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The_Great_Sephiroth

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Everything posted by The_Great_Sephiroth

  1. I've never had issues with cloth. I mean it sure seems super-rare these days, but even more rare is fuel. Not one single vehicle on the entire map gives fuel now, even with max skills from what I can tell. This means you have to get enough crafting skill books to make it, then enough mining skill to mine enough to make it worthwhile, and once all the oil shale is gone, you do what? Chunk reset is the only option in my book now, but I kind of like that concept anyway. I'd like to see some amount of fuel from cars again, but not so much that I have an entire vault full of it like before. Springs seem to be rare. Pipes are more on the rare side of things now. Antibiotics? Jesus, those are super-duper-insane-o-rare! Oh and to make them you have to skill into medical a lot. Hope you play like a god and never get hit once by a zombie dog! It's all a balancing act. We're chugging through it all and aside from the infection drugs seemingly being only allow mid-to-late game or gas being hard to get, it's all good. The devs will see the feedback and do their thing until it's balanced.
  2. Zombie hearts don't beat, do they? I assumed their systems had all shut down during the "zombification" process. I assumed our goal would be to fry them to a crisp so they cannot move. You are NOT wrong. A car starter draws a LOT of power. Heck, most modern vehicles, including my work truck, are basically rolling computers, and they draw a lot just sitting still! Think of the infotainment systems these things have. Now, couple that with a CAN bus that connects PCM, TCM, and dozens of other systems, each being a small computer system. Lots of power to sit there doing nothing!
  3. Let me begin by saying that yes, I know this is a game and not something trying to simulate real life. The zombies I meet in real life are NOTHING like the ones here, for example. That said, let's talk about electrical power. Unless you're running a big diesel like me, most pickups and cars have 12V DC batteries with 300~500 amps of starting power in them. I used to do electrical work and I have brought my own home up to code (I bought an old house that had cotton insulating wires!), so I know something about power. I decided to figure out what the real-world wattage should be using the toys given to us in-game. What I found out after doing the math was insane. The formula to figure out DC watts using only voltage and amps is "amps multiplied by voltage equals watts". So let's take a pristine car battery in 7 Days and see how many watts it has. Assume a 500amp battery. 12 volts times 500 amps equals 6,000 watts, or 6 kilowatts! Our battery boxes have six of these. That is 36,000 watts (36kW) per battery box! Based on this, I got curious as to what a "perfect" battery in 7 Days was. Each battery (level 6/purple) produces 50W of power. The formula for finding amps is "watts divided by voltage equals amps". So we take 50 watts and divide it by 12 volts to get roughly 4.1 amps. That's right, the amount in two (sometimes one) double-a (AA) battery. In the real world, each cell in the battery produces around 2.2v of power, and most modern batteries have six cells. This is why a peaked battery is actually 13.2v if there is no draw on it, not 12v. Also why your car is good if at idle you're around 13.8v on the dash. In fact, 13.8~14.8 volts is normal for a car. So for giggles, if these were motorcycle batteries for smaller engines (not Harleys!) and were 100 watt batteries, they'd still produce 1,200 watts (1.2kW). I would love to see these numbers in-game along with more power-hungry, advanced tech. Maybe a high-end electric fence that eats 100W per post, but deals lethal to human (heavy damage to zed) types of damage. We could also use real-world power consumption for lighting. Just a fun thought, but I figured that those who don't know electricity would get a kick out of knowing how much power six REAL batteries would produce. Now imagine the carnage and have fun!
  4. We are not experiencing these issues on our server. Six of us play. Have you verified your files? Are you using mods?
  5. I know, up to 300%. We sometimes do bonus exp weekends. I meant to the base exp. Based on all of my previous gaming experience, higher difficulties allow one to gain more experience. This may not be the case here and that is fine, but I didn't get an instruction booklet with 7 Days, unlike with Duck Hunt, so I am not sure what the difficulty messes with beyond buffing the player or the zeds.
  6. That was my thought. Add functionality to the claim block that allows it to repair stuff, SLOWLY. I'll check it out. Thanks so much!
  7. No change to experience though? See I am used to higher difficulties rewarding more exp. I assumed the zeds would be harder, but why do that if it's the same exp?
  8. I also agree with time management. It's why I made the modlet that allows for up to six hour days. Seems like zeds can take more rounds now and with the default (one hour?) days I just don't have enough time. It's like playing Age of Empires 3 where you're constantly scrambling (a reason I stick to AoE2 among others) and I don't enjoy that, because one wrong move and it's all over. I prefer two hours of daylight and an hour of night right now. Makes for long horde nights which is fun, but it gives me enough time to move at a steady pace and setup basic defenses by the first one. Also, while speaking about difficulty, what EXACTLY do the difficulty settings change the game?
  9. That crawl animation is broken right now. I have opened a door and had a zed behind it. If I hit said zed with a hammer or whatever he falls down. Hit again and he switches into crawling which is FASTER than walking and starts hitting like crazy. A lumberjack crawling is equivalent to a lumberjack on cocaine.
  10. Two things. First, where is my MP5? Oh wait, it's on the bed. Where is my MP5 to do the tower with? Second, let's all remember Bruce Willis. He's in bad shape right now and won't be around much longer. Some kind of bad Alzheimers that affects the frontal lobes.
