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FranticDan

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Everything posted by FranticDan

  1. Just wanted to point out that the permadeath setting in A21.2 doesn't clear the kill count and death count back to zero
  2. I've played around a bit with the A21.2 update. It appears that some fixes have occurred, still not working 100% though. I reworked this puzzle slightly in A21.2. The goal is to turn OFF all of the lights, to open the door (24,25,26,27,28). However, the door opens when the green light is on (the rest are off)
  3. Here is a more complex puzzle I tried doing for my "escape room" mod.
  4. Summary: Trigger system failing to keep track of what triggers have been triggered and not yet triggered (or untriggered) Game Version: (A21. b16) OS/Version: Windows CPU Model: AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz System Memory: 16 GB GPU Model and VRAM: Screen Resolution: 1920x1080 Video Settings: Ultra / Custom Game mode: SP / Prefeb Editor Did you wipe old saves? Fresh test world Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes, my own mod that doesn't touch the trigger system EAC on or off? Off Status: NEW Bug Description: A single block setup to be triggered by multiple triggers, doesn't trigger when all triggers assigned to that block are "turned on" Sometimes the block will trigger anyway when some triggers have been deactivated See photo/video for a VERY simplified version Detailed steps to reproduce the bug: 1) Set up multiple switches, lights and a single door 2) link each switch to their own light and the door using the trigger system 3) press all switches to light up all lights and what the door stay closed Actual result: Door is NOT opening when ALL lights are triggered on Expected result: Door SHOULD open once all lights are turned on, even in more complicated setups when lights can also be turned off in the process via multiple triggers per switch
  5. I'd absolutely LOVE to see you do that on insane/nightmare! You'd be dead before the 20 seconds are up. You'd be forced to cancel (breaking the lockpick)
  6. Self explanatory, a new shipping crate that can be found in POI's at random, which give a few pieces of candy. Perking in specific skills can help increase probability of what type of candy found.
  7. Would be nice to be able to hear animals footsteps. Dogs, wolves, bears, coyotes, lions. Even vultures sometimes don't make flapping noise. Snakes are the only animal I find acceptable
  8. 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.
  9. With the exception of clothing stores, you'll leave for a bunch of stacks if you scrap all the clothes since they give 37 each
  10. On Sunday, I was using A21.1 to edit my prefab, in 2 player. We worked about 7 hours. My prefab uses custom blocks, items and entities etc, so I have various files in the Mods folder in the main directory. Then Tuesday, I loaded up the game and got a bunch of errors. I panicked and was very confused. I noticed that the prefab that got loaded was a version of my prefab from a few years ago (A19 version), but more shockingly, almost all of my mod folders/files were deleted. The only files that were spared was 4 of my prefab files, and the worlds folder was intact. I have absolutely no idea what could have caused files to be deleted. I restored the files that were deleted, which I had saved in a ZIP before the Sunday work, including the 4 prefab files that were last edited last year, the 4 surviving prefab files had Sunday's date on them, so no progress was lost thankfully. A21.1 no longer detects my prefab at all, so I've had to revert back in A21.0 After about 6 hours work on Tuesday, I went to make a backup due to the trauma, and noticed right away that the same 4 prefab files were deleted again, but everything else was intact. In the attached photos, I've highlighted the deleted folders/files
  11. I guess I'll be the one to point out, they forgot to increase the stack size to either 1000 or 1200. Leaving the stack size at 250 is the equivalent to it stacking to either 50 or 25 before the change. Something's cost 5x as before and others are 10x They also forgot to change the material value for bandages to 10 (it's still 1 (4 bandages scrap to 3 cloth), although I'd prefer 0 anyway, so there's no accidently scrapping FA bandages/kits) I'm not complaining, just pointing out my observations
