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Showing content with the highest reputation on 01/23/2022 in all areas

  1. It's a bit ass-backwards, but you can enter precise amounts from the workstations (cement mixer). So if you wanted to split your concrete mixing over all three for maximum efficiency, put all the sand, rock and cement you have in your inventory, get a total (use the max arrow) from one of the mixers as if you were going to make it all there, divide by three and then use that number at each mixer. -Arch Necromancer Morloc 💀
    2 points
  2. Which is your preferred method of base construction? Are you someone who goes out and finds a great area and builds your own base or do you find a nice POI and transform it to your needs? I'm not talking about horde night setups, just your base where you live and store all your stuff. I used to be the kind of player that would build my own base but in the past few alpha builds I've started just taking over an already built POI. This world I started with the goal to go back to building my own base again. While we were clearing out our first town for supplies I just threw some storage boxes on top of a house beside the trader so as not to get too settled in. Little did I know that was enough for me to keep putting off building my base. Now I'm on day 28, 2hr days, and realized that I hadn't started on my house yet. So I'm going to change that and I spent the past few hours picking out a great location. I'm going to build an ocean front house and it's going to be magnificent, or at least I hope it will lol. Seeing some of the amazing POIs the game has now has inspired me to work harder on making my place look better than a wooden cube that it used to be lol.
    1 point
  3. With A20, I finally decided to fix the pet peeves I had with the mouse sensitivity and aiming down sights. Thus, I present the following mods: FocalLengthAiming This mod dynamically scales mouse sensitivity when aiming down sights with weapons. The aim sensitivity in your settings menu is ignored completely. Instead, this mod uses your default FOV, look sensitivity, and the weapon's current ADS FOV when calculating the new sensitivity. If you move your mouse a 1/4 inch, your crosshair should move roughly the same amount of pixels on your screen regardless of how zoomed in you are. For more information on the math behind the sensitivity scaling, please visit https://themeta.com/converting-sensitivity-between-fovs-focal-length-scaling/ ProperMagnification With this mod, your screen will always be zoomed in/magnified by the same multiplier. If a scope enlarges your target by 3x with a Look FOV of 50, it will also enlarge your target by 3x with a Look FOV of 85. This is accomplished calculating a magnification value based on the default FOV of 65, and this magnification value is then applied to your Look FOV setting when aiming. Download The latest version of my mods, and the source code for them, can always be found at https://github.com/Nibato/nibmods-7dtd/releases Installation Simply extract this archive into your 7 Days to Die folder, disable Easy Anti-Cheat, and enjoy. These mods are client side, and do not need to be installed on a server.
    1 point
  4. I think something needs to be done about the radiated border around the map. It needs to be marked either in the game world or on the map. Got a treasure map today (Nicoles) and first time it didn't generate a treasure location (said something like 'no location is available' if I tried to show it on the map) so I decided I'd use CM to spawn in a new map and that one put the treasure in the radiated zone which obviously I didn't know until I got there and started dying of radiation poisoning
    1 point
  5. Vehicle Madness, Wasteland Vehicles, Bdubs Vehicles, Server Side Vehicles, and the NPCMod all playing together very nicely.
    1 point
  6. can't wait... it's been fun, still on same character, the progression is actually really good. hopefully i find them super guns soon lol, been getting whole lot of ammos. Thank you!
    1 point
  7. Some new things coming soon...
    1 point
  8. Any idea on when the backpack mods are going to be updated for A20? Thanks in advance for all your continues hard work @stallionsden
    1 point
  9. Thanks a lot. And I was searching for bars all over Enjoying? Im loving it Its almost a new game The only downside is that you cant use other mods (like citizenship), but thats ok
    1 point
  10. I think he was thinking about how to split the ingredients easily and not the actual amount that could be made. Like wanting to split 5000 stone into 3 stacks. Right now you can only split it into 2500 stack then 1250 and so on. I think he means being able to take a 5000 stack and just type in a number like 2500, 1500, or even 1356 if you wanted and be able to grab that amount. May be my mind playing tricks on me but I thought we could one time. Might have been a mod. Not sure now.
