Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Extended: Standalone Edition
ViryaDraco 19 Jun, 2022 @ 1:11pm
Several Isues in a new game
Hello my Friend, how is going?

This status effect thing is new in your mod, right? I'm seeing/having several issues:

- First, the cold effect, even when I am in a campfire and fully recovered the effect continues to get worse until I enter a house.

- Second, when he talks to several npc long conversations due to the asking mod, he starts to get a headache that I don't understand because he is not thirsty and not hungry slightly sleepy but nothing else.

- Third, I see him eat and drink without being hungry or thirsty,

- Fourth, the icons of nearby npcs disappear from the map, and suddenly they appear next to me or the house where I am, but only on the map.

- Fifth, even when he is very tired, super tired and very sleepy, when the day comes he does not sleep until nightfall.

-Seven, If i try to load Harmony for another mod, your mod give me a Dlls error, i just remove harmony from the game and any mod that need it, in order to play your mod, but i think is not intended to work that way, rigth?

These things didn't happen before in previous versions of your mod except the harmony issue that i forgot to report before, even some were solved by Bob, as is the case of sleeping during the day.

I must say that I deleted all the saves prior to version 154 but I'm still in the beta, I'm playing 2 new games, one without mods and the one I'm talking about with mods, of course as I love your mod I'm playing it again.

These are the mods I'm using:

SandboxEasyStart,
Accuse of IS Chinese English double translation,
Ask,
Ask About skills,
Baking & Cooking,
Balaclava With Hats,
Better Farmer,
Forbid your members from recruiting,
Headwear Extended,
Meal Ready to Eat,
More Storages,
Relationships Matter,
Seeds Crafting Mod,
Sis Extended: Standalone Edition,
The Expanded Front - Buildings,
Trader Reborn,
Unlock Vanilla Buildings.
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Showing 1-8 of 8 comments
erikem  [developer] 19 Jun, 2022 @ 1:40pm 
Originally posted by ViryaDraco:
Hello my Friend, how is going?
- First, the cold effect, even when I am in a campfire and fully recovered the effect continues to get worse until I enter a house.
Cold is when you are sick and typically cold does not get cured IRL by simply getting warm. There are 3 ways to cure cold in SISE:
1. Wait it out - it goes all phases from light to severe, then recovering and then you are cured
2. Drink one of those potions that cure cold. Usually the warming ones or health potions - they will immediately switch to recovering stage. Drinking them during recovery stage does nothing
3. Panacea cures it immediately

Originally posted by ViryaDraco:
Hello my Friend, how is going?
- Second, when he talks to several npc long conversations due to the asking mod, he starts to get a headache that I don't understand because he is not thirsty and not hungry slightly sleepy but nothing else.
Headache randomly happens when you haven't slept for a while (I think it starts at 1.5 sleep deprivation bars). Unlike thirst and hunger it's not guaranteed to happen but the more tired you are the bigger the probability and the more severe headache you may get.
Sleep often and u'll have none

Originally posted by ViryaDraco:
- Third, I see him eat and drink without being hungry or thirsty
SISE should not be doing that. I literally don't touch that code. Can you check again if character was indeed doing that without the explicit need?

Originally posted by ViryaDraco:
Hello my Friend, how is going?
- Fourth, the icons of nearby npcs disappear from the map, and suddenly they appear next to me or the house where I am, but only on the map.
Hmmmm. I don't remember touching icons in any possible way. There's this code that allows NPCs to pick up and store stuff without entering building that I'm a little bit worried about (I'm checking with Bob) but then again I can't really imagine it doing anything with map icons

Originally posted by ViryaDraco:
Hello my Friend, how is going?
- Fifth, even when he is very tired, super tired and very sleepy, when the day comes he does not sleep until nightfall.
Very strange. I don't modify sleeping/eating/basic needs code so it's kidn fo unexpected

Originally posted by ViryaDraco:
Hello my Friend, how is going?
-Seven, If i try to load Harmony for another mod, your mod give me a Dlls error, i just remove harmony from the game and any mod that need it, in order to play your mod, but i think is not intended to work that way, rigth?
Alas this is a known issue and I can do nothing about it. Harmony version used in dedicated harmony mod has a bug that was causing issues for me. Because of this I had to include a more recent version of Harmony into SISE but this means that if you load SISE and then switch to a game with mod that uses original Harmony mod - you will get error. Simple restart of teh game fixes it.
ViryaDraco 19 Jun, 2022 @ 4:07pm 
Thanks for the fast answer.

