setrdeals.blogg.se

7 days to die farming alpha 13
7 days to die farming alpha 13







7 days to die farming alpha 13
  1. #7 DAYS TO DIE FARMING ALPHA 13 MOD#
  2. #7 DAYS TO DIE FARMING ALPHA 13 MODS#
  3. #7 DAYS TO DIE FARMING ALPHA 13 SERIES#

Or, have horde nights spawn a murder of zombie crows. Please change it for a random daily 1/100 "locusts ate all your stuff." At least that would be an instant end and not a week long downhill struggle. Even if you get 100% seeds, you'll spend them all instantly and won't really feel a thing. Only a small chance of a ridiculous loss. Well, maybe we will, after crunching the numbers, but sheesh would it suck. If it happens to be one of us, we'll never farm again. The guy happily staying within the expected yields, he's bored, at worst. This is the dude we'll hear from, terrible press. Now when you get that ultimate bad harvest you either go down from 12 to 10 plots or you look into your seed chest and notice those spares.Įdited Decemby meganoth (see edit history)Ĭan't see anything wrong with your additions, but, from game design perspective:

7 days to die farming alpha 13 7 days to die farming alpha 13

So you need to adapt, but I don't see any serious danger here.Ģ) While your farming is working boringly normal you will probably find more seeds that you either put into farm plots 11 and 12 or just keep them in case you have a bad harvest. Is this a crisis? You might need to hunt a little more, buy food from the trader or use a mushroom recipe instead of the potato and steak recipe. To 1 in 100 players it will actually happen, the rest will just cower needlessly in fear 😉.Īlso while you are recovering you need to get your food other ways as you can't use the produce for food production. But in a typical game you have 20 seasons, the chance for a total bust is really low in such a short series. Eventually the bust will happen, sure (this is why the "double when you lose" strategy only works with unlimited funds).

#7 DAYS TO DIE FARMING ALPHA 13 SERIES#

Great analysis, but let me mention 2 things:ġ) Even when a series of bad harvests drops you down from 10 to 8, 6, 4., the likelier outcome of the next harvest is always that you will regain seeds. Once you take a hit and go down, the recovery may require small miracles. The only off-normal event you care about is the collapse, if you get extras, woo, you make an extra stew. That's nowhere near the exact odds for it, but it isn't too far fetched. With those numbers I wouldn't worry too much about a total loss, but I couldn't realistically rely on Any income from the farm.ĭropping down to 5 plots, I wouldn't even bother a "zero seed harvest" will happen within the first 5 harvests. It's kinda like crit streaks in games, they happen surprisingly often it's surprising mostly because the single crits aren't even an event, but you really feel the 5% of a 5% chance, even though it happens once after every 20th crit. If you're not keeping spares/gathering the surplus, you run a decent risk of flatlining. However, if you keep farming a 10 plot garden long enough, you WILL run into it eventually. How likely is that? With 10 plants, not that likely. This may then fail yet again, at least before you get back to 10. And now your farm only gets replanted to 8. You use 25 seeds to re-plant, get to keep 15.īad case: those 15 plants are your "backup." You can use those to create 3 more seeds if needed, you will need to get at least 2 seeds to keep the size of your farm. Assuming 50% chance and 1.5 net plants from LotL 1. Basically, as long as there's a decent chance of bad luck "taking you out", it will happen surprisingly quickly. I mentally call it "collapsing", I'm sure it has a real name too, somewhere, don't think I've heard it. I'd be interested - private message me the Icon files and any other files you've modified as well, maybe we can collab a bit on this mod.Meganoth's math is fine, but I'd like to point out to people an additional feature of such random events. I am able to heal a lot of health eating just the basic fruits and veggies (which I also manually tweaked in the xml for my liking) but the meal foods are appropriate IMO. With that said, in the loot.xml, the loot for a given container ID either all drops or none drops, meaning I get the same group of items from cabinets.įood is also a little unbalanced, but I understand that as well, still in development.

#7 DAYS TO DIE FARMING ALPHA 13 MODS#

I was able to manually remove the red (MOD) text for your mods as well for A20 so there's that. On another note, I am by no means experienced in any form of modding (coding or icon art) but am learning how it works just by reverse engineering the existing code. I would like to know if you are interested in seeing/integrating them into the 'official' version of this mod?

#7 DAYS TO DIE FARMING ALPHA 13 MOD#

Hey Gopher_01! I love your mod and want to see it grow to a fully functional masterpiece! I know farming integration is planned as seen in the xml code comments, but I wanted to let you know I have spent hours making my own icons for many of your food items and cleaned up some other ones as well.









7 days to die farming alpha 13