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irongamer

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Posts posted by irongamer

  1. 28 minutes ago, Riamus said:

    I think you missed what was being said.  No one said there weren't *partial* set bonuses in games.  Many games have that.  What was said was that you did not get the *full* set bonus without having the full set equipped.  You might get a partial bonus, depending on the game, but not the full bonus.  Now, it was said Torchlight allows the full bonus without the full set.  There may even be a few others.  And, most likely, any that do give the full set bonus without the full set are games like Torchlight or Diablo that have an extremely large number of items you can find, making it extremely difficult to actually complete the set and so they allow you to get the bonus without having the full set.  That is a very different kind of game than this one, where you aren't likely to have any difficulty completing whatever set you want.  So it makes sense to only give the full set bonus to you if you're using the full set.

     

    I was responding to this quote, "I concede that there is at least one game that does not require you to get all the pieces of an armor collection for the set bonus." So there was some question about that.  I was just mentioning there are good number of games in the past/present that do.  I really don't care how Fun Pimps implement it.

  2. 19 hours ago, Roland said:

    So it appears that each piece has a bonus that it grants and in addition, there is a set bonus once you have at least 3 pieces. I concede that there is at least one game that does not require you to get all the pieces of an armor collection for the set bonus. But...I will point out that there still is a threshold and if you are a piece short of that threshold then you don't get the full bonus. In 7 Days to Die that threshold is going to be all the pieces. 

     

    Over the years there have been many action RPGs that do set item bonuses in "increments."  Some sets have bonuses at 2, 3, 4, 5, and 6 pieces depending on the game.  The system has pros and cons of course but "incremented" set bonus have been around for a long time in the action rpg genre.

    - Diablo 2-3

    - Sacred 2
    - Titan Quest

    - Torchlight 2
    - Grim Dawn

    - Last Epoch

     

    Other rpg games like World of Warcraft have also used incremented set bonuses.

  3. @bdubyah

     

    A question on ghoul radiation.  I haven't made any of those changes to the power armor radiation resist mod so this is using vanilla Wasteland.  Is it possible for the ghoul radiation to overpower the power armor radiation mod?  The reason I ask is on the roof of the grocery_store_03 near the center there are often 1 or 2 ghouls (I think my day is in the 30-40s).  There also some others I had not noticed before, something like normal feral ghouls?  They look more like a standard ghoul from fallout, could be just another zombie model?   Anyhow!  At that location even with the power armor radiation resist mod I get the radiation warning and some hp damage ticks, the ticks were pretty minor.  Can the ghoul buff stack or something?  Or does the buff increase with gamestage?  Just curious as it seemed previously that the mod negated those fields completely.

    [Edit]
    I'm all for cases where the mod is helpful (slower hp tick) but doesn't negate the mechanic completely.  Was just curious about possible stacking ghoul buffs, or maybe I was just hit in melee?  I was pretty close to them when they jumped out of the sleeper locations.

  4. 13 hours ago, bdubyah said:

    You could have the rad mod give you a buff with 0 duration, that does nothing and is removed if you remove the rad mod. Then just copy the perk effect groups and add another req for the rad mod buff. Something like:

     

    <effect_group>
      	<requirement name="HasBuff" buff="buffRadMod"/>
    	<requirement name="ProgressionLevel" progression_name="perkRadResistant" operation="Equals" value="0"/>
    	<passive_effect name="HealthChangeOT" operation="base_subtract" value="12">
    		<requirement name="NotHasBuff" buff="buffRadiationResist"/>
    	</passive_effect>
    	<passive_effect name="HealthChangeOT" operation="base_subtract" value="7">
    		<requirement name="HasBuff" buff="buffRadiationResist"/>
    	</passive_effect>
    </effect_group>

    for example. Then just make an entry like that for each level of parkRadResistant that edits the values as you see fit.

    May not be the cleanest way, but should work.

     

     

    Thank you for the example.  I just love the ghoul radiation cloud mechanic (hunt them fast or die) and was surprised it could be completely negated.  Just my opinion (obliviously) on that great mechanic being removed "late game."  Looking forward to the NPC update. =D 

  5. 3 hours ago, bdubyah said:

    That's for resistance to getting the buffs in the first place. Lowering would allow you to get the buff, but once you get it, it would be like you have no resistance at all and would drain HP pretty quick.

     

    Ah, I think I see.  Buff buffGhoulRadiation is written specifically for NotHasBuff and perkRadResistant.  The power armor mod passive effect BuffResistance with the tag buffGhoulRadiation completely prevents the buff from occurring, since the buff has no specific catch for armor based resistance it would just chew off your HP if you get the buff.

     

    Just spitballing here as I'm not really familiar with 7 days modding.  The buff buffGhoulRadiation would likely need another catch specific to a new armor buff with another effect_group that defines hp lost, using a new buff triggered effect similar buffPADampener?

