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KhaineGB

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Everything posted by KhaineGB

  1. Accelerated healing should only kick in when you are lower than 50% health and regens you up to 80 or 90. Other players have said Gotta Go Fast definitely works. 1 or 2 say it doesn't for some reason.
  2. Trader protection will still be off. I have another plan that is going to require you to actually work. 😛
  3. Load it with the same ammo as your crossbow has. Because otherwise it just compares stone arrow stats
  4. The guards in general are just crap and going to be removed.
  5. There's a modlet to remove them on nexus. https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=0
  6. I mean, I did that real fast in 5 mins so I didn't take into account february being the special month
  7. AKA - How to use your PC to cook your food and boil the water for your coffee
  8. Yes, you did. It's that simple. And you still haven't proven your point. There's tons of "idiot" mods on the workshop too. Just like there's tons of "Pro" mods outside of the workshop. The workshop would do NOTHING to curate mods for 7DTD. All it would do is allow one-click installing, which is not necessarily a good thing.
  9. You just lost all credability in your argument by craping on someones work.
  10. The workshop does have versioning support though. Rimworld uses it. BUT... that would require TFP to have an XML flag in the modinfo.xml and then the modder would have to manually fill it in. *ahem* Skryim. Tons of high quality mods. Not sure if they have steam workshop now, but they didn't. It was all done on nexus. Same for Oblivion, morrowind, etc. Vampire: The Masquerade - Bloodlines. Not many mods for that because the game is just not very moddable, but still some very good quality mods. No steam workshop support. Minecraft. Just... minecraft. So no. 7DTD does NOT need it. It's a "nice to have." Not a "need".
  11. Not true. It depends on the mod creator uploading their mod to the workshop in the first place. Example, I have a ton of modlets on here that aren't on nexus, therefore people who only use nexus don't know they exist. Rimworld has mods that aren't on the workshop, so if you only use that, you won't know they exist, etc.
  12. It really doesn't. And if people can't learn how to make a folder, open a zip file and put the contents in the created folder, there's bigger problems that require some courses in basic computer usage. I'm not saying it doesn't need it at all, but "badly"? No... not at all.
  13. Wandering trader issue that was fixed weeks ago. Core game. They're POI's from the compo pack.
  14. Sounds like you're using a mod because those groups don't existi n DF.
  15. Hint. Tactical rigging. Bigger backpacks.
  16. That wall safe looks normal to me... so I don't get the issue. However it's possible you dont have enough video RAM so the game is enabling texture streaming by default. Gun's don't scrap to parts in DF. That's vanilla. I may need to check that workbench schematic and make sure it's doing what it's supposed to do. What it's supposed to do is unlock the workbenches perk. If it's just unlocking a cvar (like vanilla), that's not intended. You're definitely missing something. It's possible to unlock all but 1 slot in the backpack with 3 pack mule + other things.
  17. Nope. I'll test that though becase no-one has reported an issue with that perk.
  18. Spawn rate, no. (unless someone made a modlet for that, which would work) But there should be a "Max Animals" option on the main menu. Turning that up can help.
  19. No. I literally made it, did a quick test and then threw it on my google drive. If it seems to fix the issue, i'll likely update the git.
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