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  1. Last night I thought I would try out a random world of A20. I chose to play Warrior difficulty, zombies jog during the day, Feral Sense activated, and 40 minute days. Everything else was default. I spawned in near a trader compound and so knocked out my opening quest in no time and took a buried treasure quest. As I traveled to the marker I noticed that zombies started populating the world and all of them zeroed in on me. By time I got to the quest location I had a mini horde tagging along that I needed to clear out before I could start digging. I got going on the finding the buried supplies but was constantly interrupted by wilderness spawns that now would jog over to me as soon as they came into the world. Worse...you now fail the quest if you leave the area and it is a pretty tight area to scramble around trying to kill without getting hit back with that starter club. Finally, they seemed to stop so I got back to digging and let old habits take over. I let myself get into that sweet rhythm of digging instead of coming up and looking around every couple of minutes. I heard a noise and whipped around just as three zombies jumped down into the trench with me. I tried my best to knock them down and run but they had me cornered and I died. Lesson learned: A20 with feral sense is like classic 7 Days to Die when everything just GPSed to you. Back to the days of paranoia! Tonight I spawned anew with a firm commitment that I was going to be ultra aware of my environment and not let anything eat me within the first three days. I almost returned zombie speed back to walk but my pride wouldn't let me. The extra bit of speed that jogging gives is very deceptive. You see that dude in the distance and think you have time to look in the car but he is coming up faster than you think he is..... scary. Anyway, this time I spawned near a full fledged town with a well defined residential area. I decided to skip the tutorial and just start exploring a POI I had never seen before. Nearby, was a culvert with a dead body and duffel bag and when I opened the duffel inside was a pipe machine gun! Awesome!! After a year of blunderbusses and stone weapons, this was like finding the holy grail. Oh man it sucked as a machine gun but I figured it would be good for any spray and pray situation I might find myself in. I took some time after all before going in to the house to quickly do the opening quest up to the point of making a bow and plenty of arrows. So armed with my stone axe, a club, a bow and about 40 arrows, and a pipe machine gun with 18 rounds I went in through a 1 1/2 block opening that I needed to duck through to enter. As I walked forward a zombie fell through the ceiling and ragdolled hilariously onto the floor. Even a year later since they put that in it still never gets old...haha. I shot a couple arrows at it and then hit it with my club before backing out of the opening. It did some dumb typical AI reaction of walking to a nearby window inside and started bashing to get out. I ducked back into the house and hit it from behind and it whipped around and smacked me good so I backed out of the house. IT BENT DOWN AND CRAWLED THROUGH THE OPENING AFTER ME! It was super creepy seeing it do that. However, we were outside now with plenty of room so it had no chance. I explored the new place and it was pretty cool going through somewhere new. The way to the treasure room was cool but no spoilers and when I got into it there were two zombies inside that I hadn't seen. They killed me. So much for the 3-day goal. I spawned in at the other end of the city which was a commercial district that looked....AMAZING. It had those awesome intersections that we've seen and more that I won't spoil but I will say that the commercial districts of cities are just fantastic. I wanted to stay and explore a bit but I wanted my pack and the loot from that room and the death of those two zeds that griefed my goal. By time I got back to the house it was getting late and yet again thanks to Feral Sense I had tag alongs. I just ignored them and ran into the house and back to the loot room. I was able to off the two spoilers and get my gear and loot the room but I heard several zombies all around banging on walls trying to get to where they could sense me. It was a very nostalgic feeling right then that I haven't felt for quite awhile in this game. Night fell so I worked my way up to the roof and just listened to all the banging and growling going on below me as I sorted and combined and managed my stuff. Then things sounded closer than they had. I walked over to where there was a hole and I saw that a mass of zombies had worked their way up to the attic even though I had chopped the ladder that led up there. In another moment they had torn through a wall that gave them access to the roof and they were on me again and I was dead. Wow. A17 anyone? I LOVED IT!!! Feral Sense is everything that people who just wanted to be left alone by the zombies used to complain about. Now, it is a feature you can turn on if you want and believe me it makes a huge difference. If you played this game back in the day when zombies always seemed to know right where you were and so it was completely unsafe to venture out at night, well...you'll either avoid the option or bask in the nostalgia of it all. I think it will be a very popular setting that will result in some pretty amazing stories-- mostly about dying horribly.
    14 points
  2. No. We have a while to go yet, but lots of cool work is getting done. I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.
