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Ravenhearst Mod

Was damage to zombies lowered in the last patch? I was routinely popping heads til I updated to V10. Not a big deal either way, just curious is all.

 
Jax thanks again, really glad to see thinks I talked about already being in works. Can't wait to see what v3 is like.

First let me preface everything. This is mostly my opinion and definitely skewed from an average player. I'm playing 7 day horde version, on Survivalist difficulty with 16/24 horde size and 90-minute days. I'm the kind of player who will have minibike, auger, and concrete unlocked by day 7. And horde base upgraded to steel by day 14 (vanilla of course). All last playthrougths of the mod I did 2 hordes in one night with complete cleanup and reset by about 1-2:00am.

Progression in this mod almost felt as grind-y as valmod. With one major difference - no spam crafting. Would be great to keep it that way.

Wouldn't say I love bows, would prefer M25 sniper, but never found decent one in a wild yet. Plus not being able to repair it is a major show stopper. The realities are that bows are ranged weapon, easy to make, take easily craftable ammo, and don't use stamina while shooting. And with 10x the damage headshots are just plain OP. With vanilla level of damage they are more balanced. Crossbows would be better, if the ironsights wouldn't be so broken.

I'm completely cool with amount of resources from blocks, guess they just felt too small comparing to more advanced tools.

As for wellness, you right, vanilla levels are way too generous. But going to 1/10 of that is another extreme. However it will take some time to balance, and considering that it's going away completely in A17 slight increase as you promised would be perfect.

Agree that each class shouldn't be better or worse than all other classes, but provide unique set of perks at an expense of something else. However this is very difficult to accomplish. And really only applicable to games that lock you to that class for the duration of the game. With an ability to eventually learn all classes it becomes more of a decision based on starter perks and later game requirements. For example:

  • One can go weeks before really needing to farm to satisfy increasing needs like paint and first aid bandage. Food isn't an issue really. However farming can be replaced by scavenging especially with increased mobility (fast minibike + lots of gas). Unless farming can give something far more superior.
  • Main survivor's perk of creating your own tools won't be relevant until much later into the game. Small quantities of jars that could be scavenged is enough for food, drink and even some glue. Using plastic bottles for water will take care of hydration needs, since teas are now irrelevant. Unless you start with some awesome tools that can last for a long time.
  • Ammo class again is not required from the start until I have lots more zombies and/or using turrets. Ammo boxes and traders will supply enough ammo for day-to-day needs. Not really sure what will make me pick the ammo class on day 1. A poop grenade that kills all zeds in 20m radius? :D


I would suggest not limiting this mod to scavenging only, keep other options valid. People already getting around requirement to loot by setting respawn times to 5 days. And finding few places with good loot that can be revisited over and over again.

 
Missing "Stick" Recipe HELP!

I created a server via the launcher and at the beginning of server start there was a "stick" and it was craftable via wood (working as normal) -- However the past few restarts i've used via launcher same save and server the Stick is still in the game but its not findable; its not craftable but i can see it in recipes; how do i fix this issue? idk if its mod related or not but i was just throwing this out there to see how we can get this fixed and recraftable via the server!

 
FINAL patch of version 2.0. All future balances and additions will be included in 3.0 after the New Year which WILL require new saves. Still report any and all bugs and leave feedback as we head to the new year.

Patch: 2.11 No Wipe Needed Required File Updates - XML Icons and Models

-Converted All SDX Models from extending from Wood Block to its own block (Fixes upgrade issue on models and low health on them as well)

-Raised Shotgun Damage Slightly

-Added Scythe Recipe

-SP versions have had the dropped back despawn time reduced to 2400 seconds to prevent backpacks from never disappearing.

-SP Versions have had the crops time reduced a bit to compensate for days not running while offline. New Crop Times are 180 a stage so 360 total. Tree times have been reduced to 360.

-Changed all storage items to stronger material

-Added new Medicine Cabinet Storage

-Added First Aid Kit and Antibiotics recipes to Medic Class Only

-Removed first aid kit schematic from loot

-Added herbal antibiotics recipe to rare book loot

-Increased Salt yield and salt required in some recipes.

-Lowered some values for weapons in progression to vanilla. Some were ABOVE vanilla value. (This will eventually require a complete progression overhaul and a wipe in the future, adjusted values that would allow saves to not break for now)

-Added Cheeseburger gives slightly more Wellness than Hamburger

-Added Bread to Ham and Cheese Sandwich and increased Wellness slightly

-Removed legs from the game to increase tension and to allow potatoes to roll down hill faster than you can.

-Added Wellness to Pickles

-Reduced Arrow Damage on all bolts and arrows slightly but gave them progression. Stone/Iron/Steel/Modern is the proper progression for head damage.

-Rebalanced Blunt Weapons so they are more effective as you Progress.

-Added Wood Club to Medic Class Starting Kit.

