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Showing content with the highest reputation on 11/08/2020 in all areas

  1. In my game, it is the cigar that breaks the icons. To be clear, most of the time when I get the green paw prints I do not get icons on either the compass or the map while wearing the cigar. Sometimes I do get the icons, but I'd say it's something like 5-10% of attempts. When I remove the cigar from my the face slot, the icons on the compass and map reappear. Hope this helps others
    2 points
  2. This is a large amount of information in these posts. I'll be working on a full, properly formed tutorial as we get access to A17 and we can really make the xpath system shine. I've listed some examples here, and we'll be posting a ton more xpath samples over the coming weeks, as we port the SDX modlets over to use the native hooks. By all means, begin posting your comments, questions, or requests for clarity. Since we now know that xpath support will be built-into the vanilla base game, and discussions earlier were getting a bit confusing, I've decided to make a new thread to try to dem
    1 point
  3. Comfort is not a goal of Winterween.
    1 point
  4. Num pad on the keyboard. Look up the perk. Highly likely it unlocked but you don't meet the requirements. Books don't work the same way as vanilla. Yeah, the corner pipes don't work and I don't know why. So I removed the recipes and made them creative only. I need to look into that again at some point. T-joints work fine though. Glad you sorted it. And the advanced forge thing is because people kept complaining they were buying a perk they didn't need. HOWEVER, you get the points you spent back so you can spend those 2 points and not "lose" anything. Yeah. J
    1 point
  5. There is no current experimental build. The current stable version is always "NONE - opt out of all beta programs"
    1 point
  6. what I did is I make a copy of 7days game folder and then put the mod files there (overwrite), then make a shortcut to 7d launcher. Technically it is not double instal, just copy paste. Then whenever I want to run the game, I run steam, then I run the shortcut.
    1 point
  7. Hi, so I figure out the coop and snare. The coop can be placed anywhere outside, but the snare can be put on topsoil. The sand topsoil just works but putting it on road or the gravel bordering the road will cause them to disappear. Also I found out if you take the perk for advanced forge, then get laborer class, you can no longer make advanced forge until you raises two point on laborer class. I think that sucks. I think it doesn't work because you also need specific gun crafting skill to be able to use it. If you go to hunting rifle crafting on perks, it says you need gun cr
    1 point
  8. There is a story planned for the game and (as far as we users were informed) it covers hints about how the apocalypse started and a story about two rival factions, white river (where the traders seem to belong to) and the Duke (casino owner, shady, crime boss). Story will be added to Navezgane at least once bandits/NPCs are in. Crazy Jake is IMHO just version 0.1 of the quest system, a funny placeholder. Once bandits are in, they might actually incorporate a bandit camp with a Crazy Jake and maybe, maybe they will even say that was the plan all along.
    1 point
  9. - You can craft stone arrows and bolts into feathers.- Returned scrapping value of metal tools, weapons and armour back default value.- Increased scrap value for books. Also gives extra time to cancel accidental scrapping.- Baseball bat scraps to iron instead of wood.- You can no longer scrap drinks, canned food, medical items and high value items.- Increased value of High Performance Running Shoes.