    12 points
  3. There is a global wind zone that the speedtree shaders use. Grass used a constant shader value, but now a global shader variable. Weather will be changing the value now, once I get to it.
    12 points
  4. Well now it looks a bit better and is tied into draw distance to add more planes when set to the higher distances. Our artists definitely what to make better art for all plants, but that is more like A21. A big part of it was separating the collision mesh from the visual mesh as this change describes: "Optimized grass collider generation (Always 2 centered, fixed size and axis aligned planes)." More complicated grass meshes do not need a more complicated collision mesh and their collision meshes should not stray into adjacent blocks like they did. It does that too for the mesh. On the higher grass distances, you don't have 2 planes in a + pattern. It is 3 is an overlapping triangle. And this: "Increased grass mesh variations to 192 (image, scale, rotation, cross/ring)."
    11 points
  5. Yes. No other changes for 1m are planned for A20 apart from bug fixes like AI often attacking while crawling. Wandering sleepers probably not A20. Water not A20. Mostly been fixing bugs, so they don't all get stacked up at the end of A20. The weather simulation has been improved for A20. Weather changes more often, for shorter duration and with a more controlled randomness. Stronger fog can happen. Wind speed should change the now variable tree and grass movement, but that has not been done yet.
    10 points
  6. As I can't think of any way the "airvent" right above Jen wasn't intended for that exact reason (perspective), I want to ask if we can hope for some additional "scoping options" on her in A20
    9 points
  7. The only strategies that have officially been stated as cheesing the AI were 1) Digging under ground, 2) Driving around all night, and 3) Treading water all night. All three of these strategies have officially been addressed by the developers in that special way they have to destroy "mah playstyle!". I never read a single staff member of TFP state officially that constructing an elevated corridor design is cheesing the AI. Instead, I have witnessed Madmole himself utilize a kill corridor design. Seeing as how we have gone from A17 - A20 and elevated kill corridors still work while the first three mentioned have systematically been dismantled since A17, I think that it is safe to say that forming an elevated corridor to bait zombies into lining up so that AP rounds can be utilized to maximum value is considered a valid strategy by TFP. As for the community, you will always get proclamations of cheese from one quarter or another. I wouldn't worry about it.
    8 points
  8. RWG code changes are maybe 75% done, but there is a lot of designer content being worked on that goes with those changes.
    8 points
  9. Yes, but it is a scale, not distance. zombieTemplateMale is <property name="AIFeralSense" value="1.5"/> Currently only zeds that are different are zbear at 1.2 and zdog at 1.6. It does not mean anything expect our next game will probably be HDRP.
    6 points
  10. Another Story from this evening: So far in this world I was 0-2 on buried supplies quests which, in the past, I never failed. I was set on passing the quest this time. I headed over to Trader Joel and selected a buried supplies quest and set out armed with FIRM RESOLVE. (plus a stone shovel). This time, I was going to learn from my mistakes. I harvested a couple of trees on my way and crafted about 30 frames particle board blocks. When I got to the destination I was dismayed to see that it was on the border between the forest and snow biomes which meant lumberjacks in the vicinity. And they came. For a good 10 minutes I ran around the area killing zombies as they spawned and wandered in attracted to the noise of killing from wherever they spawned in. Finally, the flow trickled to a stop and I felt like I would have a window of time to dig before more might start spawning again. But I had learned my lesson and built a two block high wood wall around that magical glowing floating exclamation point. Placing and upgrading the particle board to solid wood planks required another tree as sacrifice but I finally got it done and only attracted one additional looky-loo who ironically lost her eyes with her head to my club. She was scratching up my wall!! Feeling safe I jumped down into my shield, activated the quest and started digging. Worked like a charm. I heard them pounding on the wall at some point and went topside to kill them and make repairs and then returned to my task until I finally found the chest and relieved it of its contents. Bam! the trap zombies spawned in but by this time I was tired of bashing Warrior level heads with a brown level club so I just waited until they came up to the wall and then heroically ran away using a shot of steroids because it was about 19:00 and I was encumbered by about 7 slots of overfill. I made it back in time to complete the quest, sell off some crap, and accept a clear quest for the next day. I had not yet established a safe base so there I was standing outside the trader compound as the clock struck 22. Hmmm....I should test sneaking at night with feral sense activated to see whether stealth is still relevant with feral sense. So off I snuck towards the nearby town with the plan to get to the first roof I could find. (Because sitting on a roof worked out so well for me last time...) As I crouch walk/ran along I noticed a zombie up ahead. Perfect. He was way far away so I thought I would bring him nearer to me rather than trying to sneak closer to him. I threw a rock a short distance away from me off to the right and tensed