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JSS (Just Survive, Somehow)

Thank you for making scavenging useful again by readding skill books.

A17 did not just ruin the end game, it totally ♥♥♥♥ing deleted it.

I see a file called "localization_additions", do I need to append that to my localization file manually to get it to work? If so, how?

BTW Chicken Noodle Soup does not seem to have an icon.

Does wheat just take a really long time to grow or what? All the rest of my food has gone through 3 crops and the wheat still has not grown from seeds.

 
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Also there does not appear to be a way to get the Yucca Juice Smoothie recipe, it is not being added at the same time as the other ones.

Solved:

That recipe is in the vanilla game under "drinkYuccaJuiceSmoothie", but the book adds "foodYuccaJuiceSmoothie" thus it does not work.

The battery bank recipe is not included anywhere, so I added it to "Eugene Explains: Generator Bank"

Code:
<item name="Eugene Explains: Generator Bank" >
<property name="Extends" value="magazineToolsBase"/>
<property name="CustomIcon" value="BookScience"/>
<property name="EconomicValue"    value="500"/>
<property class="Action0"><requirement name="CVarCompare" cvar="generatorbank" operation="Equals" value="0"/></property>
<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveSkillExp" target="self" skill="attIntellect" experience="3450"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="generatorbank"         operation="set" value="1"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="batterybank"         operation="set" value="1"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="electricwirerelay"     operation="set" value="1"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="switch"                operation="set" value="1"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ceilingLight01_player" operation="set" value="1"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" target="self" message="Recipe Unlocked: Generator Bank"/> 	
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" target="self" message="Recipe Unlocked: Battery Bank"/> 	
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" target="self" message="Recipe Unlocked: Electric relay"/> 		
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" target="self" message="Recipe Unlocked: Switch"/> 		
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" target="self" message="Recipe Unlocked: Ceiling Light"/> 		
</effect_group>
</item>
Also, the perk description for Yeah, Science still says it unlocks the Chemistry Station, but I am not sure if that is something you can fix without editing the Localization.txt.

 
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Thanks for the reports, I've submitted an update that should fix those problems. The deal with the wheat was I tried setting the growth rate to random (within a range) but I don't think that feature works correctly, if you leave the area where the plant is growing then it just stops advancing. So I set it back to be non-random just like all the other plants.

There was a similar problem with the grain alcohol recipe not being unlocked, so I added that to every recipe that uses grain alcohol (such as the medical kit).

The stuff in localization_additions were things that I was hoping to eventually be able to add to localizations through xpath modding but I wanted somewhere to keep them in the meantime. You can append it to localizations.txt as you discovered, manually, to get the same effect. It is not very complete, though.

 
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The encyclopedia set does not have any bonus exp associated with crafting it, so you only get like 85 exp, a bit lower than what I believe you intended.

Also, in my opinion, the nutritional value for Bear roast is a bit low (compared to Hobo Stew for example) considering the difficulty of finding and killing a bear.

Perhaps a strength bonus similar to the way Sham Chowder gives you fortitude?

Along those lines, the best wolf meat recipe (chili dog) could give agility, for example.

 
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Balancing:

Recipe book drop rates seem a bit high if your game goes past a week or two.

Eugene REALLY wants me to know about mining helmets! Which is nice until you get exactly 1 book, then it becomes loot to sell to the trader.

A side effect of adding the recipe books in however is that it makes mod schematics relatively more scarce as books take up room on the loot tables.

Edit:

This is nit-picky, but the hydration and stamina stats for the blueberry and strawberry smoothies (Max Stamina, Water, Health) are presented in a different order than the yucca juice smoothy (Max Stamina, Health, Water).

The "food poisoning" and "heat resist" stats are similarly swapped, and the yucca juice one has a displayed stamina regen multiplier (like most drinks do), but yours does not, I see it in the config, but it is not showing up.

Also the yucca smoothie has a much higher thermal effect Cold Resist 30, vs your Heat Resist 10.

 
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Just pushed an update (v1.5) that should fix most of the things reported, plus a couple extra changes:

1) zombie jumping distance cut in approximately half (come on already)

2) poured concrete blocks (not reinforced concrete blocks) can be repaired (not upgraded) using regular cement

3) smoothie items should all appear with uniform stats/ordering. Herbal smoothie should show its stamina boost properly.

4) bear roast health gain boosted and added "meat sweats" buff that will protect you from the cold.

5) doubled the heat resist and cold resist of cold/warm foods from 10 to 20. (e.g. chicken noodle soup, chili, smoothies)

Not fixed: the XP bonus for crafting rare things like the encyclopedia set - I just cant get this to work I think craft_xp_gain is busted :( . But it should still pay well at the trader.

 
Just wanted to say I'm overall really loving this mod. It brings back the fun of finding stuff in the world.

Thanks for all the hard work!

 
Not fixed: the XP bonus for crafting rare things like the encyclopedia set - I just cant get this to work I think craft_xp_gain is busted :( . But it should still pay well at the trader.
The exp for the chess set seems to be quite a bit, but that might be because there are so many parts in the recipe.

