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Boidster

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Everything posted by Boidster

  1. Here's a link to the little modlet I made, "Boid's More Brass". It's very tiny - it just changes a few lines in blocks.xml. If you want to learn about how it works, the Wiki page is pretty up to date.
  2. You get more coins for higher-level quests. For other sources of brass, you can prioritize parking lots/garages and office buildings, which often have several AC units. Find the book which gives brass doorknobs from doors and then normal houses become a decent source. On my server I modded radiators into ice machines, vending machines (not the plugged in ones!), soda fountains, and refrigerators. It helps, but brass is still a high-value resource. We do have like 60K Dukes and really not a lot to spend it on any more; we probably should smelt down half of it.
  3. At default settings, 64 zombies at a time, up to 1500 over the entire BMH (if you aren't running an endless BMH mod). But only 64 at once. If you overrode the server default completely, then with per-player defaults you could get 320 zombies at once. If you overrode server and player defaults, then you could get up to 500 zombies at once in the first wave, up to +500 in wave 2, and up to + 500 in wave 3. Wave sizes depend on gamestage. How many are alive at once depends on how quickly you kill the waves. I'm keen to know the maximum reasonable server-wide zombie spawn max (the one which defaults to 64), for reasonably-good, but not monster-level, client PCs. Are people running 128 or 256 without trouble? It would be pretty awesome to participate in a 40-player, 500-zombies-at-once horde night in a mythical parallel universe where the game itself could handle that.
  4. I get the same sort of thing, on two different machines (both Windows, one mid-potato one not-to-shabby). Every few minutes FPS will plunge (on the n-t-s machine) from 90FPS to 20FPS for a moment or two, then pick right back up like nothing happened. I'm still on 19.3, though and 19.5 is supposed to be smoother.
  5. Murder the other players, steal their stuff. Win. But srsly, is it a PvP server? If not, are the players cooperative or just mostly running around playing a single-player game with an audience? Do you party up with whomever is on and work quests together, share resources, and so on? I personally would not put points into Lucky Looter until more basic survival perks have a point in them. For the loot tables which will be affected by LL, you're not really going to see enough improvement (lvl 4 stone axe instead of lvl 3, yay!) to lose whatever other perk you could have bought. If the game is PvP (or perhaps due to the boss zombies) maybe I'd put a point into armor or a weapon skill before I usually would in PvE. I'm personally a big fan of ranged sneak attacks at all times except horde night, so maybe a point into Hidden Strike and Archery. Get a first shot into those bosses and then run-n-gun them. My personal list of common starting skill point spends (for the first couple of levels) are: Hidden Strike Archery Healing Factor (for bravely running away and recovering) Animal Tracker Master Chef (especially if co-op; I tend to be the cook) Mother Lode Miner 69er Pummel Pete or Javelin Master Light Armor Daring Adventurer (if I plan on doing a lot of quests - the extra reward choice is nice) I've done a couple of games now where I spread 1-point spends all over the place to gain a little skill in a lot of things, before specializing into a couple of attributes. It's worked out pretty well. I'm always a base-builder (because it's one of my favorite parts of the game) so I can't really comment on a nomadic play style.
  6. How To Get a Steel Club in 7D2D An Unreliable Gude™, by Boidster Step 1: Find 3 Steel Clubs Step 2: Scrap Steel Clubs into 12 Steel Club Parts Step 3: Craft Steel Club You're welcome.
  7. We used the creature packs on my server last fall and I wanted to load them up in my latest world, but I'm getting an error. This is a 19.3 dedicated server with no other mods running (it usually does have a few of my own modlets, but I disabled them for now). https://pastebin.com/NdseA9yh The first error appears to reference DMT. Do I need to install that toolkit? I may have misread the opening post of this thread. 2021-06-14T20:52:44 0.751 WRN Unknown element found: DMT (file f:/7D2DServera19.3/7DaysToDieServer_Data/../Mods\2-CharacterEffectsPack/ModInfo.xml, line 10) Then later there's this: 2021-06-14T20:52:50 6.770 WRN XML patch for "blocks.xml" from mod "2-CharacterEffectsPack" did not apply: <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedZombieFeatures']/property[@name='RandomWalk']/@value" Now, I'm only including the CharacterEffectsPack because of the big orange text from the first post. Being proactive and whatnot. Ought I to just leave it off?
  8. I've had regular thunderstorms surprise me before. Quick! Check the day number, is it red?!? Maybe changing the precip thresholds in biomes.xml could cause more frequent regular storms, but it'd be odd to monkey with it enough so it worked in all the biomes. Don't want a bunch of storms in the desert, probably.
  9. Open your serverconfig.xml. The first few lines should look like this (maybe with a different value for ServerName): <ServerSettings> <!-- GENERAL SERVER SETTINGS --> <!-- Server representation --> <property name="ServerName" value="My Game Host"/> The error implies that "ServerName" maybe has changed somehow to "servername". Upper vs lower case matters here.
