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  1. Also, you changed them in A17 to possibly walk somewhat nearby a player but not necessarily directly toward the player. There are hordes going unnoticed by people for sure. I bet with the A20 zombie sense slider toggled to max, more of those nearby wandering hordes will notice the player and thus more players will notice more of the wandering hordes.
    4 points
  2. Fort is looong but only 1 block wide and hangs off indestructable trader area. As long as the moth is deep enough that the zed do not even reach to bottom pf the wall you are completely safe on the wall which is just outside the trader area so no night teleports while on the wall. And actually you can be few blocks inside the wall without being teleported at night. So wall is not needed but you get the material free when digging up the moat and it is fun to build. And you can even place a drawbridge on the wall if you want. Damn the placement of drawbrdge is buggy. Could not be bothered to chip away the 10k bridge and craft new one. steps up the wall. Keep in mind the structural integrity as whole structure is hanging off a cliff. And also keep in mind you can not land claim trader area. And remember to extend to bottom of the wall to fist stone block. You oould extend the wall all the way down bottom of the moat to give it more structural support but then you would need be fixing those blocks after every horde.
    4 points
  3. But xp loss is? How can injuries be fun? Their function in a game is to push the player to trying to cure them. If the player liked them instead he would just keep the injury going.
    3 points
  4. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. RELEASE TARGET: "A20 Experimental released by Halloween (October 31, 2021) as long as no problems cause a delay" -- Rick Huenink CEO "GASP!!!!" --Lathan Meadows Senior Programmer Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 3) Alpha 20 Developer Live Stream September 8, 2021 4) Alpha 20 Developer Live Stream September 15, 2021 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from. Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example). Biome selectors and city selectors to allow users to control the density of these map features. 6k, 8k, and 10k map sizes implemented City tile system randomly places city buildings into tiles so that they are aligned well with each other and city streets. Multilayered for sewer systems below groundlevel buildings and the ability for ends of one tile to match up with those of an adjacent tile so that everything generates looking consistent and aligned. 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better Fuel Saver Off Road Headlights Super Charger Expanded Seat allows 1 passenger on Minibike and Motorcycle and 2 extra passengers for 4x4 Reserve Fuel Tank 4) Shape Menu and Building Update Shapes are shown as shaded drawings of blocks Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel Blocks destroy to air. They do not downgrade. 14 categories and over 1000 shapes 5) Dynamic Imposters Changes to the world and player built forts are represented in distant terrain 6) Micro Splat Improvements Better terrain blending 7) Feral Sense Game Option When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is Stealth still works but zombie senses are heightened so stealth play is much more challenging Settings are: Off, Day, Night, All 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Weapons Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun Pipe Machine Gun Pipe weapons craftable from backpack without need for schematic Lever Action Rifle Tier between Bolt and Sniper Many weapons reskinned to apocalyptic art style 10) Trader to Trader progression Details Coming 11) Loot Progression and Gamestaging Improvements Details Coming 12) New POI's New Gas Station (shown to reveal Restore Power Quest Over 145 new POI's and many new props and environmental decorations New Tier 3, Tier 4, and Tier 5 locations Many legacy POIs updated 13) Dynamic Music and Ambient Audio Improvements Details Coming 14) Environment Weather changes more often and has more variety Wind dynamically affects leaves and plants and wind will gust Improved textures for environment art Temporal Anti Aliasing option with a separate sharpening option New mesh generation, shaders and lighting for plants and grass and optimized colliders Bedrolls can be recolored during placement Fuse Boxes updated and made into triggers 15) Quest Improvements Digging Quest improvements Tier 3 Digging Quest added Tutorial Quest uses the beacons to point out nests and rocks 16) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them A block trigger system added with multiple triggers, like switches, and can be on a layer. Blocks, like doors, can respond to them by doing something such as opening or closing. 17) New Zombies/ Entities Trader Hugh Nurse Drone Screamer Fat Cop Burnt Zombie (cold, hot, flaming) Hoodie Dude Lumberjack Radiated Zombie with AOE acid bursts All legacy zombies have been converted to new HD standard All traders have been converted to new HD standard Bandit models have been started for A21 18) Twitch Integration Streamers and Audience can interact through the game Chat commands to help or harm streamer 19) AI and Sleeper Improvements Zombies can duck and crawl through areas that are less than 2-meters but more than 1-meter Zombies include 1-meter holes in their paths and can crawl through them - pushed to A21 Wandering Sleepers - pushed to A21 20) Character Overhaul - Pushed to A21 Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits. Outfits are another feature that will help build the foundation for the future implementation of bandits Alot of this has been started already by those who have finished work for A20 and have moved on to A21 work 21) Water Overhaul - Pushed to A21 Details Coming
    2 points
  5. i threw up a quickie vid to show how to get a prefab into the world editor.. sorry i dont have the time for more nor all the answers.. i do have an 8k world that i created with all of my custom pois and those of tfp's that i wanted and the way i show in video is how i do it.. just save and reload the world in editor to refresh or load a temp game to see if it worked.
