True dat! There's another guy from there around here, and I have found other ppl from DF in other forums I lurk. Small world indeed.
Also, found this in my old Tinypic account:
Pew pew pew!
LOL! Wow.... That's all I can say.
Well, I don't mean to commandeer this thread. About to play the mod for the first time now!
Yo Chiko will you be updating it to the new build bro?
Yeah. I stopped development of the new update to adapt the mod to the new mod management build. I'm a bit confused and I made so many changes to vanilla content that it will take a while, though.
Just thought I'd pop in and say that this is my favorite mod.
It adds just enough to the game, fits in perfectly with the feel and style of the game, and doesn't add /so/ much that it just ends up getting bloated, and you can't go two turns without filling up your inventory completely.
It's just really, really nice.
However...a couple things I would like to say...
As far as leather items go, I can't really see a point to them....many of the items they add are inferior to other items that are easier to get. Unless there's something I'm missing?
Leather boots, degrade faster than other footwear which are far easier to get.
Waterskin, same slot as the birch bag, can only carry liquid and can carry less of it.
Handgun holster, inferior to the Medkit /w strap (which can be crafted very easily using very common parts) and can carry /two/ pistols.
Leather gloves...to an extent, they're better than the Hide Gloves, and easier to get than Tactical Gloves...but in reality, the bonus they provide compared to hide gloves is so small, that they aren't worth crafting.
Really, the only leather items I would make are the leather vest, leather cap and possibly the sawn-off holster. (Though not being able to draw and fire from the holster really limits it's usefulness for me.
It just seems like with Leather items being as difficult to get as they are, they should be superior to other more common items.
Same deal with the Tarp Cloak...I haven't looked too close into it, but it seems inferior to simple common clothing such as the Hoodie, which is warm, degrades slowly and provides storage space.
Also, tarps are quite useful in the early game, for backpacks, sleeping bags and shelter....I really can't see why I would ruin them to make a piece of clothing that isn't useful to me....when it would be preferable to save the tarps, and make a shelter, or a sleeping bag or something.
Scrap Knives could use some looking into, I feel like they don't have a lot of usefulness, while they can be thrown...only two at a time, and they lack range or accuracy.
They're also quite large in your inventory, preventing you from carrying multiple of them.
Five scrap knives take up nearly three times the space 5 arrows take up. (Which are easier to craft and generally preferable as ammunition.)
Scrap Machete is quite good, I think it works with the slight difficulty in obtaining it being offset by it's high damage.
Not much can be said about it.
Finally, I think the nailbat is an OP weapon, it does a large amount of blunt damage, stuns enemies quite often and leaves nasty wounds, causing bleeding and other bad effects.
I feel like it could be modified in some way to make it less effective as a weapon, or slightly harder to obtain.
I am become death; destroyer of worlds.
Thanks for the feedback!
About Leathercraft. It's still under constant changes and it's certainly far from being a completed feature. I plan on making a lot of changes to it in order to make them useful but there are some things that will take longer to implement. Also:
Maybe I could make Leather Boots provide more warmth. I want to add fur boots so I will probably edit all items providing warmth, specially since the current ones add way too much, IMO. Like you can survive perfectly well by wearing just a Dogman Coat.
Waterskins are indeed quite useless right now. I want to make them store more liquid but there's a bug with making the inventory bigger, which is the ability to store different liquids inside. I will probably suggest the ability for containers to be able to stack contents inside them.
Medkits can only store tiny/small items inside in the current version of this mod, so you are probably using an outdated version of this mod. Unless I forgot to add pistols to the code list of medium sized objects or something.
Leather Gloves provide more armor but less warmth than Fur Gloves. You won't need Fur Gloves because of the warmth issue I mentioned before, which makes Leather Gloves better. This will be more noticeable once I make the changes to the warmth and armor stats for all these items.
The Tarp Cloak is only useful for characters too weak for fighting in the early game, which is the fastest way to get clothes in this game. Tarp is quite common so you will end up with more Tarp than needed. There's also bad luck, and some ppl freeze to death early in the game, so Rags and Tarp will provide slightly better chances to survive by being able to turn them into something to wear.
You can actually kill someone with 2 thrown knives. Players with the ranged skill can be quite deadly with them, even with their limited range. For the rest of the mortals, there are just better than a Glass Shiv. Also, pistols have a range of 10, so there isn't much I can do about that. Scrap Knives are also more durable than arrows, so that's another thing to take into account. I was having an issue with these disappearing after being thrown but that is no longer the case for some reason so you can throw these knives multiple times.