  10. Completely agree that it should be an option. But come on...they still slice and dice zombies, no? You can make the traps and let your co-op partner(s) place them if you want them to get some of that sweet sweet XP. Edit: of course they'd have to perk into Engineering I guess which defeats the purpose of division of labor. So never mind that last bit.
  11. Acid is not a gamestage-scaled loot item, so Lucky Looter doesn't affect it. If you search a container which can contain Acid, then your RNG chances are the same every time you search that type of container. Here are the containers which can give Acid, and the chance of finding it in a single search. Sinks are your friend. Also medical piles (I think medical piles and cars require that you read one of the Wasteland Treasures books). Block Name Chance for Acid cntCabinetOldSink 13.64% cntGraniteSink 13.64% cntMedicalPileLarge 12.60% cntUtilityCartFull 9.81% cntMedicalPileMedium 7.20% cntLootCrateLabEquipment 6.36% cntGarageStorage 5.10% cntMedicalPileSmall 3.60% cntCollapsedChemistryStation 2.16% cntBusSchool 1.53% cntCar03SedanDamage0Master 1.53% cntCar03SedanDamage1Master 1.53% cntGarageStorage 0.49% cntLootCrateMoPowerElectronics 0.30% cntLootCrateWorkingStiffs 0.30% (Numbers based on A19 b180, which was a few point releases ago. I don't think probabilities have changed much if at all since then.)
  12. These two would be what I was referring to, but without the reactions of players. Just the concept of trying to place POIs, under current SI rules, when the sub-surface may not be solid. And likewise the need for players to determine whether their base foundations are solid - an especially daunting task (again, under current rules) for a new player. I guess I might add one: the ground collapsing under you unexpectedly. Under current SI rules, caves would have to be relatively small if they aren't going to cause sinkholes. I think it is fun to have to poke at the flooring of POIs to make sure it's not going to collapse into a basement pit of ferals. Not so sure it would be fun if I have to poke at dirt to prevent a similar fall (sans ferals I guess, unless we really get into Minecraft territory and start spawning zombies under ground). There are several ways to solve the issue; I think your ideas are just fine.
  13. User name checks out. Sort of. I would not be surprised at all if the very early design phases of Minecraft included attempts to play with SI (beyond sand), but were abandoned because of the cave issue. And so it has outstanding underground caves, and also you can build your entire fortress in mid-air.
  14. For what it's worth, the <decorations> section - where trees are selected - of the pine_forest biome in 18.3 and 19.3 are the same. 18.3 would have been 2019-ish I think (it's the only old version I still have hanging around). Probably the biomes.xml has been edited/modded to boost tree count in the world used for the video. I used a 4x setting for just 4 tree types to get this: Note that large quantities of trees can impact performance. If you want to play with it yourself, open biomes.xml and look in the <decorations> section of the pine_forest biome. You'll see lines like this: <decoration type="block" blockname="treeDeadPineLeaf" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="treeJuniper4m" prob="0.001" rotatemax="7"/> Change the "prob" value to increase trees. If you touch all of the tree types in there, I'd start with maybe a 50% boost to each. So if it's 0.01 default, set it to 0.015. Generate a new world and see how you like it. Do not do what I did and use 4x for all the tree types at once. Otherwise you may not be able to walk through the forest! And also your GPU might catch fire.
  15. Wait, are they removing forges and work benches from A20?!? Holy crap that's a horrible "improvement". How many game days have you played in A20 so far? I'm wondering if it gets better as your gamestage goes up. I'm still playing A19 so no experience with A20. That's good to hear. Man, I need to go download A20, which you obviously have already done, and start playing it! I do not think the POI loot changes mean what you think they mean. Loot boxes are already tied to gamestage, which is exactly why you see stone tools when starting out and later start finding iron and then steel. As your gamestage goes up, the contents of loot boxes gets better. They are not going to have GS 5 players finding iron and steel tools from the get-go. Anyway, best alpha is the next one.
  16. Only if they are horse-sized. I want an in-game Concrete Cage of Chaos where we can choose the combatants.
  17. Well that's good, because dismissing the developers' work really makes it hard to take your argument seri... Oh, never mind. In any case, here's some behind the scenes. And here is a list of updates and changes. And here. Also here. Here, here, and here as well. But devs never tell us what they're working on, right? Except when they do. Or that other time they did. Yeah, but they don't really want our ideas, except for the place they specifically set aside for it. Have you considered running an overhaul mod? Maybe that would give you the new hotness you seek.
