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FranticDan

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Posts posted by FranticDan

  1. 8 hours ago, RipClaw said:

    I have a similar ptoblem in my base. The outer wall and floor are made of half-blocks and sometimes it happens that vomit spills through these half-blocks and damages or destroys the electrical fences behind them. It's pretty annoying but luckily not really a big problem since I have a lot of redundancies.
     

    That's super unfair and cheaty of the game though. Why can cops hit things through blocks, and yet our explosives can't?
    Consistency, please and thank you.

  2. Here's my ideas for what I feel would be an improvement to the critical injury system.

    1) Being at full health gives you 100% critical immunity:
    It is infuriating to get a stun, broken leg etc on the very first hit when at full health.

    2) Make critical locations logical:
    Can someone explain to me why my character was born with their brain in their leg? Getting stunned/concussed by a crawler makes zero sense!
    How did that vulture give me a broken leg by pecking at my face?

    3) Critical stages / Progressive injuries: 
    Getting a break, concussion, laceration without the lessor injuries is unforgiving.
    I'd like to see a progressive critical system. Examples:
    Sore leg/arm > Sprained leg/arm > Broken leg/arm
    Bruise > Abrasion > Bleeding > Deep laceration > Bleeding 2
    Sore head > Stun (Sore head stage 2)> Concussion
    Winded > Fatigue

    First stage criticals are just warnings, they don't have any negative affects (including zero chance of giving infection) and allow for stage 2 to trigger if another trigger occurs for that critical type while stage 1 debuff is active.

    4) Max health loss to make more sense. Also, to be % based, instead of whole number based:
    First point: in the early game, a critical injury cuts off max health by a LOT, having 3 criticals is minus 75 max health, leaving only 25. Having max health loss be % based instead will help reduce the large loss in the early game, but will also make them just as hurtful when max health is 200.

    Second point: It makes no logical sense that a sprained arm/leg and broken arm/leg lowers max health by the same amount. Lessor criticals should be halved.
    Example: sprained arm/leg lowers max health by 8% and breaks by 16%.

  3. 19 hours ago, meilodasreh said:

    Damn, I was assuming it is because the "low roof" with the bars, and the molotov just immediately makes contact with them when the "throwing arc animation" is started.

    It's a shame if it is a general problem you described with number of entities.

    The "throwing arc" would probably be an easier fix. That should be fixable by adjusting the "starting point" of the arc/animation to a lower position,

    and/or more to a "push-forward" thing instead of a "ballistic" arc.

    Might look a bit weird from 3rd person view, but I wouldn't care if it made things work.

    It's a real shame. I was playing a mod that greatly increases wild and roaming counts. I was fighting them in the open and my molotov exploded in my hand, killing me (no water)

  4. 6 hours ago, Jugginator said:

    snipped 

    The hitboxes in 7 Days, although they get improved every alpha and point alpha. They still need polishing. IMO, the cop spit should have at the very least hit the side of the block I was standing on, since he was mostly directly under me. (roughly 0.5 metres apart). I intentionally positioned myself under him to avoid getting hit.

    My biggest frustration for hitboxes in A21, and I get that it's brand new and a great addition to the game, is the holes of doors. The amount of times my crosshair is completely within the hole of the door, yet the game still says I hit the door anyway. A lot of the time you have to get pixel perfect to hit the zombie on the other side.

  5. 4 hours ago, meilodasreh said:

    You really were expecting to be safe from cop spit in this situation?

     

    I mean, am I missing something obvious? From what I see there, you were sitting duck there, open from all sides.

    Every cop that entered that room has clear sight at you,

    it is in fact a bit strange that that single one took his time to move right underneath you before spitting.

    What was your plan to keep several cops at once out of direct sight line with that single row of solid blocks?

     

     

    Absolutely I was! There was a solid block between the cop and me. Therefore, I (should) be protected from projectiles from below.

    I was expecting the puke to be stopped by the SOLID CUBE block which has 10000 max HP.
    The cop was directly below me, and this protection worked many many MANY times before.
    The block was never destroyed by the puke either, so it had no reason to go through it.
    Slowing down the video to 25%, you can clearly see the puke go through before hitting me.

    Several? I only see one...
     

  6. 8 hours ago, Old Crow said:

     

    Can you explain how it's 40% less damage? Is it just because the spread is reduced?

    The rebalance TFP made for A21, regarding the mod slots and damage. The shells have 10 projectiles while slugs are only 1, therefore, shells benefits 10x more dmg with the Pump and Auto shotguns. Pump has +5 dmg bonus so shells get 50 and slugs get 5. Auto has a +10 dmg bonus, so shells get 100 extra base dmg while slugs only get 10.

