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A16 - Tin'sMod: The Dying Lands.

I changed the seed from whatever the default is, I'm using "TinsMod" :D . It did the downloading hub cell data blah blah Generating Distant Terrain blah blah like it is supposed. Player spawns. I'm at the edge of a burn zone, and I'm seeing a few rocks and trees from the ...plains? Forest? biome. Nice biome transition. I didn't have time to do much because A wolf came along and explained that it was hungry and I looked like a good food source, but yeah, it looks quite nice. I can't imagine how many hours you must of invested into this! Thank you so much!

Real Life is calling and I really need to go do a thing or Mama is not gonna be happy <sigh>....I bought her a new car stereo for Christmas, and now she expects me to install it....

 
I changed the seed from whatever the default is, I'm using "TinsMod" :D . It did the downloading hub cell data blah blah Generating Distant Terrain blah blah like it is supposed. Player spawns. I'm at the edge of a burn zone, and I'm seeing a few rocks and trees from the ...plains? Forest? biome. Nice biome transition. I didn't have time to do much because A wolf came along and explained that it was hungry and I looked like a good food source, but yeah, it looks quite nice. I can't imagine how many hours you must of invested into this! Thank you so much!
Real Life is calling and I really need to go do a thing or Mama is not gonna be happy <sigh>....I bought her a new car stereo for Christmas, and now she expects me to install it....
Cool and thanks for the words. Hope you enjoy it for many hours :) ..And thanks again for finding those issues!

 
*Update* Dec 30th 2017

Resubmitted the DL link with the updated fixes for Linux users. Window users should have no need to re download

 
question tin wat exactly do i have to look for on the ground to find clay as im not quite sure with your mod and is there any way you can balance the traders as currently their practically useless :)

 
Give me a sec I'm getting some pics together. I went with a more natural look on how clay is dispersed in the biomes. You'll find smaller spots on the surface to show where they are but you'll need to dig it out to get all of it.View attachment 23659

The plains are the hardest to spot since it blends in really well

View attachment 23660

Burnt: look in the patches of thicker grass ;)

View attachment 23661

forest

Will look similar in the other biomes as well.

Clay is such a staple ingredient in the game, I made it more of a issue to find but there is still mega amounts in every biome.

So every biome still has it, it just blends in better than before but still visible and you need to work for it since there's 3-4 layers underneath.

Blame guppy for making these nodes for me. I just creatively used them. ;) GL
click the attachments in the above quoted post. You see the patchy dis colorization of the pics above? that's clay. Same color as it was in vanilla.

question tin wat exactly do i have to look for on the ground to find clay as im not quite sure with your mod and is there any way you can balance the traders as currently their practically useless :)
Meh I'm not really a fan of the traders myself but I haven't touch them in any way as opposed to how they are in the vanilla game. Just about every town has 1 trader. I did that in order for ppl to 1) have a quick initial access. 2) so players need to travel to other towns in order to sell between them. Give them a reason to visit multiple places. That's probably going to be it for the here and now.

When A17 hits and I get more things to play with I'll be upgrading this mod with it. Items are set to be redone in A17 so that when I'm going to focus on the traders.

 
Really love this MOD Tin, thank you! The ramped up difficulty in the very beginning with all the zeds it great! I like that you are constantly on the run and can't slow down.

 
Really love this MOD Tin, thank you! The ramped up difficulty in the very beginning with all the zeds it great! I like that you are constantly on the run and can't slow down.
Thanks! glad you're enjoying it :)

 
can i make a suggestion for a new recipe for your mod? :)
Go ahead and make the [sug] No guarantees I'll put it in since I don't know what your suggestion is ;)

So don't take it as an affront if I don't add it, because I got plans and it may not be beneficial to what I want to do in the long run.

 
well a few recipes maybe some new melee weaps bows guns and a recipe for polished steel upgrade material via sham sandwiches

 
Hey Tin!

Installed this last night and ran into the Linux case issue (fixed it ourselves, glad you've got it fixed now). I have some feedback for ya:

  • Constant Attacking: Not a huge fan. Makes the zombies loud (personal preference) and also causes them to attack when "stunned" and knocked down. Not sure if this is on purpose, but for me I wasn't a huge fan.
  • Biomes: Freaking awesome. The forests and towns are all great. I love the layouts and everything feels natural, the forests feel crowded but there was no hit at all to performance.
  • Zombie Spawn Rate: A bit rough for me at the beginning. Was basically constantly under attack and/or being chased.
  • LOS Aggro / following: Again, the following was cool, since if you aggro a zed I feel like it should follow you forever; however, the LOS aggro from super far away seemed a bit excessive. Zombies would spawn in already aggro on me.
  • Difficulty: Number of ferals was a bit out of control. I'd say 50-60% of all the zombies we faced were feral. Also, soooooooo many cop zombies, particularly in POI's. With the issues of POI spawning / killing zeds inside the POI's, having two cops in one POI was really really difficult on day 2. I was able to kill one inside with the help of some wolves I trained in, but then the other from upstairs killed me. Not to mention that one downstairs blew up a bunch of the house since I didn't yet have weapons to deal with it once it went into "charge" mode.


