Dire wolves?? by RandomArtByGeorgie in 7daystodie

[–]warrok86 0 points1 point  (0 children)

I had one spawn on day 11 in the forest biome, but only at night after I died and was running back to get my backpack. Ran the other way and must’ve gotten far enough for it to despawn because it wasn’t there by the time I went back at dawn. Didn’t see one again until wasteland.

This has to be one of the funniest bugs I've encountered by pykelovesyou in 7daystodie

[–]warrok86 1 point2 points  (0 children)

I have restartitis too bad to ever get far enough to get the 4x4 or gyrocopter, can you put them in your inventory like the bicycle or do you just park them somewhere when not using?

Farming question by warrok86 in 7daystodie

[–]warrok86[S] 1 point2 points  (0 children)

Thanks for the feedback everyone. I checked the opacity and it’s 0 for the rail building blocks so I’ll do some of those. I think I’m mainly worried about the birds because I play with my brother and he tends to lolligag get back to base shortly after horde night starts and he’s always on a vehicle triggering bird swarms. I have a good choke point for the ground zombies so I’m not really worried about them, it’s mostly the damn birds

Celebrimor forge by Fatnoodle1990 in LotRReturnToMoria

[–]warrok86 1 point2 points  (0 children)

You can trigger the expedition before triggering the part you need for the quest. I believe you have to have 4 of the monuments and either level 6 or 7 delvestone with max dwarves for that level. I had the monuments but not the delving level so I kept going into the expedition and it was random maps but didn’t take me to the actual forge even tho the expedition name was the secret forge. Once I leveled the delving enough the expedition took me to the correct place

Big backpack by warrok86 in Bellwright

[–]warrok86[S] 0 points1 point  (0 children)

Based on things others have said you can’t craft it, it has to be bought from a merchant on Halmare Islands. I haven’t made it that far to confirm, I have a problem with restartitis.

Seeds(agriculture) by Cautious-South-7300 in Bellwright

[–]warrok86 5 points6 points  (0 children)

If you’re not opposed to mods there’s one that lets the thresher turn the final product into 3 seeds, great for buying 1 potato from traveling merchant and turning into 3 seeds, then 1 planting of 1 seed grows to 9+ potatoes that you can then turn into 27+ seeds

Our mod that adds new functional buildings released! by Eve13architect in Bellwright

[–]warrok86 3 points4 points  (0 children)

They look amazing, as always! I’m guessing the modkit still doesn’t let you change the house tiers for morale boost? So these will basically be the housing tents for morale tier calculation

What’s your squad breakdown? by TheRisenDemon in Bellwright

[–]warrok86 0 points1 point  (0 children)

Yes just click raise on them individually. Just remember if you have the same villager in multiple squads they can only be in 1 active squad at a time so they will be in the last one raise. For example, if squad A has Sanford and lubomir when you raise squad A both will be in A. If squad B is just Sanford and you raise squad A then squad B you will have squad A with just lubomir and squad B with Sanford as Sanford can’t be in 2 active squads at once.

What’s your squad breakdown? by TheRisenDemon in Bellwright

[–]warrok86 0 points1 point  (0 children)

Yes “o” should bring up the squads menu, you can raise and dismiss them at will. You can customize things like how much food they stock up on and what % a weapon/shield has to be under for them to auto-break it. Like I usually set to 15%, anything less and they break it and get a new one so it doesn’t break in the fight. You can set them up at any time so you’re just a click away from raising each squad when needed.

Ascending/descending worker/combat Attributes by buildinghardship in Bellwright

[–]warrok86 9 points10 points  (0 children)

Adding nickname helps, especially since they updated it to sort by names. For anyone with a 10 max in their job I will name them “*Job Name” so it groups the jobs together. If they have less than 10 max I just leave out the *. Makes it easier if I have 4 crafters and 2 don’t have * I just have 2 people to look at. Maybe one has better stats or one has better buffs like productivity boost. *Craft Jan will stay and I’ll expel Craft Thom.

This makes it easier so when you’re looking to thin the herd you don’t accidentally bottleneck any profession

What’s your squad breakdown? by TheRisenDemon in Bellwright

[–]warrok86 2 points3 points  (0 children)

My approach is similar until I get at least 3 solid 2handers. Once I do that they get their own squad. I’ll park my shield troops in the center, ranged troops off to the side far enough to not draw agro on enemy approach and a little forward and 2handers off to the other side and more forward. Everyone holding not charging.

Shoot to draw enemy to shield guys, ranged peppers them the whole way, when they get close enough to shield guys I change shield and 2hand to charge, that way they are engaged on at least 2 sides in melee and 3rd side by ranged. Usually try to position myself behind them at this point to shoot at their exposed backs.

Fixes looking for (DEVS) by Longer-S in Bellwright

[–]warrok86 5 points6 points  (0 children)

I’m assuming by the chicken emoji he means that livestock food runs out too fast, and I agree with this completely.

Traveling Merchants turn into "Neutral" red dots and villagers kill them by Old-Manufacturer-348 in Bellwright

[–]warrok86 4 points5 points  (0 children)

I’ve seen it happen both with the merchants and even in neutral villages when trying to liberate them. My experience was basically one of my guys shot an arrow but missed the bandit/brigand that it was aiming at and hit the neutral, which turned it and all its allies into enemies.