  18. Well, how about some questionable math? A 4K world has about 1 billion terrain blocks (not air), give or take. If 1/100th of one percent (one out of every 10,000 blocks) is an ore block, you will have 100,000 ore blocks in the world. Assuming they are equally divided between iron, lead, coal, nitrate, and oil shale (which I don't think would be the case since oil shale is only in the desert), there's 20,000 ore blocks each of coal, nitrate, and lead to dig up. With no perks or candy you get 50 coal/nitrate from each block, so 1,000,000 coal + nitrate would be available in the world. So you get 1,000,000 gunpowder when using the chem station (but without the bundle perk). Lead is also 50/ore block and it forges 1:1, but requires 2 for each bullet tip, so you'd get 500,000 bullet tips. Assuming infinite brass (which is far from the truth; brass would be the real limiting factor I think), you could make 500K 9mm or about 333K 7.62 using the above numbers. If you shoot 100 rounds per day and 1,000 rounds on horde night, that stash would last somewhere in the range of 1350-2050 game days depending on which ammo you use. For example, with 500,000 9mm, you get: 2050 game days = 292 horde nights x 1,000 rounds per horde = 292,000 rounds used 2050 game days x 100 rounds per day = 205,000 rounds used 292,000 + 205,000 = 497,000 rounds, leaving 3,000 extra for shooting chickens or whatever If I understood biomes.xml better (specifically how the "prob" for the sub-biomes actually works) then I could be much more accurate. My suspicion is that I am under estimating the amount of ore in the world. Especially since the biome rules place ore at X layers beneath the surface, not at some absolute depth, so mountains and just higher elevations in general have much more space for ore. Just look at this screenshot using a mod which shows ores. There is a TON of ore hiding beneath the surface and only some of it links to a surface ore boulder.
  19. This thread got sidetracked by your title, @Darklegend222. You don't have any real questions about 1000+ day games, you apparently want help with three specific issues which you encounter much earlier. Why even mention 100-day games much less 1000-day? It's completely irrelevant. Let's focus on the actual issues you're having: If you want detailed technical help with this, you need to post in the Support forum and include your logs. In your case, you might need a log which spans an entire in-game day or maybe two, without you logging out, so the activity (or non-activity) of the spawner can be looked at. If you see zero zombies through Day 7, that is not normal. Everything you describe is not normal, frankly, especially the bit about being swarmed by animals when you first log in. So your logs will need to be reviewed along with your detailed game settings and a list of mods you're running. The Support forum is really the better place for that, if you really are asking for help.
  20. Post in this thread, @Saffron885. It's the place to ask war3zuk questions. One of your other posts has already been moved over there by the mods.
  21. Oops, OP, wrong door. This is the Good-Faith Help department.
  22. EXCUSE ME, but Working Stiffs sources only the finest flint or, for the discerning customer, obsidian, for its Back To Basics™ line of fine workmen's tools! Using techniques passed down through four generations, the edges are hand-knapped by highly trained children youthful apprentices who are defininitely not underfed nor paid slave wages as they toil 18 hours a day in indentured servitude. ♫♪ When the world falls apart And you need the best rocks Crack open a Working Stiffs boooooox! ♫♪
  23. So I voted the "rather say no", but really my reaction is "maybe, maybe not, I need to hear more details". Off the top of my head, this seems like the most promising idea. Maybe resource cost is lowered if you perk into "Master Builder". Maybe (no clue if this is possible) your blocks get % boost to hit points or SI. I'm the builder on my team, so the idea is interesting, if it could be balanced with the other gates (i.e. for iron, steel, high-end repair tools). TFP, though, seems to be moving in the opposite direction, having gotten rid of the table saw requirement for some designs.
  24. How do you get from "I experience problem X" to "Problem X is encountered by everybody and the developers just ignore it"? If you have a stability problem, you should post to the General Support forum and provide your logs (read the sticky post at the top of the forum). Don't lead with your chin like you did here, and you'll find many people willing to help. Go in with "why does this game suck so bad" and, well, at least you can get it off your chest. Edit to add: are you talking about other people's servers? If so, maybe you should take it up with the server owners? My dedicated runs 24/7 with no memory leaks.
  25. Not running any mods? And you're playing it straight, not using settime to play with day settings (I do this from time to time and it does jack with spawn rates). Are there things that you typically build in those first 20 days? Big tree farm near your base? Do you tend to explore a lot of the map early on? It seems very unlikely that the day counter itself is the cause of any issues. Something about the world is changing over those first 20 days. You might want to post over in general support (with your log files) about the zombies not spawning for days and days. The default forest biome spawn rate is pretty low (1 zombie per spawn event, with respawns only every 2.9-3.3 days) so it's possible to kill all the area zombies and really not see very many at all for several days. But nothing for 7 days in a row? Something is wrong there. I run my own mod to increase spawns to 6 zombies respawning every half day and even then, due to RNG, we can go for a whole day without seeing any zombies around our base.
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