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Showing content with the highest reputation on 11/21/2020 in all areas

  1. 3 points
    We have an updated A19.3 version for you guys! Have a fun weekend everyone! A19.3 b5 contains: Fixed Challenge notes can now be read from slot 9 & 10 Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Weighted Head can no longer go into Machete/Knife/Bone Knife
  2. 3 points
    Hello! A19.3 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.3 we bring you: Better network package security A fix for SI exploits Have a good weekend everyone! A19.3 b3 Added Network layer encryption Connection rate limit More feedback for clients on why they are not allowed to connect Message on the client when they got disconnected because the server is shutting down Changed Improved supply plane drawing Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility Wandering horde zombies are not alert, so stealth attacks work on them Wandering horde 1 second delay between spawns Fixed Floating Frames and blocks Can't target, shoot or repair through Molotov Effects Set player made door stability support to false to prevent AI exploitable building Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Console command "water" hidden by console command "thirsty" DecoManager large FPS drops when saving to a slow drive DecoManager written log always having a count of 0 and added duration ZombieOldTimer has no flame particles
  3. 2 points
    This educational XPath modlet will place into your game, 15 volumes/books of an Encyclopedia named Zombiepedia. The Zombiepedia was assembled from tips, tricks, and helpful pointers of other survivors. When you find one of the books and read it, a popup is shown on the screen with the tips that are related to the topic or category of the specific volume you found. For each book you read, you are provided 2 skill points for increasing your knowledge of the world and game, and that specific Encyclopedia volume is added to your Journal in case you want to read back through it later. The Encyclopedia contains over 80 entries and are compiled by actual players via a crowd-source Google shared document. The author of each entry is attributed in the content displayed to the player in-game. This XML-only XPath Modlet is compatible with both Singleplayer and Dedicated Server play and only needs to be installed onto the server. Volumes: Blood Moon Horde Night Building Materials Clothing and Armor Education and XP Gain Electronics Existing Structure Bases (Above-Ground) Farming and Foods Harvesting Resources Inventory Management Maximizing Loot Traps Underground Bases Vehicles Weapons Zombies This modlet was tested on: 19.3 (b3) Current Release Download Link: Zombiepedia Skillpoints Modlet - A19.3_1.0a This modlet can be added to a new or existing game. Installation Instructions: Extract the zip file Copy the folder "Zombiepedia_Skillpoints" into your Mods folder If you don't have a Mods folder & are playing on Steam under Windows: Right-click the game in Steam and select Properties Click the "Local Files" tab Click the "Browse Local Files" button In the popup that appears, create a folder called "Mods" By default this path would end up being: c:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods
  4. 2 points
    Mods. Again. The solution for everything. You need mods to craft a normal looking door. To get more diversity in usable colours. To have blocks that you can see in game but not craft or buy. To get more zombies. And so on and so on. All those things should be a given tbh. And when you complain on here that all these mods don´t work properly together we will get a snarky answer that this is our own fault for using mods. Also no one will judge this game by how it runs with mods. If this is a sucess or not is dependent on how vanilla runs.
  5. 2 points
    Sure, I don't know the master plan of the universe, let alone of the mighty TheFunPimps. Both of them have tested plenty of ideas and discarded them soon after, and I'm willing to bet that plenty of changes will still be made on both sides, so even the current state of things isn't indicative of much. We're all just shouting into the void for a lack of more pressing things to do. Maybe our shouts will be heard, maybe they won't, but at least we didn't bother to step outside instead of typing into the interwebs. Forget my silly mine-ideas, and go for fixing some of the already existing oddness to reach a similar goal; like why wouldn't an aggravated zed occasionally make enough sound to wake all their friends? Maybe just by punching a fridge for the frustrated feeling of hunger combined with the faint memory of there being food there, but not having any idea how the handle on it works? Having "active sleepers" trying to live human lives but failing.. like sitting on the couch, trying to use the remote in an infinite loop.. trying desperately to walk out the front door .. sitting at the dinner table as a happy family, staring into the void in each others arms... each ready to shriek in frustration... sure these would get old too, fast, but... so do all silly tricks. Might actually be damn creepy to see somewhat well done "old lives being lived"..
  6. 1 point
    They mostly come out at night... (V3.2A) 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.