    1 point
  11. if there is one thing i have wanted the most for building wise i would say it would have to be a precise stack count for example i have 3 concrete mixers lets say i want to split them all into 2000 crushed sand stone and cement but then its difficult to do so since you can only really take half stacks of things
    1 point
  12. Small update to The Wasteland pushed. The Wasteland v2.75: -Changed: Tweaked custom door positions to help aligment with other doors/blocks -Fixed: Antivenom buff not properly removing -Fixed: Door animation loop on rejoining a game -Fixed: Energy weapon stat display
    1 point
  13. Largely depends on my spawn location and if playing with a group. If solo, I'll usually just take a POI and convert/reinforce it. If I do make a custom base, it's usually mostly for the XP, as I'm not a very creative builder. My personal bases are very blocky (cubes) with a large platform for farming/gyro landing platform. I tend to try and build everything off the ground to minimize destruction from the zeds, but it's far from pretty.
    1 point
  14. @faatal Since dynamic mesh now directly affects load distance can we get more options for the distance settings, instead of 100, 500, 1000 ect maybe 100, 200, 300 and so on? or maybe a slider?
    1 point
  15. Mod doesn't have an 06 Pontiac GTO, it's broken. ...having a blast playing it guys, really nicely done. Took me til day 6/7 to find a working one (vanilla ambulance). Now I'll be able to collect my fleet.
    1 point
  16. INT already has that exact ability you're talking about with Physician. But it also doesn't make sense. Think of it like this, does Wolverine have to be a doctor to regenerate? The fluff text describes the person as a mutant with inhuman self healing ability due to the radiation so I'm just picking something I consider comparable. Or pick anyone who has a strong immune system and heals quickly in real life. They don't have to know how it works for it to work or supplement it with vitamins and stimulants, it's innate. That narrows the capabilities of PER regardless if the numbers are the same. Disregarding the A20 changes to farming that I very much dislike, LotL isn't just good for in base farming. It's good for wild plants too. And I think that because it's not as strong of a gathering skill as say mining/wood gathering is that's why it also has butchering. But they're two sides of the same coin which goes well together. PER losing salvaging and gaining butchering is a big loss of utility for the attribute and it gives FORT a very potent gathering skill with a secondary that's good too even if it is annoying to do atm. Particularly since meat is usually not the limiting factor when cooking. In the end, I think it's an unbalanced swap which is extremely beneficial for FORT as I don't see those skills as having equal value. I mean that's true, something is better than nothing. But honestly I think the skill is a black hole whether we're talking SP or MP. Animals aren't enough of a factor for reduced agro range to salvage the skill for me. Though the whole charismatic thing does make sense with that being the skill that has an impact on wildlife. I do think we'll see some changes coming to skills but I have no idea what they're going to do, thinking of when they implement the new clothing/armor system and bandits. AGI and STR will probably need some adjustment in the least. Maybe we'll even see PER get some useful tracking with bandits or perhaps Charismatic Nature will gain some use with bandit factions or if they implement hiring guards or something.
    1 point
  17. Last night. Ran into the conflict and troubleshot which ones were in conflict today. And no problem.
    1 point
  18. Hi Subquake! I love your mod, it is great on so many levels! I have a quick question about the iron bars. It is most likley me, but I cant find them in the crafting or reaserch options. If these are missing, would you please be so nice and add them again? Would be great
    1 point
  19. probably because the perc_add's should be additive first - the game looks to add both the quality bonus and random variation at the same time before multiplying: Equation: (Ammo Entity Damage + Entity Damage offset for Compound Bow) * (1+random factor + quality adjustment) Low - weapon damage * (1-0.15+(0.1 to 0.5)) High - weapon damage*(1+0.15+(0.1 to 0.5)) Table of these results This puts it a lot closer to the distribution which is what we would expect with the sample size. Plus, none of the displayed values violate the equation. So next, how do perks come into play? More data crunching to follow.
