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Red Eagle LXIX

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Everything posted by Red Eagle LXIX

  1. I hope lockpicking would be made more interactive at some point. It doesn't feel like skill applies at all. There was a much more interactive idea shown back here in A15 (though lockpicking took a few more versions before it came as what we have now). Note: I mean on safes. I agree with lockpicking not working on the doors (even though this video shows doors). I just like the mechanism used here versus the one we have for lockpicking now. Sadly this version never made it to a public build it looked so much more interactive and fun.
  2. I took no issue with the request but I do find offense in the virtue signalling that came with the request. Such as the "I don't want to be seen like you" (paraphrased).
  3. Props for also including RWG changes. Looks like many of the A21 mentioned RWG Features made it into A20.6 Just generated a 100% Wasteland world. Also see the new map_info.xml includes all the details (assuming unmodded) for recreating the world. Excellent!
  4. The dangers to most water after any type of nuclear explosion is the particles of fallout/exposed matter that can be absorbed/suspended into the water. Those particles will be held in the clouds for quite some time and also deposited into nearby water sources that are open to the air outside the blast radius. Those can be filtered out using a clay earth filter.
  5. After reading all of this, I am not much bothered by the water change myself. My biggest complaint is the use of Dew Collectors instead of making it a more multi-staged process that would be a bit more realistic. Dew and rain water collection in a fallout zone is a bad idea due to the pickup of micro particles that have been irradiated (as would drinking from any water source open to the air). Such water still needs to be treated. One could build a clay earth filter to clear out the radioactive fallout and micro particulates from the water. These are very simple to make and can be made with primitive materials (cloth, clay, earth, pipe). Such a filter can clear about 2-3 quarts of water per hour and is usually good for about 40-50 quarts of water before you need to construct a new one due to the build up of the radioactive materials. Such filtered water would then still need to be boiled to clear any microorganisms. Overall though, based on the above realities vs game universe, getting 3 water per day from a device that never breaks and just pretending the above process was done will be an easy suspension of disbelief IMO. Might need to up tweak the values if going for more realism.
  6. I just wish the drone would start in Shut Up mode. I hate having to tell it to Shut Up every time I deploy it.
  7. The RWG bug where worlds had no bedrock. You could dig down and fall out of the world.
  8. No spawn or gamestage mods. I do run my UI tweaks and a stacking mod. Very odd, that was certainly the right spot. Unfortunately the world itself was created with settings I don't have saved as I was trying to be adventurous and not actually preview the map.
  9. Why? Do perks affect how/where/when things spawn? (Gamestage would obviously influence the type of spawns and numbers, sorry I did not note mine at the time.) As to stats. AGI and INT were maxed, decent STR, FORT, PERC, stealth & knife & bow maxed. Working on the other skills. The front 2 almost always awoke as soon as they spawned (it took a few tries to get that nice screenshot of them standing and behaving). The walk up the stairs and spawn was very repeatable as to where/when they spawn. NOTE: a workaround to maintain stealth and not them spawn so close to the player was to do the following. Instead of going up the stairs themselves, go to the holder/stand for the flower pot and jump up onto that stand, then jump again. As soon as the player jumps while on the flower pot stand, they get high enough to trigger the spawn, the zombies on that stairway spawn and they are far enough away then that stealth works to retreat or take them out. Either way it is still visually bad as they just appear out of nowhere. FWIW, I understand the difficulty with that stairway spawn, making the volume go lower may solve the visual issue but then create an issue with another sleeper volume under the stairs.
  10. @Laz Man I think this has to be one of the worst I have come across thus far. Factory_03 In the first screenshot I am establishing my position as part way between ground floor and the second. The light shines on the flower normally in the corner right behind where I took this screenshot from. https://steamcommunity.com/sharedfiles/filedetails/?id=2831896627 Here my head is a few steps above the level of floor and still no zombies. https://steamcommunity.com/sharedfiles/filedetails/?id=2831896669 Finally, I take one more step up and I am nearly surrounded by an instant spawn. https://steamcommunity.com/sharedfiles/filedetails/?id=2831896697
  11. Without the crest on top I'd be tempted to think "Danger Will Robinson Danger".
  12. RELXIX_HighlightBookState I originally tried coloring the icons but that didn't work. I resorted to the technique I found in this thread of replacing the icons: https://community.7daystodie.com/topic/24306-mod-that-lets-you-know-youve-already-read-a-book/ Books that have been read have a red icon. Books that have not been read have a green icon. A second set of icons were included in case the user would like those reversed.
  13. This issue caused the server browser to be unable to display the Count of Allowed Land Claim blocks after the search was completed (you could still filter to a specific amount). This issue has been fixed and a new version has been uploaded to the same link.
  14. Those fire traps might have me reconsider my no POI base policy. I could forego that policy to rework a POI that included fire in the design if it hurts the zombies (please say it does).
