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Ravenhearst Mod

Please stop, just please stop....im getting long and hairy balls of all your bitching.....

So for the love of god, stop...stop...my balls are getting to a length where i get blue toenails if i drop my underwear from reading 'Constructive Criticism' that is comparing the MOD to RL stuff.

Thx for letting me blow out some steam ;-)
LMAO :tickled_pink:

 
I was JUST coming here to ask about the traders.... glad it was addressed. Jax, maybe you could lock selling certain items behind barter? I hate leaving behind an hdtv or a level 76 shotgun because they're worthless. So maybe you have to hit level 10 barter to sell guns, level 20 to sell tvs, computers, etc? Idk just an idea.

 
I just realized most of my complaints about the zombie HP from 3.0 were because I had the difficulty cranked up. 3.1 on Nomad is only slightly harder than vanilla, so that's cool.

Anyway, here's a thing that I'm not sure is even related to this mod, but hey who the hell knows:

Some zombies show up as crawlers to one player and regular walkers to others. I really only play online with my girlfriend in the same house as me, so I have no idea if anyone has even noticed this yet.

zombie kid.jpg

 
I have found most zombies, not all for sure to be double duty. Since the update we have had and insane amount of sleepers and incredibly hard to kill zombies. I suspect that is an intended tweak with this mod. It isn't impossible but will present challenges. Should you desire to try an online option let me know via pm. We updated and are pleased but things are a bit more difficult for us than before.

 
Best mod. I could go on and on about all the epic things and I only have 1 gripe, this trader thing.

The level 30 secret stash makes you grind hard before using the trader effectively, the 7 day restock cycle and the amount of weapons in the traders inventory makes selling whole guns nearly impossible as it is. This also means that you have to have amazing rng to get the gun volumes to be able to dismantle the guns. These changes alone make the trader tough.

Add the latest update...the trader is dead to me, Joel needs to market to other survivors because he just does not want my goooooods.

I repeat. Best mod ever!

 
**Patch 3.1.1 Release Patch Notes Release Date 04/7/2018**

-Added Sell Value back to all guns

-Reduced Pistol Sell Price

-Lowered Gamestage Multiplier

-Added More German Translation

-Removed Unneeded Commas from Blocks.xml

-Slightly raised Stamina Drain on Pitchfork.

This hotfix does NOT require any restarts or wipes and will not break anything in your game. It is recommended to upgrade to this because of the gamestage fix. Gamestages were going up punishingly fast for players who had zero deaths.

 
I just realized most of my complaints about the zombie HP from 3.0 were because I had the difficulty cranked up. 3.1 on Nomad is only slightly harder than vanilla, so that's cool.
Anyway, here's a thing that I'm not sure is even related to this mod, but hey who the hell knows:

Some zombies show up as crawlers to one player and regular walkers to others. I really only play online with my girlfriend in the same house as me, so I have no idea if anyone has even noticed this yet.

View attachment 24297
I think Jax is using a version of SphereII's transmogrifier code that randomizes zeds walktype, spped etc. , and the syncing of walktypes between players has been challenging. We thought this was fixed, but perhaps Jax is using an older version of the code, or the sync fix didnt work as well as thought.

 
I have a question about the inventory Lists and how theres still a delay.

I'm curious.. the inventory lists are all preset to one file.. a .txt or a /.log for instance, right?

After a while those accumulate and each time its accessed takes time to read and display.. well.. what if that list and any new ones were compiled and parsed into Itemlist1, Itemlist2 .. etc so any Build-able items are in Itemlist2; all weapons are in Itemlist1 all foodstuffs are in Itemlist3 so to speak.. That would remove the delay completely.. and only cause a SLIGHT delay when the instruction to choose which file to use is chosen.

Admittedly, I havent coded in gaming for quite some time.. but is this a possibility?

 
Timo, I'm not a dev either. What I've heard/read about the delay is that it's checking to see if ingrediants are in player inventory to craft the recipes in the selected list.

Seems the reason it does that is so it can list craftable (all ingrediants avail) recipes at the top of the list, even, or I guess especially, when that list may be 10 pages long.

This is also, apparently, the culprit as to why crafting speed is itself effected. Each time an item is crafted, while the crafting window is open, the player inventory changes, so the 'list' is re-parsed against ingrediants.

Just how I understand it. May be totally off base, if so hopefully someone will correct me.

Edit: (lightbulb) no idea if possible but _could_ the 'check for ingrediants>sort list' loop be turned off?

 


I for one would happily disable that auto check/sort if it meant no menu delays...


 
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Timo, I'm not a dev either. What I've heard/read about the delay is that it's checking to see if ingrediants are in player inventory to craft the recipes in the selected list.
Seems the reason it does that is so it can list craftable (all ingrediants avail) recipes at the top of the list, even, or I guess especially, when that list may be 10 pages long.