    1 point
  10. What? Explore along a road outside in the wasteland? Goodbye Sandbox!!!!
    1 point
  11. Also, you can get a guaranteed cooking pot without entering a poi. Go to the wasteland, the small bump of a hill with the horizontal pipe on it....cooking pot sitting next to the pipe on the ground. Those are usually a few feet from road/path. As for glue/duct tape, I have anywhere from 8-12 by the end of Day 1 just by searching garbage piles and trashcans without entering a poi. I make bicycles by Day 2 and need a bunch of duct tape since I’m making 2-4 bicycles so duct tape is a priority. I don’t enter poi’s until I have a decent weapon and in every playthrough, I’ve never had a pro
    1 point
  12. With shovels you are right. Digging dirt or those zement/cobble blocks from POIs doesn't require 40 hits like a tree with a stone axe. Right, that's why i said, use them as soon as you have enough stamina skilled. I do often remove single blocks. Just removing the "cover" for "hidden" loot is 1 to 2-shot with a iron axe instead of 4-5 hits with a stone axe. It's your decision what you plant in your plots. Place more plots and also plant coffee. I plant coffee as soon as i got seeds. Primarily i plant potatoes and corn. Less corn because i usually get a lot from farm
    1 point
  13. I think TFP added a correction factor for attack speed because the auger with its high attack speed was one-shotting blocks like crazy. Should be easy to find out with a stone axe and a steel axe in a test game. What is not constant is the price of stamina. While stamina is premium at the start of the game it is almost ignorably cheap in end game. You have more stamina, you use less stamina per swing AND resupplying your stamina pool through food gets incredibly cheap. On the other hand time has always somewhat the same importance. Steel or iron tools are onl
    1 point
  14. Then your discussion is pointless. Sorry. You may have already recognized, that it is not about stamina but speed from other answers. And speed is improved much with iron tools. It is not, just according to your calaculation that didn't even include all variables but even missed the most important one. And you don't find steel tools on day one anymore anyway. Welcome to alpha 19. So what's the point? Discussing about some numbers without any meaning?
    1 point
  15. After playing alpha 19 now for a while, I can say it's the best alpha I've played. I'm still enjoying it now after a few months. So big thanks for that. Alpha 20 with the new stuff if gonna be awesome. I'm really looking forward to vehicle mods. The new outfits sound cool. I like the idea of skins too so we don't all look the same. If that makes it in ofc. Watching the streams really makes you want alpha 20 now haha.
    1 point
  16. Well, leaving the mats aside, speaking how the tools feel, I must say that iron tools feels like an improvement over stone. And steel feels like a BIG improvement over everything else. Sure, we can just use the stone axe and spend a million of years hitting something, but time is important. Morese when the next blood moon is coming closer and closer.
    1 point
  17. This is not a bad start for a comparison, buuuuuut... This is placing a value on 'stamina' as the basis of the comparison. Usually the difference between using a Stone Axe or an Iron Pick-Axe is speed. Yes, early game stamina can be a crucial commodity, but around the time you should be getting Iron tier tools the rate you use stamina is often equal to the rate you gain (or close enough). This means the stamina net cost is negligible (really low and comparable to each other). Durability, mod slots, and frankly speed is a greater concern. This is why the T4 tools don't really have a stamina
    1 point
  18. Also need to take into account that the stats for Iron and Steal tier tools are random with in over lapping ranges whenever you find or craft them. Which Stone tools always have same stats as they do not vary due to how easy they are made. As a result every Iron or Steal tool is different and since the ranges over lap it's possible to have a Iron tool with better stats then a Steal one. This is done to ensure that your always motivated to hunt down better tools even when all the ones you find are quality 6 as no two tools are created equal.
    1 point
  19. Don't forget the Ergonomic Grip and SexRex. That and coffee, well, you can swing all day long, and yes, time is a factor. I swap to iron once I get to 2 or 3 of sexrex, steel, I wait until it's 4/4 and I can make Q5 tools. (bunkerbuster, iron breaker, ergonomic grip) Now, if you have all the mining books, would be funny to see how the stone axe does, as you still have the same chance to one shot the block.
    1 point
  20. There are buffs for stamina regen, like coffee. Running out of stamina only comes into account, if you do heavy mining and not just need to remove one or two blocks. And as i already said: WHEN having enough stamina regen, i use iron instead of stone. That is not on day 1 without any skills (with the progression system you won't even obtain iron or steel tools that early). Comapring performance with no skills at all is pointless. Without any skills also steel tools won't be really usable. If you have skills to keep up stamina, TIME is the relevant factor. And THEN even iron is f
    1 point
  21. No, the iron tool is faster than the stone one but still slower then the steel one. So in the end, until you have steel tools you can decide if you want to take a long time but save 100 stamina with stone, or do it quick and "waste" stamina with iron. I usually don't use stone tools from when i have enough stamina regen to use iron. Because iron is much much faster.
