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pahbi

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Posts posted by pahbi

  1. 32 minutes ago, Junuxx said:

    It sounds like you didn't activate the quest marker before starting to dig.

     

    There should be a circle and no distance indicator.

     

    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.

     

     

  2. 23 hours ago, Camassai said:

    Hey there Pahbi, great ideas here. I was wondering if I can download these for multiplayer and are they server side only?

     

    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.

     

  3. 1 hour ago, BFT2020 said:

     

    The only downside I found on using so many dart traps was constantly keeping them filled between bloodmoons.  The last base I had with a dart trap setup like you are describing, I think I had 2-3 forges setup just to mass produce darts.  Typically had to spend 1-2 days mining iron ore and gathering clay for them.

     

    Weird thing though, never found it tedious doing that.....

     

    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.

     

     

  4. 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.

  5. 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...

     

     

  6. On 2/19/2022 at 6:58 PM, Boidster said:

    Dart traps are among our favorites for any pathway/funnel base. They are absolute murder in groups and don't trigger the demos. Our last base had 12 traps (3 wide x 2 high on both sides of a hallway) and it was a very rare Z that survived the gantlet. Most of the time we'd be at our "shooting window" looking down at the incoming Zs and just hear the occasional FFT...FFT...FFT of the traps behind us takin' care of bidness. Rarely went through more than 100-200 darts in any one machine. Oh, they were backed up by electric fences through the centerlines of the traps, so the Zs had to patiently wait for a moment as they got their acupuncture.

     

    We even used them in a standard box base (like Fox's, only not quite as big). After crunching through rows of barbed wire and under fire from elevated turrets, Zs encountered four 3-wide pressure-plate "bridges" across a 1-deep moat close to the base wall. So from any direction, the Zs could choose to cross a bridge to attack the base. Except of course the pressure plates activated 6x dart traps facing out. Many Zs died on those bridges. All the traps were accessible from inside the base for easy repairs/restocking. It worked pretty well, but the base just became too time-consuming to maintain.

     

    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.

     

     

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  7. 1 hour ago, Gamida said:

    You can make it so you get a bottle back when you eat the stew which seems normal. After all, you put in the ingredients and then when the stew is cooked what do you do with it? You put it back in the bottle of course and seal it. Then when you eat it you still have your bottle.

    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.

     

     

  8. 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.

     

     

  9. 19 hours ago, Fox said:

    I did watch the video... and the guy even admitted that the outpost has some limitations, like upredictable cop and demolisher behavior that could ruin your day as well as the fact that it's limited to 8 spawn bloodmoons only.

     

    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.

     

     

  10. 1 hour ago, Fox said:

    And what happens if a demolisher or cop does explode? They are kind of unpredictable after all. Somehow I doubt that outpost would survive a single explosion at all.

     

    Seems like a high risk end-game outpost to me, especially if you make it into your base with all your important stuff inside it.

     

    I imagine that the devs could easily edit some minor code to make that outpost no longer work at all if they wanted to.

     

    It is an interesting / fun design though, I'll give it that.

     

    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.

     

  11. 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.

     

     

     

     

     

  12. 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.

     

     

  13. 11 hours ago, John Black said:

    It will look for containers with the items you're trying to store. So if you have one box with 9mm ammo and it's in range, it will move the 9mm from your inventory, if not locked, to that box. It works similar to the current store functions where a single click will fill to stack and a double click will create new stacks, it just does it without having to go and open each inventory and clicking those buttons.

     

    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.

     

     

  14. I'm for anything that makes the game more configurable.  

    1 hour ago, salajones said:

    It's because I run 20+ forges and 10+ cement mixers. As soon as the red night ends, all the power being generated from the blade traps, turrets, and me throwing bombs/firing weapons spawns a screamer as soon as the red night is over and if I don't kill her as soon as she spawns she will somehow spawn another witch and it just never ends. There was literally one full day of just non stop fighting zombies right after the horde night ended. It was like the red night never ended. There will even be screamers during the red night too since they obviously spawn right before it. I've tried to counteract this by driving away to do some mining/quests to let all the zombies despawn. But as soon as I show back up to the base the witches will usually spawn within 1 minute. At least when I relog for some reason I have at least 5 minutes usually before they spawn. 

     

    Thats insane, I've never run that many forges before so I've never seen this happen.  Its almost like you need a forge base to deal with the constant spawns.

     

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