  6. 35 minutes ago, bdubyah said:

    This is just how they are till I get everything updated and start requiring SCore and NPCmod. A20 broke the bandit class used for them in a19 and before. It wasn't perfect either but was better than what they are currently. I just had no other options outside of removing them. 

     

    When the next update comes out they will be much better. Maybe even too good...;)

     

    Thanks for the fast reply!  Looking forward to the update, like a lot!

     

    @bdubyah

     

    A quick question on the radiation upgrade for power armor.  Does that negate the ghoul radiation zone completely or just to a certain level of radiation?  I see the add base value is 2.  If it negates all possible ghoul radiation levels could I bump that down to make it mostly resistant but not totally?

  7. Loving this mod.  The ghoul radiation mechanic is brilliant!

     

    We are running this on a server and all raider POI with raiders as sleepers do not wake up unless you attack one and none of the others wake up, they all sleep until you hit them.  Even if the sleepers are side by side massive amounts of gun fire noise will not wake them, they have to be hit to wake up.  Is there a setting to fix this or is this just how raider sleepers work at the moment. 

  8. On 12/13/2021 at 3:22 PM, Khalagar said:

    For added fun, I highly recommend this mod to make the roaming hordes bigger. With feral senses on you can get some legit zombie movie moments when suddenly 20-50+ zombies come tearing their way into a PoI / your base. I spent several hours trapped in a trader's PoI as it was sieged by a horde, and early game I pretty much was always crouched all night with my lights off trying to stealthily open chests etc. 

    Def added a lot of scary moments to the early game, and after using it I feel like vanilla roaming hordes should be at least 2x size

     

    Moar Zeds

    No joke!  This is fraking amazing!  Hands down the best 7 days experiences I've seen yet.  The x12 natural spawns mod is amazing for creating zombie movie like events at whatever stage screamers start to show up.  The thing to fear is the amount of mobs building on the outside of the POI while you try to clear asap, the longer you take the higher chance a horde breaks in somewhere.  Feral sense is on in the example below.

     

    Sample Experience

    There is one poi that is rather deadly with this mod.  It is a pharmaceutical factory with the underground section and the elevator shaft with the glass side.  I was mopping up the last room and I'd been hearing a lot of noise outside.  Dropped to the floor in the last room to check on a wall, it burst open and a massive horde starting flooding into the room.  I turned to run to high ground and there in the f'ing floor was a new hole and a zombie head sticking out!  They had dug in multiple ways at once!  I fought the horde from high ground but they were just taking too much ammo and a screamer (that I couldn't find) kept them pouring in that wall breach.  I finally decided to fall back to the elevator shaft.  There was just as much noise at the elevator shaft and then I saw it,  a 3 story tall wall of zombies pummeling the reinforced glass wall.  It was then when zombies started raining down the elevator shaft.   I panicked and tried to ascend the stairs around the shaft but kept failing a jump only to land on a horde below.  The window was broken at this point and I had to flee back to the final underground room.  At this point I was starting to run low on ammo,  I had to get out.  I lured zombies out of the elevator shaft and finally managed to make my way up and out.  It was an amazing experience!

     

    I've taken another mission or two at the same poi and it resulted in similar experiences.  Just stupid dangerous with hordes outside breaking in and having to fall back or up to the roof only to find out i forgot the cache pickup and having to descent back into the hell hole.  Should be recording this insanity.

     

    Performance notes

    I tried a few varieties of this mod, x4, x8, and x12.  I'm running a 5800x and a 3060 ti and had to kick resolution down to 1080p to maintain ~100 fps, this works in most tier 4 poi, but most of the tier 5 poi will drop to 40-50 fps.  Especially the skyscrapers, not sure if the performance drop is just high poly count or the extra pathing due to the huge horde sizes building on the outside of the location.  The x12 results in the most insane situations and is just amazing, but you may have to lower the graphics or avoid some pois.

     

    Summary

    I'm hooked, the zombie increase mod is amazing.  Would be great if the default menu options had sliders for natural spawns and wandering horde sizes.  If not, or until then, this mod will always be installed.

     

    https://www.nexusmods.com/7daystodie/mods/1310?tab=description

     

     

     

     

  9. 10 hours ago, beerfly said:

    Every trader have his own territory where he gets his money coming from. 

     

    There is this guy called The Duke and he rules out there 🎈

     

    So, does working enough Tier 1 jobs at a trader finally open Tier 2?  Then tier 2 for 3, and 3 for 4, etc.  The first trader gave me tier 1 and then tier 2 and the new trader special.  The new trader only had tier 1.  What is funny though, is they kept sending me between those two traders for the special mission and finally a 3rd trader special mission.  Now all the special trader missions I've had are just bouncing between those 3 traders.  They are all forest biome.