So the new status efects and the new mechanics, are very hard OMG!!! 🤣🤣🤣🤣.

The issue with the map was very strange to me, cause when i'm in a house slerping or something, i keep checking the map switching to the suroundings until finish the sleep or what ever i was doing forwarding the time, there i saw npc (reguges mostly) disapearing sundently from the map, with a radio and knowing their mames it does not happens normaly.

About eating, i just give food manualy until tha bar is clear at 0 and 2 minutes later it start eating again. I know some times if you give food in the same second it start eating, it can eat twice.

About sleep i know some times the Main carácter is hard and can stay whitout sleep a lot, but normaly with 2 bars or more it sleep at day until clear the sleep bar. And with the new efects now sleep is much more important to maintain, i was very concerned and stop playing until i get your answer.

I will keep cheking and let You know here, thanks a lot dude.

By the way, can You tell me please how work the chemistry? I still did not get how it works, cause the item does nothing by itself.


Thanks a lot for your time and this great mod.
Last edited by ViryaDraco; 19 Jun, 2022 @ 4:12pm
erikem  [developer] 20 Jun, 2022 @ 4:00am 
Thx for the feedback. Few notes for you:
1. You can change headache stuff in here: C:\Program Files (x86)\Steam\steamapps\workshop\content\1054510\2789014252\SIS_Extended_Effects_Framework.xml and in there there are 3 effects (you can find them by text I provide):
<TriggeredBy>SleepDeprivation1-2</TriggeredBy>
<TriggeredBy>SleepDeprivation2-4</TriggeredBy>
<TriggeredBy>SleepDeprivation4-7</TriggeredBy>

Each of those effects has lines that say something like:
<CustomCheckValue>1</CustomCheckValue>
<CustomCheckValueSecondary>2</CustomCheckValueSecondary>

So the CustomCheckValue is the FROM number of tired bars that can trigger headache efffect and CustomCheckValueSecondary is number TO

This means that in my example this effect MAY trigger when you have from 1 to 2 tired bars

You can change these values to higher ones (but change them respectively in all 3 effects) to have headaches start later

There's also a line like this in each of effects:
<Probability>5</Probability>

It means that every 10 (hardcoded) seconds there's 5% chance that this effect will trigger. You can change it to something like 1 and headaches will happen much less often

2. Chemistry - chemistry sets are just crafting ingredients. Build one of those chemistry workbenches and craft actual potions/injections/bombs there to use
ViryaDraco 20 Jun, 2022 @ 8:37am 
Wells dude, seems that some one was working very hard 😁, i read again the description of your mod, and You introduce lots of new things and i love that.

Thanks for the info about the files to modify, i'll let it like it is, for now i'm learning to manager the new efects, the Game was needing something like that, cause the only things in vanila that make You sleep are the AI of the characters, but You can force the characters to do things until die, with these efects everything have more sense.

About the Npc icons those like a dot (yelow, red and skull ones for zeds) Even zeds disapearing in map and minimap, is linked by the sigth mostly at nigth and under the headache efects. So this make me think about the need of lights in this Game, placeable torches or something like that.

About the sleeping issue at day time, seems the characters won't sleep at day in npc buildings, but i Locate a spot for My new HQ and place a tend there the character sleep like a child at day 😂😂😂.

