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pahbi

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Everything posted by pahbi

  1. lol yeah i used creative to just see what would happen.
  2. I made a base that you can drive in during a blood moon. https://www.youtube.com/watch?v=BHGDUdX7c1M Pros: You can drive during the blood moon. Cons: Its expensive, impractical, annoying to reload, yields way less loot, and boring to use. But hey, it works.
  3. I think the quest marker is only when you get a dig quest from the trader. The treasure maps just have a circle on the ground.
  4. I haven't had this happen, its obviously a bug albeit a rather humorous one imo. The only thing I can think of to do would be to turn on the debug menu so you can clip through the world and open the chest.
  5. A cheap to make molotov for grass would be awesome.
  6. Every time I try to make a greenhouse, it looks horrible and I just want to bulldoze it.
  7. I honestly don't know, I play single player so thats where I use them. I will research it and get back to you. ------------------------ Edit ---------------------------------- So I did a quick peek and this is what I found out, if I'm wrong please someone chime in and give the correct info. Short Answer: All of my modlets are xml xpath only, so you they are installable single player or multiplayer, but for multiplayer, the admin of the 7DTD server would have to install them on the server. Longer Answer: 1. If your just playing single player, you just put the modlet into the Mods directory and it will work just fine. 2. If you want to install modlets on your 7DTD server, you need to open the modlet and look at the folders. * If there is only a CONFIG folder with xpath xml files, you can install that on your server, and anyone playing on your server will be using that modlet. * If there are other resources in the modlet like icons or artwork, you still install the modlet as usual on your server, but players who want to play on your server will have to manually install that modlet on their computer.
  8. I tried this, it works, but it seems like you have to paint the map immediately after generating it and before you play it for the first time.
  9. I tried the dart traps, they do ok, but I get enough loot from blood moons to keep 2 shotgun turrets fully stocked, so I replaced the dart traps with shotguns. I'm gonna give this melee base a try to, it looks fun.
  10. It sounds like we could make cooking bundles. As a example, 1 Hobo Stew Bundle could be 80 Rotting Flesh, 16 Corn, 16 Potato, 8 Fat and 8 Boiled water. The bundle could then open up to something like 10 Hobo Stews, 4 empty jars and 4 murky waters. That would be cool.
  11. So a demolisher finally exploded, it took out both fan blades, and damaged a bunch of concrete, but the electric fences survived. As expected the zombies started going straight for the weakened blocks, but I repaired them and the zombies got back on track. The fences and a single turret kept enemies at bay long enough for me to run inside, get 2 new blade traps, put them in place and wire them back in and I was back in business. Pretty fun actually...
  12. Maybe I could funnel the zombies into a path and use electric fence to slow them down, and dart traps to kill them. Darts are way cheaper and easier to make than bullets for turrets. I integrated the base from the earlier video into my crafting base. So far its holding up pretty good, I do 16 zombie hordes every 3 nights, when demolishers come around I just throw out a molotov and let the fans kill them. As long as I keep everything repaired, I think this will last a while.
  13. That could definitely be a good temporary work around for food items. I lose a lot of bottles using glue, so we'd need to figure out something for that to.
  14. Can recipes produce more than 1 item? Take meat stew for example, the ingredients are 5 raw meat, 2 potato, 2 corn, 1 fat and 1 bottle of water. Until the game can produce multiple items from a single recipe, then all of those ingredients will be lost to produce 1 meat stew instead of 1 meat stew and 1 empty jar. The answer to the original question is probably that the game just can't produce 2 items from a recipe. Maybe that's on the to do list? To really get back all the bottles we unnecessarily lose, I guess you'd have to look at all the bottles lost making food, making things with glue (especially duct tape) and antibiotics just to name a few. Maybe there is a something on nexus mods to do this.
  15. I skip the dart traps, but maybe dart traps and additional turrets are the key to using the base once the zeds get super tough to kill.
  16. I guess... I'm only on day 50 at the moment, so maybe later on I'll have to move on to something else. I don't use the base passively, I play 16 spawn bloodmoons and headshot ~85% of the stuff that pops around the corner. So far I haven't had the least bit of worry. The main thing is to keep the fences and fans repaired.
  17. Demolishers are easy peasy. Watch the video, the very first thing you see is a demolisher walk up the ramp, get decapitated and fall over dead. You can let the blades kill them, or you can hit them with a few head shots while they are stunned. I've had zero problems with cops, demolishers or anything else. Pointing a gun at a demolishers head nearly point blank and blowing it off, is a ton of fun. Early game, if the base is made of cobblestone, it might be a little susceptible to cops if one ever actually did explode, but once you have concrete walls, its game over for zeds.
  18. Once I have the materials, this is the horde base I use in A20. No cheese, no trick blocks and its insanely effective, it has relatively few parts, is super easy to repair, and easily lines zombies up for head shots. I build mine without the dart traps. You could probably make this with cobblestone and it would be just fine. What I'd really like to do is combine this with my crafting base for a total solution. I really don't like having a separate horde and crating base.
  19. Dude that sucks, it takes a long time to build up a good stash of stuff. On the other hand, I guess we should build our bases out of broken windows???
  20. I'm always surprised at how well the zombies are able to path around an enviroment that can be changed on a whim. I don't remember when, but weren't all these block shapes only recently added? I guess they have a little ways to go before they are totally debugged.
  21. The way I can tell that zombies have entered my T5 mission and started beating on walls is by the frame rate drop. Once I kill them, the frame rate comes right back.
  22. That will make life a ton easier, all the clicking was starting to get on my nerves and I was having Path of Exile flashbacks.
  23. I'll have to give it a try. I hate to ask before trying, but how does the mod know which container to put stuff in?
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