to see if the zombie would go to the rock and stop or if he would go to the rock and then continue to me. He stopped at the rock! He was about 15 blocks away so crouching still I readied an arrow and hit him in the head for extra stealth damage. It knocked him off his feet and I immediately backed away and to the left and stayed still. He jumped up and ran over to where I fired from and stopped! This time he was only about 6 blocks away. Awesome! I thought. As long as I employ good stealth practices, I should still be able to sneak around even with feral sense activated. Fun!! I killed him off and then continued on to my goal. I saw another zombie in the distance and readied myself to be death from the shadows when I heard the unmistakable growl of a nearby wolf. Wolves are never fooled by crouching doofuses in the night. I died again. What was interesting was that I stood up and got a few whacks on the wolf before it killed me but that other zombie way off heard the fight and ran over to eat his share. So there was a distinct difference in detection between stealth and non stealth and the good news is that as long as you don't run into wildlife, you should still be able to sneak around at night even with feral sense selected. But make any noise and they will come running from all over. Cheers!
    6 points
  11. One thing I that is quite funny to me is all the complaining right now about the emptiness of the world and lack of zombies. WIth feral sense, I couldn't do anything for very long without getting interrupted by zombies coming over to give me a hand...or eat one of mine. I wonder whether some of those who have been wishing for more zombies in the world will end up turning off feral sense in the long run because they'll get sick of constantly having to deal with all the zombies...haha. I do remember people complaining about the constant wandering hordes and random zombies damaging their base, or interrupting mining, or destroying the POI the player was trying to explore back when we had more zombies in the world than we have currently. Is the brain always tastier on the other side?
    6 points
  12. New Wood rubble Hope nothing gives you splinters, OR ZOMBING POPPING OUT
    6 points
  13. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
    5 points
  14. Hello Survivors! With A19.6 we bring to you localized twitch commands! The twitch commands now adapt to the language used when you start game. Default English commands will continue to work, if they are available. With this patch we hope to find and fix any localization issues for twitch integration for when A20 releases. If you find grave mistakes, please do report them. A19.6 b7 Added Localization support for our supported languages Fixed Set cooldown to 0 causes actions to not populate. Cooldown bar could get stuck if party members left while bar was mostly full. Queued Twitch Actions will auto refund after 60 seconds of not being able to be performed. Closing Twitch Options window too fast after connecting could cause an NRE. Re-ordered global cooldown settings to be lowest to highest
    5 points
  15. I've put together a tutorial on drawing roads which involves editing splat files. I hope this helps somebody.
    5 points
  16. Purgatory was a wild idea i had before i knew anything about modding back in 2020. I've learned so much since starting work on this. I know i have a lot left to do to really make it fully match my vision, but it's at the point it's fun and playable. To me and my playtesters at least. I hope you like it. You have been magically trapped in Purgatory and have to find a way to survive until you can find a way to escape. Purgatory is confirmed working on a19.5 and can be used as a server side only overhaul for servers. This means anyone installing it to their server will be able to have any player with only the vanilla game client still connect to and play on a server using Purgatory. If you are using one of the maps provided, or generated with a Purgatory modded game client, then the players will need to get a copy of Purgatory or Compopack v47 rwg modlet version and add that to their mods folder or they may not be able to connect to your map due to the number of new POI's to download. Purgatory is intended to create a new challenge for the experienced 7 days player. Dying is no longer without consequence. It should also be expected, often. In this version the endgame has been disabled for more time to be spent on better balancing and bug fixes. That does not remove the challenge or reduce the reasons to play through to at least level 500 to unlock your final items in your build. There are magic items, and almost every item destroys when it's fully degraded. There's many new challenges besides the zombie's rage and magical powers. There are 4 new perk trees, and many perks have been rebalanced. Your backpack and the loot game have been greatly altered to add new fun and challenges as well. Stun Baton and Spear have been rebalanced and improved as well. v1.0.0 b6 Download Here: https://drive.google.com/file/d/1aLjegyc4tSAODnNdRq1MxKBcNkkN1RAN/view?usp=sharing Credits listing with links to original versions of mods used in the overhaul's collection: https://docs.google.com/document/d/1D48Z5aJbMBLBz9KmtpzyslyuoD_pHkPTm_WrqU3J8Lc/edit?usp=sharing Known Bugs: some users have reported a red error which points to profiles.sdx on game client load. closing the console and ignoring it has not seemed to cause any further issues in all the testing done so far. you should be able to ignore it. also know for the quad shotgun to cause a red error when out of ammo and using right click to reload. Please report any further bugs here or on the discord listed in the readme.