Now there is another question, i was biten by white and green zeds, a couple of time and did not get infected, thanks God 😁, but i saw the character using antígen for the green bite, Even if i was not infected, seems the AI code look for a zed bite and it's color but did not check the status infected in the character, or something like that.

Thanks for a great mod for a great Game.
Last edited by ViryaDraco; 20 Jun, 2022 @ 8:52am
erikem  [developer] 20 Jun, 2022 @ 2:17pm 
Thx again for the kind words =) Now some comments

1. I've been thinking about map dots and... I think they might be caused by a reduced vision during nights. Especially during night with headache. Your vision circle gets extremely small and maybe that causes these dots to misbehave...

2. Very weird that ur chars don't sleep in NPC buildings... they should be able to. Can you send me a save file to mistoff@gmail.com so I can check it?

3. Yeah, infection is no longer guaranteed, that's true. As for the antigens... damn if I know. Maybe the AI command to use antigen is triggered by a bite and not by a wound? I'll need to check this, thx for reporting
ViryaDraco 26 Jun, 2022 @ 11:37am 
Hello dude, its me again XD :steamhappy:.

Well friend, here I bring you some personal opinions regarding the mod and the new changes that you have introduced, also some crazy issues that I had and some bugs too.

I hope you understand that any criticism from me is an attempt at constructive criticism, I still love your mod and it would be difficult to play without it, since it introduces many things to the game that I thought was missing from the beginning, especially recycling and ability to craft existing items in the game.

1.- At some point my farmer stop doing the work as intended, i mean not watering crops even with the crops with half bar in red, neiher harvesting the crops, It all started after increasing the size of the plantation and adding mushrooms since at first I had no seeds (which reminds me that I still can't find where to make mushroom seeds), as my food supplies were almost at 0 and the survival of My community depended on harvesting the crops as quickly as possible, I couldn't afford to lose them, so I started manually watering the crops with the main character, yet neither the farmer nor the main character started doing it automatically, worried I saw that there were crops ready to harvest. , so I harvested them all manually and at the same time I deleted all the new crops that had not yet been sown, mainly those of the mushrooms since I did not have the seeds, at some point while I was doing this everything started to work, it must be and it was solved. The problem basically must have been between the unharvested crops and the areas marked to sow mushrooms for which he did not yet have the seeds.

After a month in the game, my farmer (I only have one and I give him support with the main one as needed) begins to look for water in the well of a neighboring community, having our well on one side of the plantation, again I started to work the farm manually, but the farmer insisted on going to the neighboring well, this was the season before winter, again I was worried, and I realized that there was the same area as in the previous problem without harvesting even being more It was ready for harvest, so I started manually harvesting it again and at some point while doing this, the problem was solved again.

Now I am waiting for the winter to erase all the areas marked with the different types of seeds and mark them again when the time comes to grow again, which would be in late spring.

2.- I get this error/bug after being chasing a looter, In the chase we ran into a horde so I hid, to try to kill the zeds from afar with a bow, but there were many, almost 10, I preferred to return to the base and on the way back I got this error.

