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Showing content with the highest reputation on 03/16/2021 in all areas

  1. I liked all the rest of it, but this... pour one out for bricks I guess. I've been saying for years bricks just need some balancing so there's a reason to use them - some scenario where they outcompete alternatives like cobblestone. Instead, they get no attention until they're abandoned/reabsorbed completely. So the best building system of all time will only have 4 building materials? I would've sooner expected that in Alpha 1, not Alpha 20. Fast forges, instant dry concrete, and deleted upgrades is going beyond simple is great. It means eroding the game's core principle of time management. I can't tell you how many times I've had to agonize over whether I have enough time to upgrade a wall and have it ready to go for the next horde night. Will plain concrete be strong enough? What will I regret more: not reinforcing it, or that it's still wet in a few places at the stroke of 10 o'clock? Is my scaffolding and technique efficient enough to hit every block with a hammer in time? No? Okay, then which blocks do I really not want to fail the most? This decision making is what makes building in survival more interesting than building in creative mode, and it seems we're going to lose that. I would've preferred streamlining the depth, but maintaining or even expanding the breadth. It was neat when you could build adobe cheaply in the desert, because you were leveraging the local materials available. That could've been expanded: cinder blocks in the burnt forest, pykrete in the snowy biome, scrap iron in the wasteland. Remember, the long, unified "1000 click" upgrade path from wood to steel was a more recent addition. You could've kept a short path of [weak material] -> [reinforced weak material] -> concrete -> reinforced concrete -> steel, where wood, stone, and scrap iron are just three of several weak materials to choose from at the bottom of this short but broad upgrade graph.
    5 points
  2. *This is a Work In Progress. I decided to go for it and make a really large POI. It's a large apartment building based generally on the type of prewar building I used to live in in NYC. I looked through the existing vanilla POIs to see what there could be more of, and there is only the one really good dungeon-style apartment building. This will be a 6 story (with full basement) POI, it has 20 apartments, and additional bits like a pub and laundry room. Honestly I could have made it even taller, but I wanted to keep it manageable. These pics are of the building before I have added the "dungeon" path, flavor damage, or sleepers. It is fully furnished and decorated, and I'm going to save a copy like this. It's probably going to take me a while to figure out the dungeon path, but I was too excited with how it's going not to share.
    2 points
  3. I did some testing with a Lvl 5 steel shovel and discovered a few things. You should test yourself to see if I'm right or off my rocker. It happens. Base block damage on shovel details (no mods or perks) 93 Character sheet damage 179 Actual damage to dirt 93 Power-attack damage to dirt 179 Damage rating with Ergonomic Grip mod (10% boost from base steel shovel damage, which is 69, i.e. +7 pts damage - see items.xml) 100 Actual damage with Ergonomic Grip mod 100 Damage rating with Ergonomic Grip + Tempered Blade (another 7 pts generic mod boost plus 7 pts block damage boost from the mod's description - neither are compounded) 114 Actual damage with Ergonomic Grip + Tempered Blade 114 Damage rating with Erg Grip + Tempered + Gravedigger (another 7 pts generic mod boost) 121 Actual damage with all three mods (15% bonus over listed damage, i.e. Gravedigger boost is compounded) 139 So to sum up: Character sheet damage is power-attack damage Bonuses from mods (10% each) are based on the base damage in items.xml, not the specific quality of shovel you have Bonuses from mods do not compound - it's just another 10% of the base damage Special bonuses i.e. the Gravedigger bonus vs. dirt do compound
    2 points
  4. Oh good. I was just waiting for your date so I could update my spreadsheet. I'll just pencil it in, though, since you said "maybe"....
