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FranticDan

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FranticDan last won the day on March 2

FranticDan had the most liked content!

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About FranticDan

  • Birthday 04/10/1987

Personal Information

  • Biography
    PC and Console gamer with 23 years playing experience across many platforms. RPGs and Survival are my favourite genres.
  • Location
    Perth, Australia
  • Interests
    Gaming, YouTube, hanging out.

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  1. Just a random question, does anyone on the dev team know for the next major update if the head hitbox for the tourist, cop and mama have been improved? Currently, you have to hit these zombies above the nose for it to count as a headshot. EDIT: Additionally, in the current version and for quite some time now, for a few frames while a zombie is picking themselves up off the ground, their ENTIRE hitbox disappears. Has this been fixed in the next major update?
  2. Oh bummer! I noticed this limiting factor in A21 when I increased wilderness spawns too 800 (high) for a medium map, and I'd guess only half spawned. Looking at the map preview, they appear to be spread out about 400m apart from each other. Hopefully the limiting factor can be found, it would be huge to have a distance apart slider!
  3. The only thing I can think of that could be causing this, is the game might think the character is going up a block and so the jump stops going higher. Example: If you max out parkour, you can jump 3 metres high, however, if you try to jump over a 1 metre block while moving forward while touching the block, you'll jump exactly 1 metre to reach the top of the block and then run over the top of the block without ever jumping higher than the 1 metre.
  4. @faatal Question regarding RWG, is there or could there be an option to determine the min/max distance that wilderness POI's can spawn apart from each other? Reason I ask is I'd like a way through xml to have wilderness POI's spawn about 200m-250m apart from each other, as well as the potential to have close to 1000 wilderness POI's in an 8k map, and even more if people dare to generate a 16k map. (Think of it like a nomadic playstyle, constantly moving around the map)
  5. Summary: (Character hops instead of jumps) Game Version: (A21.2 b37) OS/Version: (Windows) System Memory: (16 GB) Screen Resolution: (1920x1080) Video Settings: (Custom) Game mode: (SP) Did you wipe old saves? (No) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (Yes) EAC on or off? (Off) Bug Description: Every once in awhile when attempting to jump, the character will be a little hop instead, even if parkour 2 or 4 is learned, which costs the stamina of a jump and can be a death sentence when it happens while in combat. (Watch video provided at 25% speed to see.) Actual result: Character gets off the ground slightly or even just stays planted on the ground instead of jumping. This can happen anywhere including on flat ground. Expected result: The expectation is for the character to do a full jump when pressing the jump key Link to video: https://www.twitch.tv/frantic_dan/clip/ObedientStupidBaguetteSpicyBoy-objsQ6Q2YB5VYp8R
  6. Have you got what it takes to survive in this primitive world? Ooga booga! Yaba daba doo! Key features: - Quality 600 is back from A16. - Learn By Doing is also back from A16. - All Tier 1, Tier 2 and Tier 3 items have been removed, except the wrench. You'll only find and craft Tier 0 items. - A19 farming is back, however, Living of the Land perk has also been nerfed. - Reworked skill tree, similar to how it was in A17. - Some perks have been removed, while new ones have been added. - Canned food gives an empty can when eaten, which provides a one time use water boiling that doesn't need a cooking pot. - You're less likely to get infected, infection treatment items give an infection immunity buff, however, once you get infected, it's permanent. - There is no day, time, compass or map. You'll have to think of other ways to keep track of these. - This mod turns 7 Days to Die back into a survival game again, early game you'll struggle with food and water. - Trader compounds have been destroyed but still have loot, including a guaranteed water filter. - Vending machines are lootable and always have appropriate and decent loot. - Stone Axe can be used as a weapon. Download - https://github.com/Frantic-Dan/Primitive-Survivor Credits: w00kien00kie, Redbeard, Khelldon, aedenthorn, JoeSloeMore, Mythix, PULLMYLEVER
  7. Direct hit deals the most damage, about 10-11 rockets. You have a powered up knife if you run out of ammo
  8. I personally think 5% for the first level in cardio is fine, since it is unlocked already, so only 1 point investment. Level 2 could be 7% and level 3 8% for a total of 20%, and LBU is the remaining 10%
  9. Pure water is nice, but smoothie is way better! Try playing without traders.
  10. People are madly in love with their silver platter. I call A21 the 'Corn' update, you could literally survive on grilled corn alone, its so dumb how much corn there is without any points in farming. The problem is people don't realise (new to the game) that animals used to give a 5th of the meat they do now, and meat recipes cost a 5th less. This change was made to make two perks, 'Master Chef' and 'The Huntsman' work
  11. I've always called the Dire Wolf, a half zombie. Because they never attack zombies but they give fresh meat. Here's hoping both Dire wolf and Grace give rotting flesh in A22, as it's logical AND reduces the over abundance of meat in the world. Heck, halving the meat from all animals would be a step in the survival genre direction.
  12. Discovered the reason why it bugs. If you destroy a block on the VERY first hit of the action skill, it will bug. (It wants to add XP from both and it doesn't like it) I removed the bonus XP on destroy and no more bug
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