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Vaeliorin

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Everything posted by Vaeliorin

  1. I gotta admit, I miss LBD. Valmod back in A16.4 had my favorite progression system in the game, where you had learn by doing for basically everything, and as you progressed in skills you unlocked new recipes. I don't recall exactly what effected quality (whether it was a skill or a perk...I think a perk) and it had some issues since you can only get xp from workstations if you've got the workstation open when something finishes crafting. Still, it was my favorite version of 7D2D.
  2. The reason, as I understand it, is because of Microsoft (though I thought they decided not to get rid of the steam mod folder function). The game is on Gamepass and the Microsoft store, and they don't let you alter the files in the game folder, from what I've been told.
  3. Guns, sure. The changes to stamina have made using a melee weapon outside of what you've specced into an exercise in frustration/futility.
  4. It's recipes.xml Anyway, some very basic feedback (only at the very start of Day 2, 2 hours days) is that buckets are perhaps too common. I've looted 2 POIs plus whatever random cars/trash I've come across, and I've already looted 9 or 10 buckets (I started scrapping them, so I'm not entirely certain exactly how many.) Obviously not a large enough sample size to say anything with certainty, but reducing how common buckets are by 50% (or even 80%) would make more sense and be more balanced in my initial impression.
  5. The fact that traders are bugged and don't get new inventory every 3 days like they used to (I'm assuming it's a bug) doesn't help either.
  6. The only real limit on early game water in A21 (at least for me) is the time it takes to cook it. I've never had to drink murky water, and I usually have 10-15 jars at the end of Day 1. Hence my point about how it's not really changed anything. Heck, in my current game I have 18 dew collectors (indoors, because that makes sense...I just wanted them away from zombies) but when I only had a few, I consistently forgot to loot them, but I still had more than enough water. At this point, I've got 250 water stuck in a box, plus another 35 mineral water for drinking. I haven't even crafted any glue yet because I haven't needed it (I've been really lucky looting repair kits this playthrough) and I haven't yet crafted a chemistry station. I don't really see a real need for a lot of glue early game (it's late game that I want it, at which point water is once again trivial.) I just find it slightly annoying because it's a bunch of extra clicks (for looting all the dew collectors) for, as I see it, no real benefit. Like I said, I don't hate the change, I just don't really get it. It's had basically zero effect on my gameplay and so seems somewhat pointless. I used to have games in A16.4 (when ground water was more scarce) where I'd have to go hunting for a water source, and that was much more of an issue than what we have now (or since they added all the water filled culverts everywhere.) Maybe I'm less effected because I've never really bought much at the trader (usually just magazines/schematics and beakers, with maybe the occasional mod or solar cell) so the cost of water filters doesn't really matter to me, but all the water changes in A21 have done is added the annoying repetitive daily task of looting dew collectors.
  7. I kinda thought he was linking it because Fram didn't. Definitely going to try it out on my next new world (already got 9 dew collectors in my current world, so couldn't really give good feedback.)
  8. Look, I really don't care that much about the water change, I mostly think it was pointless (because I still end up with hundreds of jars of water in storage), but I used to be able to go weeks without stepping foot in a POI (I like to build/mine) and now if I want to do that I have to build a field of dew collectors. It's not an issue, maybe a slight annoyance (let me pipe all my dew collectors together to a single collection point, please), but it has without a doubt changed the ways you can play, and not really in a positive way. I'd be fine with making water harder if they'd actually made water harder. I don't care one way or the other about jars. But they've changed from something that wasn't an issue to something that's slightly annoying, and I don't see that as a good change, personally.
  9. I always carry a stack of food and water on me, since I tend to go through ~300 units of food and water every (2 hour) in game day. But yeah, I try and keep topped up, I just have a tendency to get distracted and forget to drink until I start running out of stamina.
  10. The stamina penalties kick in at 75/50/25 percent thirst, if I understand correctly. The problem is that it doesn't tell you there's a problem until you hit 50%, when you've been suffering a penalty since 75%. I always try and stay above 75% thirst, but sometimes I don't notice it's gotten below that so I don't realize until I start running out of stamina.
