PC Challenge for the DEVs and everyone else.

Day 4 now and i found about 10 cooking pots. Burnt forest those corner buildings have a good drop rate. But still no forge. Problem is traveling long distances.
Yeah, kind of my point. :) Most 'vets' know that in the burnt forest those destroyed corner bulildings, which are all over the place and -not- dungeons, will cough up cooking pots very frequently. And Wrenches.

And a Cooking Pot is a -very- important item starting out (much too important imo). Most new players, I'm guessing, would tend to stay out of that biome; it looks dreadful, there are more vultures, and doesn't appear to be a place you 'should' be in starting off.

Which we all know is a total fake out. It may be the easiest biome to start off in, heh.

The only other place i know where to find a forge is the little cabin with a cobble stone stair on the outside and a balcony. Are there any other POI's with a forge?
'The Forge House', yeah, was a go to starter base if had working forge. Btw, the forge house nearest the forest biome Traders in Nav map, ~700m? SW from Traitors (near the lake shore), is now a dungeon POI :( & it only has a workstation, so not even a possibility of finding a forge at that location anymore.

Yucca Juice needs a bottle of water though to make now.
And the Cooling Effect is -not- working. The name still exists in buffs.xml but is listed as 'deprecated'

Code:
<!-- ****************** Deprecated Buffs? (Needs review) ****************** -->

<buff name="buffShotgunWound1" name_key="buffShotgunWound1Name" description_key="buffShotgunWound1Desc" icon="ui_game_symbol_critical">
</buff>

<buff name="buffBurningSmall">
</buff>

<buff name="buffArrowCriticalBleedout">
</buff>

<buff name="buffDrugRedPill">
</buff>

<buff name="buffDrugBluePill">
</buff>

<buff name="buffYuccaJuiceCooling">
</buff>

<buff name="buffExtinguishFireBuff">
</buff>

<buff name="buffEatSnowberryTrigger">
</buff>
 
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The forge house is removed from RWG so far i saw that

(dont nail me on that, but would be nice if someone have a look in the xml. i dont want to currently)

 
The forge house is removed from RWG so far i saw that(dont nail me on that, but would be nice if someone have a look in the xml. i dont want to currently)
Maybe that's why I have such a hard time finding it.

 
@carbonkid back in alpha 10 or 11 we used to drink directly out of rivers and if we got sick, cap it off with goldenrod to save on jar usage. just thought i'd mention it

 
@carbonkid back in alpha 10 or 11 we used to drink directly out of rivers and if we got sick, cap it off with goldenrod to save on jar usage. just thought i'd mention it
Guess what. Goldenrod is locked behind a perk :)

EDIT: But I could use cans for water...but they don't stack. And since inventory space is so limited I don't know if its worth it.

 
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I find it easy to survive in every version and found 17 was a bit harder until I learned the gameplay. If you want a easier start play on a easier setting and or mod the start to be how you want it to be.

 
Weirdly, the dirty-water cans stack to 15 ("drinkCanRiverWater" in items.xml), but not the clean-boiled-water cans...

I know you've got pots now, & almost certainly already know this but... :) if you wind up doing another run; hit the snow biome, dig up snow (snowballs stack up to 6000, heh), then you've got as much portable 'water' as you want, as long as you have at least one can.

If I'm reading buffs.xml right you can over-drink quite a bit, to 160. See "buffHealWaterMax", under "<!-- digesting water -->"

Same file has "<!-- how much you can overeat -->" under "<!-- digesting food -->" which shows 25 currently.

 
Weirdly, the dirty-water cans stack to 15 ("drinkCanRiverWater" in items.xml), but not the clean-boiled-water cans...
I know you've got pots now, & almost certainly already know this but... :) if you wind up doing another run; hit the snow biome, dig up snow (snowballs stack up to 6000, heh), then you've got as much portable 'water' as you want, as long as you have at least one can.

If I'm reading buffs.xml right you can over-drink quite a bit, to 160. See "buffHealWaterMax", under "<!-- digesting water -->"

Same file has "<!-- how much you can overeat -->" under "<!-- digesting food -->" which shows 25 currently.
If you want to produce something in a high amount you will learn to love your stacks of 500 murky water.

