Jump to content

Boidster

Members
  • Posts

    2,242
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by Boidster

  1. I'm just picking a random kudo to add my voice to. I came to this thread to ask about the 20GB (!) memory use of my 8x8 map and I'm super happy to see that the latest optimizations are bringing that under control. Great work! I'm off to regenerate a new world for my server...
  2. For what it's worth in my experience the wandering hordes spawn in only at certain times each day. Specifically, the time at which you are at maximum survival stress and the very last thing you need right now is a wandering horde to appear. πŸ™‚ So waiting around for one might not work - better to go ride a bike in the wasteland until vultures peck you down to 20 health + broken leg + infection and you're out of medkits and low on ammo. BOOM, wandering horde will show up. But seriously, the (now unused?) spawning.xml had a "day" and "night" wandering horde spawner. With the wandering horde spawners now in gamestages.xml I really don't know how the game decides when to spawn a wandering horde. I thought it was still at certain times? I'm sure somebody knows. I should find that person and ask...
  3. All axes, including stone. Not the picks/pickaxes though. Perk is tied to the tag "axe" which appears on these items: <item name="meleeToolRepairT0StoneAxe"> <property name="Tags" value="axe,melee,light,tool,longShaft,attStrength,perkMiner69r,perkMotherLode,perkTheHuntsman,canHaveCosmetic"/> <item name="meleeToolRepairT0TazasStoneAxe"> <property name="Extends" value="meleeToolRepairT0StoneAxe"/> <item name="meleeToolAxeT1IronFireaxe"> <property name="Tags" value="axe,melee,grunting,medium,tool,longShaft,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/> <item name="meleeToolAxeT2SteelAxe"> <property name="Extends" value="meleeToolAxeT1IronFireaxe"/> From progression.xml: <perk name="perkFiremansAlmanacSpeed" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacSpeedDesc" long_desc_key="perkFiremansAlmanacSpeedLongDesc"> <effect_group> <passive_effect name="AttacksPerMinute" operation="perc_add" level="1" value="0.05" tags="axe"/> </effect_group> </perk>
  4. Hmm...you may have missed this: The 3070 will eat 1/3 of that budget and the 3090...well, he could sit the pretty card on his desk and dream of the day he gets to attach it to something. πŸ™‚ For someone on a budget it might be smarter to wait for the 3xxx to come out and then buy a 2xxx when prices drop. He would lose bragging rights, of course.
  5. OMG STAAAAAHP TALKING ABOUT THIS! You people are like a pop-up bar opening up outside of an AA meeting. I've been clean for over a year! Last night I was watching baseball (go Giants!) and I looked down in my lap and somehow my iPad was browsing for new gaming laptops. HOW DID THAT EVEN HAPPEN?!? Well, it's you people with your CPU talk and your GPU clock speeds and DRAMs and SSDs and...hey how did this credit card get into my hand? This spring I was thinking, "hmm...might want a WiFi extender in the basement." Ended up wiring the house up with PoE and a Unifi mesh. Server rack in the basment, RPi controller/pi-hole, Blue Iris IP cam system, the works. I literally went from "don't really know much about those products" in February to "crawling through the attic running Cat-6" in March. Overboard, indeed. But de network, she is sweeeeet. Bummer about my potato-ish PC and very potato laptop. BAD CREDIT CARD! BACK IN THE WALLET!
  6. I'm guessing old world in new version. Those errors appear to relate to AI path penalties. So jumping over that block there has penalty 4, walking around it for 3 blocks has penalty 1+1+1 = 3 so walk around it is. An AI in his map encountered a penalty of 4.2 billion for a particular path. Perhaps he modded a Minecraft Nether portal into his game? Or his base is surrounded by 1,000-block-thick walls? Also running a mod I think. It spawns in "zombieFatCopPodrido" which would be "zombieFatCopRotten", but this class name isn't in the vanilla entityclasses.xml and classnames aren't translated by localization.txt anyhow. None of the translations for the Fat Cop variants include the word Podrido in them. So I'm thinking a Spanish-language mod which adds some zombies?
  7. 100% agree. Except I define 'exploit' as 'using knowledge or skills that the character does not or could not actually have within the rules of the sandbox universe'. So the terrain-clipping X-ray thing is absolutely an exploit. Dupe glitches are exploits. The old bug where you could 'sprint' on a bicycle at 0 stamina was an exploit. I could have a reasonable argument with Roland that nerdpoling is an exploit (tho I do love me a good nerdpole). Placing a ladder up the side of a building (as an example) to check out what's in a top-floor room is not an exploit. The universe gives us the ability to make ladders which stick to blocks and which we can climb. It gives us axes and picks which can bust through wood/concrete. If that is how a player chooses to use those capabilities, great! Why would we care? No need to report, no need to fix. Especially since 'fixing' would mean moving away from a fully-destructible, fully-buildable voxel world. You can't create such a world and then tell players, 'don't use the tools we've given you in this way because it's The Wrong Way To Play'. Just let people confront, or avoid, challenges as they see fit - this is not a linear game where everybody eventually must do The Correct Things In The Correct Order to win. "The flow of the game" is entirely up to the player, though TFP have given us plenty of hooks and incentives to try out some of the stuff they've built.
  8. Um..they did. The AI is now smart enough to walk on the same blocks you can walk on.
  9. I am not Neebs unless you owe Neebs a lot of money, in which case pay up.