The Nailbat is indeed a powerful weapon. Maybe I could make it degrade even faster because of the number of nails in it making it more prone to breaking apart and stuff.
I have to say bravo :D! As someone who has modded since the beginning of Fallout 3, and has been into NEO Scavenger since Christmas, I've just stumbled across this mod and, I've gotta say, this rocks man. I've had a few ideas for the game myself, but I've not been completely sure how to implement them and I think they would go wonderfully into your mod, being lore-friendly and all.The suggestions I've got are some basic survivalist type stuff, and are common sense additions I'd like to spitball around and hopefully you could add them if/whenever you get bored or if you run out of ideas/become finished with your other recepies, plus are a nice extension to some of your other un-implemented ideas. (Best example being that I wanted to add a deeper water purification system which would go with your rain-collection.)
Here's an item list: (Forgive me if I've gone off the deep-end. These are just some suggestions/ideas)
-Charcoal (Unprocessed, crushed, briquettes, activated/oxidized)
-Fertilizer (Sulphur? Phosphorus? Matches?)
-More In-Depth Water Purification! (Yay!)
-Wheelbarrows/Vehicular Combat Move
First off, the most basic addition would be charcoal which would take a rather long amount of turns to make (maybe 4?) due to the process of putting the sticks under the flame and all of that jazz. It would most likely be something along the lines of 5 tannin source, (anything wood) a medium flame or larger, and something non-flammable to bury the sticks under. (Tarps, MORE wood for ashes, etc.) Charcoal would be used for loads of stuff, like I dunno, homeade pipe guns (See what I did there? ;D), ammunition, Water Purifiers, traps (OOH!), making steel scrap weapons, and metal-smithing in general. This would become the next logical step after leather-working, but could be resonably done whilst skipping the leathery bits.
I've thought about adding in the ideas of Sulphur and Phosphorus for making saltpeter and other explode-y powders, but frankly, Phosphorus is likely to combust the moment it's ready to be used unless sealed properly, and even then Phillip is just a dude with no experience with explosives. Sulphur would require being mined from ores, though that's not totally impossible to implement and is much less complex. I would say though, that it's possible to find fertilizer on a farm hex, or town hex or what have you to suit the same purpose. ;D Maybe even a fertilizer bag could be added!
Water purification would actually be rather easy if you had the know how in real life, or the recepie in game. This would be somewhat of a more complex recepie I would think and would help to prevent ailments on down the road that couldn't be boiled out of water. (I'm looking at you swamp water. Even if this doesn't work.) It would require Crushed Charcoal, clean rags (Wouldn't want all of that purification to be for nothing eh?) to hold the charcoal, and pebbles. The charcoal and pebbles would layer upon each other in a long sort of sock water passes through, the charcoal removing small bacteria, and the crushed rock removing large unwelcome guests. Charcoal's still used today to purify water systems ;p. Of course, this would degrade over time and could only do so much to rain water.
Finally, I was thinking of tools/vehicles for the game earlier and was like "Where are the wheelbarrows man!?" So I think it would be a great idea to add those. They would be rarer, in more rural areas, but have more capacity than a sled, yet are as easy to ditch as one. Not only that, but I've been playing with the idea inside of my head that certain vehicles could be used for "ramming" the enemy in battle, as they do seem to be rather in the way. (I would love to crush a Blue Frog from 1 away with my spiked 'barrow.) Anyway, let me know what your thoughts are, I'd love to hear them. I think some of this stuff could be implimented rather easily, specifically the water purification. Have a good one!
Edit: Forgive me, I've just used the search function and realized that others have already brought up the idea of water purification using charcoal and the like. Still, I think this would go rather well with what you've got going on here! :D
This meat tastes like prime veal!
Oh yeah, one last thing, you could modify the recepie for the makeshift Water Purification System to be a water-leecher for lye. The ingredients would be water, ashes, clean(?) cloth, and possibly some string to tie it all together. The water would leech through the ashes, producing lye. I dunno how that would interact with the cloth, but I have the feeling that the lye could be used for corrosion to your benefit if used properly.
Sorry my bad english... Yes, yes "Do you speak english motherf*cker?" =)) (im russian, english no my favorite langauge)
Best mod, from NEOScavenger. Honestly, the original game lacked armor and weapons.
I would like to offer their ideas (russian idea :)), the armor:
1: Homemade armor tires
[*] 2 tires (search cars)
[*] 6 rope
[*] 2 epoxy
[*] 2 leaver
[*] 1 rubber mat (search cars)
[*] 1 awl
Original idea. Tires very good stuff - not torn, not cut, durable.
