I've always loved post-apocalytic survival games like Fallout and when i saw this mod i just had to download it. It's pretty cool but when i played it for a while it just seemed like there was no reward to the mod, if that makes sense. I know this mod is in its early stages but may i suggest adding better loot to buildings. Like a few ingots here and there or other things.(iron,gold,diamond,etc. diamond being obviously very rare) Like at first i was like "oh cool. mushroom stew" but it soon gets a bit repetitive getting small things you don't really need anymore. Maybe some other buildings too like super markets, small stores, and hidden safes with some good loot. Maybe add some spawners in those special buildings protecting the stash.Sorry for being such a bother.
ps. Are the new factory/ library buildings suppose to have loot? Can't seem to find anything.
I've always loved post-apocalytic survival games like Fallout and when i saw this mod i just had to download it. It's pretty cool but when i played it for a while it just seemed like there was no reward to the mod, if that makes sense. I know this mod is in its early stages but may i suggest adding better loot to buildings. Like a few ingots here and there or other things.(iron,gold,diamond,etc. diamond being obviously very rare) Like at first i was like "oh cool. mushroom stew" but it soon gets a bit repetitive getting small things you don't really need anymore. Maybe some other buildings too like super markets, small stores, and hidden safes with some good loot. Maybe add some spawners in those special buildings protecting the stash.Sorry for being such a bother.
ps. Are the new factory/ library buildings suppose to have loot? Can't seem to find anything.
Thanks for the feedback, the problem with providing loot is always trying to balance out the risk/reward. However, having bigger(therefore harder) buildings with more loot is a definite idea. I need to work on a ton of things for those large buildings as well, because with only two types they are boring(I've thought about office buildings, and hospitals, but a supermarket sounds like a good idea). As well, I like the idea of hidden safes, the problem is how to hide them.
And no they shouldn't have loot in them, I tried to put chests in but the explosion generation for those buildings kept blowing them up, or left them hanging in the air.
I am wondering if you can add a version of this mod with water. i guess since u managed to remove the water adding a version with water will be no problem
i hope u can also (when the bukkit version is done) make a bukkit version of it
Thanks for the feedback, the problem with providing loot is always trying to balance out the risk/reward. However, having bigger(therefore harder) buildings with more loot is a definite idea. I need to work on a ton of things for those large buildings as well, because with only two types they are boring(I've thought about office buildings, and hospitals, but a supermarket sounds like a good idea). As well, I like the idea of hidden safes, the problem is how to hide them.
And no they shouldn't have loot in them, I tried to put chests in but the explosion generation for those buildings kept blowing them up, or left them hanging in the air.
Mind adding change-log in first post? I'd like to know what was added when.
as for hidden safes:
Since you made the ruin floors out of cobblestone, why not use furnace? It would be semi-hidden. Also, you can hide the stairs by placing the chests on top of the stairs. As for traps, you can hide stone pressure plates in the basement since there's no light.
I am wondering if you can add a version of this mod with water. i guess since u managed to remove the water adding a version with water will be no problem
i hope u can also (when the bukkit version is done) make a bukkit version of it
plz reply.
Hmm, I'll think about it. Bukkit version is coming soon.
Mind adding change-log in first post? I'd like to know what was added when.
as for hidden safes:
Since you made the ruin floors out of cobblestone, why not use furnace? It would be semi-hidden. Also, you can hide the stairs by placing the chests on top of the stairs. As for traps, you can hide stone pressure plates in the basement since there's no light.
Change log is done, and I like the idea for the stairs.
As for passive mob things, why not add mutated creatures? I get that the apocalypse destroyed everything, but surely some creatures would have found ways to survive.
Specifically, this mod kinda gives me the Fallout-esque Nuclear Wild West feeling. So maybe have things like mutated, aggressive cows and other such things.
Also, grass seeds would be helpful. Like, REALLY helpful.
I've always loved post-apocalytic survival games like Fallout and when i saw this mod i just had to download it. It's pretty cool but when i played it for a while it just seemed like there was no reward to the mod, if that makes sense. I know this mod is in its early stages but may i suggest adding better loot to buildings. Like a few ingots here and there or other things.(iron,gold,diamond,etc. diamond being obviously very rare) Like at first i was like "oh cool. mushroom stew" but it soon gets a bit repetitive getting small things you don't really need anymore. Maybe some other buildings too like super markets, small stores, and hidden safes with some good loot. Maybe add some spawners in those special buildings protecting the stash.Sorry for being such a bother.
ps. Are the new factory/ library buildings suppose to have loot? Can't seem to find anything.
I too look forward for this!
I wonder if at these humanly abandoned areas (houses, markets) could have several zombie spawners!
the loot there would be good! for each spawner added, one level of loot quality would be added!
1 spawner = leather armor pieces
2 spawner = iron armor pieces and tools and so on..
other simpler stuff / garbage added also would be very cool!
for diamond stuff, at least two skellz spawners!