  11. This is possible (even likely) but I've seen instances where zombies seem to attract other zombies, so you get a larger group of them than you would normally expect from a wandering horde hanging out in one spot.
  12. There's a T3 house POI that used to have a solider/biker level zombie at a certain point, but when I ran it the first time in A21 (it's a house I like to make my starter base) there was a feral there, and all I had was a bone knife. It did not go well. Heck, there's a T1 POI (a funeral home) that was a guaranteed feral wight (admittedly, in a place that used to have a hidden stash, but now all it has is a backpack )
  13. There are definitely first night ferals. No wolves or bears any more though, and I always found those far scarier (well, dire wolves and bears are scarier, regular wolves are mostly free food.)
  14. He mentioned at night, and you can definitely get ferals on night 1. Also might have a different definition of "large wandering horde." 10 isn't a large horde to me (and presumably to you), but might be to him.
  15. This is the one I've been using for A21 https://www.nexusmods.com/7daystodie/mods/3010
  16. I take it it doesn't include your no repairing mod? Honestly, if it wasn't for the T5 POIs for Q6 gear, I'd probably be interested, but I hate T5 POIs and avoid them like the plague (well, the T5 Crack A Book isn't awful, but I do not like the other ones.)
  17. I usually end up doing that with most games. When playing Factorio or another factory game, when I get to a point where I need to rip apart and rebuild my whole factory, I usually just stop playing. It's not the starting over that's really a problem, it's dealing with all the inventory management that drives me nuts.
  18. I've been using q6 crafting mods for several alphas, and have been using one for Alpha 21 basically since it dropped in experimental. I hated q6 not being craftable when I'd have the "stats" to craft it weeks before it would ever drop (mostly talking tools, though) but now that the difference between q5 and q6 is fairly meaningless it's not such a big deal. That said, I've played no trader rewards before (thanks to BFT's mod) and not buying anything other than books and filters, and it was fine. The way loot and such is set up now, not having the opportunity to reset high value POIs (basically anything with a lot of books) would suck unless you hardcore focused vehicles early game (though when I've cleared out my starting town and want to move to another town is usually when I end my runs, because I just can't be arsed moving everything.)
  19. Set up some very basic defenses (even just a couple rows of spikes) and screamers aren't an issue. They've been in the game as long as I've played it (A16.4) and they've never really been more than a minor annoyance. After 70 days, you should probably be able to set up some camera-controlled turrets to take them out even more reliably. Heck, I can't believe that after 70 days of mining you haven't seen them quite regularly. I usually end up dealing with 4 or 5 a night when I'm doing serious mining. They're drawn to activity at your base, which generates heat (basically using any workstation, dew collector, power tools, candles/torches, breaking blocks and probably a couple other things that I'm forgetting) which has a chance to spawn a screamer when the heat hits 100%. They'll head to whichever heat source caused them to spawn, and when they reach it (or if they're blocked or see a player) will scream. I believe they'll also attack whatever caused them to spawn, but I'm not positive about that, since I never let them get that far. Honestly, I don't care about them one way or the other, but the point of them is that you're never supposed to be safe, so they exist to prevent you from being able to ignore zombies by just sitting around in your base crafting all the time.
  20. Obviously, the correct thing to do is bring back jars and add containers for everything else. 🧌 Truth be told, that would be my preference, but I accept that I'm a weirdo.
  21. I've noticed this as well. Not necessarily that there are more cookbooks, but I keep finding them in cupboards despite having maxed out cooking skill, when it used to be I'd only find them in food piles when my cooking skill was maxed. I sold like 60 of them to the trader a day or so ago.
  22. It lets you set a longer length for how long wires can be? Seems pretty self explanatory to me. If you're wondering how to actually do it, you'd need to edit the file where that's set (I don't know which it is off the top of my head) or make a modlet overriding it.
  23. It's entirely dependent on your gamestage. If it's high enough, you can find ferals/rads in T1 POIs. It's just that higher tier POIs increase your gamestage, so you will find tougher zombies before you'd find them wandering the wilderness or in lower tier POIs.
  24. Personally I double wall everything the zombies can reach except my fighting position to make sure that's where the zombies come. Generally use railings as the side walls of my corridor so I can shoot/reach through them to wire and repair stuff.
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