    1 point
  20. @ Bdubyah Thank you very much for your reply. I thought since I added the "cowboy hat mod" to a helmet and it looks like a cowboy hat in the character screen this might also be possible for your power armor parts. It just would have been nice to see the really cool looking armor on the character sheet. Keep up the good work. This is without a doubt the greatest 7DTD mod I have played.
    1 point
  21. More news: [FEATURE] Undead Legacy auto-install support [FIX] Improved Docs [FIX] Docker not receiving signals for clean shutdown [FIX] Add gamedig and fix scripts folders permissions Hope you guys enjoy the updates, more mods are coming like: Darkness Fall Ravenhearts War of Walkers But you will need to wait until they release their Alpha 20 mods
    1 point
  22. Why do people keep comparing a video game to the real world. "Well in the real world it doesn't work that way so it shouldn't in the game." You do know that in the real world if you broke your leg from fall and you didn't have a trained doctor to properly reset the bone or do surgery to repair it then it wouldn't heal right and you would have a limp for the rest of your life. So would you like that to be how the game is as well? Break your leg and your character has a permanent movement debuff? No because that wouldn't be fun. If you want the zombies to take more fall damage then just use a mod. TFPs gave people the ability to mod the game however they want to but people don't seem to want to take advantage of that wonderful gift. Want the zombies to pop when falling from high enough? https://7daystodiemods.com/zombie-fall-damage/ There is a mod by KhaineGB that removes the cap on damage from zombie falls. It's super easy to install and doesn't require the devs to do more work just to make you happy. Sorry if I came off a little rude. I'm having my first cup of coffee in the morning and still trying to wake up lol.
    1 point
  23. You have to add those settings in serverconfig.xml yourself, more about it here: https://ul.subquake.com/dedicated-servers under A20 Server Configuration
    1 point
  24. that seems really silly, and like a complete oversight because it doesn't take long to get past 130. It would make sense if you could find it at any lootstage after 50ish, and makes no sense that it disappears at a lootstage 'cap'
    1 point
  25. So 44 magnum ammo has three probabilities in the loot tables: ProbT1 which has 0 chance after stage 130 - compared to 9mm, 7.62, and shells that you can find at any loot stage QLTemplates T1 and T2 which are tied to determining item quality chances when you find them in loot (not sure how this affects items that don't have quality levels like ammo) Twitch loot packages Note, there is another reference for questGroupAmmo but that is tied into a reward from the traders for finishing quests. 44 cal ammo also seems to be always paired with 9mm ammo which has a greater change to spawn in It looks like they did make changes to ProbT1 from A20 to A20.1, but based on my mod file, they just adjusted the loot stages but didn't address the fact after stage 130 (was 195 in A20.0) that you have 0 chance of finding the item. I made an adjustment in my mod so you still have a chance (0.1). Probably 44 cal ammo should be tied to the "low" probability table which gives you a 0.2 chance of finding it.
    1 point
  26. Pushed updates to the expansion packs that needed edits to be compatible with this new version. Also pushed minor update to reduce NPC melee damage against players to match the same ranged reduction
    1 point
  27. New build, compatible with A20.1 What's new? HUGE gains in efficiency! You can now have those mega battles you wanted. NPCs take about the same computer resources as vanilla zeds, with vastly greater functionality and AI. New templates, basic versions for highest efficiency when you wouldnt plan on hiring and commanding those NPCs, advanced for when you want it all. Many bug fixes, will update the list later. Enjoy.
    1 point
  28. this is an amazing poi. thanks for sharing it
    1 point
  29. First, good work, this looks cool. Second, I'd like to thank you for taking the time to detail and explain your method when I asked about it. It took you a scant 6 minutes to respond with instructions on how to duplicate the process, and I'm certain it'll be a technique used by many because you had the right attitude about sharing modding knowledge. Don't let anyone else tell you otherwise.