  7. 1 point
    Gonna just make this thread for all my modlets to keep it organized. The Wasteland: Bdub's Vehicles: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: Nuka Factory Vanilla Prefab: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  8. 1 point
    I was about to post this reply in a thread... But since it applies to so many threads in the forum, I thought I'd make a new one... So... I keep reading complaints about the game in the forum... How it's going down hill and all. To be honest, I joined pretty late, like 2 weeks before A18, so lets pretend I don't know anything that happened before that. The way I see things is... This game is trying to do too many things at once. It's trying to be a Survival/Tower defense(ish)/looter-Shooter/RPG. And if we are being honest, as a : - Survival, it sucks. - Tower Defense, it sucks - Looter-Shooter, it sucks - RPG, it sucks. The mix, however, is... dare I say, decent, or at the very least, on a decent path (After all, I have close to 500 hours of gameplay). But then comes all the drama in the forum. Survivalist complaining it's not survival enough, Tower Defensist(?) that complains it's not Tower Defensish(?) enough , the Looter-shooter that complains it's not looter-shootist enough, and the RPGer that complains it's not RPGish enough. And we also have the random Call of Duty player that've got lost, ended up here and complains it's not just a plain shooter. Honestly, if I want to play a traditional zombies survival experience, I don't play 7D2D, I go play something like Project Zomboid. In 7D2D, you could replace zombies by "Possessed", and the game still works for the most part. You can get infected all you want and still survive. Personally, I like survival game. And I like survival to be harsh. But would a harsh survival experience be all that beneficial for 7D2D? I don't think so, for 1 reason : Blood moons. In most "harsher" survival game, getting very bad injury/debuff means you need to lay low for a few days/weeks. Most of the time in those games, the only thing you need to care about during this time is water/food (Since debuff prevent to do much of anything else), you can spend days/weeks healing your wounds, depending on the pace of the game­. That time is usually spent doing inventory management and "downtime stuff". But in 7D2D, you can't afford those extended downtime because of blood moons. And having insane debufs on a blood moon would potentially mean certain death. So, in my view, the very existence of blood moons more or less prevents having harsher survival mechanics. I would LOVE to have harsher penalty for death. But from a design stand point, I don't see it working. I mean, I LOVED the mechanic of drawing your own blood to make medkits. But then I read that people just drew a lot of blood and just suicided to get rid of the debuff (**insert mandatory "That's why we can't have nice thing meme" here**) And that's not to mention people complaining A19 loot is @%$#ty... A19 just got "Diablo Style" loot. And Diablo games have been around for nearly 24 years now. You don't like the formula? It doesn't suck, you do! (err... I mean, this game might not be for you!). Ok, granted, the map doesn't reset every time you log in like a Diablo game. So I guess there might be 1 or 2 things that might need to be adjusted. But this game is still is "rating" itself as being "Alpha" after all. Still, I understand the direction they are aiming for for the loot "philosophy". (Somewhat similar to Borderland as well, just not as wildly tiered). So... at this point, I feel like I lost myself into a rant. What was the point of this post again? Oh yeah... So many forum post complaining about 7D2D sound the same to me as if I was on the Civilization forum reading complaints because it's not a First Person Shooter. Thing is... it never was meant to be one in the first place! But I guess it's the curse of this whole "early access" thing... Loud people fighting to make a game what it was never meant to be in the first place...
  9. 1 point
    Hey now, I still use the game pad haha. But I'm trying to get used to mouse and keyboard. And yeah, they stopped support for consoles during A16 I believe. It's still fun for what it is, but it feels like a PS2 game compared to the PC version.
  10. 1 point
    Here is an update for the Snufkin Weapons Xpansion Mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov21 There are two changes as follows. 1. Mod Hats with Buffs. (oakraven) There are 4 new hats which can be added to the player in the color dye area and grant the user buffs. These are being tested at the moment but have worked well in dedicated servers up to now. They will eventually need localisation to explain their function and capabilities. Cow Helmet: - +1 damage resistance - Cold and Heat resistance - Elemental damage resistance for heat/shock - Fortitude +1 - Agility +1 Pumpkin Hat: - Reduces noise - +1 damage resistance - Strength +1 - Fortitude +1 - Agility +1 - Cold and Heat resistance Magnet Hat: - Impact bracing - Strength +2 Wagon Wheel 'Hat' - Bartering Buy/Sell 20% - Strength +2 - Stamina increase over time These mod hats will be tweaked for balance as we receive feedback through play testing. 2. The Junk Guns/Sledge/Auger have all received a night light. Thanks to @Slawa for bringing this mod to everyone's attention so it could receive a new life for A19.
