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SnowDog1942

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Posts posted by SnowDog1942

  1. 2 hours ago, Zombieforlife said:

    The 2 main things I am hoping for in A21 is:

    - The ability to build a standard base with defenses and be able to withstand a late game horde. I don't want to monkey around with tricks to exploit AI. Problem is you are forced to do this because late game Z's will "demolish" your base rather quickly. Devs, build a steel based base with whatever defenses you want and with a late game horde it should have some damage but not so much that you are spending all week rebuilding. And you aren't being over run every time. That is the measure I am looking for. No pathfinding gimics. people can still do that if they want. But it shouldn't be required.

    U can try Turning down zombie block damage a bit.   

  2. 1 hour ago, q123 said:

     

    hmm, this could be removed now from A21-list (found it right now in my A20.6-exp) 🤗

    Thank you guys (was it intended? doesn't matter, I like it) 👍


    does it work or is it just a menu placeholder?

  3. On 7/20/2022 at 6:52 PM, stallionsden said:

    yes correct into the prefabs folder not the POIs folder

    So does my friend, connecting to a map generated by me need to something special to get the parts/decorations to work or can he still just unzip the cp 48 part 2 into his prefabs folder?

  4. 5 hours ago, faatal said:

    There are ways to make it work, but they would require a good amount of work, which we do not have the time for in a21.

    Weather does not have a history. It could, but it would need to track many days worth and for every biome.

     

    If the chunk is unloaded it means no one was there to even know if it was raining or not, right?  Could it just be simply random at that point?

     

    I'm not trying to tell you how to do it Im just curious if I'm even making sense, lol.

     

     

     

     

  5. 2 hours ago, stallionsden said:

    Correct if you dont have fabbersville and mega city you don't need this.

     

    The other settlements are fine.

     

    If you have 1 or the other so fabbersville or mega city then you simply need to comment out the one you don't have so a <!-- before the <append  and a --> after the end </append> of that settlement

     

    Those are the 2 I removed... I guess I didn't even need it after all... LOL

     

     I have one more dumb question - I am so sorry.  Regarding the note below.  My friend connecting to me would need to unzip this directly to his prefabs folder?  not in the POI folder (which is inside the prefab folder) ?  or in some mod folder?  or do the files need to be listed all individually in is POI folder .. etc.

     

    CP#48 Part 2: https://www.moddb.com/games/7-days-to-die/downloads/cp481-part-2
    >
    These files go into the Prefabs folder. Players can download Part 2 and add directly to their local Prefabs folder. This will help with FPS.

  6. 14 minutes ago, stallionsden said:

    Thanks to arramus for the assist. 

    Here is a mod that adds zombies to the streets of Fabbersville and Mega City. Simply extract and add the Mod to your Mods folder -

    users/Username/appdata/roaming/7DaysToDie/Mods

    https://drive.google.com/file/d/1ouOZ6KZvWNxa65z5eAtkc5iFxiAIQ_V7/view?usp=sharing

     

    Because im an idiot... does that mean the other settlements like medieval and etc will already spawn zombies and If I removed fabbersville and mega city I don't need this mod?

  7. On 7/12/2022 at 10:42 PM, stallionsden said:

    Yeh there is a setting that adds zs to the settlements on the roads etc . Will be doing a modlet to add for those that want it 

     

    Is this something you or someone can explain easily ... is it a line I can almost copy/paste for each settlement?  or is it complicated?

  8. 20 minutes ago, zztong said:

     

    I'm not sure you're supposed to replace the game's rwgmixer.xml file with that from the CP. The CP's should be in a modlet (or a number of modlets) and contain XSLT that details changes to the game's rwgmixer.xml file that will be applied by whatever features support modlets.

     

     

    It should stay were it is within the modlet.

     

    Maybe I'm just crazy and you and Stallion are trying to accomplish something I've not realized, but usually you put folders that contain modlets into your Mods folder. The game should then find the modlet and integrate it with its default settings when the game is launched.

     

    Got it working, thank you both!

     

  9. 11 hours ago, stallionsden said:

    No not yet sorry been busy will get it done in next few days sorry.

     

    Yeh remove the mentions of it in the rwgmixers.

     

    Seems like when I replace the rwgmixer file in my config folder with the one from the download the world no longer generates... I click the button and it does nothing.

     

    I didn't put the modinfo.xml file anywhere.. do i need to put that somewhere?

     

    Is the compopack Part1 and Part 2 links only for server owners?  That is the link I am trying to use to prevent lag

  10. On 7/13/2022 at 8:35 AM, stallionsden said:

    I am hesitant to add it tho tbh as megacity is already a heavy city lol. Butbwikl do one and if ya use it ya use it. Lol 😆 

     

    Did you add it yet? hmmm? lol

     

    Also... If I install the compo pack without infinity in order to make sure I don't lag --- is it easy to remove customer settlements like fabbersville?  I imagine its erasing a section in the rwgmixer.xml?

  11. 5 hours ago, Mad_Dane said:

    I used to post a lot on 7 days forum, you're prolly a noob, since you don't know about the old forum that got deleted and this one was created...

    I posted tons of ideas and feedback when this game was new, I quickly learned they don't give a @%$#!

     

    UMadDane?

  12. 28 minutes ago, Selevan said:

    Wait, let me think.

     

     

    Learn by doing - perfect system for such games, and dont start with the stone axes. It could easily be fixed in many ways. Like crafting the same stuff could be less and less profitable, where crafting new ones would be more. Perhaps combine it with perks/books system, like a16. Or even stick with perks, but bring back lbd for action skills, such as shooting, melee, athletics, looting, etc.

