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dcsobral

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Everything posted by dcsobral

  1. Miner 69r and Bunker Buster increase the harvesting of... plastic??? That's weird.
  2. Is it intentional that there's no more coal ore in the desert?
  3. I'm getting WAY more motor tool parts than steel tool parts. Annoying.
  4. Well, it isn't that hard. You just have to use the stun baton.
  5. I find going back to the backpack very annoying. It's always something like a dire wolf killed me early game, and it's camping my bag, or a boss room killed me late game and all those zombies are still there. As it happens, I hate the XP penalty as well so I chose to keep the XP penalty and disable the "going back to backpack" penalty.
  6. And here are my size 8192 seeds (plus a few from Joe I generated because I liked the look of them). Settings: Size: 8192 Towns: Many Wilderness POI's, Rivers, Craters, Cracks, Lakes: Default Plains: 8 Hills: 3 Mountains: 1 Random: 0 Seed previews: https://imgur.com/49xzkSj https://imgur.com/xOJz3JW Legend: https://imgur.com/TA6Cmar
  7. Here are some size 6144 seeds. They use some rather extreme settings but, to me, using a smaller map is about urban areas being close to each other and the default settings just didn't give me that. I could probably "tone it down" a bit to get some color on these maps, but searching for seeds is boring and I decided not to bother. So, these are the settings: Size: 6144 Towns: Many Wilderness POI's: Default Rivers: None Craters: None Cracks: None Lakes: None Plains: 10 Hills: 0 Mountains: 0 Random: 0 And here's a preview of what they look like (and their names!): Legend: The red dots are spawn locations. The brown dots that look almost like the red dots are wilderness prefabs. Green is residential, blue is commercial, yellow is industrial (yes, like in Simcity). Light green is residential, dark green is country residential, olive green is rural (city borders -- usually farms but sometimes other stuff like the drive in or the high school). Gray is downtown, pink is trader and you'll usually see traders next to white and black squares (generation artifact, mostly). The weird circle with a green dot at the center is a suggested base location, rated on the proximity of tiers 3, 4 and 5 buildings, industrial buildings, downtown buildings, traders and my own pick of the top 15 POIs in the game. It's 1km in radius. Biome colors are the same as in the in-game's map.
  8. Speaking of which, that's something that has been sneakily bothering me. As gamestage increases the amount of ammo in loot increases to keep up with the demands of horde night and m60/auto shotty-clearance. It bothers me because I focus on melee and ammunition-light approaches, so it feels like I'm getting more and more useless loot at the expense of things that would have been useful to me.
  9. Or you could make it drop nothing, which has been an option for a while now.
  10. I'm doing the same thing on my current playthrough.
  11. Summary: City with downtown on outskirts Game Version: A20 b238 Platform: PC OS/Version: Windows 10 Pro CPU Model: i7-7700K System Memory: 64 GB GPU Model and VRAM: nVidia GTX 1080 Ti / 11264 MB Screen Resolution: 2560 x 1440 Video Settings: Custom (everything maxed out; DoF and Blur off; Occlusion and Texture Streaming on) Game mode: SP NAV Did you wipe old saves? No Did you start a new game? No Did you validate your files? Yes Are you using any mods? Yes EAC on or off? off Status: NEW Bug Description: I've generated a city that has a downtown on the outskirts. The downtown is also connected directly to three roads instead of through a trader. On the thumbnail below it's the city in the forest with snow biome south and east of it. The downtown is south of it. Should be around 1069 E 705 S Detailed steps to reproduce the bug: 1) Editing Tools 2) Random Gen Preview 3) Fill: Seed: BiharScientology Size: 8192 Towns: Many Plains: 8 Hills: 3 Mountains: 1 Actual result: Downtown on the south of the forest city Expected result: City only has rural prefabs on outskirts
  12. Curious thing I found out: if you scrap brass items you get more cash for them than otherwise. It doesn't even need a forge: 75% of the brass content is more expensive than the item.