(picture of one russian online games - also survival, also post-apocalypse)
You can either find or buy for 10,000. Uses battery.
In any case, I hope that gave food for thought and new ideas =)
Goodluck in mod =)
Спасибо большое за мод! (Thanks for the great mod!)
Может, свяжемся, и я помогу с переводом поста?
Maybe let's contact and i'll help you translate your post better?
I'll ask a stupid question, but what do you mean?
If it is related to my post about the bus body armor, then I deleted the image.
(Я задам глупый вопрос, но что ты имеешь ввиду?
Если говорить о моем посте с шинным бронежилетом, то я удалил картинку)
Я имел в виду, что ошибок многовато. Понимать, как минимум, тяжело.
Ок. Скиньте мне куда нибудь исправленную версию, буду благодарен =)
Stop wrighting on russian only - it is international forum (use both versions russian and english). I an Russian too btw, but I try to be understandable on english!
And yeah can someone give me the updated version of this mod please?
@Bober - there is no updated version of this mod. Until Chiko ports it (which might take some time, seeing how complicated some of his stuff is) people will have to use it with version 0.987.
On a side note - Dan mentioned updating stable build to 0.9922 soon, so remember to download and store old mod-compatible version before it becomes unavailable.
What about new version?
Sorry for the inactivity, lads. I'm currently hooked on another game, apart from having less free time because of my job so I won't be updating this any time soon. I will come back to this game, eventually. :P
I hope so too. I miss all the extended stuff. The world is a colder place without my nail bat.
I kinda got a bit bored faster than I thought with this new game I've been playing/modding. I guess I could try to get this mod updated in the meantime. I barely remember how to mod this game so it's gonna be a bit tough, I think. xD
Good to hear! And ask if you need any help.
Also, what were you playing that was so time-consuming, if I may ask?
Well, I'll probably have questions about how modding works now but it all seems kinda straightforward, at least at first sight.
There were actually 3 games. Arx Fatalis, then OpenXcom and lastly, RimWorld. I've been making mods for those games so that kept me a bit busy in my spare time. :P
I have a question now that I have deleted most of the unused stuff from my mod. How does one calls for mod IDs? I read somewhere you give them numbers from the start like 1, 2, 3 and so on instead of continuing where the vanilla contend ends but how does one call for that number in an item condition or property if the vanilla uses those too?
If I understand your question correctly than you use modname:ID. Modname being name you use in getmods.php.
For example, in my mod I use CheatModNew name so when calling for something from core game it looks like CheatModNew:1.
Thanks for the quick explanation! I'll give it a try as soon as I finish going thru the rest of the things I need to delete/edit. This is making me wish I started modding after version 0.987. xD
BTW you often have to refer to original game(or other content) in your moded data, so I recommend downloading another mod(read Kaavens mod) to know where to put namespaces.
Namespaces? Wuts that?
Edit: I think I know, now that I have been meddling with the files. :P
I knew it was you Chiko,ever since I saw a mod on the Rimworld forums and you're name,I knew it was you,so happy you will update this to 0.993!
Lol yeah. I tend to be in a lot of places lately. Lots of good and moddable games coming out these days.
Wait Chiko modded Rimworld? What's the name of the mod? I wanna take a looksies since I know people who would love to see a Chiko quality mod for rimworld.
Rimworld Extended. xD
It's really hard for me to name mods, lols.
You're a silly man.
I got another question... how to replace vanilla content? Most of the stuff in here need changes in vanilla content and since they practically use the same IDs...
Also, porting this mod it's going to be a lot of work and I'm already making lots of mistakes. Maybe it's best to port the mod little by little instead.
Basically now your mod has to consist out of 2 parts.
1 - New Content and 2 - Overwrite Content.
In getmods.php it will look like:
nRows=2&strModName0="Mod name that you will refer to in original game files"&strModURL0="Folder Name of new content mod"&strModName1=0(0 signifies overwrite type mod)&strModURL1="Folder Name of overwrite type mod"
Overwrite mod structure is the same as new content mod but instead you copy and change fields that you want to overwrite in core game.
This code overwrites original treasuretable.
This one adds new property to original game item.
It's a bit complicated but I understand it. :P
Will try as soon as I'm done working.
