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CLASSIC Style HARDCORE

Problem is with implementing skip/speed time, right? I was roughly look on SDX and for me is this thing as alien from other space, far, far away to small editing xml....

Between patches, i make a lot of small changes that can`t be tracked... for this reason, i never publish detailed changelogs.

Not needed detailed changelog, it would take a lot of time and work.

But I guess I should still report bugs, right?

 
Problem is with implementing skip/speed time, right? I was roughly look on SDX and for me is this thing as alien from other space, far, far away to small editing xml....
Mostly because i'm not very familiar with C#. Skipping time already available from the dm menu, so it probably won't be a problem.

Bug report really speeds up debugging a lot. It is especially needed because it covers aspects of the game that i do not touch during my gameplay. We all play differently.

By the way, i will post a separate small hotfix for hanging houses, because the current version is stable enough to play on it normally. And the next one will be incompatible.... most likely.

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UPD:

This hotfix is ONLY needed to ensure better compatibility (hanging houses) with the worlds generated in previous versions (this is not mandatory).

If you generate the world on version v19.03.01b - do not download this hotfix!

https://yadi.sk/d/sXGBauC-97TxMQ

 
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Here is a right attitude to survival, in Japanese:

(review/tutorial to the mod)
Thank you for the fun mod.
This is my poor video, but I hope you enjoy it.

I have the following questions in the # 4 (uploading) video.   (Ver19.3.01a)
・ The first wave of zombies was walking in the first Blood-Moon.
・No damage from WoodSpike.
・ Nail can be obtained by downgrading WoodLog. (specification?)

(Google Translate)

 
Hello!

I like Your videos! If there are any questions in video itself that i did not answer - write (I am watching through an automatic translator, so i may miss some meaning).

Yes, there are waves of walkers - this is normal. It may not even depend on difficulty or progress... They may or may not be. But in the first horde - usually always.

About spikes.

Maybe You just put them on the ground - but they need to be upgraded to take their form.

(Or are you talking about big LogSpikes that are made from logs? - they work as usual)

About nails from WoodLogs:

Aaahhh.... i didn't take that into account... this will be fixed! Thanks!

 
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Hello!

I like Your videos! If there are any questions in video itself that i did not answer - write (I am watching through an automatic translator, so i may miss some meaning).

Yes, there are waves of walkers - this is normal. It may not even depend on difficulty or progress... They may or may not be. But in the first horde - usually always.

About spikes.

Maybe You just put them on the ground - but they need to be upgraded to take their form.

(Or are you talking about big LogSpikes that are made from logs? - they work as usual)

About nails from WoodLogs:

Aaahhh.... i didn't take that into account... this will be fixed! Thanks!
Thank you for the answer. I’m sorry to bother you.

・Walkers : I was surprised to walk. I was afraid that it couldn't install the MOD correctly. I understood that the waves of walkers existed.

・WoodSpikes : I started the game and tried it. Completely understood. With this, I'll be able to survive the next Blood Moon, If I don't fall out of the base.

・Nails : I understand that nails are by design.
 

 
Thanks again for the mod brother. 7 days to die is scary again.....and lethal. When you said dont make a sound at night you were not kidding. Hiding up in a water tower..opening and closing some chest...the zeds seemed to be banging on the tower a little. They sounded a little too close so I decided to open the hatch for a peak. BAM!!!! two zeds bash my face in.....  Scared the crap out of me and i think i pee'd a little..... 

To be clear if I die...I can just start with a new seed for a map that was generated inside the mod, correct?

 
I am very happy that people like the primary/basic features of the mod. But, in addition, most of the work is on details and nuances that are not immediately visible.

Therefore, interesting situations are possible even with a long game. I'm just holding back so i don't spoilerize :) .

Yes, You can use the same world(map) again. The main requirement is - to have it generated in the mod.

But the maps maybe also be incompatible if you change to a new version of the mod (i report this in changelogs).

 
Ok, thats what I hoped...one particular feature I LOVE is the terrain and shrubbery. The forest feels like a forest, fallen tree logs, tall grass, bushes etc... and you added sounds while moving across each....really cool.

 
I have some friends who I think would really enjoy this mod, and I gave it a quick try out myself - it really brought back an Alpha 10 feel - bravo!

They are however, real mole rats, so the fact that ores don't display in the ground would be a deal breaker for them I reckon - do you know when you're likely to have that fixed?

Also, I presume this will run as a server, right?

 
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Thank! 

The ores are present underground - i haven't touched them since A16, but the showing of textures (new ores and soils) - doesn't work. Only standard ores are visible.

In my opinion - mining is now bad both in mod and in vanilla.  But, its very good in the A16 version of the mod.

I am waiting for the developers to fix this problem - i can hardly do anything about it myself.

I don't know much about network technology. But i suspect that for multiplayer - the usual way of creating a server, like vanilla.  Mod do not have a separation of the mod versions into client and server.

 
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A look at the past.... A16 in 2021 :

(Mod CSH gameplay for A16 !!!)




What do the A16's capabilities look like in 2021? The past versus the modern ;)

 
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I would like to translate the mod into Japanese...

But i can't do it myself. If you want to help, please contact me.

(The primary language of the mod - is Russian)

 
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I am enjoying the world of CLASSIC leisurely.

If I disassemble Barrel for Pyrolysis, I will be able to obtain a Red Barrels of the Old type. And from there I can craft gasoline. I don't think this was what you intended, but how about it?
 

 
MOD version UPDATE - CSH_v19.4.01 TEST version for A19.4 stable

link here: CSH v19.4.01 TEST

(completely incompatible with previous saves and worlds).

This is a big patch.

Added content, all sorts of improvements, changes, a little redesigned GUI, including:
- improved the work of the scalability sliders for large monitors
- please note that the woodLogs now do not work as before. They can still be placed on the ground and on top of each other, but they do not cling sideways. They are knocked out by zombies very easily, and require an upgrade to become a solid structure.

- the distribution of biomes has become more unpredictable - so it is recommended to check the worlds in the previewer.

(later, after my tests, it will appear in the modlauncher)

 
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Okay, thanks for answer, and is any seeds for more cities on 14K map? I try in previous version some seed, but max is 3 big city with many empty space.

 
Unfortunately, this is really unpredictable.

(right now i'm tuning up 14k worlds... nothing has changed in terms of the number of cities. Last time i got 5-6 major cities on 14k map, but there were also 3-4 cities.... when as... )

PS: try

hur950p97

"Mavisi Mountains" - i got 6 cities with it, including not very large ones.

(but i already changed the code a little - maybe everything will be different)

PPS: i sent via PM new RWG file for 14k

 
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