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EvilPolygons

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Everything posted by EvilPolygons

  1. Yes, that's true. The optimal way to implement it would be to store the infection level, but cap it at something reasonable upon death/respawn. So at absolute worst you might respawn with an early stage 3 infection, which still gives you plenty of time to find meds. Kinda makes me want to try it myself. I do have some experience with C#... but getting Unity and MSVS set up for modding 7DTD seems like a real hassle. Not sure I have the time for that sort of thing. 😩
  2. It's just an xpath mod. If you die while infected, the mod applies a random moderate infection level upon respawning. it also adds additional infection penalties (fainting, blurred vision, etc), so even at low infection levels you feel highly motivated to find some meds! 🤢🤮 As I understand it, restoring the same exact infection level upon respawn would require a C# mod.
  3. Wouldn't make sense to give it all the same bonuses as a tactical foregrip, because they are vastly different accessories. But yeah, looking at the xml, the vanilla retracting stock mod is very underwhelming. Problem is, I don't know that gunplay in 7DTD is complex enough to really simulate the actual advantages of a retractable stock in the first place. I mean, possibly the biggest advantage of a folding/retracting stock is that it makes a weapon more compact and easier to maneuver in tight spaces. But there's no mechanic in 7DTD that simulates muzzle control, or accidentally banging your gun into nearby walls and furniture, or anything similar. Another noteworthy real-world advantage of retractable stocks is they allow you to stow your guns more easily. Can't represent that in 7DTD, either. So that's two major advantages that we just have to ignore. In regards to accuracy and recoil, a retracting stock isn't going to add any sort of advantage that a regular stock doesn't already have. The only way a folding or retracting stock should give any such bonus is if it's attached to a firearm that doesn't normally come with a stock at all (handguns, some SMGs). But then you'd have to add a hipfire penalty when attached to pistols, because any sort of stock is going to make a pistol less agile. Of course, vanilla 7DTD doesn't allow attaching stocks to pistols anyway, so I guess that's a moot point. 🤷‍♂️ Buffing the hipfire bonus (enough to make the retracting stock actually worth using!) is probably the only sensible solution.
  4. Very much this. 👆 I think roaming POI zombies are a feature that both players and prefab creators would love to see added to the game.
  5. There's a mod that causes you to respawn with an infection if you die while infected. It prevents players from abusing the death mechanic as a way to cheese their way around infections. So if you do get infected, antibiotics are the only cure. Honestly, it should be a vanilla feature.
  6. Oh, I've never seen a quest marker sink underground. But I have seen the opposite happen on buried loot quests, where a tree randomly spawns in the worst possible spot, causing the quest marker to spawn at the very top of the tree. 😅
  7. The pink block under the quest marker looks weird and is kind of pointless. If I've downloaded and installed your POI, then I already know it's a player-created prefab because I downloaded and installed it -- I don't really need a pink block to tell me what I already know. Sorry if that came off a bit harsh but I just think it's unnecessary and detracts from an otherwise good wilderness POI.
  8. Question for @Guppycur and/or @Lantian885 : Are Lantian's most recent sleeper groups now included with Guppy's zombies, or do they still need to be downloaded separately?
  9. Whoa! Fantastic new features! The only things missing from Teragon at this point are desert mesas and country tile support. Any idea if Pille plans to eventually add support for stamps?
  10. Sounds like a feature, not a bug! 🤣
  11. I had a similar issue when using the Picture in Picture scopes mod with Izayo's guns. When I uninstalled PiP (mostly for performance reasons) the problem went away.
  12. Unmodded, sure. I believe the absolute max modded size is upwards of 14k? 16k? I guess I just like big maps in singleplayer. 🤷‍♂️ Regardless, you're probably not going to get a nice, complex road system on anything less than an 8k or 10k map. Road systems gain complexity through the number of large cities and country tiles on a map. The smaller the map --> the fewer (and smaller) the cities --> the simpler the roads. A 4k map barely has room for more than a single BIG city plus country tiles, let alone 6, 7, or 8 large cities. 2k maps aren't even worth mentioning. None of that matters in regard to rivers, though. River generation sucks no matter what map size you try, because of the reasons I mentioned previously (stamps). If you want a map with somewhat quasi-realistic rivers, you'll have to generate your maps with a 3rd-party map utility like Teragon.
  13. What's the link to your git? I'd like to try out your sleeper groups. I don't even care if they're finished or thoroughly tested -- I just want to try these new zombies in my POIs!