    The Pipe has a -2 dmg debuff, so shells are super weak, losing 20 dmg, while slugs only lose 2 dmg, therefore, slugs absolutely WRECK with a Pipe shotgun when compared to shells.

    You can see the results clear as day with a Q6 Pipe/Auto comparison when you look at the stats for each ammo type

    EDIT: The slugs are so weak in to Auto, that shells do more dmg to soldiers that have 50% dmg mitigation

  7. On 10/8/2023 at 6:32 AM, Old Crow said:

    Breaching Slugs. The damage increase just isn't worth it, especially for the materials required. We figure it's better to just make the AP rounds/slugs.

    Slugs are only good in the pipe/double shotgun

    Use slugs in to Auto if you want to add to the difficulty by doing approx 40% less dmg

  8. 4 hours ago, skatapunkguy93 said:

    i did exactly as i read to do to install this mod and i just keep getting an error that the mansion prefab cant be loaded. so im  just stuck in a big empty world. all other spencer mansion mods are loading fine

    That happens when custom blocks are missing, which means the game isn't reading the blocks xml. Or a foreign mod is conflicting.

    Did you do a fresh install?
    1) copy vanilla files (A21.2) and rename folder to identify it
    2) delete Mods folder in the copy AND AppData (so there's no foreign mods)
    3) paste Spencer mods folder into the main directory of the copy

  9. 16 hours ago, Callum123456789 said:

    Yes that is a good fact only upside to using the machete is light attack damage (which no one does) isnt it only like a 5 or 6 point power attack difference at tier 5

    The damage difference for power attack on the machete is always 20. All bonuses get added evenly for normal and power attacks. An extreme example of this is having a normal attack of 100 and power of 120.
    The knives get a 50% extra boost for power attacks. Base dmg for hunting knife is 12, so each mod adds 1.2 to normal, and they way TFP did dmg for power attack, the boost is 1.8 per mod. So power attacks are always worth it for the knives

    2 hours ago, Vaeliorin said:

    That might be true, but I personally really dislike the attack animation for the hunting knife.  It's not just an aesthetic thing, I just find it very uncomfortable to use.  The only bladed weapon I actually enjoy using is the machete.

    If you really wanted, you could change the animation of the knives to be the machete animation
    The knives have a tighter hitbox detection, not as tight as the spear though.

  10. 15 hours ago, zztong said:

     

    I'm with you. I like the flavor, and since I don't have a working refrigerator, the iced drink is really refreshing in the desert temperatures.

    Too bad TFP don't believe in cold drinks keeping you cool. They believe in cold drinks keeping you warm in cold environments *shrug*

  11. I play max settings, and tend to prefer deleting traders from spawning in the world. There's plenty of water in the world.
    I've sometimes had to in the first few days, resort to using a vitamin and painkiller to help keep hydrated and healed due to not being able to find a cooking pot. Once you unlock yucca smoothies, any water found can be used for glue crafting

  12. V3.10 
    - Fixed an issue where is was possible for enemies could enter the first boss room
    - Japanese localisation for Cerberus and Web Spinner
    - Destroying the rocket launcher 'should' no longer give the player an intact rocket launcher
    - Removed the excessive sleeper counts for sleeper volumes. (I initially added extras, because for some reason, not all counts were spawning. However, having excess meant more than intended had the possibility to spawn)

    V3.11
    - Buffed Passive Healing perk to healing every 4 seconds instead of every 5 seconds.

  13. 14 hours ago, Jugginator said:

    What's the error in the log file?

    Due to actually playing a vanilla survival world in A21.1 after editing (before I discovered deleted files) I don't have a log for the edit session?
    I also noticed about 12 hours after posting this, that files were deleted again (folders remained this time) and it happened while I was in the game making edits to the prefab. I know this, because I zipped my mods folder BEFORE exiting to main menu, and didn't realise files were deleted until I tried making edits again 12 hours after I posted this.
    Only 4 files for the prefab itself were intact (thankfully!).
    Which again, I played vanilla survival between prefab edit sessions before noticing.

    I'll be keeping an eye on this going forward, however, I am staying away from A21.1 with prefab editor in the mean time, since that is when this started happening.

    I will post a log file next time it happens


    I will say this, while editing, it feels like my mouse is active on the desktop, occasionally my game controls will stop responding and I have to Alt+Tab to get controls back, sometimes my display settings will popup over the game (and other types of windows I can't remember), my PC makes error noises. Even my icons on desktop somehow became large size.
    None of this happens outside of prefab editor.

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