Exception (v154): ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <a1e9f114a6e64f4eacb529fc802ec93d>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <a1e9f114a6e64f4eacb529fc802ec93d>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <a1e9f114a6e64f4eacb529fc802ec93d>:0)
DMD<>?-1371670016.Character.OnDamaged_Patch3 (Character this, Character source, TileObject intendedTarget, InjuryType injuryType, InjuryLocation injuryLocation, SkillType skillType, System.Single& damage, System.Single hitRadius, UnityEngine.Vector3 nonDeterministicHitPos, UnityEngine.Vector3 nonDeterministicHitForce, Bone bone, UnityEngine.Vector3 posInBoneSpace, System.Boolean dontReact, System.Boolean assassinate, SecrecyMode secret, TargettableBodyLocation targetBodyLocation, System.Single fuel, System.Boolean& absorbedByVest) (at <0956959ca2ae40caad56665bfe6597e6>:0)
Character.OnProjectileHit (Character shooter, TileObject intendedTarget, InjuryType injuryType, InjuryLocation injuryLocation, SkillType skillType, System.Single damage, System.Single hitRadius, UnityEngine.Vector3 nonDeterministicHitPos, UnityEngine.Vector3 nonDeterministicHitForce, Bone bone, UnityEngine.Vector3 posInBoneSpace, System.Boolean assassinate, SecrecyMode secret, TargettableBodyLocation targetBodyLocation, System.Boolean& absorbedByVest) (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:8334)
AmmoWeapon.OnFired (Character character, Target target, TargettableBodyLocation targetBodyLocation, UnityEngine.Vector3 targetPos, System.Single throwAngle, System.Single throwSpeed, System.Boolean assassinate, SecrecyMode secret, System.Boolean fromAI) (at C:/Survivalist2/Assets/Scripts/Equipment/Equipment.cs:1275)
AttackAnim.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/AnimationGoal.cs:688)
StateMachineGoal.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:997)
StateMachineGoal.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:997)
RangedAttack.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/RangedAttack.cs:1316)
StateMachineGoal.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:997)
StateMachineGoal.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:997)
StateMachineGoal.OnAnimationEvent (Character character, Goal parent, AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:997)
Character.OnAnimationEvent (AnimEvent animEvent) (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:13214)
AnimWrapper.TriggerEventsBetween (Character character, System.TimeSpan start, System.TimeSpan end) (at C:/Survivalist2/Assets/Scripts/Character/AnimationManager.cs:314)
AnimWrapper.TriggerEvents (Character character, System.TimeSpan start, System.TimeSpan dt) (at C:/Survivalist2/Assets/Scripts/Character/AnimationManager.cs:359)
Character.TriggerAnimEvents (System.TimeSpan dt) (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:13208)
DMD<>?-1371670016.Character.UpdateAlive_Patch2 (Character this, System.TimeSpan curTime, System.TimeSpan dt) (at <3ea67502252943509534a9b684d48ae1>:0)
Character.Update (System.TimeSpan curTime) (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:15391)
DMD<>?-1371670016.CharacterManager.Update_Patch1 (CharacterManager this) (at <69e8be076ca547c0a02257afeeb964b2>:0)
Session.DeterministicUpdate () (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:894)
Session.NonDeterministicFixedUpdate (InputFrame handleInputFrame) (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:1027)
GameImpl.FixedUpdate () (at C:/Survivalist2/Assets/Scripts/Game/GameImpl.cs:1690)
Launcher.FixedUpdate () (at C:/Survivalist2/Assets/Scripts/Game/Launcher.cs:139)

3,- At the beginning of the game it was very difficult for me to find a toolbox, but I remembered that your mod has the wooden hammer that is also used to build, that way i started to build my base, when it was time to build the workbench, that use a toolbox as material, i must wait until i finally found a toolbox, but it was useless, it wouldn't let me build the workbench having a toolbox and a wooden hammer, it can't start building until I found a second toolbox.

4,- Something similar to the above happened to me, but the other way around, when I tried to build a structure I think it was the wooden house, which needs a wooden hammer as material, I had a toolbox and a wooden hammer, but even so, I couldn't build it until I made a second wooden hammer.

5,- I think it is necessary for me to tell you that with the new system of reduced vision, especially at night, it is mandatory to introduce lights, at least some torches that can be placed on the ground, perhaps a version of the campfires with some changes, i If it were possible that they didn't consume a lot of wood, better XD, this affects the tower guards a lot, as you know in a tower it is easy to get shot in the head and fall dead at first, so it is mandatory to wear a helmet , as you should also know the helmets give about -6 and the slight -4 of vision (these last ones are what I am using to try to remedy the problem), I understand that with the mod you want to balance the game, but at the same time it seems to me that other imbalances are being created.

