Jump to content

Stranded_Napkin

Members
  • Posts

    174
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Stranded_Napkin

  1. actually, it would take maybe 30 minutes. It's literally just an addition of a tool in a workstation. I did that @%$# several times over. Now, if they want to make it work where you just have to have a filter in your inventory, that would take a bit more to implement. Still, not as much time as you're suggesting, but longer than adding a tool to a workstation.
  2. while I'm not a huge proponent of "put it back in" as much as I bang the drum of "it was just a bad move in the first place", it wasn't a requirement. What was required was balancing. Breaking jars, increases to the materials in the recipe to make jars, as well as making it a two piece process, make jars and make lids, they could have significantly increased the time and cost of making jars. The Fun Pimps are just lazy. Instead of doing balancing, they remove entire items.
  3. The way the drone works now is that it will attempt to move to your back so that it is out of the way. If however there is another entity or block there, it will hover in front of you and wait till that space behind you is cleared. Also, if you leave it in Follow Me mode and move to a position where there isn't enough space behind you, it can push to your front. The really annoying thing is getting used to this mechanic. If you attempt to face the drone as it's flying in and you rotate with it, you end up in an endless rotation of trying to find your pesky drone that is continuously attempting to fly to your back. Kind of like a dog chasing its tail.
  4. When this happened to me, I used the debug menu, dm in console, to get to her. You can activate fly mode and turn on the setting that allows you to move through walls via the debug options that come up when you hit ESC. When you've done that, you can just fly down through the floor to where she is. Sadly, I never found a fix to get her back up to where she should be. No need to use God mode unless you'd prefer its simplicity. Hell, I tried the trick from A20 to make the POI destructible but it didn't allow THAT instance to be destructible. All new ones found were, but not the problematic one. I mean, if you can make it destructible, you can just open a path to her. Just never figured it out myself.
  5. Yeah, screamers were just attracted to their forges. OP even stated that the zombies destroyed all their forges and their ores (likely stored in storage boxes right next to the forges). Just the HEAT map stuff. My view of screamers is that they are a mixed bag. Most of my issues with them are based on mods as the HEAT map goes bonkers with certain mods. The biggest issue I have is with mining. If you are collecting iron and lead, the blocks of ore coupled with the auger are just insane on calling in screamers. Again, mods, grain of salt, all that. My mod was just a bump to the level-to-level damage increase the auger gets, still takes a few strikes of the auger to get through blocks though. Outside of their annoying frequency, screamers are fine. They're just something in the game that adds a few oh sh*t moments. I mean, tell me the first time you were clearing a skyscraper in A21.1 or A21.2 and saw a screamer suddenly walk out of a room wasn't an oh sh*t moment.
  6. Nothing concrete, but the rumor going around the the alcohol section of Walmart is that The Fun Pimps removed them for the specific purpose of getting more players to use mods. Something about a #vanillablows or something. lol
  7. I mean, I always use arrows and I've never had these issues. I've been more annoyed by the oversized hit boxes that give you a kill on a chicken or rabbit when your arrow was almost a foot off the animal.
  8. Snakes are fine. I would not be against more types of snakes though, different colors. The big thing that should be added is a snake venom debuff that requires antivenom to cure.
  9. 7 Days to Die is played in the Southwest. LA and Seattle have needle problems. Who's to say that Navezgane isn't the same? Just a bunch of junkies dropping used syringes everywhere. I have realized that the people on these forums can't do a mix of realism along with their fantasy. Either everything is fantasy or everything is hyper realistic. Y'all need to figure out how to do both.
  10. Zombies can't be smart. A thinking zombie isn't a zombie at all. I will say that zombies are better than they used to be. Alpha 16 had them sprinting right past you if there was a ledge to be sprinted off of. Alpha 17 or 18 had the zombies with engineering degrees update. Little @%$#s would run through a damn maze like they had a cheat sheet showing them the way through the whole time. Not sure if it was alpha 19, 20, or 21 but the AI was updated again and now is close to where it needs to be. Zombies path a little too well for me to call them zombies right now. I will say, this is the best the game has been since Alpha 16. I still miss the superior skill building of learn by doing, but the fun pimps aren't bringing that back so A21 will do...lol The learn by reading thing is working. It still makes sense, so I'm not against it. Just think it's half of what needs to be in place....coughLBDcough. lol
  11. Forgot to update. I figured it out. When initially using a backpack mod, you have to reset the game's backpack sometimes by transferring everything from your backpack to a chest and then grabbing it all back. I just forgot all about that quirk. Figures, right? lol
  12. Holy hell, I hate small backpack capacities. Been going insane this weekend as my bigger backpack mods all broke. Couldn't figure it out. Looked through this thread and once again, Sirillion, you're the one to ask (somebody else had already done the asking). The stupid system made me dump everything into a chest and then recollect it. Now the backpack mods all work. Imma grab me a drink after this one. Frustrating as hell and a simple fix...figures.