Overall, I really like the changes to the world, and some of the changes to the zombies, but overall, for me, the difficulty passed into the "not fun" area since I didn't feel like it was possible to get ahead of the zombie spawning.

I also want to note -- most of my criticism is really a preference based thing. The mod itself is well built :)

 
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Hey Tin!
Installed this last night and ran into the Linux case issue (fixed it ourselves, glad you've got it fixed now). I have some feedback for ya:

  • Constant Attacking: Not a huge fan. Makes the zombies loud (personal preference) and also causes them to attack when "stunned" and knocked down. Not sure if this is on purpose, but for me I wasn't a huge fan.
  • Biomes: Freaking awesome. The forests and towns are all great. I love the layouts and everything feels natural, the forests feel crowded but there was no hit at all to performance.
  • Zombie Spawn Rate: A bit rough for me at the beginning. Was basically constantly under attack and/or being chased.
  • LOS Aggro / following: Again, the following was cool, since if you aggro a zed I feel like it should follow you forever; however, the LOS aggro from super far away seemed a bit excessive. Zombies would spawn in already aggro on me.
  • Difficulty: Number of ferals was a bit out of control. I'd say 50-60% of all the zombies we faced were feral. Also, soooooooo many cop zombies, particularly in POI's. With the issues of POI spawning / killing zeds inside the POI's, having two cops in one POI was really really difficult on day 2. I was able to kill one inside with the help of some wolves I trained in, but then the other from upstairs killed me. Not to mention that one downstairs blew up a bunch of the house since I didn't yet have weapons to deal with it once it went into "charge" mode.


Overall, I really like the changes to the world, and some of the changes to the zombies, but overall, for me, the difficulty passed into the "not fun" area since I didn't feel like it was possible to get ahead of the zombie spawning.

I also want to note -- most of my criticism is really a preference based thing. The mod itself is well built :)
Ty for the run down I appreciate it!

I can do some tweaking as I myself have been seeing the cop issue. While I find it fun I can see where it can become a bit much. I'll probably remove the cops from the sleeper list so they only spawn in the wilds or drastically lower their chance to spawn.

Hmmm, I can revisit the some of the settings for the zeds so they don't track from so far away but I don't want to lower it that much as that is one part of the reason why the pathing is so bad in vanilla.

I'll do some tweaking to see how far I can lower it *No promises on this one* as I don't want to lose part of the better pathing.

I will lower the feral probabilities as I have gotten a few ppl saying it's a bit much. I'll have a new d/l sometime tomorrow.

I'll leave in the constant attacking for now but If I get a few more ppl who don't like it ill change it so it's not erratic like it is now. :)

 
well a few recipes maybe some new melee weaps bows guns and a recipe for polished steel upgrade material via sham sandwiches
Don't take this the wrong way but I know "Items and buffs" are getting a radical overhaul. I just don't see the value "At this time" to devote on making new ones when I know I am just going to need to scrap it when A17 comes out. So probably won't do any of that till then. Srry they sound like things I want to do but I don't have the energy nor the heart to work on that knowing it's going to be trashed.

I can almost guarantee once I learn the new system for Items and Buffs you'll see additions to them ;)

 
So thinking back on it I should probably tell ppl how to change the crazy swiping at everything zeds to a more traditional vanilla attack.

in the entityclasses.xml you'll notice a line in the AI Task and Target areas:

Code:
<property name="AITask-2" value="RangedAttackTarget" param1="0" param2="0"/> <- there's a lot of these lines so make sure
you change everyone to-

Code:
<property name="AITask-2" value="RangedAttackTarget" param1="[b][color="#FFFF00"]2"[/color][/b] param2="0"/>
that's it! eazy peazy

Make sure you change them in all the templates: Sleepers/Leaders/Fodder.

One other reason I like making the zeds swipe at everything and going into a frenzy while moving, is that you'll hear them coming and very rarely will you get a "Silent Ninja" zed. ;)

At least now I told ppl how to change them so you can set it how you want.