  10. If you consider trying to sprint from home base back to horde base with naught but 8x 9mm, 15x 7.62, and a single arrow 'fun'. If you consider trying to bash your way through the temporary wood-bar railing with your fists because your tools are in your dropped backpack and your friend can't really stop shooting the radiated taking over the base 'fun'. If you consider a mad dash with a wire tool to direct-connect at least half of the dart traps and the fences to the generator so at least you'd have some type of active defense, even though the dart traps would just fire at all times because your idiot friend killed the motion sensor 'fun'. If you consider emptying one set of dart traps just to scrounge enough darts to try to make the other set partially effective 'fun'. If you consider dying for the 3rd and final time when the 3rd demolisher blows up right in the party's face 'fun'. Okay, yeah, it was fun.
  11. Prove what exactly? Plenty of people use non-tower-with-railing bases. People have success with underground bunkers. People make AFK horde bases, people play run-and-gun, people do slapdash POI retrofits for BMH and then move on. People play without traders, with extra zombies, with no zombies, 100% wasteland or desert. Modlets, overhauls, community POI packs. If you have exhausted all of those options and none of them are any fun any more, isn't it time to move on? The game gave you 4500 (!) hours of something approximating fun. Lots of us are still on that journey, exploring different ways to keep having fun. Maybe your journey is over. Don't need to be mad, just divert your energy elsewhere.
  12. For what it is worth, "settlement_trader_04" is an A18 prefab which does not exist in A19. You are trying to load up an A18 world somehow.
  13. Not in 18.4, no. Our motion sensor's visibility extended through concrete blocks down to the outside of our base. So zombies ambling along the ground near the base wall would trigger the dart traps to fire even though the zombies were 6 blocks below, still needing to climb the stairs. Extra bizarre is that a couple of months ago I specifically tested motion sensors and found that if a zombie's head was not visible, the motion sensor would not trigger even if the shuffling feet were clearly visible. I cannot reconcile my results from that testing with our experience last night. Also regarding using motion sensors, be sure to put it somewhere safe from friendly fire. The last calm thing either of us said during blood moon last night was "uhhh, I think I shot the motion sensor". All traps disabled, much screaming and dying ensued. Demolishers blew out 30% of the base. It was ugly.
  14. Every way to play the game is the right way. If I were playing solo (and maybe we might even try this in our co-op game) I could see turning of BMH and still having quite a bit of fun. But I would absolutely mod zombie spawns to at least 4x and every 12 hours. Exchange a once-a-week (-ish) onslaught for a continuous PITA with zombies all over the place.
  15. For what it is worth, the map "name" you see is dynamically generated and next to meaningless. It is possible - though I expect extremely unlikely - for two seeds to end up with the same map name even though they have different RWG layouts. Only the seed + map size really matter as far as RWG goes. My first RWG map had a trader in the expected location. I renamed my 7D2D game install folder and my save game folder before switching to "Latest Experimental" in Steam, causing it to download the entire game fresh. This ensures all mods are well and truly gone, something which "verify game files" doesn't do. Of course reinstalling Windows is also a way to ensure the game is installed fresh. πŸ™‚
  16. We're about to try a similar-sounding base, a modified version of blugold1's in this thread. A hallway with electric fences, jumping obstacles, and dart traps. In sandbox testing, it destroyed a group of 10 demolishers AFK, and we do not plan on playing AFK. We hope that no demolishers reach the base, actually. They and cops will be priority targets for us from the rooftop. The riff-raff can get shredded by the base defenses. Anyhow, if the base survives, but with significant damage I will still consider it a success. It can be rebuilt from scratch in one game day. Maybe two if I have to go mine up 12000 rock for cement.
  17. Agreed. More than once I've started a reply to a thread, then thought better of it and navigated away. Later I come back to that thread to reply with something else, and everything I had typed before is still there. Including attachments. It appears to remember on a per-thread basis the 'draft' you were writing. So I have to manually delete the stuff in the old draft reply before I can start a new one. Maybe TFP could put in a feature request to Invision.
  18. Sure thing. I should note that all of the animals (I think) also have those settings, so unless you want wolves and bears to also be silent, restrict your changes to the zombies. Don't just go willy-nilly through the whole file or a fearsome rabbit with big pointy teeth might sneak up on you.
  19. I went through entityclasses.xml and changed all of these to empty string "" (deleted the <some value> entries): <property name="SoundRandom" value="<some value>"/> <property name="SoundAlert" value="<some value>"/> <property name="SoundSense" value="<some value>"/> No more sounds when zombies notice or target you. They still make sound when hurt, though. Pretty easy modlet to make, if it doesn't already exist.
  20. MISSING: Tables! I guess the best we can do is THESE SORTS OF THINGS ------------------------------------- Foo Bar Foobar Hmm...now the button is there. Was it always there? Did I hallucinate before? THIS TABLE WORKS How cool is that?
  21. At first I was like "wow four pages!" and then I was like "Roland, wat do?" πŸ™‚
  22. 였λ₯˜λ₯Όλ³΄κ³ ν•˜κ³  μ‹ΆμŠ΅λ‹ˆλ‹€. The contrast on new post titles is kinda weak - light grey text on a white background. Also, huh, using the Korean IME keyboard it actually posts in a different font even for English. I would not have expected that. Also also, word-wrapping goes wonky in that Korean/English font so I had to use hard returns.
Γ—
Γ—
  • Create New...