  13. All of the mods I've checked have had those lines set. I'd assume there's a conflict but I'm at a loss as to how that can be. I've removed all other mods and am not running EAC.
  14. So, I've been running the 96 slot backpack. With A21.1 I was able to run it with EAC turned off and it would work completely. The slots would be there and all the slots would be usable. With EAC on though the mod only visually worked. I would still only be able to use 45 slots. Now, with the A21.2 update, I can't use it properly at all. It refuses to allow more than 45 slots to be filled. Click and drag does move things to the backpack, but they don't stay there when I leave the game. I'm too much of a loot whore to use a small backpack. Inventory management is a thing but I simply cannot leave stuff behind. I am losing my mind trying to figure this out. I removed all other mods, didn't fix it. I removed the progression.xml file as that used to cause issues, didn't fix it. I tried with EAC on and with it turned off, same result.
  15. So, I've been playing with bigger backpacks since alpha 16. This game has way too many blocks and items to have a measly 45 slots. Some alphas have made it easy, others difficult to mod this. Lately, as of A20.2 or 20.3, mod'ing this has been a headache and a half. I solved this by using other people's mods and turning off EAC. Now, with no other mods installed, no matter what I do any and every backpack mod fails to fit a 46th item. Visually there's slots. If you click and drag you can place it in there. When you leave the game and reload though, the items are all gone. I mean, like I've said, I've been doing this for a long time. I understand mod conflicts. Hell, the issue before seemed to stem from the mods touching the progression.xml file. Now, nothing works at all. Hell, some of the mod creators stated that their mod worked with A21.2. I just couldn't get them to work myself. Typically, I'd ask the mod creator, but as this appears to happen to all the mods when there's literally nothing to conflict with, I figured that it's general enough it might be useful information beyond a single mod. If anybody knows what causes this, I'd greatly appreciate the assist. This is driving me nuts.
  16. Well, @%$#, my entire base is non-full blocks. No wonder why the @%$#s are constantly spitting at me. I've also noticed that pathing isn't as straightforward as it was in A20. Might be due to the same thing though.
  17. That's literally just how a sandbox game works. If you do not use it, it piles up. Why do we need a fix for something as benign as that? Are we going to gloss over the whole thing when The Fun Pimps decide 10k feathers is too much to have on hand so you now need 25 feathers per arrow? Just because they made the absurd number actually usable doesn't make it a good change. It's literally like the only goal they have is to kill in all ways any immersion the player can find in the game. Yeah, I know, nobody on the forums cares about immersion anyways.
  18. @Krougal the problem is that you're looking at it from only your own point of view. The issue isn't that if you go through POI's as a group, that it can be done quicker. It's that you all have to loot in the first place. What's the point of playing coop if you're really just joined at the hip the whole time. You're supposed to assist each other, not become conjoined twins. The attitude where you dismiss the need for everybody to loot cloth like chickens with their heads cut off because the inefficient moron of a character needs 200 pieces of cloth to do what 5 should be able to speaks for itself. Cloth is easy to get, that's still as true as ever. That being said, it makes literally no sense that anybody would need 200 pieces of cloth to make a freaking pocket. If somebody wants to just dig in A21, they have to loot as well. The only way the get around that is if they are willing to spend an eternity in the stone age or somebody else has to also spec into the perks. You do loot magazines when not spec'd into them but at a far slower rate. A21 takes the fun out of all of that. And holy hell that dbag take on base mom. Doesn't need gear? Thank God I'm not in your party as you appear to leave everybody else high and dry. 3500 hours in game is impossible to achieve without ever having killed a zombie. They still need gear. Remember this, just because you can dismiss something does not mean it's smart to.
  19. I did some in game testing. I can only guess at what's causing it. The concrete and the cobble blocks hold the same. Hell, I even tried to look at the code (turns out it's not in the xml, figures though). I figured it might be that extra mass thing. I built multiple supports with horizontal blocks built out to max. First one, was control so I upgraded normally. Second one, I upgraded from the end back to the support. Nothing. Third one, I upgraded randomly. Nothing. Fourth one, I built a support, 12 blocks off of it, a second support offset from it, connected the two paths and then built up to max. Upgraded end block first, then randomly. Nothing. I am now thinking it's just the phantom block issue. Sometimes random blocks just have issues. My luck, it's the ghost of a tree haunting me. Yeah, I just got lazy twice and it cause me frustration in the end. One would think that I'd have learned my lesson by now. The base is still in mostly working order. Small fix to my pathway and then the side hallway that allowed for the electric fences to be repaired. Could always add some extra supports as well.