  11. 1 point
    Wow, great mod! Makes the world feel quite a bit more active and holy crap the first wandering horde was a legit horde. I had to bug out and setup camp in the traders area, but that didn't stop them. They piled so high they started to drop a guy or two over the wall, this worked out great for working them down. Your mod had renew my interest in playing again, thanks!
  12. 1 point
  13. 1 point
    Alpha 20 Stream with Richard Huenink and Lathan Meadows will be going live on Wednesday, November 25th at 8:30 PM CST.
  14. 1 point
    Whew! I needed that. I'm finally picking up what you're putting down... ❤️
  15. 1 point
    I'm not sure how I missed this! Thanks for noticing this and posting. I did test and didn't see any obvious warnings/errors. Kind of puzzled on that one. But looking at it closely I do see what you mean about the first lootgroup referring to a second lootgroup that hasn't been declared yet. I'll work through publishing a release on this now. ----- bugfix release published
  16. 1 point
    Fixed for you Btw, @faatal, or you Gazz, are you going to improve the point of view transition, of when we change vehicle steering mode between mouse to keyboard and vice versa, with the left mouse button. Sometimes it changes a bit of the angle and is comfortable to continue, but sometimes it is like I am looking from a selfie stick point of view instantly, and a world class of slalom happens. Not a big deal, just wonder about it. Great job so far boys, keep kicking butts.
  17. 1 point
    Did someone ask for a formula? Ta-da! gameStage = ( playerLevel + daysSurvived ) * difficultyBonus That's a bit more complicated than it looks though. For example daysSurvived is (total days played - (deaths x 2)) And daysSurvived caps at playerLevel. I.e. if you're level 4 on day 8, daysSurvived is set to 4 in this calculation. I recommend you look in <7 Days to Die folder>/Data/Config/gaemstages.xml for a very thorough explanation, including how groups influence your GameStage (GS)
  18. 1 point
    A lifetime ago... I built educational software simulations in ML(animation subs) and C++. I mostly built biomes filled with wildlife with primal AI (thirsty, hungry, sleepy, defending). Managing the threading priorities (what is noticeable) in the event manager is key, along with giving the entities faster options (e.g. less accurate approximations, or delaying an action) when the number of active entities gets too high, or FPS for example drops. So, in this game, I would imagine a scenario, like 100 zombies getting hit by a concussion grenade and falling down. If they all try to follow the exact same AI script to get up all at the same time, not only would it break realism, it would over tax event handling. My desire would be to have them recover at variable rates and "decide" to act when it is in the best interest of making the simulation realistic, within the constraint of the capability of event management ( some number of entities would choose to delay acting for the benefit of the others). But, they also need to be smart enough to not be random, in that they delayed an action rather than skip it. This game compounds what I dealt with in my simulation problems in a number of ways. I never had to deal with the structural integrity and physics of every object in the world. I didn't have to load/unload regions of the map (in effect freezing time while unloaded and possibly reacting to changes when unfrozen), and I never had the issues of multiple players driving at high speed in vehicles through the world changing the decisions of hundreds of AI entities and physical objects. So I would just say in sum, good job to the developers who are working on this software and I'm looking forward to seeing how you resolve the issues. Probably most people would not understand the challenges that need to be resolved or the vast number of compromises that need to be made for performance.
  19. 1 point
    Okay, so I spoil your fun: TraderBobMasterMechanic TraderBobMasterScavenger TraderJenMasterScientist TraderHughMasterHunter TraderHughMasterLaborer TraderJoelMasterSurvivalist TraderJoelMasterSecurity TraderRektMasterFarmer
  20. 1 point
    I have fixed the motorcycle error for the next update, tweaked the spawning rates, added some new vehicles and so on ..... realistically the next beta version will be out in January 2021 unless I get more free time , recently Actinium has just started a new job also so his time is limited on the overhaul at present as well. regards Ragsy !!