    2 points
  6. I haven't played WotW, and use only my own overhaul mod, adding in bits and pieces from all over the place as I like, but I have the download, so what I would do, is copy the prefabs from the "WaroftheWalkersMod" and "NerdScurvy_Doors+Windows" folders, and paste them all into the Prefabs folder in your 7D2D game, then fire up KGW->advanced, hit the generate custom POIs list and you'll get a complete list that way - name it whatever you like - mine is simply pj_prefabs.txt. I've done it this way with Undead Legacy and Classic Hardcore, though I only used parts of their overhauls. Doing that involves a heck of a lot of xml edits, but it did work. Right now I have CP47 and DF prefabs in my own KGW map using the DF Small1 height map and biome png files. Of course - I might well be totally wrong, and KG (and others) may know exactly how to do it, (and I hope they will chime in, and tell me if I'm wrong - 'cos I'm learning every day too.) pj
    2 points
  7. Wandering hordes should not be changed. They are random, so perhaps you are just randomly getting none.
    2 points
  8. No the game is geared towards PvE. Sure you can play PvP if you want to, but that is not the intent of this game when TFP first set out to create and develop 7D2D
    2 points
  9. The issue is more that even after speccing into it, you are still weak compared to the alternatives. I tested it with a Shotgun messiah. Clearing it using melee + Junk Turrets used over 10,000 iron worth of junk turret ammo. Clearing it using an autoshotgun used like 100 shotgun shells, and I got more than that back from clearing it, and the shotgun clear was like 3 times faster because I didn't have the turret set up time etc It's the same issue as the "an unperked club is better than a fully perked and kitted out stun baton" thing. Half of it is just that shotgun and club are OP, but even comparing to an M60 and knuckles or something, the int tree just falls behind resource investment to return on investment wise. The junk turret requires 10+ minutes of mining iron and an entire perk line + an entire magazine line + double the resources to run two junk turrets + all of the mining perks which means it needs strength investement too etc, just to actually be usable. A shotgun or m60 build just needs the attribute + gun skill and half the mods of a dual junk turret build Crafting skills have been useless for a few alpha now where it's only good for rushing items the first week and then useless after because you need parts to craft stuff, can't even craft the tier 6 version, you get books that teach you the recipes for free, and you can just buy the workbenches instead of wasting skill points on it. Not even getting into the "Build all your workbenches and then take a respec potion to put the points somewhere else" levels of try hard min maxing. There's no real reason to craft anything since like A17 or which ever added quest rewards. You are way better off just taking the better quest reward perk and spamming quests to get quality 6 gear way faster and easier than a crafting build can, especially since quests give dukes and exp etc too on top of the rewards I don't think int is trash, but it's just in an awkward spot like agility where you can 100% easily play the game without ever touching the entire perk line or weapons from it and you'd . . . probably be an optimal meta build honestly. Better Barter and the better rewards perk are top tier perks, but the rest of Int not so much, just like Parkour being an amazing perk but it's not worth wasting points on the Agility tree for because the weapons are terrible and the other perks aren't worth it
    2 points
  10. Music is being worked on, but don't think sounds are getting major changes. Vehicles textures have been changed, so they can be tinted by dyes.
