• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Ravenhearst Mod

They need to be adjacent to water, either naturally occurring or player-placed. You can craft a bucket, dig a 1-square deep hole, dump the water out of the bucket into it, and hoe/plant in all adjacent squares.
A17.1_2019-02-21_04-22-48.jpg

Cheers mate

 
Can't seem to get this working. Even after verifying game cache, and starting it up without EAC or from the exe, I keep getting the black loading screen. I installed manually by replacing the files. Using the 2k version

 
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Can't seem to get this working. Even after verifying game cache, and starting it up without EAC or from the exe, I keep getting the black loading screen. I installed manually by replacing the files. Using the 2k version
Figured it out.. The links in the first post are for the older versions. Make sure you download the latest version manually from github

 
I am having trouble getting chickens and pigs for the farm.

Do i need to harvest them using a specific tool for a chance of male/female? Do i need to kill them with a specific weapon? I tried looking at similar mods but they are unclear on instructions.

Also, twine. So far i can find pieces of it rarely in trash. Where does it normally spawn from? You need 30-40 of it just to craft a single car, and it's used for armor crafting, repair. So uncommon that it should be used as trading currency, too bad traders don't pay much for it.

 
I am having trouble getting chickens and pigs for the farm. Do i need to harvest them using a specific tool for a chance of male/female? Do i need to kill them with a specific weapon? I tried looking at similar mods but they are unclear on instructions.

Also, twine. So far i can find pieces of it rarely in trash. Where does it normally spawn from? You need 30-40 of it just to craft a single car, and it's used for armor crafting, repair. So uncommon that it should be used as trading currency, too bad traders don't pay much for it.
I found them randomly by killing animals and harvesting their remains. Typically they only 'drop' when you've fully harvested them, and it's not guaranteed.

Didn't see a recipe for making twine - the stuff I've found has been semi-rare as well.

 
...snip...
RH numbers are well suited for 4k/8k maps, but not so well for 16k ones. Especially the biome frequency/sizes - I'm still trying to figure out how I can revert it back to more like vanilla so there are smaller and more numerous biomes. Having a single desert biome that stretches 4k by 12k across the landscape isn't something I want to ever have to cross.
Hello,

same feeling concerning biomes here...

I'm not particularely savvy concerning terrain/biome generation, so if you find out a sweet spot, would you care to share ?

Thanks and regards

JayZhee

 
Hello,
same feeling concerning biomes here...

I'm not particularely savvy concerning terrain/biome generation, so if you find out a sweet spot, would you care to share ?

Thanks and regards

JayZhee
I ended up trying different 16k map generations based on the number Pi, and found one I think will be fine to play on. Snow to the N/NE, Desert to the S/SE, Forest through the very center and heavy off to the West, and the two other Biomes stretching through the center off to the East.

Hopefully in the future they'll add more specific values for large 16k maps to the mixer's xml. I saw only normal and medium sizes when I was poking around in the RH xml, which makes for huge biomes which aren't very suitable for 16k.

Generated using Ravenhearst 5.12, size 16k, seed is: 3.1415926 The world name is "Borose Valley" - it has plenty of cities, and I edited the rwgmixer.xml so that it had between 25 and 30 wilderness traders (see previous posts in this topic for how-to).

I overlaid the splatmap on the biome image so it's easy to see where the distribution of cities is:

https://imgur.com/ImqBdbk

 
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Generated using Ravenhearst 5.12, size 16k, seed is: 3.1415926 The world name is "Borose Valley" - it has plenty of cities, and I edited the rwgmixer.xml so that it had between 25 and 30 wilderness traders (see previous posts in this topic for how-to).

I overlaid the splatmap on the biome image so it's easy to see where the distribution of cities is:

https://imgur.com/ImqBdbk
Indeed a nice map :encouragement:

 
anyone else doing some RH building? looking for some screenshots for our discord ^^

here's mike pope's hole of class, need to get a better copy tho

92baf82611.jpg


 
Hi all.

Im having trouble on my server with the suitcase.

After placing on the ground and opening it is empty.

A few of us have managed to get it working after resetting character and waiting until prompted before placing and opening. However this fix is not working for others.