  21. 1 point
    You are right with the bloodmoons. Or were for older versions. Now the first bloodmoons end super early, even in a group of 4 at day 28, it was over at 01:00 am. Not really hard to be prepared for and in SP it´s even easier because you don´t have the higher gamestage as you have in a group. I think my day 35 bloodmoon in SP ended right after midnight. And when they finally start to last all night, you usually have enough of everything so you basically only need to repair your base. Getting ressources is easy because we play in an empty world. If you use the iron pickaxe you can mine 2 days straight without beeing interrupted. WIth skills in mining this is more than enough. It´s has gotten so easy these days that we can play with new people on survivalist. People who said, they don´t like fighting in games but were still interested.
  22. 1 point
    Server closing, no money for dedicated and game servers are no where near enough for this @%$#ty performance.
  23. 1 point
    The last harvestable stage requires crop plots for them not to disappear, I will later edit the first seedling stage so that you can't plop them anywhere (forgot to do that) Yes, within a land claim block area, but you need an artisans station to craft the land claim block, the first tier carpenters table is cheap to make, don't get too fussy about it. And this is not Ravenhearst, don't expect me to do things you see in other mods, because I have no intensions for players to carry around workstations in their backpack, it defeats their purpose. 😛
  24. 1 point
  25. 1 point
    I hope everyone has been staying safe over these months. 💜 I'm really happy to announce some awesome news, and features, since my last update. 🎉🥳💥 We're now an official server partner! 💪 I'm thrilled to have had the chance to show off our platform to the 7 Days to Die team, and even more thrilled that we've made it onto the list. We've now hosted more than 6,000 servers 🤓 What's the best way to spend isolation or lockdown? Playing 7 Days to Die with friends, obviously! We've now hosted more than 6,000 servers, and we have an Excellent 🌟🌟🌟🌟🌟 rating on Trustpilot. New features 🤩 Our awesome control panel - the one that's custom built for 7 Days to Die - just got more awesome. For those who are more technically inclined, you can now edit your server's raw configuration file from the control panel. This means you don't have to hop onto FTP to edit this one file, and you're not restricted to the control panel's list of options. It even has pretty colors! You can download your full log file from the control panel, to help troubleshoot any issues you're having. One more file you can avoid using FTP for! Our control panel now shows you when your server is generating its world while it's starting up, and if something has gone wrong (psst! no other 7 Days to Die host does this!) We've launched our Discord server, and we have a brand new help center for answers to any questions about managing your server.
  26. 1 point
    @SylenThunder I popped in Zed Rising for some mellower gameplay and could enjoy the setup. I received a NullReferenceException on the second attempt to join. Is this something I should attempt to resolve on my client version?
  27. 1 point
    Seriously, why should the devs remove any dangers nature provides you? Dive too deep and you might suffocate.
  28. 1 point
    lol Everyone says that! If the gyro's flew half as well as the Deathgliders we'd be set! Working on a video tour. Pictures don't quite do it justice. Hoping to have it up this week if your interested.
  29. 1 point
    Yeah. And when we don't want to play that way we get told "Just turn zombies off". Yeah, nah! There are other games that don't have zombies in it, that are way more fun. What I want is the freedom of choice how to counter a horde - if I want to do so. And if I can do so on the same server as my friends, perfect. Am I bothering anybody if I'm not actively participating in horde night? No. But when I try to make that point here, a lot of people act butt hurt. They don't even know who I am when I am on a server. They don't even know what I do on horde night. They don't even care how I build my base. They don't even care if I kill one or all zombies at horde night. They don't even care if I log off during horde night. But they damn well care that I can make it easy for myself and keep safe and not having to spend my game repairing the base. It makes no sense and that's what makes the game less and less fun for me with every update, and the non existing reasoning behind why I have to conform is annoying an pushes me away from this. 7DTD in a16: Here, have an offroad car, go where ever you want! a17: ...but you can only drive around in the US of A. a19: ...and only on highways a20: ...only between the offices of TFP and the TFP Convention Center. a21: ...you better park it next to Joels car! a22: ...clean the damn thing! It's dirty from we don't know when! (Yeah I tell ya, that's dirt from a16, and that was a damn fine car when everything started). The trick in game creation is not to restrict the player as much as possible, but to give the player options and freedom. Minecraft didn't become so big because it only let the player do one thing, but it gave him or her total freedom. We have no arrived in a world where the zombies can move better over blocks than the player can, and they move faster than the player ever can through air and water which further restricts our freedom. We're not to be safe anywhere at any time. Ok, but I'm free to play something else.