    2 points
  11. I prefer green for you can read it, and red for allready known. So i replaced the icons for me with the follow ones.
    2 points
  12. First thing I couldn't find a technical forum area and I do like keyboard and mouse. Just when I got back into play 7 Days To Die I founded out the game stop supporting my Xbox One Windows 10 controller. its the modern Xbox One version. The game has it enabled and the gamepad area it is on Xbox but at the same time it just won't work. I did also try to reach out to the support of the game by doing that ticket but so far no response from them. I am trying to see if these forums can help me out. I think it be awesome if I get my controller to work so I can do ether or. So if someone can help me fix my issue that be awesome. thanks
    1 point
  13. That quite a pessimistic take, and to be honest, I think it defeats itself neatly. There's a whole genre of survival games that revolve around those mechanics, and a group of people seem to enjoy the games. If the mechanics were completely uninteresting, then they would've been cut from the genre; so I'd argue they must have some kind of internal intrigue. And whether we see them as "just a mandatory part of a weird genre" or "interesting game play", since we have them - and I assume "must have them" - then it stands to reason to make them .. significant? As interesting as possible for the very least. As for your example of hunger, TFP have created 4 mostly separate (but somewhat interdependent) solutions for food; buying, farming, hunting, looting. Cooking combines them all, sure, but each of the components is largely self-sufficient if you adjust your game play around it. They're doing their best to make it interesting, and I'd say the current system is pretty good. It mostly suffers from becoming practically obsolete with high tier recipes and a visit to Bob's Boars with no spoilage.
    1 point
  14. Thank you this collab will benefit the both of us!
    1 point
  15. The water map is just a way to generate water in the world. HOWEVER you have to supply a compatible heightmap. One that hase "holes" where you want lakes or rivers. Otherwise the water will be generated inside the terrain. Grid sizes are exactly what they sound like. They are the size of the city grid. Smaller grid sizes will result in more packed cities and larger grid sizes will result in more open cities. The number of pois in a block will almost always remain the same. Also larger sizes allow for larger pois to be placed inside cities. The Compo Pack for example contains a lot of very large pois and the people working on it specifically asked me for this option in the settings of KingGen. If I may suggest, a cool idea for a video would be "how to install and use the Compo Pack together with KingGen". A lot of people have been asking me that. You can find the Compo Pack here.
    1 point
  16. No problem As long as it works, people will be happy. However, just to clarify things: the biomes map should be a 3-channels (rgb) 24-bit png image. So that means there are only 8 bits per channel. I guess Gimp is letting you choose the bits per channel, not the overall number of bits.
    1 point
  17. I've been experimenting with KingGen for almost a week now so don't know all of the options but enough to put together a couple of video tutorials that new users might find helpful. The second video includes how to create your own height map and draw Biomes and cities. I don't want to post a direct link here without getting permission. If anyone would like to find the videos you can just Google 'kinggen tutorial'. Currently my videos are the first results. I hope sharing this isn't an issue and I'll understand if you'd prefer to remove this post. Thanks for creating such great software kingslayer!
    1 point
  18. Ah yes, the ultimate cheese base. sigh
    1 point
  19. Zombie hordes and survival, that would be nice change.
    1 point
  20. You are probably seeing wandering hordes and not recognizing them. Here's a few examples of things that are wandering hordes: Dog horde, sometimes with zombie bears; Wolf horde; Vultures flying in the forest; Zombies bashing stuff. The last one is a pretty good indicator. Biome zombies rarely bash stuff because they are not trying to get to some place. Unless they see you, of course. If there are zombies bashing something then it is most likely a wandering horde going from point A to point B, bashing whatever is in their way. On the first few days you'll usually get the animal hordes. Which, honestly, kind of sucks because the animal hordes are much more dangerous. I've died to wolf and dog hordes, but never to a zombie one. Vultures hordes are usually hard to detect because they leave you alone and fly so high they'll often go outside rendering range, but if you happen to be hurt while a vulture horde is around then you are in for some pain. Sometimes you'll also get some zombies loudly walking nearby. I don't know why they sound so loud, but they do so to me. It's often a zombie from a wandering horde that has finished it's wandering and is now walking randomly. In these cases you can press F1 to open up the console and you'll see messages about zombies not longer being controlled by the wandering horde, and the wandering horde spawning further up. Grenades, molotovs, timed charges, dynamite are all supposedly throwable decoys. They do not have distraction passive effects, though, so I don't think they are working like decoys. Rocks (stone) and snowballs do work as decoys, though you have to throw so they hit the ground close to the zombies, then skip further away attracting them. Otherwise... just make noise then stealthily move away.
