mining plutonium i stick with the pick axe as every time i use the auger i get about a minute in before a screamer shows up. M60 seems to have the same effect even w/ a silencer. irradiated area seems to have calmed down. found Eve and the bunker quest. she gave me 2 reward quests to the same bunker. exploring the irradiated area found the labs and Caitlan, she seemed less well stocked than 18 unless that was a random thing. finding a lot of plutonium boulders, and so far a little titanium in my first plutonium mine. Haven't found a titanium boulder yet. journal says that is the primary ore in the irradiated area but for whatever reason that isn't the case w/ me so far.The heatmap is actually kinda buggy, so i'm looking at adjusting that.
Primarily looking at adjusting pistols/rifles so they're less likely to attract screamers.![]()
I do need to fix the coilrifle rounds.Hi Khaine,
A couple of items that my group noticed that seem out of place;
-all three 7.62 coilrifle round recipes are exactly the same
-eating something that gives the buff "buffAverageFood" will override the high tier "buffGoodFood" causing your food to decrease at faster rate then expected
Nice work with this version though. Some really nice improvements over the a18 version.
Cheers
Seen a few people say that with the titanium, which confuses the hell out of me tbh.mining plutonium i stick with the pick axe as every time i use the auger i get about a minute in before a screamer shows up. M60 seems to have the same effect even w/ a silencer. irradiated area seems to have calmed down. found Eve and the bunker quest. she gave me 2 reward quests to the same bunker. exploring the irradiated area found the labs and Caitlan, she seemed less well stocked than 18 unless that was a random thing. finding a lot of plutonium boulders, and so far a little titanium in my first plutonium mine. Haven't found a titanium boulder yet. journal says that is the primary ore in the irradiated area but for whatever reason that isn't the case w/ me so far.
Probably not. It'd be a pain in the ass and a TON of extra code for that.I really like the new item degradation. I was under the impression this was to stop one item from lasting forever. But sticking a single point in your tool/weapon crating perks just seems to defeat it. I would like items to continue to break regardless of my skills. The skills would still be useful because items would last longer before breaking. Is there anything I can edit in one of the XML files to do this? I took a quick look around and saw Harmony-QualityDegradationOnRepair.DLL so I assume the code is all compiled in there. Would you be willing to add an editable option in the future that could disable the skills stopping degradation so that items will always continue degrading until they break?
There isn't a bedroll in the lab. Unless someone decided to make it their base.G'day Fellow Zombie Slayers.
Im having a problem with the Trader Eve quest chain.
I did "the test" & "The favor" and started "the reward".
I cant start the quest tho cause theres a bedroll around thats blocking it. I found a science lab under a well with indestructable walls & doors.
What are the chances of the bedroll being inside the lab cause i cant find a way to get in there or start the quest?
Yeah this means theres one lying around randomly cause its a private server and no one has been there yet.Probably not. It'd be a pain in the ass and a TON of extra code for that.
There isn't a bedroll in the lab. Unless someone decided to make it their base.
Go to 7 Days To Die\Mods\0-SphereIICore\Config. Open blocks.xml with Notepad++ or whatever and change property value of line 73 (UnlockEnemyHealthBar) to false. Save and close.Loving this mod so far, (about 10ish hours in) I was wondering if there was an easy way to disable the zombie health UI element? I find it more fun/immersive not to know the exact health of the enemies I'm fighting, makes fights much more tense having no idea how close something is to death.
Thanks, deeply appreciated!Go to 7 Days To Die\Mods\0-SphereIICore\Config. Open blocks.xml with Notepad++ or whatever and change property value of line 73 (UnlockEnemyHealthBar) to false. Save and close.
One other quick question, where do I go to adjust items degrading [SIZE=15.68px]every time[/SIZE] they are repaired? (Ideally i want to change it so the max level of armor crafting and similar skills to have item below quality 71 no longer degrades on repair)
Anyway, I think I'm going to play some vanilla (-ish) for a bit. I like a lot about the mod, but I think I need to re-learn base building for A19 or something, because that was just way beyond what I was prepared to deal with.