  30. 1 point
    They used the rarely-seen Random Insertion Sort algorithm: 1) Using RNG, randomly insert each element into the list 2) Check the list to see if it is sorted correctly 3) If it is not sorted correctly, remove all items and repeat at #1 That's what you get for hiring MIS majors. <ducks>
  31. 1 point
    That boggles my mind given that recipes are essentially a tiny bit of text, and even on PCs hosting DOS, using processors from the days of PCs hosting DOS, vast amounts of text could be sorted in the blink of an eye. -Morloc
  32. 1 point
    New: Scheduled actions! You can now schedule actions like restarting your server at predefined times:
  33. 0 points
    I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into a trap and there is a pile of rubbish practically in every doorway just because. The way I see it it is basically equivalent to giving zombies in a POI a 25% armor penetration when the game detects a strength based player enteering a POI, because reasons. I mean 90% damage reduction and making heads and limbs explode with shotgun/club and no pretense of any kind of stealth, running everywhere cant be the only RIGHT WAY of playing this game, I suppose? The reason can not be, as far as I can see, that otherwise it would be too trivial to beeline straight for the loot, as devs are doing nothing to prevent it otherwise by putting in almost all POI's the loot on the roof and allowing nerd-poling and/or landing on the roof with a gyro, so you do not need to sneak if all you want to do is to pick up the main loot from a POI skipping all other stuff. Nerd-poling, for example, is trivial to prevent and has been done even in fair few mods like, for example, Ravenhearst. All you need is a small delay for block deployment. Stealth gameplay is already penalized enough, as these are wasted perks during the blood moon (stealth does not work) and when clearing POI's the stealth is much slower at it than just running through the POI with sledge/club/shotgun (plus miner 69 to break any door in half the time) and making everything ded. If stealth is deemed such a problem by the developers why not just remove it? Instead of targeting that skilltree specifically in a roundabout way through their POI design?
  34. 0 points
    Looks like I'm freediving. @%$#. 💦 Seriously, they need to increase swim speed or at least let us sprint upwards underwater. That supply drop was 16m under the surface. I had 2 seconds left when I got back up and that isn't even the deepest lake in Navezgane... 😠
  35. 0 points
    I thought zombies were supposed to dig in A19, but I built a "trap base" near bedrock with a long ramp going down to me, and they didn't show up on BM. I guess there's a limit on how far pathing can reach out? @faatal : could you check this for A20 and see if it's possible to have them path to you from 60-100 blocks away? (at least during the Blood Moon!)
  36. 0 points
    The vehicles in 7D do count as water transport.
  37. 0 points
    There's a proverb : if it looks dumb but it works, so it's not dumb. This is a topic not for PGM optimized roXXor autonomous game-breaking bases, but just weird and fun working builds. Maybe my topic is redundant (I didn't read ALL the forum), so I apologize if it's the case. I'm actually working on various zombie carrousels. This one seems to work well (tripwire linked to horizontal door -> Z falls -> Z climb again -> Z falls... I just have to molotov time to time) and makes no-stress bloodmoons. Pimps nerfed the "slippery slope" ? Nevermind : I use it to make Z access easier on a smaller surface. And another stupid carrousel. The fun thing is : if your hammer triggers a demo, you can bet on which block it will destroy What are yours ?
  38. 0 points
    The fun of such bases is designing and building them. And zombies running in circles are a nice to watch. Just get some popcorn, lean back and enjoy the show
  39. 0 points
    Seems pretty boring to me. Where is the point of Bloodmoon when you just let them loop. just turn it off if you don't want to fight them xD
  40. 0 points
  41. 0 points
    I spawned in the T1 iron crossbow, magnum, and hunting rifle since I rarely, if ever, use these weapons, and I wanted some ranged weapons that didn't make me feel too powerful from the get-go. They're all unloaded and I've set a rule where once they break, they cannot be repaired. (I might backtrack on this detail though.) The flashlight replaces the torch, for roleplay reasons, and the clothing is there for similar intent. The standard can of chili, bottled water, and first aid bandage have remained. No idea why I thought to post this to be honest. Maybe someone out there is experiencing the same situation that I am and they could take this as a source of inspiration to add a bit of spice (aka non-linear progression) to their world. Note: I understand that in A20, loot progression will improve. But this is not A20, we're still in A19. 😛 Not that you can't rush art though.
  42. 0 points
    We support maps >8192 on any plan other than our base plan - e.g. our $30 or $45/month plans. And yes, we provide full FTP access!
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