I think it would work great adding the survivalism mod (requiring water and food to survive), and mainly make these stuff hard to find!
I like good challenges! may be you can really bring some of the post apocalyptic feeling of fallout to here! despite I liked much more the fallout 1 and 2, where loot and goods were more scarce... better challenging IMHO.
Could you possible post the error? It sounds like the files might be wrong, and are messing with the jar.
Also, what was the name of the Wasteland Folder you downloaded? (Example: Wasteland0.8SMP)
Okay, I KNOW I downloaded the SMP version, with the exact name of "WastelandSMP 0.8.zip" without the quotation marks, of the mod and done everything correctly. Also, the server is pure vanilla. The thing is, I cannot copy/paste any errors or anything because it's constantly moving and I can't select it without going away before I can copy.
The most I can get out of, is that its stuck on loop generating a .property file, and it keeps repeating
"at ky.b(SourceFile:37)" and "at ky.a(SourceFile29)"
Any help?
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can the multiplayer one run on a server that uses bukkit since after reading it does not work with bukkit im not sure if he means it cant be placed in the plugin file
As for passive mob things, why not add mutated creatures? I get that the apocalypse destroyed everything, but surely some creatures would have found ways to survive.
Specifically, this mod kinda gives me the Fallout-esque Nuclear Wild West feeling. So maybe have things like mutated, aggressive cows and other such things.
Also, grass seeds would be helpful. Like, REALLY helpful.
I've thought about mutated passive mobs, I might be able to add them into the mutated mobs pack, the issue is getting them to spawn on dirt.
for some reason since I installed this mod it runs INCREDIBLY slowly, a day takes about 30 mins instead of ten, so it's not just frame drops. is there any element of the mod that may cause this?
I have modloader and property reader installed, along with the mods crystal clear waters, dynamic lighting, meteorite, Zeppelin, ptaeffs mod pack, timber and too many items
I'm checking if it's incompatible with any of the mods right now
Hmm, meteorite might have a problem, dynamic lighting might have a problem, and ptaeff's might have a problem(I've heard of these mods, but I haven't done too much with them, if you find anything let me know), I'll try to dig around and see if there's anything big.
I too look forward for this!
I wonder if at these humanly abandoned areas (houses, markets) could have several zombie spawners!
the loot there would be good! for each spawner added, one level of loot quality would be added!
1 spawner = leather armor pieces
2 spawner = iron armor pieces and tools and so on..
other simpler stuff / garbage added also would be very cool!
for diamond stuff, at least two skellz spawners!
I think it would work great adding the survivalism mod (requiring water and food to survive), and mainly make these stuff hard to find!
I like good challenges! may be you can really bring some of the post apocalyptic feeling of fallout to here! despite I liked much more the fallout 1 and 2, where loot and goods were more scarce... better challenging IMHO.
Thanks for the suggestions, I like the idea of above ground dungeons(buildings with spawners) the only issue I can see is making sure that the daylight doesn't come in and automatically disable the spawners.
Also I want to add more challenge, I feel like I've been handing a lot to the player, and I'm trying to think of ways to bring back that scarce survival feeling.
hey been playing the new version and the graves have no chest with bones in them is that supposed to happen or is that how it is
Yeah, I thought about chests with bones, but it kind of made me wonder if it would really be a makeshift grave if there was a casket in it (it's more of the 'our comrade died and we need to move on, lets dig him a hole and plant a sign to mark it' rather then a proper grave)
Okay, I KNOW I downloaded the SMP version, with the exact name of "WastelandSMP 0.8.zip" without the quotation marks, of the mod and done everything correctly. Also, the server is pure vanilla. The thing is, I cannot copy/paste any errors or anything because it's constantly moving and I can't select it without going away before I can copy.
The most I can get out of, is that its stuck on loop generating a .property file, and it keeps repeating
"at ky.b(SourceFile:37)" and "at ky.a(SourceFile29)"
Any help?
Hmm, ky is the PropertyManager class, which would explain why it's stuck on a .property loop. Wasteland has not touched any of that overhead stuff as far as I know. (Does a normal vanilla server run fine on your machine in the same folder?)
Only reasons I can think of for the property file not generating is that the ky class has been corrupted, or the server is in a place where it can't edit files without administrative permission (a locked folder like Program Files).
Also, sorry for asking you the 'Are you sure you downloaded the right files' question. The reason I do that is because there have been many examples of this happening because the downloads section is unorganized.
can the multiplayer one run on a server that uses bukkit since after reading it does not work with bukkit im not sure if he means it cant be placed in the plugin file
No it will not work with Bukkit as of right now, that version is planned and will have its own special installation instructions.