    2 points
  5. This is my latest prefab, the House of the Forest. Grown bigger than planned, and this is clearly not a place for day one visitors to kick the zombies out and move in. I placed a Zbear behind the gate as a warning for unsuspecting visitors. If you find any issues, please let me know, I will fix it in the next time. Cheers
    2 points
  6. I love games with heavy character customization, but unfortunately we can't add 2 years of scope for this. We can always go there in future products. No more vehicles are planned, but I'm sure a modders will do it. Vehicle mods should be about wrapped up. We'll reveal them later unless Faatal already spilled the beans. Drone is getting closer I'm confident it will make it this time. Yes at some point. So much for holding back info
    2 points
  7. Ztensity's Paintings & Posters Redesigning Snufkin's Paintings & Posters for A19.4 (Permission Granted by Snufkin) UPDATE After the public release of Paintings & Posters, which added up to 50 paintings and posters to be either unlocked and crafted or bought, I present update 1.1.0. This update adds a new thinned out light designed for placement above paintings and posters! INTRODUCTION Originally created by Snufkin, Paintings Posters contained twenty paintings and twenty posters that could be found across the game at random. Now, I've reworked the mod, with his permission, to add a lot more content in Ztensity's Paintings & Posters! Paintings & Posters Contains the Following Additions: There are now nine separate recipes that can be crafted at the workbench, which allow players to make all paintings and posters to put them for display. In order to craft each recipe, however, players must first find seven separate books from the newly added "Paintings & Posters" collection either out and about or by buying them from a trader. With each book read, a different set of paintings or posters will be unlocked for crafting purposes. Once all seven books are read, the player will unlock paintings or posters from the last book and a secret set of paintings along with it. There are are a total of ten new paintings added by this mod in addition to Snufkin's previously designed paintings and posters. While seven of the new paintings can be crafted once unlocked, three more rare paintings can only be bought from a trader. Every painting and poster has been re-designed for consistency, descriptions have been added for learning purposes, aesthetics and a bit of realism, and icons have been tweaked for further immersion. Download Paintings & Posters Here Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1340 YouTube Showcase: https://www.youtube.com/watch?v=j5bzi_R1hmo&ab_channel=Ztensity Paintings & Posters Available on the Mod Launcher! REQUIREMENTS Paintings & Posters is a modlet that should be compatible with A19 entirely and most likely earlier alpha builds as well. There are no specific requirements to implement this mod into a game-save. There is an optional modlet that adjusts an icon for better immersion alongside Sirillion's UI overhaul series, SMX. If you are a player who is using Sirillion's SMX, make sure to get that optional file here: SMX Paintings & Posters Patch This modlet is likely incompatible with select overhauls that adjusts skill books, the perk system or elements of the UI. However, I am open to designing a compatibility fix if prompted, as it should be relatively easy to implement for this mod. FUTURE UPDATES Over time, I may expand on this modlet to add new paintings, new recipes, new unlockable features and so on. Specifically, for instance, I'm already thinking about ideas for Halloween 2021. CREDITS A portion of assets and coding was originally designed by Snufkin. However, with his permission I have re-designed the modlet with a lot more content. Snufkin's assets included 20 paintings and 20 posters from UNITY3D bundles, 40 icons and two XML files as a starting point (blocks.xml and blockplaceholders.xml). Credit is also due to the following artists for using art they designed as pictures for the new paintings: Al Molina's "Pennywise": https://pixels.com/featured/pennywise-al-molina.html Omenomicon's "Valek": https://www.deviantart.com/omenomicon/art/The-Nun-701780701 Peter Van Valkenburgh's Parallax Version of "The Great Wave": https://vimeo.com/79636275 Hinoteya's "Slenderman": https://www.deviantart.com/hinoteya/art/Marble-Hornets-323260811 Jane's "Ghosted": http://shoutout.wix.com/so/ceb262e6-8024-43d9-835a-e1c5bcc9e1d0#/main Caleb Hull's "Grudge": http://etsy.me/3bFXj2y Carson's "Crooked Man": http://etsy.me/3vfG6oy Bill $Aber's Album Artwork: https://images.genius.com/206699d5b28d093fc4eabd4e42286aa0.1000x1000x1.png OPTIONAL TARGET HEALTH BAR ADD-ON'S If you are someone who uses a health bar modlet like Sirillion's Target Health