KhaineGB
Well-known member
The perk is commented out in the code right now...Hey Khaine. Can you check in the farming perk(s).. After changing & removing some of those requirements, it still seems that for example farming which needed the scraptools perk (but you had it for free from construction or mining) it still wanted that perk bought. Now my scraptools perk is already done and in farming, its checked next to having all the requirements for farming, but if I try to buy the farming perk, it won't allow it with a message saying not all requirements are met.
I imagine its something small that missing...
Thanks!!
Code:
<perk name="Farming" icon="resource" description_key="farmingDesc" title_key="farming" max_level="3" skill_point_cost_multiplier="1" skill_point_cost_per_level="3" group="crafting">
<!-- <requirement skill_level="1" required_skill_name="Scrap Iron Tools" required_skill_level="1"/> -->
<recipe name="plantedChrysanthemum1" unlock_level="1"/>
<recipe name="plantedCorn1" unlock_level="1"/>
<recipe name="waterBarrel1" unlock_level="1"/>
<recipe name="plantedBlueberry1" unlock_level="2"/>
<recipe name="plantedMushroom1" unlock_level="2"/>
<recipe name="seedCarrot" unlock_level="2"/>
<recipe name="plantedAloe1" unlock_level="3"/>
<recipe name="plantedCoffee1" unlock_level="3"/>
<recipe name="seedWheat" unlock_level="3"/>
</perk>
Your community must hate you then, max.Greetings!
I just thought you'd like to know that out of the 4 mods I showcased the past month, your one is the most popular by a landslideSo, if nothing changes by tomorrow, your mod will be getting a full streamed let's play series starting from tomorrow night (and this is highly likely as yours is miles ahead). I've been following the thread closely and looks like there's some more awesome stuff I have to try out when we get there
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I did have an idea for some interesting hordes... If you've got bandits in the game already, well chances are that some of them would have become zombies after a while when the infected finally got them. So maybe at some specific gamestage ranges, on horde nights you could have bandit zombie hordes or mix zombie bandits in with the regular hordes for a bit of extra oomph. Maybe bandit zombies could be a boss zombie type? You could also find them roaming around the cities too and in high rooms in POIs that have the loot.
Looking forward to seeing the base-crushing zombies as well, I usually don't build much in the early game since I find melee works a treat, but I'll see if I can focus in this series on building defensively to give your zeds a test drive.
... and optionally for us real horde lovers... maybe add SphereII's nightly blood moons mod with Gup's blood moon trickle as a variant for a 'they REALLY come out at night!' sort of feel? Would love to give that a shot as well if you'd consider trying that... It would probably work only on a 2 hour day cycle, but it would give you 90 mins looting and fortifying, with 30 min hordes. I can see that making early base building a challenge and you'd have to hold up in POIs the first week to harvest enough resources whilst being constantly beaten down by the hordesJust a thought, could be awesome and if you wanted to go REALLY nuts, all the hordes could be at a minimum feral zombies
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BUT that's just a thought...

Regarding zombies and such, I do plan to put more in later, and using the bandit and survivor archetypes to make slightly tougher zombies is on my "to-do" list. Right now I want to get the missing radiated and feral radiated zombies into the mod, then maybe work on the wandering horde system a bit along with the 7 day hordes.
Basically I thought it might make things interesting to throw those zombies in with the normal ones and feral ones just to mi things up... and as mentioned, I do want to work on some that prioritize destroying your base.
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