    5 points
  17. Many alphas ago I was fleeing from too many zombies and entered a dilapidated house, knocked out the staircase, and climbed up on the roof. I planted a bunch of blueberries, and since the zombies could not seem to get to me, I was thinking I might be able to stay up here for the long-haul! When the blueberries finally ripened, their weight increased...just enough to crush the house's structural integrity. The zombies' patience paid off. -Arch Necromancer Morloc
    5 points
  18. Not sure why everyone has such a hardon for bronze tools really. Yeah, bronze would be important if you are playing a civilization game where you started in the stone age and went all the way to modern era; but in a survival game based on today's technology? Why would anyone want to go through the hassle of making bronze for tools or weapons? If you got scrap iron or iron pieces, you would just do that since it is better than using bronze. If you were surviving or rebuilding civilization, you would want to get iron and steel production back up first; then revisit bronze once you are in the age of building sculptures and medals 😉
    5 points
  19. This used to be fun. Then they decided to make it so tedious that its completely abismol. I hope Alpha 20 brings back the balance between fun and challenging. I can't even catch my breath anymore. The Fun Pimps, this ain't Dark Souls, chill the hell out on the difficulty. I'm literally on scavenger, it SHOULD NOT be this annoying just to do the most basic of tasks.
    5 points
  20. This actually really annoys me. One of the big arguments I see is "Oh well the zombies would perform better if it were on unreal." Or "Oh it'd look so much better on unreal..." No. Not being a fully destructable VOXEL WORLD would help in both of those regards since it won't have to constantly recalculate nav meshes, distort meshes on player interaction, etc. (Plz don't remove world destruction in this game, kkthx)
    5 points
  21. I would like to say the work here is amazing guys, Thank you so much KingSlayerGM creating and continuing to improve on such an awesome and useful tool for 7D2D. I'd also like to say thank you very much to Tallman Brad for his extremely helpful tutorials! Made myself an awesome little 8k map last night thanks to both of y'all and I've been drawing out sketches of new ideas all morning 🤣🤣🤣🤣
    5 points
  22. 5 points
  23. Looks perfectly normal to me? 😝
    5 points
  24. Please submit that bug to the proper forum.
    5 points
  25. Probably not much different. Performance should be the same. The shaders are doing the same amount of work and the c# code changes were trivial. Just committed it: Added wind simulation speed changes grass and tree movement (improved wind handling, added grass shader wind time and use constant sin offset so we can interpolate wind values without ugly shifting). Added grass and tree wind gusts (visual. adds to wind simulation). Improved biome wind values. The art is coming along. There will be no code work done on it until after A20.
    5 points
  26. Ah, the beta with the RWG overhaul. Lets call this a bug fix. 😁 and the vehicles mods are balancing fixes
    5 points
  27. The only consistency we’ve seen with bandits has been seeing them pushed to the “next” update. Just embrace the delay. 😀 yeah, I’ll update it this week and update the art gallery. Anything people feel should be added that has been revealed but not reflected?
    5 points
  28. You can only slice a cake so much before there is any significant difference each slice. More is not always better.
    4 points
  29. Yes, they overhaul for no reason. Madmole rolls a twenty-sided die every alpha to select the subsystem that gets an overhaul. Then Faatal rolls another die to select the version of Unity the alpha is ported to. Finally Gazz rolls for the ailment he makes most bothersome this time 😁
    4 points
  30. Well, to be honest we will probably reach or get very very near the decade eventually. But while all that change and waiting for a release version might be a problem to some players, other players including me will celebrate the anniversary and salute to the next decade 😁
    4 points
  31. TFP is holding a meeting on that particular topic.
    4 points
  32. It´s a game. Not a simulator. And outside of the US propably 99.5% will never know. Even in the US i doubt that there is a lot of people who actually care. Imo fixing that would just be wasted time.