Bar or Sirillion's SMX UI Overhaul, you can find all of my publicly released renaming modlets by downloading the official 7D2D Mod Launcher and sifting through additional Nexus below! Vanilla Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1210 Creature Pack Animal Renaming: https://www.nexusmods.com/7daystodie/mods/1259/ Creature Pack Zombie Renaming: https://www.nexusmods.com/7daystodie/mods/1260 Creature Pack Human Renaming: https://www.nexusmods.com/7daystodie/mods/1261 Shotgun Messiah Mechs: https://www.nexusmods.com/7daystodie/mods/1263 Mumpfy's Zombie Pack Renaming: https://community.7daystodie.com/topic/creature-renaming-modlet-series/ Wasteland Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1272 SMX UI Tweaks: https://www.nexusmods.com/7daystodie/mods/1267 UNNECESSARILY BEAUTIFUL BUT IMMERSIVE With original mod author, Hernan's permission, I present Unnecessarily Beautiful But Immersive, the Unnecessary But Beautiful 19.3 Rebuild. You can now craft recipes with ease, use a wire tool to turn on lights, TVs, PCs, a fireplace and a sound bar, attain the right perks to craft the lights, unlock lights early with a schematic, use beds as bedrolls, disassemble select crafted items with the wrench line of tools and more! Check it Out Here: https://www.nexusmods.com/7daystodie/mods/1242 Check it Out Here: https://community.7daystodie.com/topic/23102-ztensitys-unnecessarily-beautiful-but-immersive-ubbi/ Ztensity
    1 point
  8. Castle Altenburg, Bamberg (Alpha 19 / ver2) 2.02.zip Dropbox Link: https://www.dropbox.com/sh/vppnxacud2pgbne/AABv4W_5uuV9LlMzioERZBW5a?dl=0 This castle-POI is an up-to-date version of the one I made for Alpha 16 about 2 years ago. For those who already know the old POI: - I added a lot of details using the new blocks, especially giving the outer walls a more 3d-feel - I worked on the textures in order to get a more realistic look, and to correct previous mistakes - The castle now contains more loot, so it is worth the effort - There are more Zs now guarding the loot - Added the castle bear - Some small changes to the general layout, added gallows on the hill outside the castle, the well is now escapable with a little effort if someone feels the need to take a swim there, leading up to the entrance there now is a stone ramp, signal fire cage added to the keep, and the main building upper floors are now wider than the 1st floor, in order to more give the buildings a more medieval feel For all those who don't know the old POI: Altenburg Castle is a real castle which is located on a hill near the city of Bamberg, Germany and I have done my best to recreate the castle in a 1:1 scale, but had to bend a few angles to do so. The castle itself has historically gone through many building and rebuilding phases, which includes it being destroyed to a large extend in the 16th century, and big renovation works in the 19th century. I stuck to todays main layout but didn't include a lot of 19th century or more modern features in order to keep it as medieval as possible in the vanilla game. I chose this castle as its size, as well as its close to 90° layouts lend itself to a 7d2d version, while a lot of other characteristics make it a potentially interesting game-POI: It is mostly a-symmetrical, and no two identical buildings/segments exist in the castle - not even the walls are build in similar stiles around the castle, similarly all the towers are different, creating a much more realistic impression as copy-pasted segments could. On top of that a bear was once kept inside the castle, and the entrance over a bridge offers the possibility to use it as a nice base with a drawbridge in game. Allthough in reality it is a rather small castle, the POI is quite massive for this game in its 1:1 scale. As the inside of the buildings today seem to be rented out for events and serve as a restaurant I didn't view them as authentical enough to justify the effort of researching them entirely - so what I chose for the insides is a mixture of what I know from other castles, as well as what I think still makes sense to put in a game-POI. If you have better ideas for the interiour feel free to PN me, so I have the possibility to further improve my work. For anyone interested in the original, heres the Wikipedia Page: https://en.wikipedia.org/wiki/Altenburg_(Bamberg)
    1 point
  9. Snufkin's Paintings Additions Adds 20 famous paintings and 20 movie posters to the vanilla paintings. Download: https://github.com/Snufki-n/Snufkin_Modlets_A19/blob/master/Snufkin_Paintings.rar
    1 point
  10. Hi everyone ! After a few hours of "hard work" in my free time, I polish my prefab: a huge mountain resort. The biggest is done. Next I will turn my prefab into a POI with zombies & quests. Here some screens (progression since Nov - Dec 2020). Enjoy Prefab: Club Hotel (50-60% completion) Prefab: Club Hotel (65% completion) Prefab: Club Hotel (80% completion) Prefab: Club Hotel (WIP 95%)