    1 point
  22. Since we have are going to have biome difficulties now, maybe bring back the plains biome? This could be a good 2nd tier difficulty after the forest biome. Plus more variety....just saying.
    1 point
  23. And now correct your math by taking ALL variables into accout, e.g. TIME. All of them have different swing times. So even if a steel pickaxe requires 392 stamina for 15 hits, while the stone axe only uses 385 stamina for 47 hits, with the steel pickaxe the block is destroyed much much faster. Also probably you won't reduce stamina use by the tool in general, because your stamina regen also increases. I usally don't use iron/steel tools early, even if i find one, because they use too much stamina. That is no issue if you have skilled better. In later game i never use a stone axe aga
    1 point
  24. Did you have them outside on grass? Because they have to be or that will happen. I use the "plant" code to make them grow. If they're not in dirt, the game gets rid of them. EDIT: I actually added this earlier to localization so it'll pop up as a journal entry when you make one. "Animal coops and snares must be placed outside and on grass. They will not work indoors or on player crafted blocks. You just have to wait for them to trigger and loot the contents. Once they have been looted, both coops and snares need to be baited with more animal feed in order for them to trigger
    1 point
  25. This makes no sense - at least not coming from someone on your settings. The flaw is not in the argument. The argument is good...freedom is good in a sandbox game. More things = more engagement and more fun. The argument is good. But it doesn't make a bit of sense playing on the most extreme settings the game has to offer without modding. You've CHOSEN the MOST RESTRICTIVE settings and complain about lack of freedom. Why don't you do horde every other day instead of every day? That gives you DOUBLE THE FREEDOM! Why not step the difficulty one down from insane? I bet you
    1 point
  26. Hope you don't stop at biome modifiers and add stacking town and POI modifiers, plus some extra dynamic modifiers that change with stuff like weather, time, debuffs etc. You've got a wealth of content in the game. Shake things up a bit, give us more varied playthroughs, less inclusive lootlists so that everything isn't everywhere and long-term goals like the radiation zones you are planning. And stop playing Skyrim and play some Rimworld for god's sake MM 😛
    1 point
  27. Please list those forced activities. It could be a fun internet game for the readers to see if they can think up at least one alternate option for every action you claim is forced. I believe that this game is still well within the parameters of Sandbox--even when playing the main default game. Of course, with the creative menu and godmode enabled that truly is the pure Sandbox mode of the game. But let's play DO THE DEVS FORCE US??!?!!? Go. Give us the list. Do it.
    1 point
  28. Excuuuuuuuuse ME! they aren't called "northern beans" they are called GREAT NORTHERN BEANS!
    1 point
  29. Why not use what you have instead of asking for things you don't need. We have lanterns and torches you can place. Generators you can hook up and place spot lights. The drone has a headlight mod. Flares can be modded in IMO, it is a waste of vanilla resources and dev time when there are 50 things that do the same thing. It seems about as valuable as adding pinto beans, black beans, northern beans, red beans etc... who cares we have corn.
    1 point
  30. How about make flashlights throwable? That's probably what he was wanting to do with the flare. Toss it ahead into a dark room...
    1 point
  31. Not yet. That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game. Goggles occupy the entire head slot. You are always wrong bro.
    1 point
  32. Not happening for A20. Vehicle mods are but the whole vehicle crit system has to wait because Faatal is swamped with other features. We have flashlights and gun lights and helmet lights. Do we really need more lights? No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. That is already done.
    1 point
  33. I really should not bother responding to a post that complains about RNG in a sample size of 20+ loot bags, but I guess I am dumb enough to take the bait. Go play a theme park game with pre-determined loot and gameplay path if you can't overcome the difficulties that RNG brings using the multiple methods that already exist in-game. Maybe sandbox RNG based games are not for you? Personally, I like the RNG nature as it forces me to adapt and overcome when I can't find the thing I need.