Ever thought about adding hunger thirst? It would add a real challenge and I know there are hunger and thirst mods out there but making one to go with the mod would really work. Also as regards to the rewards I think your problem isn't putting enough stuff in the buildings and dungeons but ADDING items. What i mean is couldn't you add like post apocalypse style blocks? for example couldn't you come across a building with green radiation blocks or maybe parts that are scattered around to build things like weapons etc. Just sayin.
ps. i know some of this is sorta like "okay so get parts for items... don't you have to do that anyway?" but yeah just sayin.
i really like this mod and have been enjoying it since release, one great way to get mobs (passive) is to right-click the ground with bonemeal, this will create grass. that said, is there a way you can code the dead shrubs to turn into saplings when the dirt block underneath it turns to grass? as well as a way to get sugar canes.
ps. Are the new factory/ library buildings suppose to have loot? Can't seem to find anything.
Thanks for the feedback, the problem with providing loot is always trying to balance out the risk/reward. However, having bigger(therefore harder) buildings with more loot is a definite idea. I need to work on a ton of things for those large buildings as well, because with only two types they are boring(I've thought about office buildings, and hospitals, but a supermarket sounds like a good idea). As well, I like the idea of hidden safes, the problem is how to hide them.
And no they shouldn't have loot in them, I tried to put chests in but the explosion generation for those buildings kept blowing them up, or left them hanging in the air.
i hope u can also (when the bukkit version is done) make a bukkit version of it
plz reply.
Mind adding change-log in first post? I'd like to know what was added when.
as for hidden safes:
Xie's Mods: Cooking Mod, Farming, Mod Hunger Mod and Food Stacking Mod(Bv1.3, MLv5)
Hmm, I'll think about it. Bukkit version is coming soon.
Change log is done, and I like the idea for the stairs.
Specifically, this mod kinda gives me the Fallout-esque Nuclear Wild West feeling. So maybe have things like mutated, aggressive cows and other such things.
Also, grass seeds would be helpful. Like, REALLY helpful.
I too look forward for this!
I wonder if at these humanly abandoned areas (houses, markets) could have several zombie spawners!
the loot there would be good! for each spawner added, one level of loot quality would be added!
1 spawner = leather armor pieces
2 spawner = iron armor pieces and tools and so on..
other simpler stuff / garbage added also would be very cool!
for diamond stuff, at least two skellz spawners!
I think it would work great adding the survivalism mod (requiring water and food to survive), and mainly make these stuff hard to find!
I like good challenges! may be you can really bring some of the post apocalyptic feeling of fallout to here! despite I liked much more the fallout 1 and 2, where loot and goods were more scarce... better challenging IMHO.
"truth is a pathless land" - Jiddu Krishnamurti
Okay, I KNOW I downloaded the SMP version, with the exact name of "WastelandSMP 0.8.zip" without the quotation marks, of the mod and done everything correctly. Also, the server is pure vanilla. The thing is, I cannot copy/paste any errors or anything because it's constantly moving and I can't select it without going away before I can copy.
The most I can get out of, is that its stuck on loop generating a .property file, and it keeps repeating
"at ky.b(SourceFile:37)" and "at ky.a(SourceFile29)"
Any help?
Thanks! I have gotten a download spike recently :smile.gif:
That is really awesome! Thanks for suggesting it to them :wink.gif:
I've thought about mutated passive mobs, I might be able to add them into the mutated mobs pack, the issue is getting them to spawn on dirt.
Hmm, meteorite might have a problem, dynamic lighting might have a problem, and ptaeff's might have a problem(I've heard of these mods, but I haven't done too much with them, if you find anything let me know), I'll try to dig around and see if there's anything big.
Thanks for the suggestions, I like the idea of above ground dungeons(buildings with spawners) the only issue I can see is making sure that the daylight doesn't come in and automatically disable the spawners.
Also I want to add more challenge, I feel like I've been handing a lot to the player, and I'm trying to think of ways to bring back that scarce survival feeling.
Yeah, I thought about chests with bones, but it kind of made me wonder if it would really be a makeshift grave if there was a casket in it (it's more of the 'our comrade died and we need to move on, lets dig him a hole and plant a sign to mark it' rather then a proper grave)
Hmm, ky is the PropertyManager class, which would explain why it's stuck on a .property loop. Wasteland has not touched any of that overhead stuff as far as I know. (Does a normal vanilla server run fine on your machine in the same folder?)
Only reasons I can think of for the property file not generating is that the ky class has been corrupted, or the server is in a place where it can't edit files without administrative permission (a locked folder like Program Files).
Also, sorry for asking you the 'Are you sure you downloaded the right files' question. The reason I do that is because there have been many examples of this happening because the downloads section is unorganized.
No it will not work with Bukkit as of right now, that version is planned and will have its own special installation instructions.
No problem, I'm also up for spreading the word about this excellent mod :biggrin.gif:
ps. i know some of this is sorta like "okay so get parts for items... don't you have to do that anyway?" but yeah just sayin.
BTW(I am not sying for everyone to PM me asking me stuff like can you make a TUT, show me how and more like begs than questions)
Works great with SDK, planes, and the Last Days texture pack. :biggrin.gif:
Edit:
I made a video, featuring this mod.