6,- Regarding the status effects, for sleep, hunger and thirst, I am already managing them better, but I still feel that these effects start very early in terms of the status bar of each of these that I have listed, from my perspective, they should start when the bars are most advanced in each case.

7.- Finally, some raiders burned part of my wooden fence with Molotov cocktails, after killing them and taking all their things from the few who left things, he proceeded to build new fences after marking to build all the ones he needed to place, the character began to travel with the symbol of the hammer on his head (which means that he is building) to the other side of the map, I returned him to the base, demolished all the fences marked for construction and marked them again, the character again began to go to the other side of the map, after repeating this several times, save the game and let it go where it had to go, to my surprise it went directly into the middle of a horde of white strain, after making my way, stealthily killing some how many, we reached the point where the character wanted to go, even more surprising for me was to see a wooden fence on the other side of the map with the name of my community marked to be built, I just demolished it and returned to the base. So far nothing like this has ever happened to me again, I don't know what to think about this anymore and why it happened, I've started to doubt myself, that I'm possibly marked to build that wooden fence from tactical vision or from the global map, although I know I didn't, I don't even know if it's possible to build on the global map view.

8,- The pile of Sand have no timer whe you start to build it, is a little annoying, because you dont know if its working, and it is something that takes long enough to doubt if it is working or not.

9.- In the armor bench, I don't know if it's on purpose or not but, the leg armor is missing, and the helmets are also missing. Which reminds me that I haven't seen where helmets can be camouflaged.

I know you've asked me to send you the files of the saved game, but I haven't had the internet to do it, I usually connect from my cell phone, and I rarely connect it to the computer since the last time I did it, the system Windows operating system used more than 5 GB, spending all the data quotas that I had and I spent almost 10 days without internet until the new month of the cell phone plan started. Anyway I'm going to see with a friend if I can send you the files from his internet.
ViryaDraco 27 Jun, 2022 @ 10:03am 
Hi, dude more details for You to know.

1.- Cheft are using planks instead of logs having logs at the same storage, it's seems to me a waste of materials.

2.- Crafters left the last materials in the different workbenchs, instead of picking it all and store it.

3.- Trappers don't give you the option to chose were to store their pickings. (This one I know is a base game issue, just writing it here to not forget).

4.- Community charaters in general wait to much to drink, being under negative status effects ever I swap to everybody, making me to left the work their are doing to go to the well to drink . This also remember me their bottles are ever empty, because their don't fill their bottles after they drink, these both are very annoying issues specially in a big community. The worse of this is when you pick a character fast to go out to the wilderness and just in the other side of map you realize it have half thirst bar in red and a empty bottle lol 😂 (A base game issue too).

5.- Cement crafting times are insane it took to me more than 8 hours if playing a complete season in game to craft 50 cement I don't know if this intended, but your mod use more cement than to base game, so making it more hard to build those buildings.


For sure some of these issues are linked to the base game and not to your mod, just let me know to send it to. Bob, thanks.
Last edited by ViryaDraco; 27 Jun, 2022 @ 10:24am
erikem  [developer] 27 Jun, 2022 @ 11:39am 
Originally posted by ViryaDraco:
Hello dude, its me again XD :steamhappy:.

Well friend, here I bring you some personal opinions regarding the mod and the new changes that you have introduced, also some crazy issues that I had and some bugs too.

I hope you understand that any criticism from me is an attempt at constructive criticism, I still love your mod and it would be difficult to play without it, since it introduces many things to the game that I thought was missing from the beginning, especially recycling and ability to craft existing items in the game.
Nice to hear again from you and thank you very much for all the feedback. Such messages are very welcome and they help finding the defects and fixing them

Originally posted by ViryaDraco:
1.- At some point my farmer stop doing the work as intended, i mean not watering crops even with the crops with half bar in red, neiher harvesting the crops, It all started after increasing the size of the plantation and adding mushrooms since at first I had no seeds (which reminds me that I still can't find where to make mushroom seeds), as my food supplies were almost at 0 and the survival of My community depended on harvesting the crops as quickly as possible, I couldn't afford to lose them, so I started manually watering the crops with the main character, yet neither the farmer nor the main character started doing it automatically, worried I saw that there were crops ready to harvest. , so I harvested them all manually and at the same time I deleted all the new crops that had not yet been sown, mainly those of the mushrooms since I did not have the seeds, at some point while I was doing this everything started to work, it must be and it was solved. The problem basically must have been between the unharvested crops and the areas marked to sow mushrooms for which he did not yet have the seeds.

