restart to get the starter quest since it part of the original chain quest.

 
Okay, thanks, I thought so. However, any idea if update would wreck a saved game I'm currently on? I don't run through the launcher, to protect the version I have now. But, I'd like to see the Ghouls... I'm only on day 12, so I guess would not be a complete waste to wipe and start over (though, I do have a minibike, so that would suck to give that up).

 
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