    4 points
  33. After the University I needed to make something quick, so I present this totally normal abandoned house with absolutely nothing secret in it. https://drive.google.com/file/d/1pZAuT5M8aVaiD_1ryGlfKE8zwbaFQj-t/view?usp=sharing I actually based this on a real house I drove by and took a picture of. Don't bother looking, nothing special there...
    4 points
  34. My concept art #1 "Parking Lot Trading Post" ENG: The idea was to make a merchant who would use the old bus as a home and at the same time as a warehouse.Initially, I planned to make it mobile, but soon changed my mind and decided that it would be more correct to make it static and build a base around it .As a basis, I took an abandoned and partially destroyed parking lot and turned it into a well-protected trading post.I created the location so that it was possible to enter it by transport for unloading and selling goods, or vice versa, for loading newly purchased items into transport.I also meant that there are guards on this territory (these four towers were created for a reason), but I decided not to depict them to save time (but it would be better to depict them for completeness).This is the most basic thing I wanted to tell you about this image.I also want to say that I will continue to make concepts with my ideas for this game.You can see the steps for creating an image in the link below:https://www.artstation.com/artwork/v2rB03RU:Идея заключалась в том чтобы сделать торговца который будет использовать старый автобус в качестве дома и одновременно склада.Изначально планировал сделать его мобильным,но вскоре передумал и решил что будет правильнее сделать его статичным и возвести вокруг него базу.За основу я взял заброшенную и частично разрушенную парковку и превратил ее в хорошо защищенный торговый пост.Локацию я создавал так чтобы в нее возможно было осуществить въезд на транспорте для разгрузки и продажи товара или же наоборот,для загрузки свеже приобретенных вещей в транспорт.Так же я подразумевал что на этой территории есть охранники (эти четыре вышки созданы не просто так),но решил их не изображать для экономии времени (но лучше бы изобразил их для полноты картины) .Это самое основное что я хотел рассказать об этом изображении.Так же хочу сказать что продолжу делать концепты со своими идеями для этой игры.Этапы создания изображения вы можете увидеть в ссылке ниже:https://www.artstation.com/artwork/v2rB03"
    4 points
  35. Well, it also means at least one of your next games (probably 7D2D 2) will be a Unity game, which will disappoint Unreal engine worshippers who think that other engine is the holy grail 😁
    4 points
  36. A little experimenting with heightmaps earlier today. I appreciate the texture isn't right for a Jetty but the shape worked pretty good. Early days! https://imgur.com/a/jldleeC https://i.imgur.com/4e18plA_d.webp?maxwidth=640&shape=thumb&fidelity=medium EDIT: Sorry, can't get it to show a preview. Think it's because I'm on my phone.
    4 points
  37. gamestage leveling has been in the game for years, at least since A15 when I started playing. The forge needs exactly one perk point which you should have available immediately after doing the tutorial quests. Damn, thats 2 minutes now, up by 1200% compared to the 10 seconds you dreamed up 😁
    4 points
  38. I agree with you but the person who made the original comment is literally named "FranticDan". You expect a guy called @FranticDan to be calm? 🤔🙂
    4 points
  39. Whatever you do, don't eat the honey made by the vultures. It's nasty!
    4 points
  40. Almost everything is configurable in this game, so ChronicSavesGaming...
    4 points
  41. Alpha 19.5 went stable on May 28th, 2021. That's five weeks ago today. These are all comments made to the announcement on Steam. That's a rate of more than one post a day, where a user needs help because they can't figure out how to play 19.5. There's been confusion on this for a long time. And anecdotally, I think it's gotten worse and worse with every alpha, as more people discover the betas tab and opt in to experimental versions of the game. Each of these actual comments are likely representative of untold others that aren't commenting, but are likewise stuck on a past version and can't figure out how to play 19.5. Would it be possible to change policy to just include the latest stable release in the list of betas? I know it's not a beta. I know from a development standpoint it makes no sense to put it among the betas. But it's just not clicking for a lot of people. Could @The Fun Pimp include a note in every announcement of a stable build, that players need to opt out of all betas in order to get it? I know this is easy to dismiss, that people should know better or know how to search. But it's hard to deny that under the current standard operating procedure, this is a frequent problem among the player base.