I'm sorry,If i cannot be of use in your modding questions dude.I don't know stick about modding but I was going to ask you,why not team up with kaveen and merge you're guy's mods.They're both excellent,the sprites fit with what Dan put into the game,so It only makes sense you two could either do some sort of modmerge(Like the old one from 0.987)or unite your mods alltogheter!Also Chiko I may not be able to help with modding but here's a suggestion,maybe you could try getting Kaveen in a skype call,you know?To refresh Things
There is no real need for us to merge our mods, because once Chiko is done porting, all we have to do is to produce a correctly made getmods file (or maybe that and some mini-mod to iron out things that one mod would overwrite from the other) and it will be perfectly possible to play both mods at once - just like DnaJur made for Cheat and Mod of Doom. That is the reason for the great modding remake that is causing the current need for porting - Dan made it easier to use multiple mods simultaneously, without the need to create and constantly re-work some giant modmerge.
As for help for Chiko - if you are interested mate, send me a priv and we can work out something. Worse case scenario, we don't understand each other enough :D
So far so good. I've been able to add the wrist watch, rag clothes, hooded hoodies and I also made Bad Muthas use them. Slow progress but it's all working so far. I will add some more stuff and release early updates so you can all help me a bit with testing things for me. :3
What's that Chiko? You need beta testers? ;P
Anywho yay I'm excited actually. I especially Miss all the tarp gear. Now whenever I get tarps I just shove them into a pair of cargo pants and pawn them. I miss the day where I used it to wrap all my gear up for safety. Plus it blows going with the shopping bag for half a run every time.
Mkay, lads. I just uploaded the first update of the ported version. It includes what I mentioned before plus the Tarp Cloak, Tarp Pack and Tarp Sleeping Bag. Also, I made it Melonheads use rag clothes too, something that wasn't in the old mod.
For more information, check the main page. It's all red colored for now. :P
Looking forward when the mod is gonna be done and more!You're doing a sweet job Chiko,but the mod is for the new 0.993 right?
Yup, that's the version I'm using. :3
I'm gonna go test the hell out of this mod right now. I'm so excited to have this stuff back.
I'm having an issue with camp containers...
Adding a new content ID in there would work for all available camps, I remember. But for some reason, it's only affecting one of them, the "any old spot on the ground" one while the rest of the camps refuse to allow the item in question in their GUI containers. Is there something I missed?
I never played with campsites and so cannot be sure, but it might be a bug in the mod merging code - it forgets to carry the stuff you added correctly. At least it looks so.
Ask Dan, if it is as I think it is, only he can help :D
I think I know what you mean. I was first having a problem with chargeprofiles in a similar fashion and I actually gave up on that one but it's working now for some reason. :P
So, I've been working on the new stuff to release:
I find it funny that the baseball bat and nail bat can screw people so bad even though they do less damage than crowbars. I will increase their degrade rate so they takes less uses to break, specially the nail bat.
I couldn't fix the issue with camp containers but I will include the related stuff anyways since it doesn't effect much. Also, I will work on bringing back some other weapons and I think I will release a new patch. If not today, tomorrow morning just before going to work, I hope.
New update for today, lads. It includes:
-Reintroduced the Lighter Fluid and related features with lighters into the mod. There's an issue with lighter fluid not being able to be dropped in most camp sites but that should be fixed soon, I hope.
-Re added the Toolkit. There's limited use for it for now.
-Baseball Bats are back. The only difference with the old one is they break a bit faster.
-Nail Bats are back but under a new name, Spiked Bats. Same good old limb mangler but it degrades faster.
-Scrap Metal has been re added. These are now found only in houses and lying around in urban, suburban and sprawl hexes.
-Scrap Knieves are back. I made them smaller but they no longer stack. You can get 4 from crafting instead of 3 like before.
-Scrap Machete is back. The most powerful cutting weapon in the mod. I made it degrade faster since it's too powerful, IMO.
-The SawOff Shotgun is back. Since the vanilla shotguns have increased range than before, this one has been readjusted as well.
For more information and the download link, check the main page. :3
YYYYYYYYYYEEEEEEEEEEESSSSSSSSSSS The ultimate in limb mangling! Chiko you beautiful bastard.
Also I've been having trouble actually installing this mod. Is it different than before? As my old method seems to not work properly since I've been testing it quickly by just tearing up the hospital gown and throwing the rags in the crafting window but then none of the rag items show up.
So what's different about the install than before?
Yeah, You actually have to get inside the NeoScavExtended folder and copy the files inside (Which should be 3, including another folder called NeoScavExtended) instead of just copy/paste the immediate folder inside the zip. That is actually something I shouldn't have done so the next update will have that first extra folder removed.
Also, I forgot that issue with the lighters and the DMC store, which means lighters in there probably contain different amounts of lighter fluid. Need to fix that in the next update too. :P