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Everything posted by pahbi

  1. If you go with random gen, there is a thread for random gen seeds. Maybe that could help narrow down what your looking for.
  2. I made a modlet to stop most of the weather in the snow biome, I really don't know how the entire 7DTD weather system works, but maybe you could look at the modlet and get some ideas on changing the weather in other biomes. https://community.7daystodie.com/topic/26048-a20-modlets-lotl-perk-fast-plant-growth-adds-recipies/
  3. From a gameplay loop though, overall I think the AI change was for the better. Prior to the AI change, repairing the base after a blood night would take forever and was pretty boring, especially before the nail gun when all we had was a hammer. Since the base doesn't take much damage now, we can just make few repairs, and then its back to exploring, gathering and crafting. Overall, a huge increase in time spent doing fun things.
  4. I guess I could have said, 'take advantage of' or 'make the most of' or something similar, but it all boils down to the same thing. Figuring out ways to keep zombies from attacking blocks so your base isn't destroyed. You have to concede, its a little uncanny how a herds of zombies can instantly pinpoint the weakest point in your base and focus that spot down to get inside. And thus players had to adapt the bases to take into account that zombies can't be stopped just by using strong blocks like concrete to slow them down long enough to kill them and survive the night. Just look at youtube, the vast majority of the bases are all variations on the same killing corridor theme. https://www.youtube.com/watch?v=HEPrIN9CMkI https://www.youtube.com/watch?v=GzR2hooIayc https://www.youtube.com/watch?v=sYWkSVUg8vU Though, to be fair, there are a few interesting builds like this pole jump base https://www.youtube.com/watch?v=3tVyuUHkS7g
  5. The current AI, while impressive in a lot of ways, is pretty brutal at tearing a path to get to the player. This has led to players developing bases that exploit pathing so that zombies won't attack blocks, and are instead funneled into kill corridors. I don't know what the future holds, but there are some folks coming up with innovative bases to survive horde night like this fight ring base. https://www.youtube.com/watch?v=l29XW-cNgw8
  6. Farming was the very first thing that got xml edited. As much as the rest of the game has progressed by leaps and bounds, farming took a step backwards and turned into a tedious unfun chore.
  7. As far as I'm concerned, A20 is close to done. I'm sure it could use some optimization, some balance passes and quality of life stuff, but honestly, I'd perfect A20, then work on A21 and sell that as a DLC.
  8. Baseball bat, then when I have the skill points + the recipie, steel knuckles
  9. Most mission POIs have a generator in them right? Seems like starting up the generator and having all the lights come on in the POI should be enough to wake up any remaining zombies in closets so they can be killed to finish the mission.
  10. Any 'fix' to farming needs to reduce the excessive clicking farming now requires. As an overall concept, reigning in the overwhelming amount of food farming brought in was a good idea. But the current solution is just way to clicky. I want to spend my time building forts and killing zombies, not counting seeds and constantly replanting.
  11. This ^ T5 skyscrapers can be super frustrating when zombies don't awaken and you have to search them out. I wish I had something I could craft that was specifically for waking up any sleeping zombies in a T5 clear mission Or better yet, shouldn't skyscrapers have some kind of fire alarm or other alarm I can trigger to wake everything up? Stealth pleyers could stealth through the building killing zombies, then trigger the alarm to get any last remaining stragglers. Even super better yet, the alarm could be set to go off within a certain amount of time unless silenced, to create tension and challenge to quickly get to the alarm. I also wish there were things that a player could accidently knock over that makes sound and wakes up nearby sleepers.
  12. The rewards for tier V quests could be a LOT better Currently, the main benefit to taking a T5 quest is you get a fresh skyscraper to loot.
  13. I was a huge fan of the pathing back in the early alphas, blood night had a very George Romero feel to it. That said, the current pathing which more resembles tower defence is fine to. My only criticism is that the tower defence model tends to rely on finding ways to exploit zombie pathing. That said, I would like to see two things some day: 1. Some sliders and switches for zombie blood night AI, so we can more finely tune blood night. 2. Enhancements to brawling and pathing so we could just straight up brawl our way through a blood night.
  14. With this list we can use king Gen for A20?
  15. Which java runtime do I need? I downloaded the runtime at https://www.java.com/en/download/ but I'm not having any luck, maybe I have the wrong runtime? The error message I get is: "Error: A JNI error has occurred, please check your installation and try again Exception in thread "main" java.lang.UnsupportedClassVersionError: org/obiz/sdtd/tool/rgwmap/MapBuilder has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0" Thanks
  16. TFP has succeeded in creating a game that can be anything to almost anyone, which is a really awesome achievement. While its a hassle trying to figure out how to edit the xml files or make xpath modlets to adjust the game to your play style, once you figure it out, you can do almost anything you want.
  17. lol If I had a server, I would make traders always have beakers, vitamins, acid and sewing kits for sale.
  18. Added vitamin recipie modlet and modlet to reduce snowfall in snow biomes
  19. lol That would be pretty hard core huh?
  20. On my first A20 map, it was day 30ish before I found a single beaker. On my second map I found a beaker on day 3, I also went and bought a lottery ticket while my luck was good. ๐Ÿ™‚ If it helps anyone, I have a modlet that adds a beaker recipie to the workbench. https://community.7daystodie.com/topic/26048-a20-modlets-lotl-perk-fast-plant-growth-super-iron-pickaxe/
  21. Thank god our #1 fanboy was here to correct everyone. I feel a ton better now.
  22. Sounds good! Now get in there and start killing zombies. ๐Ÿ˜€
  23. For a game that relies so heavily on RNG, there should be a robust bad luck protection system in place. I'm sure severe bad luck is mitigated on servers where many people are playing and there is an economy going on, but for folks like myself who generally just play solo, we're left with editing the xml files to compensate for really bad luck. I'm greatful the devs put in those xml files so we can edit them, but I'd rather just be building forts and killing zombies.
  24. lol your right, someone delete that video pronto! ๐Ÿงจ If you did afk, I think cops would destroy the blades, and eventually the zombies would get through the electric fence and tear a way into the base.
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