This is also, apparently, the culprit as to why crafting speed is itself effected. Each time an item is crafted, while the crafting window is open, the player inventory changes, so the 'list' is re-parsed against ingrediants.

Just how I understand it. May be totally off base, if so hopefully someone will correct me.

Edit: (lightbulb) no idea if possible but _could_ the 'check for ingrediants>sort list' loop be turned off?

I for one would happily disable that auto check/sort if it meant no menu delays...
It's fairly accurate. There's nothing we can do about it in the curretn version, however, we believe it'll be fixed in A17.

 
I DL'd 3.0 from GitHub and updated my files yesterday. I played the game with no issues. This morning I noticed an unopened .zip file in 7_Day_Horde_Edition called ZombieTextureOverhaul. Do I have to unzip this file manually?

 
It's fairly accurate. There's nothing we can do about it in the curretn version, however, we believe it'll be fixed in A17.
Thanks for the sanity chk sphereii :smile-new: . Was looking at it from a *nix/scripting perspective; no real idea of how it'd look in C.

 
Has anyone been having an issue with zero sleepers spawning? So far we are up to day 3 on my private server and none of the buildings we explored have had any sleepers (including the giant pharmaceuticals building). I don't even see anything mentioned in the logs about checking sleeper volume.

 
Has anyone been having an issue with zero sleepers spawning? So far we are up to day 3 on my private server and none of the buildings we explored have had any sleepers (including the giant pharmaceuticals building). I don't even see anything mentioned in the logs about checking sleeper volume.
On 3.0 we had this exactly. In 3.1 it’s completely opposite. Glad I took the shotgun class this time.

 
On 3.0 we had this exactly. In 3.1 it’s completely opposite. Glad I took the shotgun class this time.
Very odd. Just this morning I completely wiped out the 7dtd folder on my server, recopied it from steam, added alloc fixes and 3.1.1 of Ravenhearst. I log in to check sleepers after seeing none last night and still do not see any.

This is very very odd.

 
Okay I made a copy of the save folder for the seed we are using and then nuked the save folder and sleepers appear.

So something with the save data got snookered (I don't discount it is something I did). Time to see if I can fix the sleeper issue without having to nuke the entire save.

 
Just updated to 3.1.1 and it wont let you pause the game.

When you hit escape the menu comes up but the game keeps going in the background in single player.

Was this a design change or a bug because if it was a design change it is pretty bad considering you can't even get up to get a drink without exiting out and having to reload the game every time.

On lower end machines this gets old FAST.

*Update* was a corrupted file had to reinstall 7dtd

 
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I managed to fix it while keeping our base and character progress by nuking the save and then copying back the player folder as well as the region file for our base.

This basically reset us to day 1 but kept our base and progress. Sleepers don't seem to spawn in our region only, but all other regions are working as usual which is good enough for my buddies and I.

I am 99% sure it was something I did, so unless other people start reporting this issue Jax and Team can assume it was user error.

 
I managed to fix it while keeping our base and character progress by nuking the save and then copying back the player folder as well as the region file for our base.
This basically reset us to day 1 but kept our base and progress. Sleepers don't seem to spawn in our region only, but all other regions are working as usual which is good enough for my buddies and I.

I am 99% sure it was something I did, so unless other people start reporting this issue Jax and Team can assume it was user error.
I assumed it might have been caused by 3.0 poi issues maybe that prevented the sleepers from spawning but it seems the whole time we just didn’t have the sleepers. We didn’t question why and assumed it was intended. Now at 3.1 we’re much more challenged. On the good side looting runs payoff well. Have not updated to 3.1.1 as yet though to see if it’s changed.

 
I assumed it might have been caused by 3.0 poi issues maybe that prevented the sleepers from spawning but it seems the whole time we just didn’t have the sleepers. We didn’t question why and assumed it was intended. Now at 3.1 we’re much more challenged. On the good side looting runs payoff well. Have not updated to 3.1.1 as yet though to see if it’s changed.
We did a full wipe from 3.0 to 3.1.

What happened was I did a fresh load for 3.1 and then ran visitmap to get our map populated prior to my buddies and I logging in for day 1. We always play day 1 as a group and using visitmap not only populates the map prior to logging in, it reduces the load on the server because it has already generated the regions and doesn't have to do it on the fly.

One of the players logged in early and already had the day 1 at 1:30pm before anyone else logged in, which was not kosher. So I turned the server off and in an attempt to keep the visitmap being completed (which takes forever) I tried to reset the map and time without resetting the precalculated regions. This is what bugged out my sleeper spawns somehow.

So I had to nuke the save file and then only copy the region of our base + the player files into the new save file (using same seed). This set us to day 1 again but kept our base and character progress. It didn't fix the sleepers in our region because the bugged region got copied and it didn't save all the pre-generated regions but at least sleepers in other regions work.

Now to wait the couple of hours for visitmap to finish running.

 
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