     

    Gun parts where each part corresponds different gun statistics. That one got me in love with exploring, finding that better barrell to bump up my magnum a little and try to max it out was always exciting. 

     

    Wellness, which made creating better food actually worthful. What was wrong with it?

     

    Food smell. That one, together with gore blocks were controversial, but for the survival with horror elements, it was perfect, and that was the direction i expected the game to go. Not the casual, simplified fps.

     

     

    Burnt forest was kinda bland, due to tfp ignoring it rather than making it more interesing, but it was still fitting well with the atmosphere, fog, and burnt environment. 

    Too bad instead of making it cooler, they just removed it, leaving us with 4 biomes.

     

    1-600 quality, where stuff like clothes, engine, tires, basket, handles (remember when making a vehicle wasnt just "do 10 quests or find two parts"? When you could keep upgrading your minibike, with the 7 different parts?)

     

    Temperature system. What we have now, is just a leftover from what we had in earlier alphas. Nowadays it doesnt matter at all if youre naked in snow biome, if its searing hot or its raining. Everything it does are the small debuffs you wouldnt even notice if not the big indicators like red flashing vinette, images of red sun or blue snowflake together with the dangerously sounding "youre freezing! Find a shelter fast!". 

    No, youre not. Youre just having a tiny debuff, and these notifications are from times where you could die to the weather. God, they didnt even bother to change them lol.

     

    Log spikes. Not a big deal, but why not let us have more diversity in making the defences? I really loves to put them on my base walls.

     

    Wall tiers (which applied to log spikes by the way). Why, please tell me why can not i have something between the very weak wood and strong cobblestone? What was the point of removing half of the levels, leaving just lousy 3 updates?

     

    Continuing, wet concrete. Or even blunderbuss. It may be not much, but it was one of these little unique things that made the game cool. And since they barely add anything new, the game is getting dangerously empty.

     

    Do you want me to keep going? Or should i move to other parts of the game? Like how bases are obsolete nowadays due to the quests being the only important thing, and the zombies that will always dig you out of your underground base, (hello supersense, trying to hide somewhere in some lost and abandoned basement to wait until its day time? Well, no luck. They will always find you, and always take the easiest way. Did you perhaps block the only entrance with some strong material? Well, out of luck again, because they will just dig around your barricades, and always find the weakest spot.) while on the other hand theyre still easy to outsmart? 

     

    Or perhaps should i talk about the upcoming yet another overhaul of core game systems? Do you really think that the game on its ninth year of development should be at the stage of figuring out how they want the most fundamental stuff to work?

     

    Oh, maybe about the lack of actual content, many features working still the same as they did in 2015, some missing since always? The only meaningful things that came since 2017 were quests (which are cool, but drove players away from the bases), and gun attachments.

     

    Oh wait, we had new models and textures for stuff like inv icons and zombies. Something noone ever asked, yet such remakes always take at least 1/3 1/2 of an entire update (which take... 12-18 months) 

     

    Well no wonder there is no new stuff, since the updates consists of texture remakes, core systems overhauls, and features removals.

     

    In the end, maybe its well optimized without bugs? Oh wait.

     

    I probably forgot tons of what i wanted to share, but.. Anything else youd like to discuss? Or youre busy watching 47th dev dairy videos about the bandits (promised in 2014), which from what im reading, will be just zombies with guns. Spawning out of nowhere, wandering aimlessly. But at least we will have few more models for constant retexturing in the future updates.

     

    Might wanna play a different game brah.  I dont post on forums of games i hate, i just dont play them.

  13. 13 minutes ago, Diragor said:

    just started a new game and had the worst experience so far in this game. Day 1  not even 5 minutes and I died to a Dog, cause Dogs are everywhere and they mean instant death on day 1. Then I tried to clean a small House, boom another dog that killed me. I wanted to keep the house as my Base so I went back in and tried to kill the dog who ran through the spikes, whose hitboxes sucks very hard actually... more on that later. So the dog nearly killed me again, after that I cleaned the rest and omg is the stamina in this game terrible. Never saw a person jog 20 meters and being out of stamina, or hitting something with a club 5 times and you are exausted. please the stamina drain is WAY too high. it's dumb a zombie walks towards you and you try to hit it while walking backwards but you can't cause you got no stamina left, meanwhile the zombie hits you without stopping cause a zombie that got hit once is moving faster, also the "getting hit stumble" animation is ass. The zombie get's hit in the head, stumbles towards you and can hit you right back.

    Now about the spikes hitboxes and why it sucks. I cleaned the house and it was getting nighttime. Instantly it started bashing on my walls. zombies everywhere like it was a BM horde, but it wasn't cause BM was set to Day 4 and warning was on. so I died 2 times again while defending myself and that just cause of the stamina issue. I also tried to defend the entrance by placing two spikes on top of each others. The door got broken and the zombies ran against the spiked. Nothing happesn, they just run against it like it was a normal block. Also they couldn't hit it, they tried. The hitbox to recieve damage is on top of the spikes. also the bottom of them is a solid hitbox which is larger than the damage hitbox of it, so you could place indestructible walls just by using stacked spikes. also the upgrading of spikes is ass too, cause you can't upgrade blocks under spikes. Please change the spikes and stamina for A21 cause it's no fun. I mean I would prefer a system without stamina or a system like Night of the dead where you still can do everything that consumes stamina but it drains your HP. But instead of HP drainage it should drain your water and food ...

    Let me be the first to say… Git Gud

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