    1 point
  30. I was reading a thread on the Steam forum, and it led to a tangent which I'd like to tease out here. It's clear that the level designers want to create situations in POIs, where sleeper zombies can surprise the player. They do this by placing zombies such that, if the player is following the intended path at least, then the player won't see the zombie before the zombie can see the player or otherwise activate. As a shorthand, we can term these setups monster closets. Separately, players have complained about sleeper volumes that are set to activate the sleepers, 100% guaranteed regardless of how stealthy the player is. It breaks the rule that zombies are affected by a player's investment in stealth. And Madmole has acknowledged he doesn't like this and wants to roll a 'skill check' instead of 100% guaranteeing the zombies all wake up in these places. But this won't address an underlying conflict. It seems to me that stealth and monster closets are at odds with each other. A POI with monster closets is designed to surprise you with enemies you don't see coming. A stealth character build is designed to surprise enemies that don't see you coming. Typically enemies in a stealth game walk along patrol routes, but we don't have those, at least yet. We have zombies hiding in closets. If you don't attack first because you don't see where the zombies are hiding, and the zombies don't attack first because you're too stealthy for them to notice you... nothing happens! And that might be okay if you're just looting the building and didn't want confrontation. But there's a third element here, that most POI quests (all of them after Tier 3) require you to clear all the zombies. It's not fun to go past a bunch of zombie encounters that never triggered, and then have to backtrack, hunting for the ones you missed before you can leave. Even if there's an advantage to triggering the zombies later on your terms, I think it's unsatisfying to abandon the stealth playstyle you've invested in, and deliberately make a bunch of noise to root out the zombies you still have to kill. No matter how zombies activate, it's unclear how stealth, monster closets, and clear quests can each fulfill their purpose in the game's design, when they intersect in the way that they do. A stealth build character goes on a quest to kill all the zombies, but both sides are predicated on not being seen by the other.
    1 point
  31. Hmm... items.xml should give the answers, but the damage setting is spread between the weapon and the ammo types, and not exactly knowing how they interact isn't going to let me give a great answer. The 'basic' bolts have damages 50, 59, 63 (stone, iron, steel). The comp crossbow (items.xml:5428 gunBowT3CompoundCrossbow ) has a damage of..: <passive_effect name="EntityDamage" operation="base_add" value="13.5" tags="perkArchery"/> <!-- damage offset --> <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkArchery"/> <!-- random EntityDmg --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkArchery"/> <!-- tier bonus --> So supposedly, 13.5 * 1.5 +/- 15% for a quality 6. That's 17.21 to 23.28 damage for the bow. If you're sporting steel arrows, adding 63 wouldn't get us past 86 .. so there's some way to calculate all that, but you'll need to test quite a bit to come up with the actual formula. You can probably see why I just want to shrug now ... EDIT: I seem to recall some testing that lead me to believe that the effect of skills was shown on the tooltip, but the effect only altered the damage of the ammo (was testing guns, but it looks like bolts are set up similarly).
    1 point
  32. I agree entirely Sadly I couldn't react with a like because my reaction thing is bugged it says "There was a problem with adding this reaction" or something
    1 point
  33. Also wanted to add my A20 feedback: - First time the cities feel like actual cities. Amazing atmosphere - Love the minor POIs and alleys. Makes the cities more believable and they are very useful in early game - All new POIs are well designed and fun to go through, fantastic work. My favorite is the cocaine king mansion, so great - RWG is a zillon times better now. Hoping for more sliders in the future though - Loving the new building system! - I didn‘t shed a tear for the blunderbuss, pipe weapons rock. Would love to see a bit more balancing though (pipe machine gun too strong, pipe shotgun too weak, it could use a second round before reloading) - Very cool that zombies can now duck / go through openings of one block, but the mechanic still seems rough, needs some fixes - Had no performance issues in A18 or A19, but moderate performance issues in A20 when faced with a larger group of zombies (no change in settings) - I often see zombies appear out of thin air in POIs, guess they are loading too late, have not seen that in earlier versions - Stealth needs love … - Wilderness seems empty right now, I hope it also gets some love in future versions - Traders are OP, but if I‘m not mistaken, TFP are already working on that. I can highly recommend a "no trader run" for A20, very enjoyable. But you might have to tweak the loot.xml for rare stuff - It’s obvious that a huge amount of work and creativity went into A20. I was a bit worried that TFP are slowing down in developing 7d2d, but A20 speaks for itself. Huge step in the right direction