After a month in the game, my farmer (I only have one and I give him support with the main one as needed) begins to look for water in the well of a neighboring community, having our well on one side of the plantation, again I started to work the farm manually, but the farmer insisted on going to the neighboring well, this was the season before winter, again I was worried, and I realized that there was the same area as in the previous problem without harvesting even being more It was ready for harvest, so I started manually harvesting it again and at some point while doing this, the problem was solved again.

Now I am waiting for the winter to erase all the areas marked with the different types of seeds and mark them again when the time comes to grow again, which would be in late spring.

You can craft mushroom seeds directly from wood using handcrafting.
As for the bug... I remember seeing something with those shrooms long ago... Hmmmm can you please check if these issues are somehow related specifically to mushrooms? What happens if you just delete all mushrooms - does it get better? Do you maybe have a save that is glitching with those shrooms?

Originally posted by ViryaDraco:
2.- I get this error/bug after being chasing a looter, In the chase we ran into a horde so I hid, to try to kill the zeds from afar with a bow, but there were many, almost 10, I preferred to return to the base and on the way back I got this error.

Exception (v154): ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
I remember Bob checking with me some time ago if this can be caused by SISE but no matter how hard I looked - it does not diretcly or even indirectly point to SISE. Even if it was in SISE I would not be able to find it =((( Pleas let me know if you can reproduce it consistently and if you can - please share save and steps to reproduce.

Originally posted by ViryaDraco:
3,- At the beginning of the game it was very difficult for me to find a toolbox, but I remembered that your mod has the wooden hammer that is also used to build, that way i started to build my base, when it was time to build the workbench, that use a toolbox as material, i must wait until i finally found a toolbox, but it was useless, it wouldn't let me build the workbench having a toolbox and a wooden hammer, it can't start building until I found a second toolbox.

4,- Something similar to the above happened to me, but the other way around, when I tried to build a structure I think it was the wooden house, which needs a wooden hammer as material, I had a toolbox and a wooden hammer, but even so, I couldn't build it until I made a second wooden hammer.
Yeah... seen it myself. It works like that coz it treats that hammer or toolbox as your "building tool" and forbids you to use it =( I don't think there's a way to fix it except for simply removing these items from recipes =(((

Originally posted by ViryaDraco:
5,- I think it is necessary for me to tell you that with the new system of reduced vision, especially at night, it is mandatory to introduce lights, at least some torches that can be placed on the ground, perhaps a version of the campfires with some changes, i If it were possible that they didn't consume a lot of wood, better XD, this affects the tower guards a lot, as you know in a tower it is easy to get shot in the head and fall dead at first, so it is mandatory to wear a helmet , as you should also know the helmets give about -6 and the slight -4 of vision (these last ones are what I am using to try to remedy the problem), I understand that with the mod you want to balance the game, but at the same time it seems to me that other imbalances are being created.
Oh damn... Well torches and stuff are pretty hard to implement... I'll check if I can somehow make effect less severe for people on towers

Originally posted by ViryaDraco:
6,- Regarding the status effects, for sleep, hunger and thirst, I am already managing them better, but I still feel that these effects start very early in terms of the status bar of each of these that I have listed, from my perspective, they should start when the bars are most advanced in each case.
Ok. I'll consider moving thresholds a bit.