  12. I haven't bothered using slugs since the change, because why would I want to drastically lower my damage? Before the change, slugs did about 5% less dmg across the board, and I was happy to change from shells for the slightly less dmg, while now, slugs are only good when using Pipe and Double. (Especially the Pipe!!) Shells are best for Pumpy and Auto. Regarding mods, I typically get at least 2 or 3 points in Run and Gun (I mostly only hipfire), so changing the mods around like you listed would probably widen the spread slightly as seen in my screenshots, so shots at 7 metres would be harder to get all pellets. However, I use shotguns in close quarters so my shots are easier to hit the head. I use other guns for range. With my playstyle, I easily line up zombies so I can take out groups quickly, even quicker with shells since they do about 70% more dmg than slugs now (Auto) So if 4/10 pellets missed, the dmg would be about the same. There's also only 2 entities that slugs have a big effect on, soldier and demo, as they have 50 and 60 armour. The biker and utility only have 20, so it's very obvious that shells are the superior ammo type now in the late/end game
  13. You're right, however, damage is the only thing that was changed (to my knowledge) between the two versions. Sure, slugs do more damage than shells (at great distances), but only from about 7 metres onwards do they equalise and THEN slugs do more dmg. Shells doing 100 dmg at about 7 metres (Insane difficulty) Slugs doing 92 dmg at about 7.5 metres (Insane difficulty)
  14. Is it an oversight that, with the changes to cloth, the stack size is still 250? Now that most things take 5x or 10x as much cloth, it would make sense if it was increased to 1200 Also, bandages still only scrap to 1 cloth, should be 7 (or better yet not scrapable since it'll prevent scrapping FA kits too)
  15. I'd hope it is an oversight, because as you can see above in my extreme example, slugs are a joke with base_add =50 when compared to shells The dmg that shells do is nicely balanced and gets a nice buff with each shotgun tier, whereas the slugs get a tiny dmg increase and the gap between the two ammo types gets bigger and bigger Thing is, the range never changed, at all, only the base dmg. And the dmg is literally the entire point of my post, to point out an possible oversight when they rebalanced all of the weapons and tools. I used to get excited when unlocking slugs, cause then I could wreck things. Now, they are a waste of time when I can do MORE dmg to ARMOURED targets with shells
  16. Here's an extreme example of what I'm talking about slugs being nerfed. For clarity, I buffed the damage of the Auto from vanilla's +10 and increased it to +50. To help make the dmg difference between shells and slugs a lot more obvious. Shells, doing a whopping 990 dmg!!! Slugs doing a pitiful 250 dmg
  17. point blank, and each mod reduces spread so the crosshair was super tight Range isn't the issue, its the dmg. Range wasn't changed, only dmg I know WHY this has happened, because each projectile got a dmg buff for pumpy and auto, and since shells have 10 projectiles, shells got buffed 10x more than slugs did. Which is also why slugs in the pipe is VERY high dmg in comparison to shells, since pipe has a dmg nerf instead of a buff, so the shells got nerfed 10x more than slugs Before, slugs were great from early game to late game, now slugs are only good in the early game. When compared to shells. I also want to point out the obvious that slugs penetrate 50% armour, which makes the slugs look even worse when shells do MORE dmg to a 50 armour rating target than slugs that cut that armour down to 25 Pointing out the obvious still, in b217, slugs did over 60% MORE dmg than shells with the Auto, while in A21.1 slugs deal 15% LESS dmg than shells Counter argument: Would you use AP 7.62 ammo if they did 30% less raw dmg than regular 7.62?
  18. Slugs damage has been nerfed into the ground with the Pumpy and Auto Shotguns Since this hasn't been addressed for A21.1, I want to ask the reasoning behind why slugs are WEAKER to soldiers than shells (with the Auto at the very least)? The info below is with a level 1 character, no points or books read (fresh spawn) It blows my mind, that a Pipe Shotgun in b317 with slugs dealt more dmg (204.5) than what an Auto Shotgun does in A21.1 (184.8)
  19. One of my first 4 go into this, playing on nightmare speed, being able to sprint longer is huge!! When you have 45% regen, you can sprint forever. 3 points into cardio + overhydration achieves this. 3? Here's 6! 1: Animal tracker - food is a joke in this game....... 2: The Huntsman - food is a joke in this game!!!!!!! 3: Well insulated - temperature penalties are a joke in this game 4: Charismatic Nature - Useless for SP. Be nice to have a SP version that is balanced. 5: Treasure Hunter - Not enough treasure maps in the game 6: Infiltrator - 0.5 seconds is enough time to get distance from mines and across loose boards
  20. Quite satisfying to kill a bear with just a stun baton 😎
  21. Most of the time, its due to their pain resistance maxing out and they can no longer be interrupted. For example: If you're firing an automatic into their chest at melee range, they **WILL** hit you! I've never been hit by a zombie while they are getting knocked down (half their health taken out) in a SP game.
  22. Instead of whole tools/weapons, it should be parts to make said tool/weapon
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