  11. I personally like the older "hiding-in-closets/behind doors" thing and believe that using a trigger to wake them and make them burst through said door would be better. On older versions I could sneak to the door once I maxed out stealth, open the door, and smack the zed. Having them break in through doors and such or even windows (imagine a wandering horde comes by while you're inside) would actually be cool, but again, not to be over-used. Stealth builds can be fun, but having every room use a trigger would make stealth useless.
  12. I don't mind the numbers, but my big issue is with how many areas are now "everybody knows you're here despite not making a sound" and you get, as you put it, SWATed. I don't mind a place once in a while where you get jumped, that could feasibly happen. I do not like a single POI with three or more of these, because unless you're Conan/Rambo/Arnold in Predator, it breaks your playstyle. With that said, I suppose it isn't as bad now that chunks reset (if configured) so if you go into one of those rooms and demolish the entire POI, you can try again in X days!
  13. So I don't live in the pine forest. We have no deer. I am a desert-dweller or snow-dweller. We can kill bears up north but the best we have down south are coyotes. Wolves at night if your gamestage is high enough. I don't see it as a big issue since the pine forest is supposedly the starter/newbie area and should be easy for new players.
  14. I got it. You have to set the modifier param1 to customicon and then specify the property, same as in blocks. Localization did indeed solve the other issue.
  15. I had a funny idea last night for a weapon mod and I am now working on it. It appears in-game and can be installed and it works. I even gave it the suppressor model for now. However, the icon is blank. I am assuming I can add it via "Localization.txt" to make it have a description and what-not, but how do I give it an icon? The built-in mods do not specify an icon, but they have them.
  16. Okay, I destroyed my original LCB (the one placed when the registry was set to 1) and replaced it. I now have TWO working LCBs. The only problem is that when I destroyed my old one, four pieces unrelated to the block broke, like the LCB was providing support. I replaced them, but a light on the POI broke that flashes red. The player has no way to create this in-game. Is it possible to get the save into the world editor and fix the broken light or allow the admin account to configure the light properties if added back via creative menu?
  17. I just checked the registry. After going to the new game menu and hitting defaults, but not starting a new game, the registry now has 3 instead of 1 for the count. This means that the default registry value is the issue, but I still need to fix an existing game. I see "gameOptions.sdf" in the save folder but have no clue how the count is stored or what offset it is being stored at. Update: It appears as though there is no "LandClaimCount" value. I found the LCB section, but nothing for count. See attached screenshot.
  18. Okay, I came to report that I laid a second one down and it now says my first is indeed inactive. So I click the defaults button for the game set tings, then set the other settings back to my way, and all is good? Update: No go. The defaults button is on the new game tab and we're not ditching all the hours we have in this save. Can anybody tell me what file the value is stored in and the offset? I'll hex edit it and correct the bug myself.
  19. I know that there are mods that do things, but I am trying to keep it as stock as possible. So you're saying we should be able to use up to three LCBs per player? I thought that was a thing in A21, but I cannot find where I read it now.
  20. I see in the default server config file that players are allowed three land claims. Is this true in a hosted session also? I see no menu setting to change it from one, but we're at a point where we would like to have another base and don't want to place a new LCB and lose our first one. <property name="LandClaimCount" value="3"/> So is three the default if I am hosting a session for my four friends? Update: Went into the 7 Days registry key and found "LandClaimCount_h3672927595" set to 1. This likely means that, due to not being able to change the value on the menu, I am only allowed one LCB. Can this safely be changed to three like on a dedicated server?
  21. I removed the shutters and placed the banks. Now when dawn hits we'll see what happens. Update: No power, despite being in direct sunlight. Upon further testing, I can enclose a solar bank in steel and leave a hole over the #2 slot and it works. I would say this needs some TLC before release.
  22. It gets stranger. I cannot place it on the ground or anywhere in that column of game space. This might be a bug? Update: It's a game bug. There is a shutter next to a window above the bank. This shutter in no way can block the light to the bank (see screenshot) but it won't allow me to place it. I can remove the shutters, place the bank, then replace the shutters, but will the bank work?
  23. I changed my design and built my "field of decapitation" but now have a very strange one and I do not believe it is related to structural integrity. I'm mounting some solar banks up high on the building. There are four per side. East and west, no issues. North and south only allow two. The strangest part is it is the "right" banks that won't mount. Left mounts fine. What I mean is that if you're facing south, looking at the north wall OR facing north, looking at the south wall, the two on the right are red. The building is 100% symmetrical so there's nothing that should be preventing this, and I cannot figure it out. Any ideas as to what is going on here? When I try to place it I just get a strange sound.
  24. Half of the time I ask for help I can figure it out also, just look at some of my posts. The other half, nobody can figure it out. That's programmer life!
  25. Not sure if I should report this, because it is silly and breaks nothing, but it is amusing to me. Equip a battery bank to your hotbar. Rotate it. It rotates N/E/S/W only. Hold R and choose "Simple". Now it rotates in eight directions. Choosing "Advanced" allows it to rotate in crazy ways and stick to walls and ceilings. The "glitch" is that (unless my understanding is wrong) equipping a placeable item to the hotbar defaults to the simple rotation. The thing is, it only allows the four base directions until you choose "Simple" from the menu, where it then allows eight rotations. I can report this if it's a bug.
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