  20. Yeah, I don't know how long it's been but they have the same specs now. Wood Frames and wood blocks both have a mass of 5 and a horizontal support of 40. That gives you a horizontal block support of 8 blocks. The cobble and the concrete both state a mass of 10 and a horizontal support of 120. This gives you 12 blocks of horizontal support. These numbers are as stated in the game. I've never found it to be different in practice either. That being said, I get that my build is likely pushing those limits. Did they just change it and forget to change the localization file or something? Don't get me wrong, this issue only appears to happen when you upgrade blocks away from the supports. If you upgrade at the supports and then progressively move away from them, it doesn't seem to cause any collapse. It just doesn't make sense to me if the mass and horizontal support numbers aren't changed. It really shouldn't matter what blocks you upgrade as long as those numbers are the same. That is unless there is an unknown mechanic where it momentarily adds an extra bit of mass during the process of upgrading. I can't think of another reason why it would act like this. Edit: spelling correction
  21. Favorite: Lootable/Salvageable Vehicles - holy hell this was needed a long time ago Flags & Deco Items - Always nice to have deco items Least Favorite Reflex Sights - Don't care if this is A21 or a holdover from prior alphas, they're terrible. specifically on the pistol and the tactical assault rifle The Forge - It looks like a freaking pizza oven. Hell, the crucible is never inside the fire so it basically heats up through osmosis
  22. So, I've put in over 3k hours into this game. I get how things work. Each block has its own set weight and horizontal support limit. For some reason, the game has been ignoring this at times. I've now had two collapses when upgrading from wood frames to wood blocks and from cobble to concrete. Both of those situations are from one block to another that have the exact same specs for weight and horizontal support. Does the game add extra weight during the process of upgrading the blocks or something? I never had this issue before so I'm at a loss. I mean, I'm not saying it's a bug. I do not know if there were additional changes that I'm just not aware of. Just frustrating to see everything collapse when you have everything already in place.
  23. I've found progression to have more to do with HOW you play it. If you spec into the perks for stuff and target book cases, magazine/newspaper stands/machines, mailboxes, workstations, and the magazines the traders will sell you, you can progress exceedingly fast. If you aren't near a town or especially a city, progression can slow to a snail's pace. The system is a work in progress. We all know that. It's basically where the loot system was when they first implemented the lootstage. I will absolutely acknowledge that as unhappy as I was about how that initial stage was, they have absolutely kept their word that it was only the foundation level. If they progress this system in a similar manner, it can work out. I still think that there should be an xp factor to it, a mix of learn by reading and learn by doing. That's just me though. It would give the player more control over how they focus on progressing their character. Also, by learn by doing I think it should be a mix of stuff, not just crafting. Crafting would gain xp till a certain point is reached. Repairing would do similar, but to keep it fair and so that people don't do slight damage and a quick repair repeatedly, it's on the total repaired amount rather than the number of repairs. Maybe throw in another factor like the use of the item or tool to gain another set of xp. Meet these requirements and maybe gain that next level instead of having to find magazines. A way of balancing learn by doing. I'm not outright against learn by reading but the system does make progression almost entirely dependent on your proximity to a city.
  24. I haven't had any of these issues with random gen. I haven't played Navezgane since I switched from console to pc, so I have had plenty of randomly generated worlds to explore. Random gen has not placed the same farm next to another in any of maps I've generated. It's placed a different farm, but that's to be expected. I'm out in South Dakota and that sh*t's standard. When there's many farmers, their properties often border each other. The traders being surrounded I don't even see as an issue. Are you looking to live immediately next to the trader or something? Being 100m to 200m from the trader isn't that far and beyond easy to do as it is. My base is literally around the corner and down a ways, but it's only around 125-150 meters from the trader. Quick and easy trip. I will say that I have had issues with the initial spawn though. The game has spawned me 2k from the nearest trader to start. That was in a randomly generated world. In Navezgane, brief time when my friend switched to pc though it lasted 30 min, we were 2.5k from the starting trader. We switched back to a randomly generated world. That sh*t was annoying. Had that issue with an earlier alpha and it was just as annoying then. At least this time though it does find you a trader instead of going blank like that alpha did.
  25. Yeah, I've seen the chicken sliders happen when killing them mid-hop. I think the cause for the chickens is killing them mid animation. Could be wrong though. Hadn't heard of this happening to vehicles before though. I do know that you do not want to climb on top of the 4x4 and log out of the game. When you log back in it would punt your character up into the sky. Might have been fixed but it killed me in A18 or 19. Some of the bugs in the game are just hilarious though. Wish I could have captured video of it, but if you hit a zombie just right when on the motorcycle and at full speed, you can launch the zombies up into the air like punting a football. Difficult to recreate though.
×
×
  • Create New...