  15. Not really a big problem. We know from our character's story we have been dumped somewhere with a warning and not much in the way of supplies. Our character could have been part of a community of survivors like that managed to keep the zombies out. Perhaps we've just been kicked out.
  16. I'm going to comment. I don't like that I have to learn to build a robotic sledge to upgrade from a Pipe Baton to a Stun Baton (seriously, what?). Stun Baton should come before Robotic Sledge from a logical progression perspective. I gather it is likely just one of those gameplay choices but since everything is being redone, worth mentioning. Also, Robotics adds up to 144 out of 100. Sorry couldn't help point out the bug in the screenshot. To Be Fair I didn't notice it, someone mentioned it on Steam.
  17. Doesn't affect me much as I don't do PVP but it was there.
  18. I thought the command line option -configfile=<config file name> was the only way to pass many of the preference to the client. This is the first I have ever heard that the preferences can be passed directly. Can you shed some more insight, are all the configuration preferences supported directly on command line? Doesn't steam pass the command line argument to the launcher which then reads that argument and passes it on to the client. (i.e. doesn't Steam do this (when added to command line in Steam launch options)(based on Alpha 20.3(b3)): <GAMEPATH>\7dLauncher.exe -configfile=myconfigfile.xml Then the Launcher does this: <GAMEPATH>\7DaysToDie.exe -configfile=myconfigfile.xml -force-d3d11 -logfile <GAMEPATH>\7DaysToDie_Data\<LOGNAME>.txt ) As such, the launcher does see the command line argument and just ignores it other than passing it downstream. However, there is nothing that would prevent the launcher from reading the config file, as well as passing the argument along to the client. Would the launcher see the directly passed method of setting the preferences you mentioned? Also, just because the file is named serverconfig.xml doesn't mean based on the above command line option that it is forced to only the server. It just means the source template file provided which makes a great starting point its often used for a server. One could easily make a config file and call it SinnglePlayerConfig.xml and use the above command line argument. The argument doesn't say only for server usage,.
  19. @Alloc @Hated I've got a question regarding 20.4 change to the path for many items that I have not yet had a chance to try. Is the launcher aware of changes to serverconfig.xml yet? Previously the launcher was not aware of such changes. Thus using the launcher to go to your saves folder was not possible if using the serverconfig.xml on the command line for the client. The launcher would go to the default location in appdata not the path specified by the serverconfig.xml even though the game was correctly storing worlds and saves in the paths specified by serverconfig.xml Will there be serverconfig.xml entries for the newly pathed items (logs, screenshots, etc)? Also, will the launcher be using configuration for the path for the logs and other newly pathed items (logs, screenshots, etc)?
  20. Oooh, do I see biome values there? Does that mean we can adjust them?
  21. @Kinyajuu Something nice I noticed on A20 that I hope gets a bit expanded in A21: RWG Generated Worlds, mapinfo.xml now contains the seed originally typed to generate the world. This is great for those who forgot what they input. <property name="GenerationSeed" value="Eagle's Nest" /> However, without the values of the settings used it is still missing information necessary to recreate the world. Hopefully in A21 we can also get a record of all the setting used (ex plains, hills, mountains, random, rivers, lakes, craters, cracks, towns, wilderness POIs). Also for A21, it would be nice if the generator copied/saved a version of the rwgmixer.xml used with the generated world (similar to how saves create a config dump for the XML files).
  22. Easy enough to create a list of offsets from a prefabs.xml to generate a spawnlist. As an example the Navegane Hospital prefab is position="1096,54,586" rotation="2" So now we know that when a Hospital prefab we have to offset by 41, 8.2, 43.5. Thus anytime we find a hospital_01 in prefabs.xml with rotation="2" we can take that position, add our offset and the user will spawn in that same room.
  23. Not that hard to do when manually editing. Example if you use this as the spawnpoints.xml on Navezgane, then you'll spawn in a hospital room.
  24. This is a weird one. Only occurring in my main save. Just recently started not sure what triggered it. Each time I deploy my drone it takes 17% damage. I turned on the HP Target Bar so I could see and here is what happens starting with a fully repaired drone. Drone deploys and I see it start at 100/100. Have to pay attention or can miss seeing this. HP bar changes almost immediately to 100/120. Take drone and deploy again, Drone deploys at 83/120 Take drone and deploy again, Drone deploys at 69/120 Take drone and deploy again, Drone deploys at 58/120 Take drone and deploy again, Drone deploys at 48/120 Take drone and deploy again, Drone deploys at 40/120 Take drone and deploy again, Drone deploys at 33/120 This will go all the way down to 2/120 where it seems to stop doing it and stay at 2/120. If I repair it the whole thing starts over (including the brief flash of the 100/100). I also tried a different drone in that save with the same results. This is happening on one save only. Tried to reproduce on another save and was unable using all of the same game settings/files/version. Just to be clear: I am unable to reproduce this in another save. I am just mentioning it for awareness and in case someone knows what the heck. I'm near end-game on that save anyway. I've just been trying to find the last 2 books on that one.
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