    1 point
  11. Unfortunately Phredd has decided to not continue with this mod. As a result I will try to continue his work and will soon be releasing Farm Life Expanded V2! So far some of the thing I have done and am currently working on with it are: Removing Unnecessary but Beautiful. (since this Mod is updated by the author I felt it best that it be installed seperately) Remove 25k Stack sizes. (Again better to use a dedicated Mod that changes things to your preference. Farm Life specific Items will be adjusted to more realistic stack sizes. Adding Descriptions to Items without Descriptions, Update descriptions to be more accurate. Adding Recipes to the butchers table to make it useable again. (It's such a great looking asset, it needs to be useable!) Make the Wood Grill Useable, It currently has no recipes but is in some items descriptions as being required. There are a ton of Workstations in this mod, so many that it it can become very confusing to know what to use. I am going to look at ways of making them easier to use. some look really nice and it would be a shame to remove completely. there are two different Smokers, rather then remove one I will make both of them identical in function and let you choose which one you want to use. For those that are currently using the Mod or have used it in the past please post any issues you have found with it so that I can try and fix them and also any suggestion you have to make it better. One concern I have about it is that there are just too many food recipes! Do you feel the same way? should the number be cut down? Thanks Pipermac
    1 point
  12. I found it weird that nobody mentioned a parking brake for the 4X4. That mod would be worth its weight in gold 😉
    1 point
  13. Hi Ztensity's Thanks for the mod, I don't like the paintings very much (I'll delete them), but I'll stick with the movie posters. Thanks also for your other mods. Regards
    1 point
  14. You can use any weapon unperked along with the turret and have a significant advantage. It is an error to think that the turret by itself should be on equal ground with the other weapons because as Gazz said, nobody just stands and watches the turrets fire. The turrets add to your own firepower and just because you are doing an intellect build and so have no perks in an an AK-47, an AK-47 plus a couple of turrets is great. An AK-47 plus a couple of turrets that are each equally powerful as an AK-47 would be grossly OP. People need to stop asking for more powerful intellect weapons because the developers are not stupid enough to fall for it... I can throw a bone to all the intellect build fans who hate their weapons being less powerful than the other build counterparts: Once you use the new pipe baton you may never use the wooden club again. (That's assuming, of course, @Gazz doesn't reconfigure the numbers on the pipe baton....)
    1 point
  15. Very detailed and beautiful the prefab, it reminds me a bit of the prefab of the compopack called Rave Factory (just for the terrain) another one on my list, thanks. Regards
    1 point
  16. I can confirm that BATON+TURRETS are barely enough to hold off an horde. I can also confirm that the exact same applies for every single attribute out there if you are butt-naked in the open. With a basic general-purpose Tower defense base I can also confirm that bases are perfectly defended at the same degree for any attribute, but then again Intellect has quite the trader/quest benefits and extremely cheap ways to build and save resources does it not? Who would've thunk uh? you need to use intellect like a person who uses intellect in order to take advantage of an attribute created after the concept of "intellect". Let's see if the drone doesn't unbalance it further.
    1 point
  17. Just found out about the new version. Basically a new skin for a zombie and a few new sounds added from December to March. Wow that's frustrating. No idea what those things are that have been fixed but I don't think I would notice any of them. Maybe I'll start a new savegame in 2022 then.
    1 point
  18. Or simply rename the 19.4 folder.
    1 point
  19. If you left click on the mouse the camera will switch modes. Haven't found a way to do it with the controller but this works for me.
    1 point
  20. I started a new game and grabbed the needful items from creative today. Generator>camera>camera>powered door worked perfectly from both sides for me.
    1 point
  21. Super fast!! Drifting around the apocalypse!! (And crashing myself in every single building!) Imagine jumping from a hill at that speed! Besides that and what I put above, a mod to increase inventory space would be nice too.