I set a link pointing to this post in the OP. I thinks that's pretty fair since consensus say's to keep it ;) (consensus = Wife) .. and she likes hearing the zeds instead of them being ninjas.

 
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I kinda like how the zeds swipe at everything. Even when you knock them down they are still swinging, gotta watch that one. You knock one down, walk up to it to deliver the coup de grace (sp), and BAM it breaks your leg. Love it!

Having run through this for a while, the general consensus from my players is that the zed constant spawn/attack rate is a bit high, especially for a new player freshly spawned, naked in the wilderness. Is this a simple setting that we can tweak ourselves? I actually kinda like it but I think the initial setting is a but much, and would love to see it scaled back a bit.

We got so tired of it that we had to build a spike fortress around ourselves just so we could stop to breathe, craft, or loot. On that subject, a U-shaped spike wall, maybe 3-4 thick, stops just about anything, even a zombie bear. And it's fairly easy to lead them into it. LIkewise, we put a moat of spikes around our base as we are getting setup, and that works fairly well at giving us some breathing space. So it's not a game killer, it just takes a bit of effort to survive the first few days. N00b players have a hard time with this, us veterans can adapt.

The scenery is really nicely done. It is a very nice balance, and I especially love how the biomes fade from one to the other instead of having abrupt transitions. And the forests with a lot of trees, like a real forest would be, are great! Great job! We are going to run through it some more today and see how it plays as the days progress.

 
I kinda like how the zeds swipe at everything. Even when you knock them down they are still swinging, gotta watch that one. You knock one down, walk up to it to deliver the coup de grace (sp), and BAM it breaks your leg. Love it!
Having run through this for a while, the general consensus from my players is that the zed constant spawn/attack rate is a bit high, especially for a new player freshly spawned, naked in the wilderness. Is this a simple setting that we can tweak ourselves? I actually kinda like it but I think the initial setting is a but much, and would love to see it scaled back a bit.

We got so tired of it that we had to build a spike fortress around ourselves just so we could stop to breathe, craft, or loot. On that subject, a U-shaped spike wall, maybe 3-4 thick, stops just about anything, even a zombie bear. And it's fairly easy to lead them into it. LIkewise, we put a moat of spikes around our base as we are getting setup, and that works fairly well at giving us some breathing space. So it's not a game killer, it just takes a bit of effort to survive the first few days. N00b players have a hard time with this, us veterans can adapt.

The scenery is really nicely done. It is a very nice balance, and I especially love how the biomes fade from one to the other instead of having abrupt transitions. And the forests with a lot of trees, like a real forest would be, are great! Great job! We are going to run through it some more today and see how it plays as the days progress.
Yeah, I'm in the process of lightening up the initial spawning a touch and will have a new update for it Soon tm. I also decreased the cop spawn in most of the poi's as well.

Then after that I'll be working on poi spawn themes, like the Police station having more cops, hospital having more nurses, gas stations having more workers n such but that'll take awhile to go through all the poi's and adding more entitygroups to the xml along with the gamestages changes.

To replace lightening up of the biome spawns some, I'll increase the poi/prefab spawns in return. I want to make entering a poi a touch more dangerous overall and something the players need to prepare for no matter what level they are at (just not heavy on the cops spawns...except the police stations ofc).

These changes shouldn't require a new world as it's just messing with the spawn rates but no promises on that. So stay tuned for new updates ;)

Oh and if you want to adjust the biomes spawn quickly just open the spawning.xml and reduce the "DAY" lines by 1.

Code:
<spawn maxcount="2" respawndelay="2" time="Day"   entitygroup="ZombieFODLDRActiveMix" />
to

Code:
<spawn maxcount="[b][color="#FFFF00"]1[/color][/b]" respawndelay="2" time="Day"   entitygroup="ZombieFODLDRActiveMix" />
That will reduce the biome spawns by half.

 
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TYVM I'll try it this afternoon. You really have a masterpiece going here. The stock RWG has been really frustrating with its myriad problems, but you don't just fix it - you turn it into a playable work of art :)

 
***Update Dec 31 2017***

  • Lowered Biome spawn for the day time by half.
  • Increase poi spawn rate a touch to offset lowering biome spawns.
  • Lowered Cop spawn chance in poi's.
  • Increased Cop spawn chance in Police and Prison.
  • Changed Spawn for gas stations (more worker entities will spawn).
  • Changed spawn for hospitals (more Nurse entities will spawn).



Enjoy :)

No need to re d/l anything unless you want everything.

 
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