  10. On 12/1/2021 at 11:02 PM, Roland said:

     

    Instead of calling it "Twitch Integration" call it "Random Event Manager Prototype" and you will have legitimate reason to celebrate all of Lathan's work in this area even if you never ever participate in a single stream.

     

    Not to take anything away from A20 but the future has some game changing awesomeness in store....

     

     

    Oh hell yes!  When I saw the shielded zombie and the need to kill the other first I was like, "That would be great in the normal game!"  Looking forward to seeing how some of those are brought into the full game.

  11. 47 minutes ago, Matt115 said:

    I think this game need bosses like valheim. In the forest you have one "target" find your son so you know what to do exactly.

     

    Love this idea, not sure if it fits with what they are trying to do with 7 days... but I'd love to see it.  Terraria is another nice example of boss progression within a block filled world.  The

    Spoiler

    lich

    battle in Valheim is one of my favorite boss fights of all time because of how the environment provides cover but also changes over time.  Moder to some extent as well but the

    Spoiler

    lich

    battle feels more iconic maybe due to setting where you summon.

  12. 3 minutes ago, jmido8 said:

    I was watching someone else play this mod and noticed they got a bedroll to start the game. Is everyone supposed to start with one or is it random? Neither my friend or I did and it's quite tough without having a spawn point for so long. I also noticed the person could make a cardboard box with just cardboard but the recipe doesn't show up for me at all when I try to make one. Which table do you need to make cardboard boxes? So far I have carpenters and research but don't see the options to learn a cardboard box recipe.

     

    Thanks!

     

    Pretty sure you start with a bug out bag.  Place it on the ground and then open it like any other container.  It should have a bedroll and bunch of other goodies in it.

  13. Is there a fix for the visible blocks that show up randomly in poi, they block LOS but you can clip through them.   Is this indicative of an old poi, a poi being worked on, or is it an issue with my install?  The blocks seem to randomly occupy spaces that normally have no blocks.

     

    Just adding this if anyone else looking at this stuff.  Looks like other have termed these phantom or ghost blocks. Might be related to super dense poi?  That is a rabbit hole for sure... wow.

     

     

  14. On 12/29/2020 at 12:18 PM, faatal said:

    A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

    Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

     

    Any chance there could be a weighted roll or exclusion list in the future?  POIs that have been used in a quest recently could either have reduced weight in their roll or they are added to an exclusion list and added back in after 2, 3, or X number of quests.  And obviously if no POI is assigned due to those rules just fall back to randomly picking one.

  15. Wow, great mod!  Makes the world feel quite a bit more active and holy crap the first wandering horde was a legit horde.  I had to bug out and setup camp in the traders area, but that didn't stop them.  They piled so high they started to drop a guy or two over the wall, this worked out great for working them down.  Your mod had renew my interest in playing again, thanks!

  16.  

    ^ this is correct. Wasteland was changed to the new radiated biome.

     

    If you're using nitrogen, go into your nitrogen\tools\BiomeFixer folder. Copy runBiomeFixerCustom and paste it back into that folder so you have runBiomeFixerCustom - Copy. Rename that to runBiomeFixerWasteland.

     

    Then open the file with notepad and replace the code within with this.

     

    java -jar BiomeFixer.jar -biome W
    pause

     

    Once you've done that, copy the biomes.png from your nitrogen world and run the new bat file you made.

     

    That will convert all of the old radiated biome into wasteland, and save the file as biomes_fixed.png.

     

    Copy that new file BACK to your nitrogen world, delete biomes.png, rename biomes_fixed.png to biomes.png.

     

    Done :) You keep your world and the radiated (wasteland_hub) was replaced with wasteland.

     

    Great instructions. Thank you!

  17. Does the special radiation zone expand or move over time? Changed from 2.4 to 2.5 with the same NitroGen map (v0474, that was set for Darkness Falls zones). In 2.4 the radiation zone was where one would expect, right at the edge of the red area on the map. Using the same map with 2.5 the zone has extended beyond that point and is now covering some normal traders. Is this normal behavior or is something up?

     

    [EDIT]

    Checking the buffs.xml and it appears that 2.4 using "wasteland_hub" ID 12 for the radiation zone. While 2.5 is using biome ID 8 which is "wasteland".

     

    Is this correct? If so, I'd likely need to use one of the default DF maps or wait until NitroGen updates for these changes?

  18. Hello KhaineGB! This is a fantastic mod! Makes the 7 days world much more alive, I find the progression more interesting, love all the zombie types, the rad zone, omg! So much great stuff. Fan-TASTIC.

     

    Dug through the thread a little, but my search fu is not that great on these forums.

     

    1. Can traders come back if they die? Or are they gone for good?

    2. Sounds like the gyrocopter was out, then rare drop? Where does this stand now? The recipe is in the crafting list but we haven't found a way to make it.

     

    Again, thanks for making this!

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