    1 point
  34. I'll give my experience, but its not much. I've only experienced this issue with a few blocks: Using "boards over windows" as the example: - For building/designing a POI the current system is amazing. I've seen some uses of blocks where just the material type or placement make it "unique and neat and pop". like using "boards nailed over windows" be on the floor or used for something other than nailing over windows. for this, having "cobblestone boards" is great. - For in game building, it feels a little weird. because you add "wood boards to go over the windows" and it looks and feels great. When you upgrade they go to cobblestone. That looks weird. like "I nailed up a random 4 boards, all askew and made of .....coobblestone?, over this window?" It felt and looked much more "real" when they upgraded to "stronger wood, then "metal". Using a "door" as an example: - The game allows crafting a simple wooden door ( can open and close, lock it). when upgraded, it gets "reinforced" with wood, then metal over the wood, then finally going up to metal. It feels natural and looks great because its what you would likely do if trying to reinforce a door. Imagine now that door upgrade path was wood -> cobblestone -> whatever. A cobblestone door? umm, no. it would look weird and feel even weirder, because no one makes cobblestone doors. Same with hatches. wood -> reinforced -> metal is a natural progression. Generally arguing for more block types for certain things like the above: - Cobblestone may be a natural upgrade (when playing the game) from wood for "structural" things, but for certain "decor" or delicate blocks it looks and feels unnatural. This is why stairs (ONLY with thin railings) and catwalks (also thin railings) are weird. it sticks out too much as a "WTF", visually. Summary: I think for any block that is "weird" because of the new upgrade path, they need separate, unique blocks for them. There aren't a lot, and its only for player upgrading in game and not POI building. Almost all of the examples I can think of involve thin railings or "haphazard" things like wood planks over windows. For all of these cases I would feel wither going directly to metal (skip cobble as upgrade path) or have a separate "metal scrap reinforced" version, which the game already uses and looks/feels good, if a "standard x number of steps is what we're going for when upgrading" is needed. Also: why we're here... I personally liked the "smaller blocks have less HP" change that was pulled. I felt it was "more real for building". sure, it may have been unbalanced in some ways but if you want a "nice base" you need to put down a solid foundation/defense. Using little blocks for decor and/or "cheesing" things to protect openings... well, those blocks need less hit points unless they are upgraded a lot. I bring this up because the look/feel of this change is similar to the "no cobblestone for certain blocks idea": its more realistic gameplay, it looks more "real/normal" and its nice when some blocks are "special" or are not '1000 HP thin rails' or '1000 HP random cobblestone boards hastily nailed over a window". I made up the HP numbers just to make an example. I'd much rather have 1000 HP metal covered boards, or "1000 HP thin metal railings" even if its a harder upgrade path to do (in game)
    1 point
  35. Subquake, i guess i found a bug... I had my Solar Energy up and running, two filled batterybanks and a filled solarpanel. All was working nice. I just loaded my save and... the batterybanks and solarpanel are both empty? The rest of the base is ok. Only thing else what i had running was the campfire for plastic waterbottles. And the whole wireing is gone...
    0 points
  36. I noticed the character's status resistance is -10 without any buff or debuff. Kind of strange, is this intentional?
    0 points
  37. Been getting this since 20.1 Can anyone tell me what is causing it? Crashes me to desktop every time. Sometimes I can play 2 hours then it will happen every 5 or 10 min. Other times will start after 15 min play time. There's also some sort of audio input error that shows up in my task bar, but I didn't get a screenshot. When I log back in I'm about 45 seconds behind where I crashed. Any suggestions would be appreciated.
    0 points
  38. Quick question : can we expect new a20.X update or just wait for a21?
    0 points
  39. Good mod but if the cars weren't visually damaged the mod would be nice.
    0 points
  40. Oh look, another first time poster, trying to go after realism in video games.
    0 points
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