    1 point
  21. You might also try asking here https://community.7daystodie.com/forum/28-looking-for/
    1 point
  22. Broken legs / infections are not fun in real life so it seems immersive 😁
    1 point
  23. Which reminds me that this sucks because it does not have ironing boards. This is an injustice that cannot be tolerated! As opposed to injustices that can be tolerated like not having zombies wearing speedos. EDIT: And isn't Minecraft at least equally destructible?
    1 point
  24. It's razor's edge the devs have to walk. Make the penalties too debilitating and people will rage quit/cheat/afk so they don't have to deal with it. Make it too inconsequential and there is no meaningful impact on gameplay. Make it too long and the casuals and the min/maxers will go bananas. Make it too short and the sim players will complain. The real problem is that the lines between too long and too short and too debilitating and too inconsequential are drawn differently for each person you meet. So the default has to feel a bit unsatisfying for everyone with mods scratching those itches that you have that nobody else cares about. "You have to crawl on your belly for three days real time if you break both legs!" should never be in the default vanilla game even though somebody reading this just had a geekgasm when they got to this last line....
    1 point
  25. Hello @Subquake, I registered to the forums and thought I'd post here as myself and another mate have just played through your mod and thought you might like to hear our experience. Over all it was for the most part a positive experience and have to say we really appreciate the time and effort you've put into the mod. I'll try keep this as progressive as possible so I'll start from the start. Jumping into the game I have to say that we're intermediate to advance in 7d2d and have played through some of the other popular mod packs such as Darkness Falls and War3zuk. I also have to put in a disclaimer that we play through to the end game of these mods and don't really grind out past the last acquiring the last tier of items or bosses in these types of games/mods (typically 30-50 hours per run through). We also only play with ourselves so anything multiplayer related I will not base the opinion on. The starting difficulty was probably close to perfect for us as we had a decent idea on what we were doing and how to fight zombies with basic melee tools so that was a plus, overall it also felt quite linear with the difficulty scale being fairly weak to begin and strong later on, so I give kudos for that. The UI was absolutely fantastic, probably one of the highlights of the mod and albeit a tiny few things could use tweaking it was excellent. We played with the option of not being able to see schematics or recipes that we had not learned yet which was the first time we did it this way. I'm a bit on the fence about it because I think it would have been excellent but with the use of having to learn almost everything in the game and a handful of workbenches which lead to more workbenches made it fairly difficult to know what the progression was and we found ourselves building multiple workbenches but still not being able to craft anything useful or for progression. We also made a big rookie mistake and didn't realise until mid-late game that you could craft bar moulds in the campfire, I think this was a bit on us and a bit on the fact we didn't have much reason to believe that this sort of item would be crafted in the campfire of all places. It was also due to the fact that every other workbench or crafting tool opens on the 'view all items' tab so with the assumption that was the same for campfire we had no idea we had to select the other tab to see it. I think being able to see everything you can craft as soon as you open the campfire including drinks and the moulds would have sold the problem we had. So again I think it was a little on us and a little on the discrepancy between crafting stations that caused that confusion. I think the next part to go through would be the combination of loot and the schematics system. We really liked the idea of the schematics system however believe that from our playthrough there was some flaws in it. The quick way to say it would be by the time we had all the last tier crafting benches and essentially had the ability to learn and craft everything in the game (probably around 30-40 hours at this point) we had only crafted, I would say, around 5 items that weren't just necessary pieces to upgrade a bench etc. After the initial stone weapons and tools at the start of the game we didn't craft a single weapon or tool until the Auger later in the game. We love the idea of exploring and adventuring but the fact that we could barely craft any of our own items kind of sucked (keep in mind I understand the upgraded quality etc would be for people playing this long term so to speak or multiplayer) I'm 100% sure we must have been doing something wrong with the research data as realistically the only way we got it was from scrapping books, flashlights and circuit boards as well as buy from the trader. Again