    1 point
  22. Oh look forward to seeing this for sure.. great work once again
    1 point
  23. I don't think it says anywhere that it's supposed to be the cheapest. It's certainly the weapon with the most easily attained ammo type. The damage of 2 turrets is in no way supposed to be equal to a maxed out T3 gun. That would be silly because it works in addition to the weapon you are holding - which can be anything.
    1 point
  24. Has been the dynamic music removed from this mod? I don't seem to hear the tracks when in combat at all. The exploration music is still there. If I had to say honestly this is the feature that I miss somehow. The combat music made battling zombies more lifeful to me. Is there a way to turn it back on?
    1 point
  25. Still can be a memory issue, like stick going bad. A quick, easy way to rule in/out the game as the cause is to go back to 19.3 and play a map. As far as I've read, there is really not that much of a change from 19.3 to 19.4 that would affect memory. If you usually play random gen, start a new random gen map on 19.3 and see if you still crash. If you do, then running memtest would be the next step.
    1 point
  26. That won't really work because A20 is in flux. Every few days there is a new build number. However, I could use the mod launcher to download 19.4 and then I could have both versions available at the same time. Blessings to @sphereii
    1 point
  27. Given their system specs, I'm going to lean towards the pagefile being the issue. Though it could also be security software getting in the way.
    1 point
  28. The log says you are out of memory. I think it is normal RAM (refering to heap allocation which I don't think is done in a graphics card, but I don't know enough about graphics cards to exclude VRAM with certainity). If you have lots of other stuff running in the background while playing the game, turn it off. If not, 16G is more than enough to play the game, so something must be really broken. You should check the RAM usage of the game after starting it. Does it continually increase at a fast rate and crash once it hits 16G? If not, check your graphics card VRAM. Alternatively if you have texture quality at "full", turn that down to "half". If it already is at half, turn down the resolution. Does that prevent the crashes? Did you change the setting for virtual memory page cache lately? I think it was said that this should be set to the default, which is that windows manages the size of the page cache or bad things will happen.
    1 point
  29. Yes go to the biomes.xml and decrease the prob value of spawnVehicleBlock in each of the poi name sections. regards Ragsy !!
    1 point
  30. Oh, it was funny the first time - not when people repeat the exact same joke over and over. Not really. The whole smelting materials into the forge (smelter) is a silly mechanic that is unnecessarily hard to understand because no smelter works that way IRL. They do not store a huge quantity of 5 different materials internally. You smelt something and then you have an output of material so the chem station setup would be a lot more realistic for it. That changes nothing with the gameplay. You need fuel to turn raw ores and other smeltables into ingots. Simple. Scrapping things into base material for 100% return can be done at the workbench.
    1 point
  31. Will we lose support for the downgrade xml property entirely for this dumbing down change?
    1 point
  32. At long last, I've completed the release and have quite a bit packed into it. Sorry for the long wait on this one. As mentioned before, I would recommend you use this on a new game. But if that is not possible or undesirable, please be aware that anyone with an active quest will have to drop it and start the quest over. There is a critical bugfix in this release that closes a loophole that previously was allowing players to craft a writ for a quest, without ever having started the quest. This loophole is fixed by handing the player a token coin when they first start the quest, and requiring them to use that token when they craft the writ item. As usual, please let me know if you find any bugs, typos, or otherwise have any issues. White River Tools of Citizenship A19.4_1.0: CHANGELOG: German localization translated by sechsterversuch & Zeeeni. Big thanks to them for this! All other language translations generated via IBM Watson Language Translator New Quests Added: Amelia’s Gyrocopter Molino Bulletproof Glass Created Darkness Falls Compatibility Modlet, that allows this quest pack to be used with Darkness Falls. Additions to Existing Quests: Added a Remington’s Steel 762 Auto Turret to the Remington Steel Ammo quest. This turret fires slower, aims slower, and has a smaller turn radius, but uses the steel 762 ammo and does more damage in turn. Bugfixes: Writ exploit/loophole fixed. No longer can players endlessly craft writs without having worked through the quest itself. The fix implements a token coin that is provided to the player when they accept the quest that is an ingredient in crafting the writ. A player without this token coin would be unable to craft the writ. Fixed bug with quest pack’s lootable books. Fixed multiple small typos in various Localization.txt