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Thread: [POC] Merry ComSens - A 7 Days to Die Winter Project Mod

  1. #16
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by Blazer777 View Post
    question how big is the rar for this mod?
    It's about a 400 meg download

  2. #17
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    damn thats big wth u put in it?

  3. #18
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by Blazer777 View Post
    damn thats big wth u put in it?
    The custom entities, special objects, etc, all contributed to a bit of a bloat

  4. #19
    Colony Founder StompyNZ's Avatar
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    A bit slow and dark, but it is what it is

    I guess the nightmares are only biome spawns?

  5. #20
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by StompyNZ View Post


    A bit slow and dark, but it is what it is

    I guess the nightmares are only biome spawns?
    That they are. They aren't everyone's cup of tea, so we keep them out of horde night

  6. #21
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    The mod is amazing! Great job coming up with another way to make the same game that much different. And so much more challenging.
    Few dumb questions:
    - Is the current altitude being a large, constant number a bug or one more way to add to the challenge?
    - Why is it snowing under 5-10 meters of snow?
    - Looking at the XML files I'm not seeing any coal or oil shale in the snow biome. So no large amounts of gunpowder or gas?

  7. #22
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by vitamin View Post
    The mod is amazing! Great job coming up with another way to make the same game that much different. And so much more challenging.
    Few dumb questions:
    - Is the current altitude being a large, constant number a bug or one more way to add to the challenge?
    - Why is it snowing under 5-10 meters of snow?
    - Looking at the XML files I'm not seeing any coal or oil shale in the snow biome. So no large amounts of gunpowder or gas?
    We aren't sure why the altitude is broken. The mod shouldn't have touched it, but obviously something has.

    It's snowing under 5-10 meters of snow because the snow isn't really snow, and is actually allows light to go through. I think that throws off the weather effect, because it thinks you are on the surface.

    That is correct, it's an extremely rare resource.

  8. #23
    Colony Founder Tin's Avatar
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    Quote Originally Posted by sphereii View Post
    We aren't sure why the altitude is broken. The mod shouldn't have touched it, but obviously something has.

    It's snowing under 5-10 meters of snow because the snow isn't really snow, and is actually allows light to go through. I think that throws off the weather effect, because it thinks you are on the surface.

    That is correct, it's an extremely rare resource.
    Did you change any of the TemperatureHeight elevation values in the weathersurvival.xml? Certain alterations to them can affect that.

  9. #24
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by Tin View Post
    Did you change any of the TemperatureHeight elevation values in the weathersurvival.xml? Certain alterations to them can affect that.
    Code:
    	<TemperatureHeight height="0" addDegrees="-50" />
    	<TemperatureHeight height="10" addDegrees="-50" />
    	<TemperatureHeight height="20" addDegrees="-50" />
    	<TemperatureHeight height="30" addDegrees="-50" />
    	<TemperatureHeight height="40" addDegrees="-50" />
    	<TemperatureHeight height="50" addDegrees="-50" />
    I changed this. I left the Height alone, but changed the degrees.

  10. #25
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    yeah the snow covering stuff atm is a little too much for me not to mention it buried my quest trader and i couldnt dig out the trader as its protected area. But all in all its a great mod love the custom mobs and items but i feel hunger and thirst degradation are a little insane as im fighting atm to keep above 0 hunger and thrist been at zero on both 3 times on first day

  11. #26
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Blazer777 View Post
    yeah the snow covering stuff atm is a little too much for me not to mention it buried my quest trader and i couldnt dig out the trader as its protected area. But all in all its a great mod love the custom mobs and items but i feel hunger and thirst degradation are a little insane as im fighting atm to keep above 0 hunger and thrist been at zero on both 3 times on first day
    SphereII removed the trader protection from the prefabs xml. Asuming your install worked properly if you are getting that then there might have been one that got missed.

    For me the food challenge is entirely what this mod is about ... at least until you get a farm up and running.