    1 point
  34. That's a minmaxer creating problems for himself. Most players don't need to reach 100% in every conceivable stat in order to play the game. Of course... once radiation is part of the gameplay. We're not going to remove bedrock which is the vast majority of indestructible blocks in the game. Traders make up less than 0.5% of the map.
    1 point
  35. If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.
    1 point
  36. Modlet Example ========== Here's an example on what a Modlet would look like. It's a very simple one, but just shows how a single model can change how horde night plays out. [ Guppycur's Blood Moon ] Guppycur made some tweaks to the gamestages.xml when Alpha 16 first came out. During a horde night, if you reached the 4th wave, you'd only get a trickle of zombies until the blood moon was over. Often times, this meant that a single zombie would spawn in for you to kill. Once that was done, another one would spawn in. This was somewhat tedious for experienced players. Guppycur's mod
    1 point
  37. XPath Advanced Conditionals =========================== Up until now, we've just been covering how to find xpath using direct matches (@name='toolbelt'), but xpath can provide us with more flexibility. Most of the time, you will not need these advanced conditionals, but beware they exist for some more complex things you want to try. starts-with( s1, s2 ) - Matches if s1 starts with whatever word you put in s2. In this example, @name is s1, and 'zombieTemp' is s2 <set xpath="/entity_classes/entity_class[starts-with(@name, 'zombieTemp')]/property[@name='Class'
    1 point
  38. Previously, we've just covered the set command to change individual values. The following commands are also supported in xpath. There may be more, but these are the ones that will cover most of our uses. <set xpath=""> - Allow you to change a value Example: This line changes loot container id 62, and changes it's size to 7,6. <set xpath="/lootcontainers/lootcontainer[@id='62']/@size">7,6</set> <append xpath=""> - This allows you to add whatever XML exists in between the <append> and </append>, at the end of the location in xpath, but still with
    1 point
  39. Previously, we've covered the set command, that let us change individual values and attributes. I'd like to dedicate this section to the append command, since it will likely be the second most used xpath command. The append command can do two things: Add a large block of new XML, or add on an additional value.. [ Additional Value ] In the previous post, we covered how to add the NoAmmo mod using the set command. In that example, we had to also specify the existing value of, then add NoAmmo to it: <set xpath="/items/item/property[@class='Action0']/property[@name='Magazine_items'
    1 point
  40. XPath Dissected XPath may look a bit intimidating to people unfamiliar with the syntax. Let's see if we can go through an example explaining the format of a simple xpath. To start off, we'll be using the xpath command for set, which lets us change an attribute, or value. Another post will show more of xpath commands, but we'll begin with the simplest. All of the xpath commands take an xpath="" parameter that tells the game where you want to make a change. A change is either changing a value, removing a value, adding a new entity, or whatever you are trying to do. For this example,
    1 point
  41. looking forward to the mod you make to "correct" that feature once A20 hits
    0 points
  42. Ahhhhhh yes. I see it now. Was just looking at the recipe within the UI itself and that was still locked. Just looked at the Hunting Rifle crafting skill and saw that it requires gun crafting 1, so I just put a point in that just to make sure and that was indeed what I was missing. So thank you!
    0 points
  43. I don't know what item I got the duct tape from next playthrough, but it was at the STARTING location, where there's a house, mailbox, car, and some crap lying around the car. There's a few locations like that. Take it up with that. And while it's fuzzy in my memory, it's possible I was given glue, and considered that duct-tape in my rant, because it's the same damned thing. 1:1 glue:duct-tape with some cloth which is easy to find. But thanks for clarifying why that loot wasn't dropped by loot bags, but usually Duct Tape is discoverable at a trader, wasn't able to find them in two t
    0 points
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