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Marinxar

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Posts posted by Marinxar

  1. Hi

     

    Could we please make this have a custom option as well. Let us choose a directory, as long as it is not from the game directory ? Some of us have specific setups on partitions, for optimization. I don't want mods loading out of my operating system partition either. That's reserved for windows and swap file. 

     

    Quote
    • Launcher on Windows now stores log files in %APPDATA%/7DaysToDie/logs folder
    • Screenshots are stored in <UserDataFolder>/Screenshots (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Screenshots) 
    • Mods are now loaded from <UserDataFolder>/Mods (i.e. the folder that also stores saves, e.g. on Windows %APPDATA%/7DaysToDie/Mods) in addition to <game folder>/Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time. 
    • Reduced sleeper volume attack target time 
    • Changed SkyManager to explicitly set shadowCustomResolution for the moon and sun lights based on the ingame "Shadow Distance" setting: 1k for Low/Medium, 2k for High, and 4k for Ultra/Ultra+. This gives more consistent results in terms of performance and fidelity when changing the setting, regardless of the user's output screen resolution. 

     

  2. 4 hours ago, KhaineGB said:

    You can just attach them to your post and then click insert.

    But yeah, I don't know why it doesn't work for you, it's working fine for me (which is basically the release build that i'm getting ready)


    I dont know how I feel about this...One side I am excited, but on the other side, this weekend is the release of Path of Exile's new league as well.

    4 hours ago, ZOOT said:

    Materials ready but no Craft option and my Vehicles for DS looks messed up on 2nd and 3rd talents??

    251570_20220204015217_1.png

    251570_20220204015929_1.png

    Yeah definitely something wrong with your installation. That skill naming etc is all wonky.

  3. 20 minutes ago, BarryTGash said:

     

    Cool. Can you share the solution? Others may find it helpful in future.

     

    Was it similar to the issue of not having Steam running?

     

    I had this, because I forgot to disable EAC in the game launcher. 
    Could also be because the test build of DF can only run on the premade DF maps supplied with the mod.

  4. 8 hours ago, Akrux said:

     

    Yes it most definitely was a behemoth and I certainly had no other mods running. One possibility is that the Mithixdino glasses I found early might have been messing up the loot stage. They added 45 to the loot stage and I wore them constantly for days until I found some +10% experience goggles. Now I only wear the Nithixdino for looting or turning in a quest. The other change I made was I downloaded your Wandering Horde Frequency mod, unzipped it  and installed it in the mod file. I am not sure which change made the difference but the end result is that the wandering hordes are back to normal. Assuming around 30 mobs with a few nasties mixed in at day 24 is normal.

     

    Great mod by the way and the mutant spiders were a surprise.

     

    Posted the above and then had 3 zombie titans (5k HP) spawn in the next wandering horde. The horde looked to be about 30ish in number. There were more regular mobs coming on the right not included in the picture. Not complaining just not sure how to deal with zombie titans with my gear and skills.

     

    A20.0_2022-01-12_17-54-57.jpg

     

     love the mod, and reaaaally appreciate all the time and effort put in to it, but as a fellow victim of this, I would petition, if time permits, a look in to the possibility of toning this down, or setting the real evil @%$#ers behind a GS wall.

  5. My personal feel is, it is not Tower Defense enough.... Meaning; The zombies should only stop and start attacking anything, if their path is blocked. Not some math calculations on structural integrity vs length of path to player etc.  I am pretty sure this is what is causing all the mess with AI pathing, is trying to make it too complex.  It should be a very simply calculation, can I, as zombie, get to player, or not. 

  6. 11 minutes ago, Gazz said:

    What I had suggested is that instead of "marking" the last 2 or 3 volumes, the game marks one nearest volume if you haven't had contact for x minutes.

    That would be more consistent than the current approach since it always works regardless of what the volume count of the POI is.

     

    That would make it easier to backtrack and find the ones that was not on the path you chose. It does not, however, make for a smooth clean run where you clear all zombies as you go. it still require you to search for X minutes, then hunt down one zombie, then wait around for x minutes, then hunt down one, etc etc, until you found them all. Which does not sound like a nice flow of gameplay.