Originally posted by ViryaDraco:
7.- Finally, some raiders burned part of my wooden fence with Molotov cocktails, after killing them and taking all their things from the few who left things, he proceeded to build new fences after marking to build all the ones he needed to place, the character began to travel with the symbol of the hammer on his head (which means that he is building) to the other side of the map, I returned him to the base, demolished all the fences marked for construction and marked them again, the character again began to go to the other side of the map, after repeating this several times, save the game and let it go where it had to go, to my surprise it went directly into the middle of a horde of white strain, after making my way, stealthily killing some how many, we reached the point where the character wanted to go, even more surprising for me was to see a wooden fence on the other side of the map with the name of my community marked to be built, I just demolished it and returned to the base. So far nothing like this has ever happened to me again, I don't know what to think about this anymore and why it happened, I've started to doubt myself, that I'm possibly marked to build that wooden fence from tactical vision or from the global map, although I know I didn't, I don't even know if it's possible to build on the global map view.
Wow. Not SISE for sure but this sounds like one weird bug.

Originally posted by ViryaDraco:
8,- The pile of Sand have no timer whe you start to build it, is a little annoying, because you dont know if its working, and it is something that takes long enough to doubt if it is working or not.
Lol. I think I know the reason - it behaves thsi way since it does not require any resource to build - just some time invested. No resources - no progress bar. I'll probably add some water as ingredient (you drink it while u dig). Thx for reporting

Originally posted by ViryaDraco:
9.- In the armor bench, I don't know if it's on purpose or not but, the leg armor is missing, and the helmets are also missing. Which reminds me that I haven't seen where helmets can be camouflaged.
No camo for helmets is implemented. As for crafting... can u craft scrap stuff there? Like scrap armor? I'll check. The better version of helmets/armor is not craftable at the moment.

Originally posted by ViryaDraco:
I know you've asked me to send you the files of the saved game, but I haven't had the internet to do it, I usually connect from my cell phone, and I rarely connect it to the computer since the last time I did it, the system Windows operating system used more than 5 GB, spending all the data quotas that I had and I spent almost 10 days without internet until the new month of the cell phone plan started. Anyway I'm going to see with a friend if I can send you the files from his internet.
OMG. These limitations suck =(((

Originally posted by ViryaDraco:
1.- Cheft are using planks instead of logs having logs at the same storage, it's seems to me a waste of materials.
You mean chef that does cooking? He uses planks to refuel fire or what? If yes then I think he simply picks random resources and I can barely influence that =(
Also once you build advanced material bench that allows you to cut planks WITHOUT extra tools, planks actually become more efficient than logs =)

Originally posted by ViryaDraco:
2.- Crafters left the last materials in the different workbenchs, instead of picking it all and store it.
Not sure if it was related to SISE. Maybe someone distracted them or they didn't have enough space in inventory and switched to somethign else?

Originally posted by ViryaDraco:
3.- Trappers don't give you the option to chose were to store their pickings. (This one I know is a base game issue, just writing it here to not forget).

4.- Community charaters in general wait to much to drink, being under negative status effects ever I swap to everybody, making me to left the work their are doing to go to the well to drink . This also remember me their bottles are ever empty, because their don't fill their bottles after they drink, these both are very annoying issues specially in a big community. The worse of this is when you pick a character fast to go out to the wilderness and just in the other side of map you realize it have half thirst bar in red and a empty bottle lol 😂 (A base game issue too).
Yeah, this is vanilla. Thx for reporting though

Originally posted by ViryaDraco:
5.- Cement crafting times are insane it took to me more than 8 hours if playing a complete season in game to craft 50 cement I don't know if this intended, but your mod use more cement than to base game, so making it more hard to build those buildings.
Can't u have several kilns that produce cement at the same time? I think this is how you do if you need mass-production of cement. Nevertheless I'll check the time to make sure I didn't do any mistake there

Originally posted by ViryaDraco:
For sure some of these issues are linked to the base game and not to your mod, just let me know to send it to. Bob, thanks.
I'll report some of these issues to Bob =)
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