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nondescript

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  1. How is the Lumberjack profession going for you? Would you recommend it and is it, in your opinion, well worth the points?
  2. Build 32.X traits builds only, to maintain comparison perspective. When I build a character, I build with a view to minmax - in so doing, I test game balance. This game is great and is under-rated, so I'm coming out of the lurker shadows to participate in a bid to make this game better. My current build is as follows. Profession is Unemployed. Malus: High Thirst Hearty Appetite Conspicuous Clumsy Prone To Illness Hemophobic Weak Stomach Short Sighted Slow Reader Slow HealerBonus: Outdoorsman Lucky Runner Fast Learner Fit Organized Thick Skinned StrongComments: I haven't been injured yet so I haven't yet felt the full price of taking Slow Healer. I might drop that if I deem it unplayable. It gives 6 points though, which is very enticing.I'm going to take Hard of Hearing next playthrough, see if I can take the hit without missing a beat. A possible 2 free points here.I might drop Thick Skinned to free up points. My playstyle is run-around-don't-take-chances, never-bite-off-more-than-you-can-chew. The 6 points locked up in here could've been spent on a melee trait or something.I might pick up Wakeful. More awake time for a cheap 2 points.I'm taking Claustrophobic, Agoraphobic and Cowardly next playthrough for a whopping 10 points. I may then take Adrenaline Junkie but at 8 points cost I need to weigh the benefits of being able to move quickly versus using those points to gain some other meaty benefit, like a profession. If the "move quickly" is basically just what you can attain with 2 points in Sprinting, then forget it - the benefit tapers off at the end game.Anything sneak-related is pointless. I don't spend traits on it, I don't spend skill points on it. I invite others to prove me wrong (this is an academic exercise, no ego here).Traits that lend to craft skills (carpentry, farming, fishing, foraging, trapping, etc..) are good to have but lose out in importance to sprinting and combat skills. Why? Because there are skill books for crafts, but no skill books for sprinting and combat skills. In the long run, the fun of the game is being able to lay the smackdown on the zeds - the crafty crafty is just a means to an end. And that end is sustainable living. But why do you live? You live to lay the smackdown.Blunt versus Blade? The only thing keeping Blade afloat is the axe. If you want to tether your melee career to the availability of a rare loot spawn, go Blade. It's a highly effective weapon - and doubles up as a tool for knocking down doors and trees, saving precious inventory space. If you want reliability and availability, go Blunt. Hammers are decent weapons and they are very commonly found in loot.Professions I'm eyeing are Fitness Instructor (for the running engine since the zed spawning now makes this a herding game more than ever), Lumberjack (a commitment to the Axe as weapon of choice) and Construction Worker (a commitment to blunt, free to choose any blunt weapon).At character creation screen, when you select Veteran and then select the actual profession you want, you gain a free 1 point. I don't use this myself as it's a bug, not like a game design that's just unbalanced.Go ahead, post your critique, commentary, counter-builds, etc.. Or questions, if you need further insight into my choices. I hope the devs also tune in with a view to see the issues and balance where needed.
  3. Hello there, as I (may) have said, I don't have much free time nowadays so it took some time. Good news is it's almost finished and ready to upload (build26+) - worst case by next week-end. A lot has changed and the rain barrel code as well as the takeWaterAction stuff have to be redone. I have a few issues with the object:setWaterAmount stuff working with integers only but I'll find a way. fertilizing, pouring & taking water works alright, as well as plants watering. I think it's pretty much ready for the MP part too (client commands sent to the server, etc) but I'll have to test this next week-end. I totally missed this post, Kyun. Glad to know you're working on it. I'm looking forward to it working for IWBUMS Build 26 and onwards. Will you be updating it at pz-mods.net as well?
  4. I stumbled upon this by accident. I too am trying to make a Build 23 mod work with Build 25. The mod is "Drip Irrigation" by Kyun. I'm getting the exact same error log: "attempted index: derive of non-table: null" The code throwing the error is: "RainCollectorBarrel = ISBuildingObject:derive("RainCollectorBarrel");" The code resides in the file: "...\waterPipes\media\lua\client\BuildingObjects\RainCollectorBarrelOver.lua" I'm wondering what on earth could be the problem. OP, if you do find out, kindly update us yeah? EDIT: I think I managed to figure it out. It was so simple, I feel embarrassed for posting before even trying to solve it properly. Turns out, the mod folder "BuildingObjects" must reside in "server" - not "client". This was easy enough to confirm, because the corresponding "BuildingObjects" folder in the game install is located in "server" - not "client". So now I don't see the error in the stack trace log anymore. I'll report back when I actually do some exploring and find the Garden Hose loot.
  5. Much gratitude for the work, DrHorrible. Please do this one a massive, and update this here mod. It's the Drip Irrigation mod by Kyun. I find the micro-management of farms unbearable without this mod. Thanks in advance!
  6. I see. Thanks. So supposing I want to get, say, CraftHelper to work with Build 25 as it did for Build 23, would it involve a lot of deep coding? (I had to meddle with it a bit, to make it work with Build 23. It didn't work right out of the box. But I wouldn't consider that deep coding.) Edit: Never mind. I found the very useful thread by DrHorribleMDPhD, who updated select mods for Build 25. Good stuff.
  7. Just moved to this from Build 23. I noticed all my mods aren't having any effect on the game. This, despite the mods saying they're loaded in the menu Mods. Is the mod loader not working for Build 25c?
  8. I'd only go for the well after getting some Sprinting levels and Sneaking levels, at least 3 good melee weapons, a week's worth of food, and a tent kit. And by that time, you would've skilled up Carpentry enough to be able to build the barrels anyway. Which makes going for the well a moot point. Besides, you'd want to stay close to the city area. Yes, it's where the zeds are at. But that's also where the action (and supplies) are. It gets dull out there by the wells. And it'll suck if you find, in the midst of building your fortress by the well, you ran out of nails.
  9. Can I install maps to join up with the map of an existing save game? Such that I can run over to the new areas when the mood strikes.
  10. Same. Can't get it to work. Using Steam. Build 23.
  11. Interesting, mine shows in the mod loader like yours and does the exact same thing, activates then deactivates when rebooting the game. Mine also shows the path in loaded.txt but whenever i change it and save it and relaunch the game it goes back to the path instead of the name i set for it in the mod.info and loaded.txt.. No clue wtf is happening. Edit 1: the mod.info folder doesn't actually have an ID= line.. I think somethings gone wrong. Edit 2: fixed it, like i said the mod.info folder hasn't actually got the ID= line resulting in it not loading properly. Fixed it by simply adding id=CraftHelperinto the mod.info folder of the CraftHelper folder and adding CraftHelper in the loaded.txt Edit 3: Re-read Harmos' post and it basically said what i said but i didn't quite understand what he said. Listen to these kind chaps. Just tried it. It works. Very useful mod.
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