  7. 24 minutes ago, PoloPoPo said:

    Let's assume a player is the perfect ninja and makes absolutely zero noise and won't trigger any zombies at all. For a "clear Zs quest" that ninja is able to play hide and seek with the Zs, find and kill them all, no? Why would you not open a closet when you know there might be a Z inside you have to kill in order to accomplish your quest goal? Just because you don't trigger the Z to come at you you are still able to check every closet, ceiling and so on. You don't have to abandon the stealth playstyle, do you?

     

    When accepting a "find supplies quest" you have to search for those supplies and loot more than just the main stash.

    When accepting a "clear Zs quest" you have to look for Zs everywhere and take them out, you cannot simply sneak through the POI from bottom to top without a kill.

     

    That's how the quests work. I see no problem there.

    Might work for T1&2, but you honestly think it is realistic to expect players to search every nook and cranny of t3-5 POIs ? It would take days. 

  8. On 1/7/2022 at 7:31 AM, Stranded_Napkin said:

    snip...

     

    In some things, he has a point.

     

    TFP applied a lot of quick fixes, that don't make a lot of sense.

     

    Demolisher

    Learn By Doing removal

    Farming Plot block

     

    These come to mind now, I am sure there are more, but these changes make no practical sense, but drastically changed the way the game can be played if you play vanilla.

     

  9.  

    5 hours ago, KhaineGB said:

    I think a more pertenent question is...

    What the hell were you doing to generate that much heat? 😛

     

    3 hours ago, Chivalric said:

    I can say for certain this is something introduced in vanilla, as back in A18 I was having the same problem a few times. I had a POI collapse when I was searching it, which called in a screamer, and it started a domino effect of each screamer calling in 2 to 3 more screamers. I was there fighting for at least 20 minutes before I managed to get that under control.

     

    Yeah... Not so sure what I done, haha

     

    Since I am waiting for the stable release of DF, before I start making any serious long duration game plans, I just boosted the normal gameplay. So I was around 50 game stage. I did dig a moat ... so that obviously generated some heat, and had one forge running. That alone should not have warranted that response, I think...

     

    I mean, this was full on end-game apocalypse rather shoot your own brains out than try and face this, Screamer chain.... Zombie bears, radiated cops, feral mutants..... it literally looked like a  64 zombie horde night on day 49 with 200 GS .  That's why I thought it was a little odd. It's not the normal, alright, so we got ourselves 6 or 7 zombies with this screamers...., no this was all 75 max zombies the whole time. You kill zombies in the kill zone, and as you kill them you see the new ones spawning in on the horizon. 

  10. Top of the morning to yah, gov'

     

    So I am playing B30 on A20, and made it to day 7. Then just before horde night, I got what I now affectionately refer to as a Screamer chain.  Got a screamer, and she called screamers, and it was a party. Now normally I dont mind the XP, but this was right before horde night, and it was endless. I just quit at some point, as all I could see is more zombies coming from all directions and screamers shouting everywhere. and there is no way my base will end up having enough ammo for all that love.

     

    Is that a vanilla issue, or is it possible to change that so it's not perpetual carnage ?

  11. 13 minutes ago, sanguis4k said:

    I am unsure if this has been brought up before but seeing the progress towards the next update made me think back to my last DF game I played, I noticed once you got to the top level of crafting from the mastery book perks you would craft gear that you then could not repair properly without losing levels from them and this felt like it sort of defeated the purpose of being able to craft gear at that level, Will we see a change to the repair system or even a different repair item that lets you repair those items without losing levels?

    At the moment the solution is pretty easy. Don't copy the QualityDegradationOnRepair folder with the rest in to your Mod folder. 

  12. I'm going to side with Roland here.

     

    The devs can't cater for everyone, so they will stick to their design plan. It feels like they are changing a lot over time, but that is simply because the game is still under active development, and the path to their end goal is not necessarily linear. 

     

    Luckily for all of us, TFP realized that they are creating a game that will have endless ways of approaching problems, and have made the game open to modders. So now, thanks to the amazing modding community, you can tailor make the game for your own play style. 

     

    TLDR; There is no need for pitchforks. Use  mods to make the game you want. 

