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bdubyah

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Everything posted by bdubyah

  1. So I know it's been asked before, but is there any plan to ever give a normal player the ability to edit block density to be able to smooth terrain around placed blocks like you can in the editor? I was thinking if that isn't planned, and since more block shapes are being added still, maybe we get a set of "terrain trim" blocks that are maybe 2x1 but only actually need a normal 1 block space to place. That way the extra block could overlap with the terrain and work kind of how people use sheets currently, but without taking up that voxel space. Just an idea.
  2. I think the chances of them avoiding a certain path and choosing the straight line to the player should be increased some. It's still a bit too easy to bait them. It is much better than A17 though for sure. And they do seem to try and beat stairs into walls and stuff when possible, but some deco blocks and other things appear to break this pretty easily from what I've seen. But if they better about spreading out and taking out foundations more, this wouldn't matter much. They wouldn't have to come up to you, they'd bring you down to them. Lol.
  3. I think setting StabilitySupport to true will allow that.
  4. And for the wilderness POIs, maybe some type of country roads that connect between the main roads we have now. They could be gravel, and wilderness POIs could primarily target these roads to connect to instead of the main roads. Also, if it could be possible to not have roads/paths connecting to wilderness POIs that don't have a marker set, that would be nice.
  5. Good to hear. Let me know how you feel the needed supplies feel for each one. I did lower them a bit with this update.
  6. I'm sure he means how long generating a world takes. I doubt he magically found 4x performance in game. Lol. Speaking of RWG, have there been any notable changes to it for a21? Maybe more river stuff instead of those perfect S stamps we have now? Or anything done to make wilderness POIs placement/roads better?
  7. @tourrop I just pushed an update to Wasteland that should fix the Supply quests. Let me know any feedback you may have. Update for The Wasteland: Updated to 3.05, for A20.6 Built on: SCore v20.6.297.1109 NPCmod v20.6.01.01 Full Auto Launcher v1.1.2 Random Mainmenu Background v1.0.1 Download at: Git or Nexus Will need a new game or you'll need to reset the chunks if you have discovered the Nav Tek POI already as it was missing a rally marker. If that isn't a big deal you should be able to continue your current game. Make a backup just in case! !!!EAC MUST BE OFF!!! -Added: More one-off books for weapon/tool parts(instead of Working Stiff Weekly unlocking them all) -Added: Energy Weapon parts to bring their recipes to vanilla standard -Added: MRN terminal block that can be used to call in a supply drop if you find a key(found in Raider/Soldier loot) -Changed: Vanilla Rad zombies can now give you rad poisoning when they hit you -Changed: Cemetery_03 is now a proper Rad POI -Changed: Slightly raised potential weapon/tool part loot/trader amounts -Changed: Gave weapon/tool parts a bit higher repair amount -Fixed: Economic values of some blocks were wrong -Fixed: Shotgun shell textures -Fixed: Incorrect positioning on some shotgun attachments -Fixed: Missing Rally marker for Nav Tek POI(will need a new game if you've already discovered it on a current save, or need to reset chunk) -Fixed: Traders will now properly offer Supply Run quests(T2-T4)
  8. So how is the new zombie dismemberment coming for all the zeds that don't have it? I thought the plan was originally to add in the rest throughout a20, but I guess that changed. Are the rest still coming?
  9. Glad you enjoy the mods. I might have a possible fix for the quests, will test it later tonight when I have time.
  10. No worries. I'll have to test them and see. I did the same as you to test them real quick but didn't have the time to get a trader to that tier and thoroughly test them that way. I'm not sure why they wouldn't be offering them.
  11. Yeah, that isn't going to happen, sorry. When you start a new game at some point you can update and then you'll have it. 😉 Depending on what version you are on you may be able to update without needing a new game. Could always make a backup of your current game and try it to see.
  12. How are you so sure? From what I've seen that was just Prime's build for testing a21 Twitch stuff in a20.
  13. Seems like he likely didn't install something correctly. Get an output log from him and paste it into pastebin and link it here. If it is too big, tell him to start from the top and copy as much as possible.
  14. Meh, I don't want more HUD clutter. It can already get crazy as it is. I'd prefer if the left side of my screen isn't full of icons. Maybe a tooltip that pops up or something. Or at least maybe some more options added to toggle bits of the hud, or at least be able to set things to hide after some time. Get a broken leg? The buffs panel pops onto screen along with the tooltip to let you know what happened. Then after 5 or so seconds the buff panel hides again. I'd be okay with that. I just prefer a minimalist HUD and the current buff panel can take up too much space as is.
  15. So with all these new art assets coming, is there a chance we could ever get updated versions of the food/drink models? And maybe even some new animations for eating/drinking/reading/etc? And please tell me those old terrain decals finally got updated. Lol. And also, is @madmolegonna share his experiences testing a21 anytime soon? Always enjoy his POV on the changes/new features.
  16. Vehicles are hard-coded to use "resourceRepairKit", so that mod likely renamed that one for vehicles, or used C#. The easy way to edit the vanilla repair kit to work how you want for vehicles, then make every other item use a different one. Fuel changes would need C# as well.
  17. That's never going to happen with this game. It does seem likely one of their next games at least will move to UE from what I've seen. But they aren't even planning to update to newer Unity pipelines and such as it would take too long. Moving to an entirely new/different engine would be a dumb move at this point. Just finish it, and hopefully down the line make an even better sequel to 7 Days on whatever engine will do it better.
  18. So you asked to include my vehicles mod in this mod, which I agreed to. But I have since found out you stole xml from other mods and even refused to take it out, all while sending abusive messages to the creator. Which is bad enough on its own, but then I had someone message me with a link to this "boosty" site of yours. Seriously? You're trying to get people to pay for my mods? Or even a simple russian translation of my mod? I never gave you permission to take parts of Wasteland for use in either this "mod" of yours or as a standalone modlet. This is in extremely poor taste and you never asked nor would I ever give you permission to use anything from Wasteland separate from the mod. Also, charging money for access to private/test build of your mod is against TOS, as is straight up charging for that russian translation of my mod.
  19. I'd have to look at it and see how much of a headache it would be. As Geoff suggested I'd try loading it after Wasteland and see how that goes. If there are still issues let me know what they are with a log so I can look into it.
  20. The normal elixir should work for them as well.
  21. While I can understand the annoyance I kind of like it. It adds a bit of flavor to the otherwise simple combat.
  22. "When it's done" and "We don't give dates" means the same thing. You're just hung on something that makes no sense.
  23. They've been saying for years they don't give dates. And yet people like you keep asking. And you expect them not to have a little fun with it? "Done when it's done" isn't trolling; it's kind of simply a fact, really. Not sure why you are getting so butthurt about it.
  24. Out of 160, maybe 40 max I'd think. Probably a bit less in reality. Hope you enjoy the mod though.
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