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pahbi

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Posts posted by pahbi

  1. 9 hours ago, gecko2015 said:

    The only reason I can see people defending the new RNG system they have is because they found what they needed in their current play through, so therefore you should've too.

     

    That's the problem with RNG. Some people get lucky and get everything they need - others are left frustrated with a level 125 character who can't even make a Steel Pickaxe because you haven't found the schematic for it yet and the traders haven't offered it yet.

     

    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.  

     

     

  2. 57 minutes ago, Rotor said:

     

    One problem with the first video.  The narrator said "AFK Base".... those are doomsday words right there for that comptraption :).

     

    Regards,

    Rotor

    lol your right, someone delete that video pronto!  🧨

     

    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. 

     

  3. Its really weird, it must be a zombie AI thing that triggers off of xp gained, or materials gained...

     

    I can be in my base, running 2-3 forges and not see a zombie for days.

     

    But as soon as I start mining, chopping lots of wood or digging clay, holy zonks, screamers are coming out like gang busters.

     

     

  4. I'm just going to go off topic because I don't like the topic anyways.  🤔

     

    That blade base video and bunker base videos looked sweet.

     

    I could easily see the bunker base being an early game horde base with just cobblestone, that you upgrade later on as materials become available.

     

    Later on once I get enough material, I'm definately doing that blade base.

     

     


  5. *UPDATE*

     

    I apologize for being so late with this, but I haven't really been paying attention to the game lately.

     

    The location of the mods directory has changed, so here are some instructions on where to put the mods directory.

     

    *NOTE*

     

    For me, it seems the game auto moved my mods to the correct directory, so be sure to check if the game did the same to you.

     

    Anyways,

     

    Step 1 go to the following location:

     

    C:\Users\YOUR_USER_NAME\AppData\Roaming\7DaysToDie\


    spacer.png

     

    Step 2 Look for a directory called Mods

    Step 3 If there is no directory, create a directory called Mods

    Step 4 Copy all of the mod files to that directory.

    Step 5 Each mod can be in its own directory (see image below)

     

    spacer.png

     

    Last step is the most important - Have Fun!

     

    - Pahbi

     

  6. 4 minutes ago, Rince said:

    Instead of having a chance to get seed back, I would like to have chance to not get any crops instead. And not having to replant.


    But I don't know if it is feasible technically speaking.

     

    There must be some way to get the balance they are looking for without all the extra clicking.

     

  7. On 12/26/2021 at 8:23 AM, DominionZA said:

    Alpha 1 days

    Remember the sniper shotgun, it had endless range and no spread so you could one shot zombies with your pump shotgun from 100-300m

     

    I think I started playing around alpha 6ish (I can't remember exactly when)

     

    Horde nights were something right out of a George Romero movie, where zombies were trying to get through windows and doors and everywhere else, and you could hold down the fort with a shotgun and a pickaxe.

     

    Good times...

  8. 3 hours ago, Deceptive Pastry said:

    Day 25 standard loot settings. I've found a total of 7 acid the entire game. Saw it in the trader maybe once or twice but I didn't buy it. I check every sink and janitor cart I see. Bad RNG I guess but yea, if you don't find that acid book you're pretty screwed. Forget making cans of sham.

     

    IMO, any game that relies heavily on RNG, should include some form of bad luck protection.

  9. 35 minutes ago, Poffdaddy87 said:

    Wanting to use the extra skill points mod and have a noob question.  How do I exactly change the numbers?  Do I lower the 1000 for xp to level faster?  And is the 5 under skills the amount I would be getting?

     

    Yes and Yes

     

    The default, 'xp to next level' is 10000, and the default skill points per level is 1.

     

    Setting 'xp to next level' to 1000 should level you approximately 10 times faster.

     

    BTW, is this working for you on the stable release?

     

  10. 1 hour ago, BFT2020 said:

     

    I'm good.  I actually like the changes.  Going in with 3 seeds, I knew that there was a chance that I couldn't succeed at farming with only 1 perk in LotL and such a small sample size.

    Sounds good.  :)

     

    Main thing is having fun!

     

     

  11. On 12/17/2021 at 5:09 PM, BFT2020 said:

    My sample size was small and I got nothing but bad luck.  I couldn’t recover from it.  Probably should have clarified that you can’t generate a self sustaining farm off of one seed like you could in Alpha 19.

     

    I died in that playthrough so I am going to restart when I get my modlet done.  I know eventually I would get to my self sustaining farm if I continued on and found more seeds.

     

    For anyone it might help, here is a modlet that gives 100% chance to get seeds back on harvest.

     

    https://community.7daystodie.com/topic/26048-a20-modlets-lotl-perk-fast-plant-growth-super-iron-pickaxe/

     

     

  12. 7 hours ago, Bloodwyn999 said:

    I cant seem to get this to work.  Do i install it how it is or do you have to take those brackets out.  I am using your skill point mod also and i had to remove the brackets for it to work

     

    Update:  Seems to be working.  realized that anything already planted was probably working on the old timer

     

    Thanks for pointing this out, the skill points thing shouldn't have had any brackets, maybe I uploaded the wrong file, I'll go look and make sure.

     

    Edit:  Yup, I uploaded the wrong file for skill points, sorry about that, it should be fixed now.

     

  13. 8 hours ago, br41n4ch3 said:

    First thank you for your work :) But as a fellow casual donkey I have some questions:

    I wonder what the '5' represents? Is it a sort of a multiplier or hard coded minutes? 
    Does it work on already present savegames? 
     

     

    <configs>
    	<!-- Set crop growth rate.  Default value is 63 -->
    	<set xpath="blocks/block[@name='cropsGrowingMaster']/property[@name='PlantGrowing.GrowthRate']/@value">5</set>
    </configs>

     

     

    I would expect this to work on existing saves.

     

    To be honest I'm not 100% certain what '5' actually represents.  '63' is the default value, it seems that lower values make crops grow faster. 

     

    Most crops have 3 stages of growth right?  I believe '5' relates to the amount of time between each stage of growth.

     

    Next time I plant some crops, I'll stick around and try to figure out how much time '5' is.

     

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