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LordMiG

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Everything posted by LordMiG

  1. Loved the second dev stream but getting up at 4 a.m. is really hard on a weekday... 🥱 The new vehicles look extremely good. I especially like the new bicycle, which looks like someone has survived with it for months. Also love the new character models. They look soooo much better than our old ones. And most importantly, big kudos to @faatal for the random gen improvements. Generating an 8K map in 40 seconds is amaaaaazing! 👍
  2. I'm using a modlet that lets me craft water filters from the start without a schematic. This is the one I'm currently using: https://www.nexusmods.com/7daystodie/mods/3202?tab=description. I've modified the recipe to require 50 polymers, 3 metal pipes, 20 coal, 30 sand, and 3 glue. This change adds a bit of challenge and realism to the crafting process. Please note that to be able to craft water filters from day one without needing a workbench or schematic, you need to remove the following parameters from the recipe.xml file: craft_area="workbench" tags="learnable,workbenchCrafting". There is also the mod "Overrun Traders" that replaces traders with destroyed trading posts and adds water filters, solar cells to the crafting receipes: https://www.nexusmods.com/7daystodie/mods/4851?tab=description
  3. I think the developer stream was okay. There wasn't a lot of new information, but it's always nice to get some insight into what's happening behind the scenes. The only thing I found annoying was that Richard and Joel still use cheap headsets, and the audio quality was really terrible. Please invest in a good streaming microphone. You can get good mics for around $100. What I really liked hearing was that the trader rewards will get nerfed. Big thumbs up for that! I've played the last two alphas without traders because the rewards are way to OP.
  4. Hi @faatal! Is there any chance that we'll have the option to generate larger RWG maps than 10K in A22? Maybe for singleplayer only? Back when the KingGen map generator was available, I always enjoyed playing on 16K maps, and they ran smoothly on my PC with 32 gigs of RAM. Could we possibly see this feature implemented? Pretty please! 🙃 The engine should be able to handle 16K maps. I play my singleplayer games without any traders, no loot respawn and 25% loot therefore loot gets really scarce after day 80. It would be nice to have a bigger map with more T5 buildings to loot. 😅
  5. I've played my last two playthroughs of A20 on a '25% loot' setting and with a modlet that completely removes traders from RWG. Also no airdrops. Putting some points into 'Living off the land' is the only way to survive for me because all I get from looting are maybe two cans of food per week. In the beginning of a playthrough I'm getting most of my food from hunting with a bow (ammo is very hard to get on 25% loot) and harvesting corn and potatoes from POIs. For me the game plays so much better when you make survival a bit harder.
  6. The video was made by Paul Soares Jr. on September 7th 2013. According to my kickstarter page Alpha 1.1 was released on September 13th 2013, 6 days after the video was made. So I guess the video shows the OG Build that started it all: Alpha 1. 😀
  7. Every time TFP drop a new alpha I go on Youtube and watch this video. Just to see how far we have come. I'm not sure what alpha this is from. Alpha 4 oder 5? That brings back so many good memories. 👌
  8. @TheFunPimps I've always played the game on 25% loot abundance with no traders (removed by a modlet) and no loot respawn/no airdrops, because the game is soooo much better (and harder) that way. It really forces you to travel and loot. And I fricking love looting. Will it even be possible to find enough skillbooks in loot with these settings to complete a skilltree in A21? 😅
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