Any ideas.

 
How do you modify the minibike - I don't see anywhere to make or acquire additional mods but it appears to have 8 slots? Also, how do you modify clothing (not armor) like goggles or the Leather Duster?

Finally - what's best source of twine & acid - seem to be my limiters.

 
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Can't modify vehicles, clothes only take dyes and twines you find most in the 'smaller' lootables like trash, nightstands, lockers, suitcases. Similar for acid but more like cabinets, trash and medical stuff. Also don't forget cardboard boxes and cars alike. (it's supposed to be somewhat rare loot)

 
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v0.7 Is Now LIVE!


Residents of Ravenhearst, this Sorcery Update includes a handful of important fixes for you! :)

 

 






Sorcery v0.7 Features




  • Stable: Playthrough Ready
  • NEW: Spell Charging (See Notes)


  • NEW: Stack Overhaul (See Notes)


  • NEW: Sorcery Crafting now tied to <Element Mastery>


  • FIXED: Multiplayer Bugs (See Notes)


  • FIXED: DF Sorcery Crafting


  • FIXED: RH Sorcery Crafting


  • FIXED: Certain Entities were immune to Spells (DF/RH/Custom)


  • FIXED: Unreliable Rune Damage / Effects


  • BALANCE: All Spells now properly rely on Stacks (Orbs)


  • BALANCE: Kill XP expires shortly after leaving vicinity of marked foes


  • UPGRADE: Sorcery Framework upgraded for even better performance and compatibility (See Notes)


  • ...there's a very loud thunder in the distance



Spell Charging / Stack Overhaul




  • VISUAL: Stacks are now visually represented by Spellcast Orbs


  • ORBS: The number of Spellcast Orbs visible around the wrist is the number of Stacks you'll add on each hit


  • LASTING: Stacks now persist for 10 seconds for all foes and only expire when you stop casting same element Spells


  • REFRESH: Stacks are refreshed for all foes while casting Same Element Spells


  • Tier 2+ Spells now properly rely on stacks for their impressive damage/effects


  • CHARGING: Spells can now be Charged to Apply Stacks to your foes on impact


  • MAX CHARGING: Tier 1 Spells are the only spells that can Charge Max Stacks, while Tier 2-5 can Charge one


  • SYNERGIES: See the in-game Spell Descriptions within the Sorcery Skill Tree for detailed Stack synergies and usage across Spells


 


Multiplayer / Dedicated Server




STABLE: The nasty multiplayer bugs have been worked around and exterminated! Sorcery has been extensively tested in P2P and Dedicated Multiplayer environments: Vanilla, Ravenhearst and Darkness Falls to ensure maximum stability and compatibility.


** A very special thank you to Jaga for providing the dedicated server, directly helping with the multiplayer testing and for providing valuable feedback this past week!

 

 


Ravenhearst




Residents of Ravenhearst will no longer run into foes immune to Spells; No one escapes Elemental Annihilation! Additionally, residents may now enjoy higher quality Sorcery Crafting based on <Element Mastery> of the item you wish to craft. Sorcerer Armor will look for your Highest <Element> Mastery level.


NOTE: At least 1 point into Tradesman is required to activate.

 


NOTE: Please remember not to bother the RH devs with any Sorcery related questions. Instead, refer directly to the Sorcery Thread or Wiki.



 
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How do you modify the minibike - I don't see anywhere to make or acquire additional mods but it appears to have 8 slots? Also, how do you modify clothing (not armor) like goggles or the Leather Duster?
Finally - what's best source of twine & acid - seem to be my limiters.
I just started messing with the powered TV. Got it working and tried to add another video to the folder, but it only plays the 3 provided. Is there a limitation on the file size, display resolution, format, etc? Tried a 1280x720 10mb ,mp4 file but it won't cycle to it. Do I have to "Take" the TV down then put it back up to recognize the new folder contents?

*Edit* taking the TV and then placing it again did not solve the issue - anyone?

 
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Bonus Easter Update!

