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FranticDan

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Everything posted by FranticDan

  1. Will filters for crafting the dew collector be in loot? I play without traders (Because they give you everything on a silver platter), so if they are trader only, I'll be screwed!
  2. There are two types of bottles, Jars, which you CANNOT craft and they get used up with molotovs. And plastic, which I think you can craft but are the ones needed for crafting glue, which uses up the bottle. You CANNOT fill jars from a water source, like a pool, because it is irradiated, therefore, the only way to get water is from filling them from shower heads, faucets, hydrants, toilets, etc. And these blocks mostly only hold up to 3 units of water, eventually you'll run out of POI's with water and will have to resort to melting snow, each block of snow gives 5 snowballs and it takes 5 snowballs to make 1 water
  3. Subsistence does spoilage well, each stackable item has its own spoil timer. For example: you could have a stack of 10 meat from an animal, then 30 real minutes later you get another 10 meat that stacks on top of the existing stack, the new 10 in the stack will have a fresh timer while the older 10 will still be partway through the timer. Secondly, new storage can be added, for example: early game we could craft an Iced Cooler, made from polymer and snow which when placed could last say 2 real hours, afterwards would downgrade to a normal cooler, during those 2 hours of 'iced' stage the spoil timer can be slowed by half speed. Using snow on a normal cooler will upgrade it to Iced. Mid-game, we could craft an operational fridge, which would require power to keep running, having food stored in the fridge could slow down the spoil timer by 90%
  4. Since we are getting a water rebalance, how about a food rebalance too? -No fresh food in loot, except canned food -Animals give half the meat, so that the animal harvesting perk is more tempting to invest in -Grace gives rotting flesh instead of fresh meat (Seriously! She's radiated!) In A20, I can survive just fine on charred meat One last thing, in A20, starving is a joke, you can literally "eat" medical items or have the fortifying grip (heal every 5 seconds) and you'll never have to eat food. Losing 1HP every 40 seconds is too slow. Maybe 20 seconds would be better? (every 10 seconds for dehydration as well) Sure, there's the max stamina penalty, but if you're well hydrated if offsets the penalty a fair bit Also, dare I say, food spoilage!
  5. My suggestion would be grindy and you would have to work for your water, it would take 8 swings with a Q1 stone shovel to get enough snow for 1 water. Or increase the snow block hp to 100 and then it'll be 12 swings for 1 drink That is precisely why I made the suggestion to nerf the amount of water you can get from snow by 98%
  6. Well, if the grindy snow collecting, melting and boiling is removed from the snow biome. Why not remove yucca juice from the desert as well? Keep it consistent (Disclaimer) I DON'T want that, but using logic!
  7. So they changed that for A21? Currently in A20, you start losing stamina regen at 75% hydration Also, this change means we can no longer use snow to melt and boil? Or we simply can melt and boil snow and doesn't need a jar? EDIT: Ok, so we can't melt/boil snow. I agree that currently snow is mega OP for water. But a strong nerf should happen instead of complete removal. Here's my suggestion: -Lower the snowballs per block from 11 to 5. -Increase the snowball cost to make water from 1 to 20. This is a ~98% nerf and would take 4 blocks of snow to make 1 water (without motherlode)
  8. Correct. I used two different values for most of the zombies. One of the values allows the player to make a zombie miss if the zombie is hit just before they connect an attack, while the other value allows the zombie to hit the player regardless if the zombie gets hit which I gave to the slower zombies so that the slow zombies are to be feared more than the fast zombies
  9. I mean, that's one way of giving yourself a negative handicap by intentionally losing 4 skill points
  10. Did you get the dog whistle and "read" it?
  11. A huge Congratulations to MiLKMAN for completing The Spencer Mansion Incident on the second hardest settings of S Difficulty and zombies at Sprint Speed, with a clear time of 12 hours 37 minutes and 52 seconds! I'm very impressed and was greatly entertained watching him live! I am beaming with joy to witness someone make a massive achievement like this! If you want to watch the journey for yourself! (Spoilers, obviously!) Part 1: https://youtu.be/PLzY9MJUafA?t=14504 Part 2: https://youtu.be/sl5o8qFG5wM
  12. With the changes TFP have made to how sleepers and stealth work in A20, does anyone know any tricks on how to stop sleepers with 0% hearing from waking up too early? Also, anyone know how to make stealth checks always fail? So, attack volumes always wake up. Scenario: A boss in my mod woke up from at least a few blocks away from the sleeper volume boundary, while the player was only using melee, wearing padded armour. This boss has 0% hearing, I've also increased the amount of noise required in the xml for triggering sleepers waking up! If anyone knows how I can prevent premature wake-ups, it will be greatly appreciated! TFP have broken how sleepers work on a large scale!
  13. That's the worst way to go, you're not the first person to die at the Super Tyrant. When you feel up for another run, you'll know to play on the latest experimental, which might fix that weird door bug too Thank you for playing my mod!
  14. Yes, it opens the vault door and closes the vault hatch to trap you in the boss room until you kill the boss. Yes, Lisa can't be killed
  15. That door should definitely open when you press the button, I've never had it not open in any of my play tests or from watching others play. I just did a quick test and it opened for me. I have no explanation as to why it didn't for you, the different version doesn't make sense to be the cause. The only thing you can do is turn DM on and allow yourself to go through the door, then turn DM off until you finish with the room and go through the door again with DM
  16. The vault door can't be damaged, can you please send a screenshot? As I don't think we're talking about the same door.
  17. The button should open the vault door, I was watching a streamer last night and the door opened for them. Yes you need to kill the Tyrant to repair the workbench
  18. If you invest your skill points into the damaging perks and attributes, and craft some HiPower ammo, you can do some serious headshot damage. I've made it possible to knife only, of course doing so requires skill, stamina management and knowing how the enemies react and path. You can also refund your points to change your build as you get further. I wouldn't recommend the two hardest difficulties for the first playthrough, but after your first you know what to expect and can plan ahead. As a Resident Evil fan myself, I've put in a lot of effort and thought to my mod for the best RE experience possible
  19. Exactly, the damage's that are stated in the menu are not what they actually are since you removed Assembly-CSharp.dll Yes, zombie rage is when they start going faster
  20. Assembly-CSharp.dll disables zombie rage and adjusts the difficulty settings damage %'s
  21. You need to have the A20.1 (b6) vanilla files (latest experimental), that's why you couldn't play. You are currently playing with unintended settings by removing the Assembly-CSharp.dll
  22. Did you select 'Spencer Mansion Incident' for the world? Did you download and install manually or through the Mod Launcher? Are you playing on A20.1?
  23. This post for A19 is no longer supported A20 version now available -
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