this lead to us barely being able to learn and schematics to play around with and we had to save pretty much everything to get the next upgraded bench/station. I think it also relates to the fact that we could never craft anything better than what we had found or received as quest rewards/bought. Last point to the schematics part was that the rng made it almost as if it was a lucky dip as to if we would get something useful or not, I know that sounds silly because that's what rng is but if the progression system is built around schematics then to very rarely get anything useful was a bit disappointing and frustrating. To wrap up this part I'll conclude with the idea is great, if we played through it again or another similar mod I think we'd show all recipes and crafts because it was a bit too frustrating with the rng of schematics on top of that. We think that reduced cost of research data would be great or at least a game option to reduce it so we could explore more of the crafting since we did so little in our playthrough. Now onto the building. Absolutely loved the idea but felt it was a bit too slow. The idea that we couldn't just build a base strait up and we had to find a house for shelter was fantastic, it was probably one of the best experiences of the mod. We placed ourselves right next to the trader in a 2 story house where we smashed out the walls and made it open plan living. The kitchen was our storage area and boy was it infuriatingly small but expanding it with random household storage items we looted such as ovens and mouldy old bags was great fun. However in saying that the downside is by the time we had finished our playthrough we still hadn't even built our own base or a horde base since it took so long to be able to get resources for blocks without spending many hours using bad tools such as iron axe on trees or shovels for cobble or cement. Again we found ourselves buying most of what we needed because it was so extremely inefficient to grind out resources. Maybe that was the idea/feel for the mod you had intended, we just prefer to be able to do a little bit more base building as that's one of the things we enjoy most about survival crafting games. Overall for the building aspect it was a positive on our end just a little slow for our liking. I'll quickly dabble on the vehicles because I don't have a tonne to say but overall they were good. I've played enough now to always want a vehicle since walking is so slow but we got a vehicle about the time I would expect. Only issue is the way we got it. The idea of repairable vehicles around the map was really cool, however it took us about 2-3 in game days early on to quest and save enough to simply buy the motorcycle. The idea that it was so simple to buy it but quite difficult to build or repair one was a bit of a let down because we would have loved to be able to explore the crafting but again I digress. Storage was cool, oh and something I almost forgot is that we don't have really anything bad to say about the weight system, we loved it more than the standard slot limit so that was definitely a positive. I do have to say though gasoline was a bit of a pain, it felt like there wasn't enough, mainly in places like the oil factories we would only get about 2 cans worth and whilst running 2 motorcycles, Augers, Chainsaws and drills it ran dry real quick. The oilrig was too late for us and we didn't end up getting it as we were finishing up the playthrough by that point so maybe that would have been our solution. Collecting liquids such as water, beer, mineral water was a cool idea only thing we were confused about was the fact we couldn't fill anything up from lakes or pools so that was a bit befuddling. Not going to go too much into the perks and skills as I think there is too much variance so my build would be a significantly different experience to another but overall it felt relatively balanced and nothing game breaking. The farming was pretty simple and similar to normal so not too much to say there apart from living off the land perk is absolutely needed otherwise not worth it because of how many plants it takes for 1 seed. And lastly there was one major thing missing from our point of view, bosses. I've seen in the roadmap that you do plan to include bosses so we'll most likely replay this in the future and look forward to seeing what we will battle with. Thanks for having a read of our experience and hopefully it helps you with developing your mod. Overall we did have fun and although there were some things we personally would change there was a lot we were impressed by. We understand that it's your mod and the idea of what you want the final product to look like is completely up to you so we look forward to seeing what you come up with. Until next time take care and again a big thank you for the work you've put in, it shows!
    1 point
  26. I'd play a 1x1km map if I could. I play single player, I prefer no loot respawn, but that doesn't really have that much impact if there's ten thousand POIs on the map. Shortage of pre-apocalypse items would be more meaningful sooner on a tiny map.
