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mr.devolver

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Everything posted by mr.devolver

  1. January 10, 2024: Added Alpha 21 section Added BagAlert mod (for Alpha 21) - Adds in on screen indicators of dropped loot bags.
  2. For me it's the game mods that are providing that much fun, the base game doesn't. Also, it's "FOREVER Alpha", not "FOREVER game", that's different considering the amount of features it's still missing to meet the definition, but hey if you see a real life Flintstone's car and decide to call it a "car" just because it has 4 wheels that's your choice, but personally I'd rather pay more than "10 bucks" as you call it and have an actual "one in a life time" game experience than pay just "10 bucks" and have something that tries hard to act like a game yet stays in Alpha development stage forever.
  3. Imho, even if we could speculate as to what reasons are behind the changes to the water and even if we concluded that there could be some good reasons related to possible future plans we don't know about which would piece it all together nicely and help us make sense of it all, the development of the game as a whole is still so slow that making such change now only to realistically explain it much later is not exactly a good move. People usually play the game for what it is now rather than for what it eventually could become and the lack of believable explanation doesn't really help to convince them either.
  4. Haha I see what you did there! BUT! Since this is the Alpha 23 thread now, you should probably also fix the first paragraph. Those should say Alpha 23, 23 and 24 respectively, otherwise it might not make sense with now "fixed" title of the thread, but then again when it comes to these Alpha, what makes sense anyway, right?
  5. That's probably because there's no other game name of which would start with "7 Days...", isn't it? Oh wait, my bad. Actually there are now quite a few other games names of which start with "7 Days..." and they were developed and released while the 7 Days to Die is still in "Alpha early access". But I totally agree this 7 days is the best 7 days, but no more than 7 days unless you're absolutely bored and have nothing better to do or play which luckily becomes less of an issue as the years pass and bring new and better games and opportunities to pass the time...
  6. Alpha 22 is so overdue the title of this thread should read "Alpha 23 Fan Diary" at the very least.
  7. It's a matter of narrative. He may not look like a zombie, but he's infected, he just haven't fully turned into a zombie yet, but he's still dangerous. If you really want to, you can disable it by either removing or commenting out its line in entitygroups.xml, but I would advise to avoid that method, and instead create your custom patch that will apply after this mod, because every update to the said mod will overwrite your changes that you've made manually...
  8. I would agree that every single POI being a dungeon is kinda lame. Where are all the abandoned houses? You know, I can't quite imagine that when the apocalypse hit, everyone suddenly got obsessed with idea of creating elaborate dungeons in their homes and then hid inside their closets with the weakest doors ever created by humans, but hey that's just me. Maybe I'm thinking about it in a wrong way...
  9. Hi. Have you ever played this game called 7 Days to Die? It has exactly this feature you would like to have. World settings -> Advanced -> Drop On Death: Delete All Great game, you should try it one day...
  10. Let's hope the font size was big enough, Xyth... 🤣
  11. I bet the feature he's working on right now is an auto responding bot on forum to automatically answer those who frequently call him using @ faatal.
  12. If this happened to me, I would be @%$#ed, sure, but I would just get the items back using cheat menu. That's what is it for after all. There's no shame in cheating if we all know the game is buggy. Can't even count how many times I just cheated the items back when I lost them due to a bug.
  13. Pro tip, don't play a game in Alpha stage of development where lots of bugs are expected when you just want to relax in perfectly safe and bugless virtual environment, because you're just going to get @%$#ed, guaranteed. I know it sucks, but I'm just telling you how it is. Don't get me wrong, this is a great game, but nothing is really perfect, and if you expect very few problems or no problems at all, this game is simply not going to give you that kind of experience any time soon. If you insist on playing unstable game when you actually expect a good relaxing experience, you should know what to expect and how to avoid getting @%$#ed. For example, don't put valuable loot into inventories that you know could get easily lost...
  14. At the time of writing that post, update for SCore was not available yet, but I will try with the latest version, thanks.
  15. Sounds like the issue I reported a while ago has not been fixed yet.. Xyth, can we do anything to fix that, please?
  16. No idea, I checked usual suspects, can't see anything wrong in the mod files. Mind posting the whole mod load order in alphabetical order? Could be some conflict there.
  17. Here's a quick fix for you: 1. Open recipes.xml of this mod - <game folder>/Mods/VehicleMadness_Overhaul_Beta2.0/Config/recipes.xml 2. Find the following lines: <recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70"> <ingredient name="HotwireKit" count="1"/> <ingredient name="Tire" count="2"/> <ingredient name="CarFootPump" count="1"/> </recipe> 3. On the 4th line: <ingredient name="CarFootPump" count="1"/> change "CarFootPump" to "CarFootpump". The result should look as follows: <recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70"> <ingredient name="HotwireKit" count="1"/> <ingredient name="Tire" count="2"/> <ingredient name="CarFootpump" count="1"/> </recipe> 4. Save the file, restart the game. That should do it until @Ragsy 2145 uploads an official fix...
  18. Funny, I found my first railway rifle a day ago, maybe day 6 in game. It was quality 1 though.
  19. You mean friendly raider gurlz? If so, I'm glad you're enjoying them. Unfortunately healing them is not an option at the moment and the same goes for each and every type of NPC, not just friendly raider gurlz, that feature simply doesn't exist in the core mods at the moment. As for the text above their heads, there should be only their name and that's it. If you're seeing something more than that, that makes me believe that you might be using older versions of SCore and NPCCore where this extra information was present. If that's the case, you should make sure you have your base mods SCore and NPCCore updated to their latest versions. As for the last inquiry, I'm afraid I can't give you an answer for that, it would be best to make an official bug report, preferably including the output_log file, and using the following template:
  20. My question to him was simply that if he still plans to do his NPCs and if yes, if he's going to use NPCMod as a base or use his own code and he said that he will use his own code. It will be a completely new mod then, at least that was how I understood it.
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