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FramFramson

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Everything posted by FramFramson

  1. We're so used to Crack-A-Book being the place to get our litterachoor so we can make our characters have them big branes, but as far as I can tell, there's no standalone public library POIs in the game (can't remember if there's a little one in the city hall POI). Maybe something to add in future? If you wanted multiple, you could have a "main branch" which would be a T4 or so and then a little local branch as a T1 or T2 (maybe as part of one of those shopping plaza POIs). Just a thought!
  2. Kind of surpised the hoarder armour isn't on here given how early it was spoiled, but I get how it might be delayed if it involved backpack mechanic changes. Also I would have guessed that farmer would be light (shirt & overalls) and lumberjack medium (layers for cold and puffy coat might take some hits). Not a complaint, just an interesting observation. I assume there's a set-based or mechanical reason for the classification. I agree with @Riamus in hoping we'll still see some mods which change the appearance of armour items the way the current hat mods like the press boy, ball cap, cowboy hat etc. do. I also agree with @khzmusik in hoping there will be dye support. After all, we can dye weapons (even if most of us never bother to do so), so it seems logical for that to continue. One more question I have is what will the needle and thread perk book series unlock in the future? With only 7 books, will each book unlock multiple armour types? Will they instead unlock armour mods, with the armours only found through looting or bought from traders? In fact that brings up the whole question of how much access to armour will we have through the crafting bench? And will armour still have quality?
  3. So we've got two computers here which can host 7D2D relatively well, mine and my wife's. She's been hosting games with some of our friends which are lightly modded, using only server-side mods. I want to run some games with heavier modding, including ones requiring client side mods. Since we're always playing together, this will require me to be able to log in to the lightly-modded games without trouble and her to log into the heavier-modded games also without trouble. This means switching back and forth between different mod setups. What's the best way to set this up so it's minimal trouble? Sure you could have two mod folders and rename the one not in use each time you're going to play, or you could have multiple installations (I think - I'm not 100% sure on that), but are there any easier or more sensible methods? I don't recall seeing a 7D-specific mod manager. Nexus has Vortex, but IIRC people have complained in the past that it doesn't handle 7D well for whatever reason (is that true?). Ideas? What do you guys do?
  4. I don't mind waiting and seeing but yes, this seems like a loss of customization in the short term. Also, having a mod which increases your stats but is just... an unlabelled non-existent object seems very odd and It would be odd no matter what the item's function is. I'm hoping it's as @Old Crow said, that "generic blue square" is just a placeholder and that they'll at least get a name and a thumbnail even if they don't appear on character models; releasing it in A22 as-is would be a really weird decision IMO.
  5. Thanks to both of you! Now I can troll an Aussie friend with a surprise as we explore a "random gen island" next time I host a game 😂
  6. I get a lot had to be flattened for what you did, but was actually really hoping for the original terrain. :<
  7. Could also have more cosmetic mods like the current hat mods - turn your armour into something else visually, receiving some climate protection as a functional aspect of the mod.
  8. Make my month and tell me the lumberjack set has a bonus in there that lets you be a beast with axes. Axe love after all these years would be A C E S.
  9. I'm assuming they were simply given the same property as grass where placing any block on top will remove them. That seems a bit more intuitive and easier to implement than a system where two voxel objects can actually sharing one voxel space.
  10. Long shot, but does anyone still have this map file by any chance?
  11. Righto, thanks for the update. Was hoping the body would still be two pieces (top & legs) for more customization, but I guess we'll see how all the sets turn out in the end. With recent hints, it seems like there may be a fair number more sets coming than we expected.
  12. Pants included with chest then, so it's really "body"?
  13. What are the 4 parts? Helmet and... ? Mainly want to know if pants and chest are still separate, but also if there's more than one chest element the way we have coats. Also if boots or gloves are actually part of the armour set or not.
