Royal Deluxe
New member
One more
* Add a way to prevent leveling up, like the nerd glasses but with -100% XP
* Add a way to prevent leveling up, like the nerd glasses but with -100% XP
I consider it. But this change would have heavy impact. Maybe it would be a idea to make a very expensive block that can stand 9 times so much damage as steel but needs 9 times so much material too. Its a problematic topic to solve that without a big damage and block hp overhaul.Decrease zombie block damage as well? They're bulldozers now.
In the last half dozen of games I have started and played I tend to have more than 100 leather after 4 or 5 days. It seems like you could make glue with 2 to 5 leather in the recipe and still be able to have good amounts of glue.I am not sure that you can gather enough leather. But its worth to be considered.
For the moment i wait how the changes in next build at trader and vending machines feel
Sand issue and the simple sollution to make it no longer a unavoidable deathtrap
Problem (Collapsing 1x2 tunnels kill you all 2000 meters in desert(dies 5 times on arround 10km tunnels))
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Vanilla glue value of 4
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https://steamuserimages-a.akamaihd.net/ugc/941713411251442076/6CA0ECC23B69259FDA2D0802DA66104E64F189B8/
Sollution glue value of 5
One broad tunnels = safe
Two broad tunnels can work (high chance)
Three broad tunnels can work (low chance)
Four broad, no chance
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https://steamuserimages-a.akamaihd.net/ugc/941713411251442865/F68FFEEF0FEF30FFE052853828ED3F83C1D991D1/
Should really be fixed
Currently sand killed me over 2 times so often as zombies
Adding the bones to the Vending machine is easy to do, easy to balance and solve the issue 100% (my expectation)Why not just review all the recipes that require duct tape and revise the ones that seem unrealistic. Use a different ingredient if possible. That will ease the bones/glue situation.
min_inventory="20" max_inventory="27"
<item name="drinkJarCoffee" count="3,6"/>
<item name="ammo9mmBullet" count="6,12"/>
<item name="thrownAmmoMolotovCocktail" count="0,1"/>
<item name="medicalBandage" count="1,2"/>
<item name="medicalFirstAidBandage" count="1,2"/>
<item name="drugPainkillers" count="0,1"/>
<item name="drugHerbalAntibiotics" count="0,1"/>
<item name="foodHoney" count="0,1"/>
<item name="resourceForgedSteel" count="1,2"/>
<item name="resourceForgedIron" count="1,2"/>
<item name="resourceNail" count="2,3"/>
<item name="candle" count="1,2"/>
<item name="resourceGlue" count="1,2"/>
<item name="resourceDuctTape" count="1,2"/>
<reward type="SkillPoints" value="5" chainreward="true" />
<reward type="SkillPoints" value="20" chainreward="true" />
<reward type="Item" id="casinoCoin" value="250" />
<duration value="120"/>
<duration value="300"/>
<item name="GoldenCasinoCoin">
<property name="CustomIcon" value="casinoCoin"/> <property name="CustomIconTint" value="1,250,1"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="Items/Misc/sackPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Morganic"/>
<property name="Stacknumber" value="20000"/> <!-- STK resource -->
<property name="EconomicValue" value="1000"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>
</item>
<recipe name="GoldenCasinoCoin" count="1" craft_time = "1" craft_exp_gain="0">
<ingredient name="casinoCoin" count="1000"/>
</recipe>
<recipe name="casinoCoin" count="1000" craft_time = "1" craft_exp_gain="0">
<ingredient name="GoldenCasinoCoin" count="1"/>
</recipe>
<perk name="perkGreaseMonkey" parent="skillCraftsmanship" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel4"/></level_requirements>
In A16 i made recipes, now in A17 i add them to the traders (in larger amounts so that the chance they have them is bigger)
But sure here 3 Items (not testet ingame if it works)
Code:<recipe name="jacketWhite" count="1" > <ingredient name="resourceCloth" count="50"/> <ingredient name="resourceFeather" count="50"/> </recipe> <recipe name="denimPants" count="1" > <ingredient name="resourceCloth" count="35"/> </recipe> <recipe name="shirt" count="1" > <ingredient name="resourceCloth" count="20"/> </recipe>
<property name="Extends" value="rockResource" param1="DowngradeBlock"/>
<property name="CreativeMode" value="Dev"/>
<property name="Model" value="Entities/Resources/rock_resource_broke2Prefab"/>
<property name="DowngradeBlock" value="GreenStuff"/>
</block>
<block name="GreenStuff">
<property name="CustomIcon" value="treeBrownGrassDiagonal"/> <property name="CustomIconTint" value="1,250,1"/>
<property name="Extends" value="treeGrassMaster" />
<property name="CreativeMode" value="Player"/>
<property name="Texture" value="201,306,371,201,306,371"/>
<property name="PlantGrowing.LightLevelGrow" value="0"/>
<property name="PlantGrowing.LightLevelStay" value="0"/>
<property name="PlantGrowing.FertileLevel" value="0"/>
<property name="PlantGrowing.Next" value="rockResource"/>
</block>