-Zombie Health Increased SLIGHTLY (Like real slightly, 50 or so hp added)

-Feral zombies Health increased Slightly (roughly 100 more hp)

-Removed Dye Station Recipe, Assorted dyes from loot and all dyed clothing recipes (This will hopefully ease some of the recipe lag)

-Changed carrot plant models to a temporary one due to memory leak in the models

-Reduced texture size on classic cars, coffins, composter and more for optimization and smaller file sizes

-Added additional hitboxes on classic cars.

-Added some better stats to food made in the Stoves

-Increased cost of Class Papers to 175

-Increased cost of Skill Papers and removed the 1 Point Skill papers

-Removed several Vanilla deco blocks from recipes to assist with menu lag

-Removed All Vanilla clothing recipes that can be found in loot to help with Inventory lag.

-Added temporary Advanced Forge Model to replace the broken one

-Added fire to Blacksmith Station and Fermenting Barrel

-Removed Vibrators from the Streamer Friendly Edition

-Removed Children Zombies from Streamer Friendly Edition.

-Added Healing effects to the new Bed and Chair models

-Added Baseball Bat to sporting goods loot

-Reduced chances for treasure maps

-Removed cooking pot from some loot lists due to pots being everywhere.

-Removed stone from Blacksmith Station as it was unnecessary.

-Reduced Damage from Mines slightly

-Slightly Lowered Night Terror Health

-HOPEFULLY Lowered the noise of chainsaws and Augers

-Added Chainsaws to Electric Tools

-Added a Beaker to the Medic Class

-Added a 250 Stone Axe to Survival Class

-Removed Infected Survivor Zombie that may have been causing a server errors)

-Added some more loot to the Night Terrors.

-Increased stacks on some items to help with inventory lag.

-Added Mutex to Bite Mark and Messy (They will now cancel when Infected)

 
-Removed legs from the game to increase tension and to allow potatoes to roll down hill faster than you can.

...nice.

 
ANNOUNCEMENT: You may get NULLED when you log in to a save game. You MUST pick up your Blacksmith Station and REPLACE it down to fix this. Fire particles were added to it, and all previously placed Blacksmith Stations may NULL. No need to wipe just make your way to the station and replace it or break it and it will be fine.

If you wish to avoid this altogether browse to your blocks.xml and replace the AnvilBlock entry with this completely. Save your file and then upload it to your server or replace in your local game.

This will revert the flame particles back to none in the model

Code:
<block id="1630" name="anvilBlock">
	<property name="Class" value="Forge"/>
	<property name="Material" value="Mstone_scrap"/>
	<property name="MaxDamage" value="800"/>
	<property name="StabilitySupport" value="true"/>
	<property name="Shape" value="ModelEntity"/>
	<property name="Model" value="#anvilBlock?anvilBlockPrefab"/>
	<property name="Place" value="TowardsPlacerInverted"/>
	<property name="OnlySimpleRotations" value="true"/>
	<property name="IsTerrainDecoration" value="true"/>
	<property name="MultiBlockDim" value="2,2,1"/>
	<property name="ImposterDontBlock" value="true"/>
	<property name="DescriptionKey" value="AnvilDesc"/>
	<property name="RecipeList" value="anvilBlock"/>
	<property name="ActiveRadiusEffects" value="+heatSource(3)"/>
	<property name="Stacknumber" value="1"/>
	<property name="HeatMapStrength" value="1"/>
	<property name="HeatMapTime" value="1200"/>
	<property name="HeatMapFrequency" value="25"/>
	<property class="Workstation">
		<property name="CraftingAreaRecipes" value="anvilBlock"/>
		<property name="Modules" value="tools,output,fuel,material_input"/>
		<property name="InputMaterials" value="iron,stone,clay"/>
	</property>
	<drop event="Harvest" name="rockSmall" count="20" tool_category="Disassemble"/>
	<drop event="Destroy" count="0"/>
	<property class="RepairItems">
		<property name="forgedIron" value="20"/>
		<property name="wood" value="10"/>
	</property>
	<property name="TakeDelay" value="15"/>
	<property name="Group" value="Basics,Building"/>
	<property name="EconomicValue" value="214"/>
</block>
 
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I am having a bit of trouble getting this mod to load from the mod launcher, I am not sure what I am doing wrong. I have re installed both the game and mod launcher and still no luck. Game begins to load but then crashes. Any help or suggestions would be appreciated :)

7D2DLauncher.txt

 

Attachments

9mm HP rounds do not work in the starter smg for the rifle class. Don't know if this is know or not so just giving a heads up.

 
Maybe change the wording in the opening quest from "Craft Sticks" to "Scrap Wood to Sticks". Took me a fair while to figure that one out...lol

So far so fun Jax.