    1 point
  27. To get 19.5 (the current stable build) you need to opt out of all betas under the properties tab. The versions under properties are outdated and experimental. The stable version is always opt out of all betas.
    1 point
  28. Gotta chime in here... Regarding host machines, i have absolutely no clue. Regarding client machines, well. Honestly, this game runs much better than many so-called polished and released games for what it is actually handling behind the scene. My rig is quite old by now. It has - an i5-2500k cpu (released in 2011, 20 years ago) - on a asrock extreme3 gen3 motherboard (highest supported windows version listed on the manufacturers spec list is win 7 for which mainstream support ended in 2015 - i run win10 on it) - 16 gigs of ram of whatever kind (dont remember which kind, but for todays standards, it is slow. Originally came bought with 8, upgraded years ago) - msi gtx 970 (It is still going strong although it was released back in 2014, 7 years ago. Originally came with dual 560ti's if i remember correctly) - samsung 860 evo 1tb ssd (I think that is the only "new-ish" component in my machine, and even so it is from 2018. Originally came with a western digital platter) So in total (disregarding the original cost, it was a "mid-tier" machine when it was new), i have spent very little upgrading it since then. And yeah, as i mentioned, 7 days to die runs beautifully on it, especially considering the complexity of what is going on under the hood Edit: Oh, and i forgot the second important part: - Yes, machine specs will continue to rise in general. Unreal Engine 5 was teased quite a while ago, and just recently went into early access for anyone to play with (you can download and create with it right NOW). That engine will push the boundaries of gaming quite far (but also the minimum hardware requirements). Unity and other engines will surely follow shortly after. So yeah again, 7 days to die is by no means a demanding game relative to the date we are writing
    1 point
  29. Have you ever had a broken leg while dealing with a wandering horde or ferals? I do everything I can do to avoid getting these critical injuries as I know as soon as I get one, it is going to bite me in the rear.
    1 point
  30. You really are not paying attention to the Alpha 20 notes are you. RWG is being worked on for Alpha 20.....
    1 point
  31. @MelinorBaenre Nutrition change will be a fundamental rewrite of all consumables in the game, it is technically impossible to make it optional. Either You will have to learn and adapt to it or move on to playing other mods. And also don't dismiss something that you haven't even tried it, nutrition update sounds scarier than it actually will be, the main purpose of it is to promote making complex foods and I doubt I'll get it perfect on the first iteration, but with testing and tweaking I'm sure a good middle ground will be reachable among players of UL
    1 point
  32. But the crew is international. I think Fataal is in GB and Gazz in DE for example. A lot of the development was done from home even before Covid it seems. AFAIK Madmole and some artists are working on new games, simply because they are not much needed anymore for 7D2D. I don't think they have anything to do with the length of A20's development, that depends almost exclusively on the coders. My best guess is RWG. That is a ton of work since it seems they want to add a lot of features on top of the current RWG and I get the impression they also want to be done with that part in A20 (except for bug fixing naturally).
    1 point
  33. Not sure where you heard they weren't fixing RWG. That was one of the first things covered in the first dev stream for a20, and has been such a major focus that some other features got pushed back to a21.
    1 point
  34. In multiplayer it is, you’re not going to be able to control the zeds that tightly and allies won’t know if a zed is dealt with. That’s my only point, the other players are not going to want you to take a weapon who’s major benefit is crowd control if it makes their job of killing zeds harder.
    1 point
  35. he basically is saying... if you dont want to follow the path of least resistance as the level designers designed the pois for, then it is totally up to the player to play off the beatin' path (if that is what they want to do). some prefer it and some dont. thats the beauty of the pois... you can go in and play any way or you can grab the quests and go in following a path or not. if that still isnt explained, then i am sorry, but it is clear what TFP design is about and players can go about it any way they want, you really are not forced to walk any lines... we just offer a simple objective... be glad my personal pois dont make it into TFP line up.. mine are designed to kick butt and dont take names. and i make mine planning on how people will try to circumvent my design.... yeah, i am sneaky.
