Yeah, it used to come from a specific "Indian" (or something along those lines) chest, but I think they got rid of them, just like I'm relatively certain they got rid of the "Mountain Man" chests that used to have a high chance of herbal antibiotics.
If the mods become mandatory, they need their own slots somehow. With the reduced number of armor pieces, it's already a pain to get in all the armor mods one would want compared to the prior version.
Theoretically, couldn't you mod in a type of ammo (preferably arrows...I have fond memory of water arrows from the orginal Thief games) that does high block damage in order to destroy lights?
Yep. It's a story driven action game (well, 2 and 3. The first game is a story driven rhythm game, since as long as you're in the correct stance and get the timing right, you'll never get hit.)
Sure. But 7D2D has neither of the elements of an RPG (yes, my definition is very strict. I knew someone once who claimed that to be an RPG a game had to be playable by a quadriplegic, and I think he had a point.) Progression elements don't equal RPG in my eyes.
But I'm old and hate the way that genre definitions have been diluted to be meaningless over the last 20-30 years.
I agree, and I would add that the systems in the game need to be directly translatable to a tabletop setting (even if they'd be horrendous to play.) If the player's physical abilities effect the character's abilities, it's not an RPG. Ideally, mental abilities wouldn't be just those of the player either, and while that can be roleplayed to an extent, it's awfully difficult to play someone smarter/wiser/more charismatic than yourself.
IRL, darkness occasionally freaks me out because I have an overactive imagination. In games, it just annoys me because I can't see what the F I'm doing. To me, it's not a real challenge, it's at best a test of your eyesight (and as someone who's blind as a bat without my glasses, that's not something I enjoy.)
That said, bears in the forest were kind of terrifying.
While I'd be happy with a setting, "It's hard because it's dark!" is one of my most hated gaming tropes of all time, ever since I first spent several hours looking for a switch in Doom 2 that I never saw because it was in a dark corner. So personally, I'm perfectly happy with the lighting the way it is now (and I often turn the brightness up to 100% at night.)
Yes, unlikely to happen in vanilla. There have been a few fishing/fish trap mods, but I don't know if any of them have been updated to 1.0/1.1. Granted, doesn't help if you're on console, sadly.
I would add make sure that it's an active land claim.
Oh, and if it's multiplayer, doesn't it have to be your land claim and you had to be the one to put down the workstations? I don't play multiplayer, but I think I've heard that.
The problem with seasonal weather is that you'd have to have absurdly short seasons for it to be noticeable for most people. For a supposedly normal 70 day playthrough, you'd have to have seasons no longer than 8 days for a player to experience 2 full "years".
I usually try to have at least 30k cobblestone by Day 7, so I do a lot of mining. Before magazines, probably 90% of my time in game was spent mining or building. Now, it's probably more like 75%.
Yeah, I'm not saying it's common, just that it isn't necessarily a bug. Like I said, I've only seen it when doing a playstyle where I had to have a base built by night on Day 1, and have to live there the rest of the playthrough without tearing anything down.
If you do enough building on day 1, it's certainly possible (especially if you play with 2 hour days.) When I play "Base Day 1" games, I've once or twice (back in A21 and before) gotten a screamer on day 1 from all the chopping/digging/building I was doing, but that was literally spending all day in 1 spot, essentially (having to venture out a little bit to get more trees.)
Back in the day, I may have gotten myself killed standing in front of a shotgun turret. So yes, they've always had friendly fire, you apparently have just been lucky previously.