 
Great mod, would love to get some feedback from other players, mostly who play SP, about horde nights, for me i feel they are a little too overwhelming if you go with the SP 7 day horde version, on day 28 i'm at level 83 and around 900-1000 zombie kills (i had to reset my character to fix the trap skill bug, so my zombie kill might be a little low), once the horde was over my shotgun turrets went through 1-1.5K shells i went through 600+ 7.62MM rounds on my AK and a couple hundred reinforced bolts and my zombie kill went to over 1250, i didn't get any melee kills since i build my horde base around a forge house and i don

't wanna go for cheeky poll defenses that zombies can't go through but you can kill them. Now i know the mod was build mostly around MP and no one (myself included) likes boring horde nights where you fall asleep while zombies die to your traps, however the sheer amount of zombies on later horde nights with tougher zombies now scares me a bit, my thought is if the zombie spawns could be stretched a bit over the night because so far my experience is hundreds of zombies non stop spawning until around 12-1AM and than suddenly it stops.

Once again great mod, and if my base falls, well than i failed and the zombies will take over the world :)

 
Maybe change the wording in the opening quest from "Craft Sticks" to "Scrap Wood to Sticks". Took me a fair while to figure that one out...lol
So far so fun Jax.

Code:
"Now that you have a melee weapon, you could use a ranged weapon. Gather wood, stone, plant fibers and feathers found in bird nests on the ground. Scrap wood into Sticks and use stones to craft Stone Arrow Heads.
Thats what it says in the quest. Unfortunately that little tag line you see in the Quest window where it says "Craft" etc, that cant be changed because it is attached to this

Code:
	<objective type="FetchKeep" id="wood" value="10"/>
	<objective type="FetchKeep" id="yuccaFibers" value="3"/>
	<objective type="FetchKeep" id="feather" value="6"/>
	<objective type="FetchKeep" id="rockSmall" value="6"/>
	<objective type="Craft" id="woodenBow" value="1"/>
	<objective type="Craft" id="stick" value="6"/>
	<objective type="Craft" id="stoneArrowHead" value="6"/>
	<objective type="Craft" id="arrow" value="6"/>
	<reward type="Quest" id="quest_BasicSurvival7"/>
Would be amazing if there was a "Scrap" code that allows modders to choose Scrap as an option so actually scrapping would complete a quest. But scrapping is considered crafting by quests. Maybe we can nudge at Pimps to add a Scrap tag to quests?

Look forward to any opinions you may have. Did you get Dads UI to work with it? If you like I can make that happen for you, if you prefer to play it that way.

 
haha love it -Removed legs from the game to increase tension and to allow potatoes to roll down hill faster than you can

looks like we all crawler steve now ingame :p

 
hey cool mod here thanks for working on it....
spawned in snow biome and i noticed invisible zombie ( i have seen this same zombie twice now ) maybe an issue with the textures as they look very strange sometimes flashing from visible to invisible not sure if this is intended ( only just started so will report any other strange things i find )

seems like there is a lot more zombies spawning around i am enjoying the challenge ( couple zombies spawning right on top of me but think this happen in vanilla version also )
that sounds like the UMA problem with texture settings too high. Try lowering the texture setting for UMA to half at least in video settings.
I have 16gb ram and run at half textures for blocks and uma
Hey, sorry to ask about this again, I've just loaded this mod up for the first time, within 5 minutes I've come across this flickering texture for zombies, they go from normal texture to completely invisible when I get close with just a shadow on the floor. I have 20GB RAM but also tried lowering all the graphic options just to see if they would appear normal but still the same thing happened.

MasterChorx - did you find a resolution for this? I'm guessing I've done something wrong to cause this, as even on all setting on the lowest was I having the same issue.

FYI - I installed via Spherii's mod launcher.

Edit - Sorry this now seems to be resolved. I read somewhere else about changing the Gamma Settings, then changing them back fixes the issue, so I loaded up the game again to try this, but it had sorted itself without me adjusting the Gamma. Turns out a simple Quit Game and Start-up again fixed this.

 
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With frequent update many servers falls behind update schedule which resulting in joining an outdated server.

My question is.. when a client use the latest files and join the server that does not, which version the client will be playing(the local or server) or it will just conflict resulting in console errors eventually?

 
I created a server via the launcher and at the beginning of server start there was a "stick" and it was craftable via wood (working as normal) -- However the past few restarts i've used via launcher same save and server the Stick is still in the game but its not findable; its not craftable but i can see it in recipes; how do i fix this issue? idk if its mod related or not but i was just throwing this out there to see how we can get this fixed and recraftable via the server!
7228528ace.jpg


 
[*]Ammo class again is not required from the start until I have lots more zombies and/or using turrets. Ammo boxes and traders will supply enough ammo for day-to-day needs. Not really sure what will make me pick the ammo class on day 1. A poop grenade that kills all zeds in 20m radius? :D
ammo class is not a craftable class, which you would see in the actual research desk. it's automatically given to anyone who chooses a firearm class, unlocking the perk to be able to craft ammo. just the way it had to be done i guess.

 
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