files. Added the proper perk enhancements to the Deschain’s Revolver, Bambi’s Bow, Daryl’s Crossbow, and Rick Danger’s Augers quest items. Tuning: Completely re-tuned the Dundee’s Knife as it was substantially over-powered in comparison to vanilla. The intention of this quest pack has always been to only provide items that are a notch better than vanilla, so as to not throw off overall balancing of the game. Reduced the amount of bicycle parts and overall higher tier loot provided by the citizen’s crates. Adjusted the loot in BlackBart’s coffin to be gold & silver instead of dukes to better follow the storyline. Made the steel ammo more difficult to craft. Repair kits are easy to come by, so weapon damage alone is not enough of a detriment to the extra damage and ease of crafting that steel ammo provides. Also tuned the ammo to cause more weapon degradation. Adjusted the AI behavior and difficulty of the Spirit of Vengeance boss. Added longShaft tag to Bunyan’s FireAxe, Jason’s Machete, and Rick Danger’s Augers to allow them to hold the burning shaft mod. Added sneak damage bonus to Jason’s Machete Reduced the probability of finding the dark tower books. The item is supposed to be a legendary item, so it should be extremely difficult to collect all the books to obtain it. Reduced the block damage on both Rick Danger Augers as they were too over powered.
    1 point
  33. This would be an absolute travesty. Please reconsider this.
    1 point
  34. It's entirely different. All the shapes are in categories now, and unified no matter what material you are building with. So if I want wedge 60, it's always in the exact same category and same position regardless of if I'm building with wood/stone/concrete/steel/cloth etc. All shapes now exist in every material and are in the exact same menu location when using a different material helper. You can build steel tables if you want or cloth tables, we don't care. Having a powerful build system you can get creative with is better than using realism to determine what you can and can't make. The cool thing is once you memorize the layout of where each shape is you'll never have any trouble finding it, and the categories are pretty good so even if you don't know where something is, you have a good idea on where to look. On top of that all icons are now grey, shaded and rendered like art, similar to sketchup art. So they are very easy to read and tell what the shape is. The background of the icon has the material in it so you can tell what helper it is in your belt. Finally you can just build with wood, stone, concrete and steel. All the upgrades in between have been deleted, and wet concrete is gone too so less clicking and just build with steel if you want. Nothing downgrades to anything either, when the hit bar is gone the block goes poof. A fairly big change, but now each tier is meaningful and it won't be 1000 clicks to go from wood to steel now.
    1 point
  35. Long Term Support With LTS versions, Unity promises to supply support and regular updates for a longer period than non LTS versions, i believe it's 2 years.
    1 point
  36. Hi Rukminesh Thanks for these wonderful prefabs, added to my prefablist. Regards
    1 point
  37. When I was building variant two of my duplex series I wanted to include an excavator digging the graves, but it didn't fit with the space. I built an excavator as a stand alone, but got hooked on the idea of using it for something else. Originally I was going to make a decommissioned gas station getting it's tanks removed, but there are just so many gas stations I decided to go with a water pumping station. I based it on a combo of a modern pump station and an old station in England, like an old station that had been retrofitted. It's tested with fetch and clear quests. Prefab Zip file: https://drive.google.com/file/d/1vQawDmJ90HZ_jn9UCBsUqTfEvoUl0l_E/view?usp=sharing
    1 point
  38. Eventually you'll drown when swimming and you run out of stamina. Hopefully we can put some creepy water logged zombies in there that pop up and scare the @%$# out of you or something, zombie catfish. No because that just isn't how the game will work. You'll spawn with a trader nearby to get started and a better tutorial integration. If you want to skip all that leave the easy forest, but you'll pretty much insta die in the harder biomes without gear IMO. Cold will be harsh and radiation even harsher. Desert will be somewhat harder but survivable for a little bit without some gear. So the standard way to play will be to gear up in the forest then attempt harder biomes. We might change the forge to a normal workstation instead type of work flow and that will change everything, so it's too early to comment on an industrial forge. Simple is great, stop being married or emotionally attached to old designs. A lot of stuff was prototyped as a work around because we didn't have programmers to do exactly what we wanted so streamlining is a normal part of the alpha experience. I wouldn't expect major changes to everything, but as we go gold stuff gets redesigned in a better way that is easier to understand and more streamlined. It's not going to change what the game is or how it feels, just less clicks or a smoother experience.