  13. Heads up to QA: I reported a KeyNotFoundException. I saw that mentioned on the Known Issues list but there it said it happens when you generate a second world after generating a first. My report happens generating a world with an empty GeneratedWorlds as the first thing from starting 7 Days to Die.
  14. Summary: KeyNotFoundException on Map Preview Game Version: A20 b238 Platform: PC OS/Version: Windows 10 Pro CPU Model: i7-7700K System Memory: 64 GB GPU Model and VRAM: nVidia GTX 1080 Ti / 11264 MB Screen Resolution: 2560 x 1440 Video Settings: Custom (everything maxed out; DoF and Blur off; Occlusion and Texture Streaming on) Game mode: SP NAV Did you wipe old saves? No Did you start a new game? No Did you validate your files? Yes Are you using any mods? Yes EAC on or off? off Status: NEW Bug Description: This error happens on first try, unlike what's described on the KI list. Generating a world on the previewer results in a KeyNotFoundException. Log: https://pastebin.com/KkuNhXT6 Detailed steps to reproduce the bug: 1) Editing Tools 2) Random Gen Previewer 3) Fill: World Seed: ActableCravings Towns: Many Plains: 8 Hills: 3 Mountains: 1 4) Click Generate World Actual result: KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0 at WorldGenerationEngineFinal.WorldBuilder+<generateTerrain>d__75.MoveNext () [0x0086b] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <544fca0986d54eca88fc7c56e2a8b4b4>:0 Expected result: No exceptions
  15. So, stealth seems broken. All padded armor, moving around crouched at night with all the books and a point in From The Shadows but I can't through a single room in a tier 2 POI without disturbing zombies. Even wrenching inconvenient lights beforehand. I'll take it for granted that this will be looked into but meanwhile... Can we get rid of the need for a person to be crouched to get the sneak attack bonus? Crouching helps avoid detection, but if the zombie has not detected you then you shouldn't be penalized for not being crouched. It's not like there's any bonus to hitting an aware zombie while crouched. Reward the act of sneaking, not the mechanic of crouching.
  16. Still all in the forest for me. Granted, I've generated it on b238 and it's quite possible you have done so on an earlier build. This is what I get, with the spawn points being the little red dots on the roads: https://imgur.com/UTRn2Nn
  17. Worked for me on a restore the power quest. It just happened to be the last quest I did today before stopping.
  18. I'm assuming it is a MP issue. I can easily see it happen on servers that go on for hundreds of days if the players aren't interested in picking them up.
  19. They are still there. They disappear once the airdrop hits the ground but re-appear once you get close enough. It does disappear again shortly afterwards, but will re-appear if you move away and then move closer again. I do wish they wouldn't disappear, but I guess it is too much of a performance hit when people don't pick up the airdrops.
  20. Yes. I was about to post -- after I caught up on this thread -- if QA wants a reproduction. I have a solid reproduction for it with a save game backup. Just start horde night, and the sledge falls through a full block. What seeds did you use? Also, with what parameters (size, towns, hills, etc)? Edit: nevermind, I saw "waifu" in a later reply. That's East Yarase Territory, right? I see one spawn point right on the border between forest and snow, but none inside or close to the wasteland.
  21. The vehicle dipped into the ground, or so the game thinks. The "wall" thing is the game trying to get you unstuck. It used to be WAY worse, but it's been a problem since at least alpha 18 (it happened to me while I was flying in a gyrocopter in alpha 18, so it stuck to my mind).
  22. Alpha 20 Stable is out? Come on, guys, it's still months until April 1st!
  23. Journey of Life also has smelting. And, separately, forging. Or at least that was the case last time I played it, but they literally rewrote the game since. Clay: you need it for crops and cobblestone. Iron: repair material and hatches. Brass: no use outside forges. Lead: no use outside forges. Stone: various uses. Sand: cement. For the most part if something can go in the forge there's little incentive to not doing so. The only exceptions are ingredients used exclusively for glass. Yeah, sure, it's perfectly possible to screw it up, but it's not really a "I might need this" matter, particularly since you can take the material out of the forge as needed rather quickly.
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