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Sal

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About Sal

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  1. This is very true IMO. To be honest, I don't see any reason to use any anymore resources on light as soon as I find a helmet light mod, which is usually within the first week. In fact, I don't think I've ever once used a flashlight for light or use the resources to build light bulbs and hooking them up to a generator. It just seems like a waste of time. Helmet light mods and/or mining helmets(which usually come with a mod) are pretty easy to find.
  2. I don't have any issues with it. Did you start the save in 19.0 and let steam update it to 19.1? A new game is recommended when playing experimental. Try letting steam update it to 19.2 and try it again. If that doesn't work then start a new game just to test it. If it works fine then your save might be corrupted.
  3. Because I'm an idiot and posted in wrong thread. This a suggestion of mine. Not sure if this has been suggested or not, but I think it would be a good idea to add a separate 'blood moon range' option that let's blood moons occur 1-3 days before OR after the 7th day instead of only 1-4 days after. This way, you are still keeping the '7 days to die' concept intact while also giving players the option to add more randomness to the game, if they so choose. Give the player a choice of setting it to 1, 2, or 3 days. (No more than that because then weeks would overlap.) So for example; Setting it to 1 day means a blood moon can happen at any time between day 6 - day 8. The next BM, day 13-15 and so on.... Setting it to 2 days means a blood moon can happen at any time between day 5 - day 9. The next BM, day 12-16. Setting it to 3 days means a blood moon can happen at any time between day 4 - day 10. The next BM, day 11-17. 3 days also means there's a chance you could have 2 blood moons in a row at any given time. This would be a great option to include.
  4. Oh crap, that's where I thought I was posting the whole time. The name of thread threw me off. *somebody cut this guy off*
  5. Yeah I get what your saying but those options are still very limited to whichever 1st day you set it to and offer no possibility of a horde night happening BEFORE the set day. For example, setting the blood moon to say... every 4 days... with a blood moon range of 4 (highest possible setting) means the first horde can only happen only between day 4 and day 8. What I'm suggesting is an option that would also include the possibility of a horde night happening BEFORE the set date. For example, I like to keep the setting to every 7 days (7, 14, 21, etc). So with this option, there would be a possibility of a horde night to happen unexpectedly on day 4 WITHOUT having to change it to every 4 days or whatever. It would offer more randomness and much more flexibility IMO.
  6. Not sure if this has been suggested or not, but I think it would be a good idea to add a separate 'blood moon range' option that let's blood moons occur 1-3 days before OR after the 7th day instead of only 1-4 days after. This way, you are still keeping the '7 days to die' concept intact while also giving players the option to add more randomness to the game, if they so choose. Give the player a choice of setting it to 1, 2, or 3 days. (No more than that because then weeks would overlap.) So for example; Setting it to 1 day means a blood moon can happen at any time between day 6 - day 8. The next BM, day 13-15 and so on.... Setting it to 2 days means a blood moon can happen at any time between day 5 - day 9. The next BM, day 12-16. Setting it to 3 days means a blood moon can happen at any time between day 4 - day 10. The next BM, day 11-17. 3 days also means there's a chance you could have 2 blood moons in a row at any given time. This would be a great option to include.
  7. A couple of possible exploit/bugs to report -- you know you love these type of reports Khaine (SP only, stable 19.0 -- didn't know about the 19.1 release until now) 1) Open trade routes can be selected as many times as you want and you will gain 500XP for each when you get to the trader. https://streamable.com/ogosm0 2) (may be intentional?) All turrets will increase your pistol experience but you don't receive overall experience points https://streamable.com/xtotpu I tried the vanilla and modded turrets. In the video link, the modded turrets are on the left of the battery bank and the default turrets are on the right. Edit: just a heads up is all. Keep up the great work.
  8. I can't say for sure but I think this has more to do with the vanilla version than anything. I've been switching back and forth between vanilla and DF and I've encountered the same issues in vanilla. It seems random too. I can play 2 hours with no problem then suddenly my FPS will drop to unplayable and I have to close the game entirely (not only exit main menu). In fact, I'm here now because I had to close the game while playing 19.1 exp.
  9. @user2010 Okay, I don't post here alot, but I do read the forums at times, and the lack of respect and sense of entitlement that I have seen from people like yourself is disgusting to say the least. I'll never understand how, and why, people yourself feel the need to lash out and bash the developers about an issue that you have with a mod (that cost you nothing in the first place) instead of trying to offer constructive criticism in a polite manner that may help further development to make it a better product in the end. Especially devs who create mods on their own free time while asking nothing back in return, and to my knowledge, usually don't get anything but a "thank you" from people. If the mod isn't for you, then move on and try something else that better suits you. But regardless of how you feel about it, you should still always appreciate the work, effort, and time that the person put into it. Not rant to them about horrible of a job they have done just because it didn't meet your personal requirements or needs. This sense of entitlement and disrespectful attitude from people like yourself are just downright sick to even read. I know this wasn't my place to say anything and I apologize to everyone for that. I've just read too much crap like this and have kept quiet. not only this this community but others as well.
  10. Sorry, I should've been more clear. I meant harvesting animals with a knife. The sound that was added with the new animation. This: https://streamable.com/aifr29
  11. Anyone else have this problem with it or is it just me? I've since fixed it on my own by editing the sound.xml but I used to literally have to off my headphones when I harvest anything because it makes me grind my teeth. Which leaves me vulnerable to attacks.
  12. Great job as usual Khaine with A19. Man, I don't know if it's just me that sucks at the game or what but A19 seems much tougher than 18 -- that's a good thing. I've been trying to play perma death and I haven't made it past day 12 yet on my 6th-7th attempt. There seems to be a consequence for everything you do. Try to go melee to save those precious rounds.....go for until you get night stalker or small horde that is too much to handle. Bring out your guns....go for it but know that you may end up drawing even more Z's. I'm freaking loving it! Up until now I've never tried to utilize the sneak perks (seemed useless) but I might just have to try it out here.
  13. They're underground bunkers....your not gonna find them in fly mode. Hint: Bring a shovel/auger and keep digging until you find an irregular looking block These are the approx location coordinates for each base on each of the maps. Assuming that you're playing on one of the premade DF maps that is. Added spoilers for those who wish to not know.
  14. Ah ok cool. Gotcha. I started another game just to test it and the same thing happened when I picked up a rock. I reverted back to A18 just to play the mod in stable condition but it's not game breaking or anything so it's no biggie. Keep up the good work man. Looking forward the A19 version. You need anyone to test for you and give feedback?
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