PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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hmm, my Day 14 plans have hit a snag. Someone posted that you couldn't throw Molotovs "down". So tested & they're right.Standing up 4 blocks the closest I could aim was 7 blocks out.

(in the pic I aimed for the birds nest)



A bit confused about the "Crude Wood Railing" vs. "Wood Railing". Can't make Crude ones in backpack, need the tablesaw.

But you can make the nice looking Wood Railings in backpack...

{could I politely suggest this gets switched?}

Unfortunately I need the Crude ones because you can shoot through those, but not the other ones.





I know the metal rails would be better but I used all my Iron for a pitiful few iron spikes and still have lots to do on the horde platform.

Not really expecting to live thru the day 14 horde since I've only hit lvl-31, so no concrete yet. But I've a couple ideas that may help :)
I notice that too, but I wasn't sure if it is me or game. 1+

 
yep what wolf said... Work In Progress
:)

any ways, its not ignorance to ask if you dont really know... ignorance is not asking and pretending you know the answer. :)


That's stupidity Joe. Respectfully sir, ignorance is not knowing. The difference is that smart people ask and try to learn while others don't and act stupid.

Everybody's ignorant but some choose to be stupid

 
so far as I can see, most of the mods are just missing at the progression.xml file atm

<perk name="perkYeahScience" parent="skillCraftsmanship" max_level="5" name_key="perkYeahScienceName" desc_key="perkYeahScienceDesc" icon="ui_game_symbol_chemistry">

<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel6"/></level_requirements>

<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel7"/></level_requirements>

<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel8"/></level_requirements>

<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="9" desc_key="reqIntellectLevel9"/></level_requirements>

<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

<effect_group>

<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,5"

tags="ammo9mmBullet,ammo44MagnumBullet,ammoShotgunShell,ammo762mmBulletFMJ,thrownAmmoPipeBomb,mineHubcap,mineCookingPot,modArmorScrapPlating,modArmorSpikedKnuckles,modArmorImprovedFittings,modGunScopeSmall,modArmorStoragePocket"/>

<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2,5"

tags="thrownDynamite,ammo9mmBulletSteel,ammo44MagnumBulletSteel,ammo762mmBulletFMJSteel,ammoShotgunSlug,ammoArrowSteelAP,ammoCrossbowBoltSteelAP,ammoArrowFlaming,mineAirFilter,resourceMilitaryFiber,modArmorDoubleStoragePocket,modMeleeFortifyingGrip,modArmorImpactBracing,modGunReflexSight;"/>

<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="3,5"

tags="ammoCrossbowBoltExploding,modArmorMuffledConnectors"/>

<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="4,5"

tags="resourceRocketTip,resourceRocketCasing,ammoRocketHE,ammoRocketFrag"/>

<passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="5" />

<effect_description level="1" desc_key="perkYeahScienceRank1Desc"/>

<effect_description level="2" desc_key="perkYeahScienceRank2Desc"/>

<effect_description level="3" desc_key="perkYeahScienceRank3Desc"/>

<effect_description level="4" desc_key="perkYeahScienceRank4Desc"/>

<effect_description level="5" desc_key="perkYeahScienceRank5Desc"/>

</effect_group>

</perk>

the red ones I added so far for my own usage, I add them as they occur to me, in the assumption the desc. is right.

You can found the names of the recipes in the items.xml both files are found in /7dtd/data/config

So is this intentional because the mods don't work or did the dev's just make a mistake when releasing the latest Alpha. I don't want to tinker with anything or intentionally activate something in my game that's inherently broken.

 
I cant answer you this question but so far the mods I build have done what they promised ;)

I dont thin its intentional because why we are abel to find the schematics then, the same issue is atm with the table saw and the chemstation

 
That could be. Maybe the new eac version is bugged? I tried playing A16.4 a few days ago with the seemingly previous EAC and didnt have connection issues. Maybe thats why.

 
The one thing I would change about the new perk system would be to unlock the Bicycle at level 10. Early game stamina is rough to deal with.

 
The one thing I would change about the new perk system would be to unlock the Bicycle at level 10. Early game stamina is rough to deal with.
I can't remember off the top of my head, but did the bike require stuff from the forge?

 
The one thing I would change about the new perk system would be to unlock the Bicycle at level 10. Early game stamina is rough to deal with.
The problem is that cycle is crafted in workbench and workbench is level 30.

 
From the steam page:

"Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt over a dozen unique wild animals."

Did I miss some new animals. I know we have a boar, stag, doe, rabbit, snake and vulture. So what are the others?

 
From the steam page:"Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt over a dozen unique wild animals."

Did I miss some new animals. I know we have a boar, stag, doe, rabbit, snake and vulture. So what are the others?
bear, wolf, alpha wolf (black one). That makes 9.

I guess you can add in zombie bear and zombie dog for 11.

 
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is it just me or does the desert biom look weird now? SOOOO orange, every time I see a zombie I'm like "beep" Beep" all it would need is to add Wile coyote to it.

Also what the hell with the can of acid, damn do they want us to walk the whole game?

 
add a chicken and you get over a dozen

BTW, are chickens still in game? I'm on day 21 (120 min) and I 'think' I saw only one but it ran away and I'm not sure now.

 
From the steam page:"Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt over a dozen unique wild animals."

Did I miss some new animals. I know we have a boar, stag, doe, rabbit, snake and vulture. So what are the others?
Forget the animals lets focus on the fact you absolutely do NOT need a farm in any way shape or form to "sustain"

 
Forget the animals lets focus on the fact you absolutely do NOT need a farm in any way shape or form to "sustain"
This is true, but it does make life easier than having to scavenge and get stuff with food poisoning. Though, I wonder, if you make loot take 60+ in game days, that could be interesting, lol.

 
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