    1 point
  36. Can any dev comment on the QoL changes or changes in general for Stun Baton? Are any even on the table? As someone who started a new A19.5 run with the explicit intention to do a Stun Baton character . . . yeah . . . IMO, you shouldn't need to have candy + a book only mod + an entire perk line + your junk turrets going all combined to basically just let the junk turrets do what they would already have done anyway. I couldn't even get a single stun baton for the entire first week, which made the build very sad as well, so I'm hoping it gets some drop rate changes to actually be usable as a starting weapon as I'm pretty sure damage wise it's out damaged by a stone axe rofl
    1 point
  37. Vanilla Plus 1.01 BETA version A The readme file has more specifics and details of the updates/changes. Here is a summarized version: 1. Many localization fixes, including making the localization file have a capital "L" lol 2. Stack sizes below 500 increased 3. Removal of Zombie Gore Blocks, but zombies are now harvestable 4. Master Pistol and Master Compound Bow added. 5. Master Rocket Launcher and Master Compound Crossbow fires normally now 6. 5th crafting slot and a 3rd forge smelting slot. 7. Many many many fixes and updates. Let me know what you think! Also, feel free to join my discord for more direct conversations and requests. https://discord.gg/efKm2JgS22
    1 point
  38. Goodness, that is a great question. To be honest when and how I publish an update is tricky in my head. So many features and subtle changes I don't really want to publish something that I haven't "tested enough." So instead, I'm working on creating "beta" updates as an option. These will include MANY MANY fixes and some new stuff as well. These "betas" will have been tested at least to the point of loading in correctly and doing basically what I intended. Before I provide that beta, I need to update a few things for my Bundles/Supply Blocks along with additional Master Items that were not included before. I hope to get this beta up here in this chat soon! Thanks so much for your patience!
    1 point
  39. Bdub's Vehicles Updated to 3.8 for A19.5 Download at Git or Nexus -----FIXED/CHANGED----- -Changed: Tweaked custom vehicle sounds to work better on servers -Added: LMTV -Added: Old Semi -Added: Willy Jeep color variants On Git and the Launcher, Nexus is on the way.
    1 point
  40. I just trial & error now worked I been first time custom POIs with zoning is awesome look better than NitroGen was lack things just random & some spawn edge land was crappy & keep re-generation all time. My first time tested UK map with KingGen 👍 & tweaked no POI blocked spawn on mountains
    1 point
  41. Ironically, that and rabbits were discussed yesterday, but don't hold your breath.
    1 point
  42. Ironically wouldn't a hazmat zombie be the least threatening of the lot? Their mouth, hands, and almost every part of their body is trapped inside the protective suit. 😛
    1 point
  43. Ok, gonna say this right now. Yes, I know 19.5 is out. Yes, I have DF updated, but one of the testers wanted to tweak some of the compo pack POI's and it's not done yet. So it's likely not going to be out until tomorrow (since it's 1am for me and 2am for the tester in question)
    1 point
  44. EXCUSE ME, but Working Stiffs sources only the finest flint or, for the discerning customer, obsidian, for its Back To Basics™ line of fine workmen's tools! Using techniques passed down through four generations, the edges are hand-knapped by highly trained children youthful apprentices who are defininitely not underfed nor paid slave wages as they toil 18 hours a day in indentured servitude. ♫♪ When the world falls apart And you need the best rocks Crack open a Working Stiffs boooooox! ♫♪
    1 point
  45. Maybe if there are sewers people wont miss caves from previous alphas as much anymore....😁
    1 point
  46. The thing about that is that the newer guns have unique attachment models baked into the gun model itself that gets enabled/disabled, instead of attaching the same generic models like with the older guns. With this being the case, I can see a future where all guns have moved into the new system, all having their unique attachment models. So massive variety between guns, but not so much within. I could definitely see custom reticles being a thing though since that would require way less development time and could be reused for all scopes.
    1 point
  47. Bit gutted we still wont be getting CCTV anytime soon but looking forward to the new missions
    1 point
  48. @madmole Are we getting any Class for intellect range weapons? If someone says junk turret ill eat you!
    1 point
  49. Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.
    1 point
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