    1 point
  39. 1 point
  40. Thanks Gouki 😀 It's finally here : https://www.nexusmods.com/7daystodie/mods/1334?tab=files I hope you'll enjoy it !
    1 point
  41. 1 How they will work has not been determined. Trigger traps will probably be the same, but at some point stealth may add a chance they don't trigger. 1b Sleepers work how they do for performance reasons. They don't spawn until you are near the sleeper volume. That has not changed in a20, but as the game gets more optimized, some of those rules may be relaxed. 2 Those spikes have no colliders, they are just cosmetic, so removing them won't change collisions,
    1 point
  42. Fully modded bike...
    1 point
  43. 1 Increases the normal and turbo speed caps, so it lets you move faster. 2 No plans, but it could be done by increasing wheel torque, but don't think I'm changing that for a20. It will add more seats to a vehicle. The 4x4 is the one I will be doing first. The others will depend on how much time I have and if they look ok bolting a person on and if not, then will need model changes, which means artists and more time.
    1 point
  44. I would like a mod that would put flaming Spears on my motorcycle and let me run down and skewer zombies. They would stay there and decay to burning skeletons over time.
    1 point
  45. These are the planned vehicle mods: Fuel Saver - Works Off Road Headlights - Works Super Charger - Works Expanded Seat - TODO Reserve Fuel Tank - Working on today None of them are fully done, since they still need icons, schematics and put in loot lists. Drone should be in a20.
    1 point
  46. My favorite feature so far is the fact I can switch the editor to release mode, which produces optimized assembly code, but I can still run the profiler on it. That means I get the same timings I would get with a full build, which takes my PC about 6 minutes to make, so I don't. I've been spending a lot of time optimizing and cleanup up lately, so a very nice feature. I just finished this one, which is a big win: Optimized terrain control textures to not update with every mesh update. Those peaked at 2ms spikes on my PC, on several frames, when new chunks load, adding to the FPS drop that already happens when building meshes.
    1 point
  47. How is the improved shape menu coming along ? Sounds like the most annoying, OCD and time consuming task on the face of the Earth. Gazz is on it for sure lol.
    1 point
  48. Fair enough, but I'd like to state the obvious... console gamers have MUCH lower expectations than PC gamers, as they are an inferior species. 😃
    1 point
  49. Variety is fun. For some of us, playing around with sliders isn't just something to get out of the way before you get to the game. It is itself fun, intrinsically: a place to experiment, be artistic and creative, role play, and take satisfaction in the fact that no one has ever played the game with this particular character before, in the same way we find it satisfying to play on a random world no one else has seen before. My first hour (literally, I clocked it) of playing Fallout 4 was spent in the character creator, despite the rest of the game not holding my interest for long. Swapping between heads that have gotten an artist's stamp of approval guts most of that fun. Don't forget, people make bases that aren't professional looking or performant, and share images and videos of them, all the time. And you let players do this, because it's fun and this is a sandbox. You do your best to make the pieces look good and perform well, but with few exceptions (like a minimum distance between trees) you don't limit what players can make. ...With that said, the greatest need for variety is not with the player characters, but with the zombies, and eventually bandits. If a new player starts a game and plays just through the first Blood Moon, they'll still typically see hundreds, possibly thousands of zombies. And they're only getting a subset of the zombie types at any given gamestage. So if you do any further work on character variation, I hope you do it on zombies. Tinted clothing and skin, subtle scaling, body part swaps... I get that UMA didn't pan out, but anything would be better than clones - even new, high quality HD clones.
    1 point
  50. Walking sleepers sounds great. POIs need some unpredictability.
    1 point
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