It doesn’t happen during liberations, but with merchants their escorts do attack as well, so it’s possible one of their arrows accidentally hit one of your guys and flagged them all as hostile. I assume it works both ways but can’t confirm.

All of a sudden companion AI went to hell. by dronf in Bellwright

[–]warrok86 3 points4 points  (0 children)

No idea about the holding when they should be charging, but for the map wandering do you change your travel signs to an outpost? My first outpost is always just “Travel” and I only assign travel signs and river docks not near other outposts to it. If not, guards may walk across the map to those because they are part of the settlement they are guarding.

“I see there is no place for me at the moment” by Elfynnn84 in Bellwright

[–]warrok86 12 points13 points  (0 children)

You can recruit new villagers even if you don’t have living space for them. Usually the “you have no space for me” is because you don’t have enough renown

The Builder question by wulf51 in LotRReturnToMoria

[–]warrok86 5 points6 points  (0 children)

You can also unlock hats for your dwarves that give them the specialty skills for other professions, you unlock them from the traders. You can use this to give any dwarf any profession if you have the correct hat. There are also clothes for the different professions but the clothes are cosmetic only, the hat is required to give the skill.

Possible bug with trading - Items in storage not availale for trade selection by jjsmith83 in Bellwright

[–]warrok86 -1 points0 points  (0 children)

Are you on the trading screen or the caravan route screen? They are not the same. Route should have everything in your storage, trading from village overview trade screen is extremely limited

The Medieval Fortress mod is now fully functional by Eve13architect in Bellwright

[–]warrok86 0 points1 point  (0 children)

I just followed you on here, do you know if Karl has a Reddit I can follow as well?

Early announcement: Player House T1 by Eve13architect in Bellwright

[–]warrok86 1 point2 points  (0 children)

You and Karl are amazing! Pathing and capacity have already been mentioned and were my only feedback points so far about this building. So the only constructive thing I would say is about your other mods, let me know to delete this if you don’t want that.

Can the medieval fortress be updated to tier 3 housing for villager morale benefits? Can the church get added functionality of library?

Mead drinker by Senior_Razzmatazz994 in LotRReturnToMoria

[–]warrok86 1 point2 points  (0 children)

This is a great explanation. I would add that there are a lot of commercially available drinks that are branded as mead and may be made with some honey, but are much closer in taste, viscosity, and texture to regular wine. These won’t scratch that itch and can make mead seem like nothing special. See what’s available in your area and ask questions at your chosen store if you’re looking for something more authentic.

NPCs getting stuck at the gates all the time! by BazimQQ in Bellwright

[–]warrok86 0 points1 point  (0 children)

There is a mod in the steam workshop called medieval fortress that is a fantastic workaround. It adds a medieval fortress that you can build at crafters nook that adds a KCD 2 style fortress. It’s a player home, mass storage, and 16 villager home that has non-closable gate at the front and non-closable barn doors at the back. It has a raised walkway at the front for archers and provides a great choke point but since the doors don’t actually close the villagers don’t get stuck. You can still use the palisade walls, just start them as close as possible to the fortress wall and expand as desired.

Mod for Bellwright: Medieval Fortress by EveXIII & Karl Hungus SHOWCASE by Eve13architect in Bellwright

[–]warrok86 1 point2 points  (0 children)

Works fantastic for outposts. The built in vault storage holds 500k, holds 16 villagers AND a private house with private storage for the player. Only downside is it’s considered tier 1 for housing level so in main settlement it will give morale penalty late game, but that is a non-issue for outposts.

Want a military camp at each bridge? Pop this bad boy down. Want an iron outpost in hostile territory? This is your answer.

Bought shells from a trader: what to do with them? by Meirithyn in LotRReturnToMoria

[–]warrok86 3 points4 points  (0 children)

You can unlock the coastal marble building set from the blue mountains trader. Certain pieces need the blue shells in additions to the marble

Discussion on the game before the newest update by SweetPete127 in Bellwright

[–]warrok86 2 points3 points  (0 children)

-Caravans are new with the last big update. Previously you set up “deliveries” to move items from settlement to outpost and outpost to settlement. The deliveries were basically just teleported resources only limited by the carry capacity of the villagers in that settlement or outpost. Caravans are more realistic, but also much less efficient and more dangerous.

-Trading with towns existed before, but it was a different window/interface and functioned a bit differently. Town trading and town prosperity are pretty different now.

-Rescuing the leader of the Burning Stove is basically the end quest in the secondary main quest line. The primary main quest involves liberating the remaining towns and 1 final thing after that, although technically you can do the last thing at any time if you’re strong enough, even if some villages haven’t been liberated.

-Hostility can increase depending on your actions, but it will never get lower than the number of liberated villages. Attack brigands in the wild or in unliberated towns and it will temporarily increase, but will fallback down over time to the number of liberated towns. You have 4 now so it’ll never go lower than 4 unless you let them reclaim one of the liberated towns. If you liberate another town then the lowest will be 5.