  14. Helmet lamp, still the most useful mod item in the whole game.
  15. Hm, I was kind of hoping cigars and nerdy goggles were being removed considering how cigars were basically mandatory with no downside and nerd goggles were better than all other types of glasses for... no particular reason? What I mean is they feel like a remnant of a far older and less-balanced version of the game (because they are). Maybe their bonuses have been reworked though?
  16. Weaponized drones are the future of warfare, so not allowing weapons might seem a bit odd, but what's really weird is not being able to use drones to remote scout. Of course that's because drones as they exist in the game aren't so much like real drones as they are a video gamey pet.
  17. Oh that's fiddly for sure, but after a while I knew it wasn't that. I tried sticking frames in the hole to have a flat surface to throw things into but that didn't allow me to pour either, and it persisted elsewhere, as I mentioned, I made new holes (a 1x1 cube hole, as plain as could be and a larger one) and even tried pouring on the ground. Something happened where the buckets I'm using (and I rotated between a half-dozen or so) just do not empty into anything or anywhere.
  18. Filling the hole wasn't the problem. I was literally unable to empty my buckets. Anywhere. I don't know if my ATTEMPT to fill a curved space somehow caused this (which would be a serious bug), but I also tried it against plain square frames. in the area. And then out of frustration I just tried to upend the buckets on the ground and even that didn't work. I confirmed I never changed the key for bucket secondary function. They just Would. Not. Empty. The bucket stayed stubbornly full.
  19. I was making holes in all kinds of sizes and shapes, with the main issue being that it used arch segments to make vertical cylinders - at first - and I could not for the life of me pour my buckets out after the first one or two. But then I tried using normal squared holes, and even just dumping water directly on the ground and I could no longer do any of this. So.... water just @%$#ed in that game now? Or in general? Should I never decide I want a water feature in my base? What the @%$# do I do? This is a @%$#ing nightmare and trying to find info is almost impossible because most of the references to water in A21 are the innumerable threads about glass jars. Was able to find this old thread which basically suggests using hotbar superstition and also has no real answer to prevent it happening. Not much more than that.
  20. Yeah, absolutely. Hell, even if they're not free-roaming, just put a couple guards in say Joel's, Bob's, or Jen's compounds.
  21. I've used that command in the past, but it didn't reveal the map for some reason. I tried it again in a current game just to see if the update to the command had changed anything, but no, it doesn't seem to reveal any map now either. Clearly there's something going on under the hood which is not being accounted for. Either you're not actually visiting those chunks (in spite of it being called a "visit" command) and you're just generating their basic contents at a distance, or else map reveals are not an inherent or automatic feature of chunk visits, and you need to run a second console command (which may not exist) to reveal visited chunks.
  22. TBH I don't really give a damn if it was explicitly spelled out in a ten-year-old KS or not, a few Neutral NPCs could add new gameplay and player options without detracting from the game at all, as well as enhancing muh immershuns, so I'd love to see them. We know non-hostile NPCs exist. For them to ONLY appear as merchants with full compounds (which they kinda-weirdly all defend solo - Jen's compound being empty seems especially bizarre) is just kinda weird; it really reinforces the video-gamey aspects of the world over any sorta verisimilitude.
  23. Yeah, this i agree with really hard. If there are living bears, wolves/dogs, rabbits, deer, etc. no reason not to have some environmental birds or other critters and the "only one animal of each size and weight class" is realllllly showing after all this time. It's an extremely strong reminder that it's an artificial game world.
  24. No offense intended but I have to admit I always find it supremely baffling that anyone finds 7D to be a serious game. Scary? Sure, 7D can scare the pants off you! But serious? Are we even playing the same game? The game with BIGG BUNS and toilet corn and crazy Mad Max @%$# made by a bunch of guys who not only call themselves "The Fun Pimps" but actually do streams while wearing giant pimp hats? That serious game? (this is perfectly fine with me, incidentally - I am not asking for TFP to change!)
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