  14. Rivers are so limited because the stamps used to generate them are...lacking. The stamps are tiny, lack variety, and few in number. The stamp-based system is useful for some terrain features (mesas and canyons, for example), but I don't think stamps are even capable of producing proper rivers -- especially on larger maps. The only way to make correct-looking rivers and streams is via procedural generation. Simple, randomly-placed pregenerated stamps simply cannot produce the same results as procedurally generated rivers that use heightmap topology to determine start/end points, course, width, depth, etc. As far as A21 roads go, I've had the opposite experience. On 10k maps, I've seen some pretty cool 4-way "country" tile intersections, and multiple highway entry points into cities. In my experience, only small maps under 10k suffer from really bad, inconsistent road systems.
  15. Sometimes, rarely, even with a proper RoadExit a wilderness POI won't get a road drawn to it. I don't know if that's supposed to be a bug or a feature, though.
  16. Everyone loves killing Nazi zombies. Babies...not so much. 🤣
  17. I like having the POI name up in the corner, but I removed the skulls from the gui. The skulls are basically just a spoiler, and I don't like spoilers. Accidentally poking your nose into a high tier POI on day one is part of the fun, and blatantly showing the level of POIs right there in the gui ruins it. The giant popup I removed entirely using Khaine's mod. But yeah, it would be nice if the options menu allowed us to control how POI info is displayed without resorting to mods. @Rotor The relevant bits are in windows.xml, starting at around line 2494 or so, under <window name = "windowLocation". The quick and dirty fix is to simply comment out all the sprite="ui_game_symbol_skull" lines. That retains the windowLocation gui which shows POI name, but prevents the tier level from displaying. Or you could do a proper xpath mod, but I'm too lazy for that.
  18. Love the zombie mod. Adds much needed variety to the game. But the "baby boomer" is just...yeah, I'm gonna have to disable that one. It's just too silly. Everything else is great, though!
  19. I wish someone would figure out how to do it, because some of those ambient night sounds are just downright silly, irritating, and immersion breaking. The natural night sounds are fine (ie, crickets, etc). The goofy disembodied chorus that randomly sings "Ohhhhhh" for several seconds is just...bad. So bad. 🤦‍♂️
  20. That answered most of my questions, thanks! So for single player the best strategy is to keep all of your dew collectors in one chunk instead of spreading them around. My PC is fairly comparable to yours -- Ryzen 5 2600x, RTX 2080, same amount of ram. It would be an interesting experiment to place a lot (I mean a WHOLE LOT) of dew collectors around a map, each one in a different chunk, just to see how many active chunks it takes to make a serious, measurable difference in performance. 😁
  21. Curious as to what kind of performance impact the chunk observer really has. Are we talking a barely-noticable impact, like 1 or 2 fps? Or a noticeable hit to performance of, say, 10 or more fps? Also, does the number of dew collectors (and therefore chunk observers) have an additional impact on performance? Or are multiple observers in the same chunk basically handled as a single observer by the game?
  22. You're adding the Mosin Nagant? Nice! It's just not a proper zombie apocalypse game without the ol' Garbage Rod.
  23. Assuming you're on a Windows machine, do you have hardware-accelerated GPU scheduling enabled in your Windows -> Settings -> Graphics Settings? It's one of those "YMMV" kinda settings, but it might help take some of the load off your CPU.
  24. A few points in response. First off, just to get it out of the way, dew collectors are NOT effective at regulating water collection during the early game. From day one as a new character, you can gather FAR more murky water from looting POI containers than you'll get from building a dew collector. It's just a fact. Especially if you spawn near a decent sized town with lots of residential and commercial buildings. Dew collectors are fine as an automated water collection mechanic, I suppose, but let's not kid ourselves -- they don't slow down water production in and of themselves. It was the removal of stackable water jars that slowed down clean water production, not the addition of dew collectors. As for buckets, to produce large amounts of clean water using them, you'd basically have to do nothing but scoop and boil water non-stop all day. And even then you can't come anywhere close to the amount of water that could be horded using empty jars from A20 and earlier versions of the game. Crafting a couple of water buckets -- or even 4 or 5 -- is absolutely nothing compared to filling hundreds (or thousands) of stackable glass jars from a puddle in a matter of minutes prior to A21. Add to that the fact that glass jars didn't deplete water sources, while scooping water with a bucket removes that block of water from the world. If you play with chunk and POI resets disabled, that means once the water is gone, it's gone. Permanently. Forever. I also want to add that it's a little odd when some people act like building a base near a water source is somehow a cheesy exploit. The natural instinct of human beings is to settle near water sources! It is totally ingrained in us as an innate survival trait, and therefore it's ridiculous to NOT reward players for doing the one thing that absolutely anyone with any sense would do -- build near water! But I wanna say again, this isn't about "realism" in a zombie apocalypse game. It's about artificially gamey and hamfisted mechanics that prevent players from doing what we intuitively know we should be able to do. It's even worse when a common sense feature, such as drawing water from natural sources, is removed after having been in the game for years. I find it incredibly aggravating. Anyway, nothing else for me to say on the subject. I'm just happy that this game is so fantastically moddable. 😄
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