  13. Hi

     

    First off, I am thoroughly enjoying A20 so far. It is a real challenging and exciting release, and not since A16 release have I been this engulfed in a new launch.  Really awesome job on this one. The game feels really good. Bows are useful again, and usable option for Quests for the most part.  The new loot system feel really good. You feel like you making progress in the game, and risking the tougher areas also feels worth it now.

     

     

    I do have one big concern, and some minor stuff I noticed though. Also main reason for this post, but I did not want to start the post on a negative note, as the issue is not big YET .

     

    The problem is specifically for Stealth builds. There are a lot more POIs that use hard coded triggers in the POI. Which is fun, but completely make stealth absolute. I fear if more of this happen, the usefulness of stealth builds are going to flatline. Light armour and pistol is not meant to be swarmed by enemies. 

    I propose a new ability for From the Shadows, on 5th level, that will make trigger area visible. 

     

    1. You will still have to navigate around it and deal with the zombies

    2. It requires lvl 10 agility and lvl 5 From the Shadows. So only really viable for pure stealth builds. 

     

     

    Other issues :

     

    Turrets will appear to drop from where they are placed, to ground level. They still operate where placed, but to interact with them, you have to go down to their entangled part on ground level. 

     

    With Dynamic meshes turned on, FPS dies when looking in certain directions. I suspect it's towards big city centers etc. , but maybe there is a way to limit that to line of sight ?  If I am inside a building, I don't need it to generate all those things outside the building., or in the street, it need only generate what I can see. 

     

    Some T2 Quest rally markers are missing. 

     

     

    This is not meant to be a bug report, but just a feedback post. If you require me to make bug reports with detailed information on any of these issues, I will gladly do so.

  14. 5 hours ago, Blake_ said:

    Cave POIs. Are cave POIs planned for 7 days to die/a20/future alphas (meaning a POI which you access from a simple cave entrance with handmade random passages/subPOIs that spawns in the wilderness) 

     

    I love the sense of adventure of a nice creepy unexpected cave with cool stuff inside. I believe 7 days to die would be even more awesome with a lot of them in it.

     

    Yes, love cave exploration.....

     

    ....on that note, to the question. If there is no cave systems planned for A20, could it be possible to use the Sewer System, to use cave tilesets and clutter and loot, to RNG some wilderness caves in the future , or are the Sewers hand made .. ?

  15. 9 hours ago, Survager said:

    @faatal In truth, one thing that bothers me the most now, at 19 Alpha, is that explosion damage goes through walls, even if it doesn't destroy them. So Demolisher, when exploding, can destroy with his explosion everything that is behind the steel wall (relays, switches, etc.), while the wall does not collapse.

    Is this a game bug or is this the way it should work?

    Yeah, I know it's not a solution for everyone, but first thing I do is mod out the demolishers, before I start playing. So many things that just screams, cheap fix to something we can't be bothered to fix, about it. 

  16. Just some feedback :

    Not a fan of the degrade system. It punish you only at the start, when there is enough things that's already challenging.

     

    Trader guards don't do their jobs. Rather return to vanilla state where traders are protected, than this where their bases simply get destroyed . Cant protect the trader and a base. 

  17. 7 hours ago, Devrix said:

    Very much so! If all continues going well, Sorcery A19 will release this Friday the 28th. The Fire Skill Tree will be fully playable, along with a host of additional features and perks! :)
    sorc-a19-sorcererdesk.png

    Got a fresh install of new stable, AND a Darkness Falls fresh installed waiting and ready for this :D

  18. On 6/29/2020 at 8:59 PM, KhaineGB said:

    Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only.
     

    Enjoy. :)
     

    3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap.

    12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything!

    60 Slot Backpack - Pretty self explanitory.

    60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left.

    96 Slot Backpack - Pretty self explanitory.

    96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left.

    Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish.

    Backpack Buttons - Adds Stash All, Stash Stack and Stash Stack Smart buttons to the backpack when a container is open (including vehicles).

    HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea.

    Log Spikes - Makes Wood Log and Iron Spikes craftable again.

    Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that.

    Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option.

    Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option.

    Thank you so much man ! The game needs that stash all/stack/fill buttons. They really need to add it to the main game lol. Feel kinda dirty modding my vanilla playthrough, but just can't be arsed. QoL made us lazy.

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