  12. #27
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by Blazer777 View Post
    yeah the snow covering stuff atm is a little too much for me not to mention it buried my quest trader and i couldnt dig out the trader as its protected area. But all in all its a great mod love the custom mobs and items but i feel hunger and thirst degradation are a little insane as im fighting atm to keep above 0 hunger and thrist been at zero on both 3 times on first day
    Thanks for the feed back. There was one trader that was missed; protection is supposed to be removed from all of them. For first release, we missed one, but we did a patch to fix it. Let me know if it's still a problem, and if so, which one, so I can re-check.

  13. #28
    Colony Founder Tin's Avatar
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    Quote Originally Posted by sphereii View Post
    Code:
    	<TemperatureHeight height="0" addDegrees="-50" />
    	<TemperatureHeight height="10" addDegrees="-50" />
    	<TemperatureHeight height="20" addDegrees="-50" />
    	<TemperatureHeight height="30" addDegrees="-50" />
    	<TemperatureHeight height="40" addDegrees="-50" />
    	<TemperatureHeight height="50" addDegrees="-50" />
    I changed this. I left the Height alone, but changed the degrees.
    Pretty sure that's what caused the elevation to be off. I would just alter the biomes temp and subtract it from the lowest height which gives a +10 degrees. So make the snow biomes max temp based off of that.
    (ex: "-80,-70" min/max biome temp change to like "-90, -80") that way you make up the difference. Do something like that and I'm pretty sure you'll get the correct elevation back.

    I personally don't think it's a big deal having the elevation off but that's me.

  14. #29
    Colony Founder sphereii's Avatar
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    Quote Originally Posted by Tin View Post
    Pretty sure that's what caused the elevation to be off. I would just alter the biomes temp and subtract it from the lowest height which gives a +10 degrees. So make the snow biomes max temp based off of that.
    (ex: "-80,-70" min/max biome temp change to like "-90, -80") that way you make up the difference. Do something like that and I'm pretty sure you'll get the correct elevation back.

    I personally don't think it's a big deal having the elevation off but that's me.
    Thanks for the information. I'll adjust it back to vanilla. I don't think it had the effect I wanted. Even with the biomes temperature adjusted to wacky levels, I've seen people overheat. That really shouldn't be possible in this mod

  15. #30
    Reconstructionist Bubo's Avatar
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    Hey, I took the mod plunge! =D





    Guppy - I enjoyed watching you try to kill everything with trees on your Day 1 video lol. You make everything look so easy. Thanks for peeking my interest.

    Anabella - Not an hour later, I saw you were streaming this, and I popped in right at the tail end of you..
    Spoiler: 
    trying to kill the burping-antler-thing through a hole in your igloo, hilarious. And the kitty reveal was what actually sealed the deal for me.


    Creators - Just wanted to say I'm having alot of fun. Really like the creative story, holiday and creepy features, the massive digging and the hud! Perfect timing also while we all wait for A17. Anyway, I hope I set this up correctly regarding the ModLauncher. I did an advanced install because I wanted to keep things seperate, and was happy I managed to get a game started.

    I have a few questions though, thanks for your patience..

    1. Are we able to make snow/ice block ramps? (If yes, I'll figure it out, thanks)

    2. Are foods giving a smell buff? I didin't see any but wanted to double-check.

    3. Since I already installed this mod, if I wanted to, could I change the destination folder for mods by just deleting the 7D2D folder and/or by File>Clear>etc., and reinstall?

    4. I noticed in the 7D2D folder theres an empty saves folder, however my MerryComSens game is saving to my original 7dtd default save folder (appdata>roaming). Is this intended?

    5. I always play offline, SP, no need for EAC. So because of this, I'm glad a desktop shortcut from the mod's game folder works. I don't need to have the Launcher running all the time, only for mod updates yes?

    6. Is Merry ComSens compatible with 16.4 exp b2?


    - Thanks again, B.

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