V2.5 Survival Revival Dev Diary

The default for jars should stay as it is. People who wanted jars back can turn it on if that's what they want, and use whatever percentage they want.
not a go at you spacey matey, your comment is a prompt for my rant at ... so many ding dongs

think of it this way
when you go to a Michelin starred restaurant and order their signature dish, you dont ask for tomatoe sauce to go with it..
you experience the dish how the chef designed it to be
play the game at default settings as it has been so lovingly crafted over so many many years and try immerse yourself in the vision the devs have
play their game, not yours

braised halibut with leeks sounds fekkin yum, but not on toast.
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Take 25 small stones. Craft 5 camp fires. Have 5 times the crafting slots. Easy
need a crucible to make jars. end game gate...
 
think of it this way
when you go to a Michelin starred restaurant and order their signature dish, you dont ask for tomatoe sauce to go with it..
you experience the dish how the chef designed it to be
play the game at default settings as it has been so lovingly crafted over so many many years and try immerse yourself in the vision the devs have
play their game, not yours

braised halibut with leeks sounds fekkin yum, but not on toast.

I realized you were speaking in Foodie there. I asked Grok to translate that into Necromancer for me, and he did a fair job of it...

"think of it this way
when you break into the forbidden sanctum of a legendary arch-necromancer and perform their signature ritual to raise pristine skeleton warriors, you dont ask for rotting flesh to go with them..you experience the undead how the arch-necromancer designed them to be
play the game at default settings as it has been so lovingly crafted over so many many years and try immerse yourself in the vision the devs have play their game, not yours

flawless skeletons bound in cold eternal obedience sounds fekkin terrifying, but not slathered in putrid zombie meat."

A long time ago I (strongly) advocated for having hard-set difficulty levels so that people could compare accomplishments, etc. with everything being apples to apples. You could still have the "Sandbox" option where everything was tweakable, but then that game would be designated "Sandbox" (rather than Survivor or Insane). As the game evolved, I cared less and less until that candle winked out. Too many variables, mods, settings. If I say that I "play on Insane" does that mean anything anymore?

💀
 
So, with all this Jar talk, I've been wondering, what kind of Jars do we have in the game now. Before 2.0 the Jars were pretty clearly supposed to be Mason Jars. The Jar icons are rather pixelly, but you can make out "MASON" on the Jar image. I guess they were the older Mason Jar type, with the one piece top. IRL I prefer the new Mason Jars with the two piece tops. Anyway, in 2.0 and later the Jar icons are just generic Jars. Are they just old pickle jars now?
 
So, with all this Jar talk, I've been wondering, what kind of Jars do we have in the game now. Before 2.0 the Jars were pretty clearly supposed to be Mason Jars. The Jar icons are rather pixelly, but you can make out "MASON" on the Jar image. I guess they were the older Mason Jar type, with the one piece top. IRL I prefer the new Mason Jars with the two piece tops. Anyway, in 2.0 and later the Jar icons are just generic Jars. Are they just old pickle jars now?
Idk but I like the Bison or whatever that's on it. Bison conformed in 7 days
 
@Roland
turning off biome progression disables biome hazard effects...
could you please explain why players can still craft black lung serum, sunstroke tonic, scorcher stew, fallout flush and receive no benefit from crafting them with biome progression off?
the odd thing is when i craft them as the admin and use them the benefits appear in character screen and on hud.
this has been a bit confusing for players, and makes me wonder if the new clothing mods added to 2.5 has effected them?
please give confirmation exactly how those items are supposed to work with biome progression turned off.
thanks
 
@Roland
turning off biome progression disables biome hazard effects...
could you please explain why players can still craft black lung serum, sunstroke tonic, scorcher stew, fallout flush and receive no benefit from crafting them with biome progression off?
the odd thing is when i craft them as the admin and use them the benefits appear in character screen and on hud.
this has been a bit confusing for players, and makes me wonder if the new clothing mods added to 2.5 has effected them?
please give confirmation exactly how those items are supposed to work with biome progression turned off.
thanks
They dont do anything. You removed the lock from the door where a key was needed. The key can ofcourse still be crafted but is not needed anymore and does nothing.
 
I mean they also give you a speed boost for sais biome
yeah thats a big one
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They dont do anything. You removed the lock from the door where a key was needed. The key can ofcourse still be crafted but is not needed anymore and does nothing.
thats half the issue, they actually do work, like i said when i use them they work as admin but when a player uses them they do not, so its not out of the realm of possibility to think there would be the disfunction in solo play since solo players are their own "admin", idk i only play multiplayer.
 
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@Roland
turning off biome progression disables biome hazard effects...
could you please explain why players can still craft black lung serum, sunstroke tonic, scorcher stew, fallout flush and receive no benefit from crafting them with biome progression off?
the odd thing is when i craft them as the admin and use them the benefits appear in character screen and on hud.
this has been a bit confusing for players, and makes me wonder if the new clothing mods added to 2.5 has effected them?
please give confirmation exactly how those items are supposed to work with biome progression turned off.
thanks
Sounds like a bug. There are a few other bugs related to clients not seeing/experiencing things the host does. Report it.
 
If storms are turned off with biome progression, would it be possible through a mod to have the storms without the biome progression?
Storms are not turned off when disabling biome progression. They are indepandant.

Code:
<property name="BiomeProgression"                value="true"/>                <!-- Enables biome hazards and loot stage caps to promote biome progression. Loot stage caps are increased by completing biome challenges. -->

<property name="StormFreq" value="100"/> <!-- Adjusts the frequency of storms. 0% turns them off. Vanilla values: 0, 50, 100, 150, 200, 300, 400, 500 -->
 
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