Sure snow is easyer to transport, but you need hours to boil it into murky water

And if you get 10 Stacks off 500 Bottles or 10 Stacks of 15 when you drive to the lake 3 km away, it make a big difference

 
I find it easy to survive in every version and found 17 was a bit harder until I learned the gameplay. If you want a easier start play on a easier setting and or mod the start to be how you want it to be.
Soo you mean that a balanced starter character is equal to game being too easy.

Tfp should therefore strive to build a game that is unbalanced so it becomes hard?

 
If you want to produce something in a high amount you will learn to love your stacks of 500 murky water.Sure snow is easyer to transport, but you need hours to boil it into murky water

And if you get 10 Stacks off 500 Bottles or 10 Stacks of 15 when you drive to the lake 3 km away, it make a big difference
Fully agree Royal. But he's testing early game stuff, and had earlier commented on not finding a working forge to make jars, and jars getting consumed when making boiled eggs. So I'm assuming he doesn't have an abundance of jars yet.

Very early game the 'snowballs + can = water' is useful since you can choose to scrap/drop can/s if you find any canned food, as they'll give you a can once eaten. Easy to make a quick campfire to boil water, drink up then move on. And you're only using one backpack slot for the snowballs. No need to carry a cooking pot, or save 1 or 3 empty jars, etc.

Anyway, I've found it useful early game, ymmv :)

 
Soo you mean that a balanced starter character is equal to game being too easy. Tfp should therefore strive to build a game that is unbalanced so it becomes hard?
Balance to one is too easy or too hard for another. Modlets solve that problem you can make the start of the game to be what you want. I find the start easy and you find it otherwise what is TFP to do with what you call balance?

 
I find it easy to survive in every version and found 17 was a bit harder until I learned the gameplay. If you want a easier start play on a easier setting and or mod the start to be how you want it to be.
Greymantle, I'm just basing this on your post above, but have you read the first post in this thread?

Apologies if I'm off base here :)

 
Balance to one is too easy or too hard for another. Modlets solve that problem you can make the start of the game to be what you want. I find the start easy and you find it otherwise what is TFP to do with what you call balance?
What I call balance is a respond to the devs comments on freedome of choosing a path through the perk tree. And the non-existent mandatory perks.

If we truly have a free choice, base game could be balanced to such degree that we can survive without a perk without it being more punishing than other perks.

For example. You can easily choose between strength and perception without that impacting on your ability to kill zombies. On the other hand strength will give you more benefits on stamina which might be important in most builds.

Therefore a better balanced stamina base will give more freedom.

 
What I call balance is a respond to the devs comments on freedome of choosing a path through the perk tree. And the non-existent mandatory perks.
If we truly have a free choice, base game could be balanced to such degree that we can survive without a perk without it being more punishing than other perks.

For example. You can easily choose between strength and perception without that impacting on your ability to kill zombies. On the other hand strength will give you more benefits on stamina which might be important in most builds.

Therefore a better balanced stamina base will give more freedom.
Well the only perks I find a must is the ones that open up recipes and stamina. I'm not sure what freedom is to the point you do have to go down certain routes to play the game which has always been the case. Forge is a must, spikes, weapons, etc...Now they are just gated to draw out gameplay which I feel was much needed. For those that don't like gates the modlets can fix that.

 
So far I agree on stamina and food.

Forge on the other hand I'm on the fence on. I think there are builds like stealth hunter that could utalize trader more.

But then again I'm not finished with my experiment yet.

 
So far I agree on stamina and food.
Forge on the other hand I'm on the fence on. I think there are builds like stealth hunter that could utalize trader more.

But then again I'm not finished with my experiment yet.
I disable traders other than their quests for I feel they make the game to easy.

 
I disable traders other than their quests for I feel they make the game to easy.
Usually I tend to interact with traders as little as possible. Mainly using them on first quest and if RNG is too hard on me. But it always feels like cheating.

But I can see why tfp have them since its an easy way to balance rng and perks. "Can't find it or takes to long? Go see the trader!"

I'm hoping they will tie trader to the main story the. I might feel they have more of a purpose than just easy balancing.

By the way, care to share that trader mod of yours?

 
For example. You can easily choose between strength and perception without that impacting on your ability to kill zombies. On the other hand strength will give you more benefits on stamina which might be important in most builds.

Therefore a better balanced stamina base will give more freedom.
Someone using ranged might instead pair perception with agility and agility perk cardio to improve his stamina.

 
Just had my first session doing this challenge, at the end of day 3. Hardest part is the limited inventory space! I'm good for food and drink for days!

 
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