2) poured concrete blocks (not reinforced concrete blocks) can be repaired (not upgraded) using regular cement
Wait, what did it use before?

Is there more than one kind of cement?

How do you upgrade them then?

 
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Just wanted to say I'm overall really loving this mod. It brings back the fun of finding stuff in the world.
Thanks for all the hard work!
Yeah, the lack of recipes in A17 was really killing the fun of exploring and looking for things.

You could just sit at home and run a few forges to attract screamer hordes and "learn" everything from leveling up a few perks.

 
Wait, what did it use before?Is there more than one kind of cement?

How do you upgrade them then?
The upgrade progression in vanilla is: cobblestone + cobblestone + concrete mix(1) + concrete mix(2) + forged steel

I didn't change that, but by default if a poured concrete block (either 1 or 2 above) is damaged, you have to use more concrete mix to repair it.

Concrete mix is made by combining cement, rocks, and sand in a cement mixer.

I just changed it so that the cement part (made in a forge just with rocks) can be used to repair those types of blocks instead of concrete mix.

Hope that makes sense!

Personally I think you should be able to upgrade cobblestone blocks to concrete blocks(1) with just cement, then use concrete mix to upgrade those blocks to reinforced concrete blocks, but that's not how the devs have it and I wasn't sure if there was a logical reason so I left that alone.

 
Are "Gunny's Guide: Auto Turret" and "Gunny's Guide: Dart Trap" not in the loot/vendor tables correctly, or are they just stupidly rare?

 
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Are "Gunny's Guide: Auto Turret" and "Gunny's Guide: Dart Trap" not in the loot/vendor tables correctly, or are they just stupidly rare?
Yes, they were missing from the loot tables as well as the Shotgun Turret. I fixed it, and also added them to the Trader's rare books tables since they belong there as well. Thanks for catching that!

 
The upgrade progression in vanilla is: cobblestone + cobblestone + concrete mix(1) + concrete mix(2) + forged steel
I didn't change that, but by default if a poured concrete block (either 1 or 2 above) is damaged, you have to use more concrete mix to repair it.

Concrete mix is made by combining cement, rocks, and sand in a cement mixer.

I just changed it so that the cement part (made in a forge just with rocks) can be used to repair those types of blocks instead of concrete mix.

Hope that makes sense!

Personally I think you should be able to upgrade cobblestone blocks to concrete blocks(1) with just cement, then use concrete mix to upgrade those blocks to reinforced concrete blocks, but that's not how the devs have it and I wasn't sure if there was a logical reason so I left that alone.
I was a little confused because IRL cement is just a powder that acts as a binding agent for other things like sand and gravel, it is never really used by itself for anything.

In game I usually take the cement and dump it straight into the cement mixer to make concrete mix and then carry it around to make my repairs with.

Your way is a more efficient use of time/materials, but carrying raw cement around means having an extra stack of something in my inventory.

This is not a vote in either direction really, just sharing my thoughts on it.

 
Yes, they were missing from the loot tables as well as the Shotgun Turret. I fixed it, and also added them to the Trader's rare books tables since they belong there as well. Thanks for catching that!
You might also want to check Drunken Dog, there does not appear to be a cookbook for it.

Neither drunken dog nor "fried meats" recipe books seem to be in the loot tables.

Or is fried meats meant to be a "class skill" for the chef?

 
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You might also want to check Drunken Dog, there does not appear to be a cookbook for it.Neither drunken dog nor "fried meats" recipe books seem to be in the loot tables.

Or is fried meats meant to be a "class skill" for the chef?
Correct again, fixed!

 
Correct again, fixed!
Thank you for the prompt fixes. You are a real rock star in my opinion. I was really displeased with the progression/perk/recipe system in A17 until I found your mods.

From drunken dog cookbook:

Code:
<requirement name="CVarCompare" [color="#00FF00"]cvar="Hasenpfeffer"[/color] operation="Equals" value="0"/> <!-- Equals 0 -->
Shouldn't that be "Drunken Dog"?

 
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I was just thinking there should be a recipe to turn wood into "coal" (technically charcoal). I was thinking maybe using the chem station, but I am not sure what a good conversion ratio would be, 5 to 10 wood to one coal?

Edit: For what it is worth the real world conversion is approximately 3 to 1, but I would think it would be more reasonable for the sake of balance to have it at least 5 to 1 or more.

Code:
<append xpath="/recipes" >
	<recipe name="resourceCoal" count="1" craft_exp_gain="0" craft_area="chemistryStation" craft_time="10" always_unlocked="true">
		<ingredient name="resourceWood" count="5"/>
	</recipe>
</append>
 
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You have the Blunderbuss recipe book in game, but the recipe is not tagged as "learnable" so it is unclear if you actually need the book to make it or not.

Cookbooks for Grandpa's awesome sauce and Grandpa's learnin Elixir do not appear to be in the trader tables.

 
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I just saw "Coffee Cup" in the item files, but I have never seen them in game. Are they in the loot tables?

Is there a way to split off the "super corn (seed)" recipe into its own rare drop instead of having it perk locked?

I feel like the drop rate for herbs and moss is a little on the low side.

 
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