Jump to content

Aerial

Members
  • Content Count

    116
  • Joined

Community Reputation

17 Good

About Aerial

  • Rank
    Hunter

Personal Information

  • Biography
    Gamer, aeronautical engineer and fledgling streamer. Catch me on twitch: https://www.twitch.tv/aerial_and_friday/
  1. Aerial

    No Traders (A18)

    Actually, the skill points are awarded at the end of the crafting quest line so they are still awarded.
  2. Aerial

    No Traders (A18)

    That sounds relatively easy to implement. I'll take a look!
  3. Aerial

    No Traders (A18)

    Return to the classic 7 Days experience and say goodbye to Joel, Jen and the gang! This modlet removes traders from random world generation and deletes challenge quests since there are no traders to turn them in to. Gold and silver nuggets (useless without a trader) have been replaced by useful loot. Dropbox link: https://www.dropbox.com/s/o5ttk8da3li3733/NoTraders%20v1.0%20A18%20Modlet.zip?dl=0 This modlet requires a new game/world. It appears to break old games that have generated traders, though I am unsure why.
  4. I wanted to see what the game would be like without traders so yesterday I wrote a modlet to remove the traders at world generation and to get rid of the challenge quests since there is no trader to turn them into. So far, I love it. It feels like the game used to, where I am alone in the apocalypse and surviving is entirely on my shoulders. There are no quests to do to get dukes to buy food or items and I don't feel compelled to settle in a specific area because it's near the trader. I can just... go. Wherever I want. Everything I do is about finding resources, but there's no easy fallback at the trader and no checking back every few days for restock. It's liberating.
  5. If you set the trader to "Like", he'll use all of the Jen/Joel verbiage and be as nice as can be. Do you object to his appearance as well? Outright removing him is a bigger deal in terms of the xml edits. Just making him nice is really easy.
  6. It's a one word fix: In npc.xml make the following substitution: <npc_info id="traderrekt" name="Traitor Rekt" name_key="npc_traderRekt" faction="whiteriver" portrait="npc_rekt" greeting_type="nearby" stance="Dislike" voice_set="trader" trader_id="1" dialog_id="trader" /> Replace "Dislike" with either "Like" or "Neutral" and you will give Rekt a better personality.
  7. Small thing, but the medical item rewards for Tier 1 quests are way too high. We were getting 9 - 11 *med kits* as the reward for a Tier 1 buried supply quest. Also got a similar number of medical bandages for doing a different Tier 1 buried supply quest. These should reward 1 - 2 medical bandages, at most and never med kits. Not for Tier 1.
  8. At the time the OP was describing, the central city had zero respawn time. The zeds couldn't be cleared - ever - and it was purely an exercise in getting in, getting as much as you could before you attracted too much attention, and getting out again without getting overwhelmed. Gunfire was guaranteed to bring every Z in a three block radius toward you. It was difficult. It was scary. And it was fabulous. Only Tier 5 quests come close to recapturing that feeling in the current game, but there are only a few of those. They get old after a while. The central city could be anything RNG gave you.
  9. Can't wait for A18! Well, actually I can... but only because I have no choice :-) Madmole, has anyone suggested removing the grass fiber clothing from the game? It served a purpose when there was no temperature protection buffer for the first few days but doesn't really contribute anything to the current game. Plus, the idea that I could pick long grass and weave it into a shirt or pants is kind of unrealistic... The fact that clothing is scarce is one of the things I like about A17, but unless I'm going into the desert or snow I don't end up caring about most of the clothing items because I've got the instant grass fiber clothes from day 1. If I find a shirt, great! If not, no big deal. It's really more psychological than anything, but the fact that I'm not wandering the wilderness barefoot and pants-less makes my survival situation feel less dire.
  10. More than being able to gauge distance, what we really need from a throw arc is some way to know whether the thrown thing is going to make it over the edge of the block/railing/etc. Because the avatars do not bend at the waist or lift their arms on screen or give any other indication of where, exactly, the throw is going to go, it's very easy to think you're going to clear a 1-block high railing in front of you, only to have it hit the railing instead. And either explode or light you on fire.
  11. Maybe it should attract vultures.
  12. Given the current state of farming I'm surprised food is a significant issue even on large population servers, but since I've only played in small groups I don't have any personal experience with it. Could you please elaborate on what drives food scarcity on they server(s) you're talking about? How many people play on the server? Is the loot respawn timer at 30 days (I think that's vanilla)? Do people farm?
  13. For A18? In A17 there are a couple of POIs that I know I encounter vultures on... three that I can think of off the top of my head, but my general impression is that most roofs are vulture-free. In my experience roofs tend to be among the safest places in the game.
  14. How about taking nests off of the ground entirely (or mostly?) and putting them on rooftops? With vultures, of course. It would have the added benefit of making it less appealing to bypass the dungeon POIs by climbing to the roof and cutting through to the loot room.
  15. Or you can find one corn field and get 58 corn that you turn into 14 seeds. Then all you need is to find a hoe (not usually difficult) and 1 point in fortitude for the first level of Living off the Land and you get 14 corn every other day. Two points, I think, gets you 28 per harvest? (Might be three, I can't remember for sure.) But still, not a huge investment. I've been finding 4 or 5 fields, minimum, in any given city, so nerfing those in some manner would also help. To truly get to exponential growth does take investment but it takes far less than that for a single player or small group to be swimming in grown food.
×
×
  • Create New...