    4 points
  42. none other than still in surgery. they had to knock her out tho as she kept screaming and its hard to work when her friends come running. true story
    4 points
  43. 7 Days to Die, the only game many generations of people can play together and relate lol...
    4 points
  44. They say otherwise but I agree. Simply a normal early access thing. Majority of interested buyer have bought. However I want to state what I have said before. Even if the game went gold and released next week it is totally worth the $7.50 sale price it currently sells for and have totally been worth the $20 or so I spent on it.
    4 points
  45. Updates the battery bank to automatically shut down the generator when all batteries are fully charged and start it up when they are all flat. Also adds 'Generator Fuel' a barrel that when placed beside the generator you can put gas in it that will be automatically added to your generator when its about to run out of fuel. The generator fuel block must be placed so the pipe sits over the generators gas cap. You can have relays between the generator and battery bank but nothing else or it wont turn it on and off. The changes are made to the original generator and battery banks. If you want to use just the battery bank part or just the refueling part of this mod you can make changes in the config/blocks.xml Let me know if you come across any bugs or other issues. You should only connect 1 battery bank per generator or it wont function correctly. I'll look into fixing this once I have all my other mods updated. Download Link: https://www.mediafire.com/file/q9nu5jzbr4et3ep/Advanced_Generator_v1.0.rar/file Demo:
    4 points
  46. I want bandits to pull over at my base with jeeps and attack!!!!!! OMG!!!!! NOW WE TALKING!!!!
    4 points
  47. If you're using Ubuntu, just stick with Windows. If you look at any bloated distro using systemd, you are essentially using Windows. True Linux does not have API's and crap between the userland apps and kernel-space. Systemd is as big as the kernel (bigger?), requires apps be re-written for it, does not allow the kernel to do its thing because apps MUST go through systemd to reach the kernel, and is about as secure as a convertible with the top down parked int he middle of The Bronx in NYC. If you look at what systemd does, it literally fits the definition of malware. No thanks. I have been using Linux since around 1994 or 1995. I build absolutely everything from source, custom-tailored to my system. I use Gentoo (not for newbies) and can do almost anything in Linux. I have experience with Debian, Redhat, Void, Artix, Slackware, SUSE, PCLinuxOS, and some others I forget right now. Of those I used Debian, Redhat, Slackware, and SUSE pre-systemd. I used the others post-systemd, though I did use Gentoo back when it was called Epoch. I may know something about Linux. That said, any user wishing to leave Windows and the things which make Windows bad should try an actual Linux distro. The easiest one (easier than Ubuntu and one which uses the desktop which Microsoft has been trying to clone for decades) is PCLinuxOS. You can even run it from a DVD or USB stick to try it before you wipe your system and install it. No systemd. Graphical package manager. Even has automatic updates now, though they let you choose whether or not to update, it just tells you there are updates. It is also a far easier transition in that it doesn't use the Gnome desktop, which looks like an Apple clone, and instead uses KDE/Plasma, which is what Microsoft has been imitating forever. As for Windows, I have used 3.11, 95, 98SE, XP, and 7. Those are by far the best. 8 and 8.1 look like they need to be on a phone or tablet. 10 is just buggy to this day. Forced updates which bluescreen a PC, no control over hardware driver updates, many, many applications which run solid in 7 like to randomly crash in 10 (Ark, Cyberpunk, etc) even on the same hardware. 10 literally records everything you do and transmits it to Microsoft every so often. This does include keystrokes. In fact, this is straight from Microsoft on their "telemetry" software. Typed text sent every thirty minutes Anything recorded by a microphone Transcripts of what you use Cortana for Index of all known media files on your PC The first 35MB of data after you enable your webcam Other telemetry data not specified above In addition, Windows 10 logs the following data and you can only access and delete it if you do that stupid Microsoft account, which removes your data from your PC and makes it impossible to get back into should you forget the PIN or PW. Edge browsing history Bing search history Location activity (where you go should your system be mobile) Cortana's notebook Health activity collected by things like Health Vault or Microsoft Band Privacy settings across ALL Microsoft products you use Do you think 11 will be any better? Gentoo records and sends absolutely nothing. While the bad distros like Ubuntu don't send any telemetry data that I know of, systemd does have plenty of back-doors into it. So while I urge you to avoid distros which want to be The Borg (they use systemd), I do urge you to try it out. Most games DO run on Linux with either actual Linux support or via WINE. I am not using 10 and I will not use 11 either.
    4 points
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