Patch 5.13 for 17.2 NO Wipes Needed

Happy holiday to all, I went ahead and did a little fixing up as well as added some much requested balancing changes for everyone while you all wait on 5.2. Speaking of, 5.2 is going to be hitting our test team sometime in the next 2 weeks. While there is no release date I can tell you that it will be a 100 percent overhaul in how you play Ravenhearst. New mechanics, tons of content, new classes, deco items, crazy new mechanics designed and developed by w00kien00kie like:

-Disabled vehicles on horde night except for the bicycle. No more running from Blood Moon. You enabled it you fight it! Like a true horror movie where the car breaks down!

-No zombie spawns on day one until 10pm to allow time for safe haven seekers to find a hiding place. The zombies have been ramped up so get that hiding spot!

-Recipes that can include more than 5 ingredients with ability to flip pages on descriptions. Now recipes can be more complex.

-vehicles that can no longer be picked up

-Automatic despawn of Night Walkers at morning for a true night terror only feel

-Trader XP disabled. The next best thing to my desire to remove them lol

-Combine function returns! Now it only repairs your weapons and tools at no quality loss, but will not upgrade its quality. So a way around the 10 level hit on repair beginning game.

-Xp kill pop up disabled for immersive purposes

-Hardcoded Party limit range of 200m. Controversial i know but we are rebalancing how long it takes players to level, and with feedback we received party xp is crushing the leveling process this mod is trying to extend. We never needed it before we do not need it now.

and so many more to come!

We are ten steps closer to the true hardcore experience we envisioned for Ravenhearst. So many more changes that will flip your gameplay experience on its head:

-Craft quality is now dictated by your action skills for each category. Ex: Blunt Weapons Skill leveling controls your Blunt Weapon Crafting Quality

-More stats added to quality and action skills so each weapon and tool feels different

-Rebalanced weapons and tools

-Redone opening quest line as well as new classes and unlocks

-New zombies and terrors! Return of some old favorites like the Butcher and Mechanic

-Prisoner Bandits

-New stations and recipes and over 100 new craftable deco items and blocks

-New weapons and Tools

-Expanded mining to include Tungsten, Chromium and Aluminum with new Blast Furnace and weapons and tools.

-Harsher Drinking and Eating

-New RWG map with more lakes and rivers

-Return of fertilizer! Now you can click on your planted crops with fertilizer and they will take half the time unfertilized ones would to grow.

-Bee Keeping

-New medical recipes made with Lab Tables including things such as death penalty potion

-More complex vehicle crafting

-More schematics that actually teach you recipes to find

-Gun Parts that can be crafted by firearms specialists using the material you get when scrapping guns

-Over a dozen new POIs as well as Sinder reworked older pois for a new feel

-Slower paced leveling and perk unlocks to extend in game playability.

-Linear building path. All with appropriate upgrade kits and tools to use them with like a trowel for stone and concrete.

And that is just the tip of it all. More to be revealed as we get closer.

On to todays patch notes! Resync your launchers to get the latest. The links are still the same.

-Fixed Junction Boxes not being craftable
-Removed Grill Requirement from Smoker and Grill

-Fixed Bats not giving Blunt Skill (Thanks to Khaine for this fix)

-Increased Underground Iron Mining in Stone to compensate for missing Plains biome

-Added Fix for the final step of the journal. Too many ingredients in the recipe cause it to not complete. This seperates it into 2 seperate recipes so it can be properly completed.

-Piston Added to normal Vehicle Harvest

-Fixed Christmas Tree not upgrading properly

-Removed Duplicate Concrete Barrier Recipes

-Removed Insulator from Wine Barrel Craft

-Cupboards, Shelves and Closets no longer destroy to multiple instances of itself

-Updated Description on Rain Catcher. Removed Fertile Ground requirement.

-Add recipe for cans and glue

-Items that were previously tagged incorrectly as can pick up now set to false

-Added storage options to clean Kitchen sinks and cupboards as well as fridge

-Added Grape and Apple Juice to Blender. Does slightly more hydration then Yucca Juice

-Added Fruit and Veggie Juices, does more hydration and food then Yucca Smoothie to blender
 
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Hey Jax,

Can we assume 5.2 *will* need a fresh start? Looking forward to playing 5.2 and planning on needing a new game when we do.

Cheers.

 
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