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wolffblood

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About wolffblood

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    Zombie Hunter
  1. Have to say, best story using this so far for me... My friend and I play on a dedicated server (for some reason "stable" A18.3 broke all that and the .bat won't even work any more, but besides that) and I have this mod. Of course it transfers to the server as well, and my friend plays 7DtD a lot, just doesn't have this mod himself. So, of course, in his games, everything wants to kill him. Well, on the server one time, a bear spawned right outside our base. With his graphics being low, you can't tell if it's a zombie bear or normal bear. But him not knowing of this mod (somehow he missed all t
  2. Hehe, follow the sound player made. I could see myself running up on a skyscraper with some 100 wolves cause they kept following me . I'm down with B & C. Would find it cool to track zombies (maybe a way to not track sleeping zombies though to keep some scare in it) and always see living on map. Maybe tracking sleeping zombies could be like say top lvl of said perk so those of us that wouldn't want to see them wouldn't have to? Would be cool if the zombie tracking could be based on sound, like when a sound is made and you are close enough, then it pops up for a little bit then goes away as
  3. I host a server for my friends as well, I've noticed the same. CPU runs high if I'm not in game, but once I jump in, it drops to nothing. It's been a little better with the A18 update at least.
  4. BTW, can you make these things know to not run into spikes... a wolf literally is just walking into them and destroyed about 100 of my spikes I had set up for zombies... screwed me over bad... they actually are targeting the spikes... update:: so i got around it by building a wall around my spikes. at least they don't target walls, lol.
  5. That's what I was thinking... so maybe it can be a perk, make it basically placed down like a bike or some such, then guard a certain area. could it basically just stay in a spot, if something comes within a 10 block range, it goes to attack, then after it is done, go back to where it was placed? have a bear that basically like a guardian for defense, wolf to do damage in said area as bear tanks the zombies (zombies go after bear as a higher priority), etc. I think that'd be an awesome "side pack" to go with this, hehe. Guard Pets for now. then expand as stuff changes. as for the husky, I f
  6. I've been curious since I saw a mod to summon a husky. Is it possible to have pets now? Maybe bear (go strength or fortitude, tanky), wolf (maybe for perception, avg stats), mountain lion (say agility cause stealthy, more atk, lower hp). Have it like a perk, so start weak at rank 1, stronger at rank 5, maybe add bleed or stuff as well. Of course make it like a craft-able idea (quality 1-5). I think it would be cool if you could have gear for it as well that could be crafted or found. I'd figure by making it work like mods would be best way for it to work. [*]Maybe have it also be an inve
  7. Hmmm, that's interesting. Seems odd that if you are trying to make it "stag" that it seems to mean "anything", lol. I would assume that it's a bug on their end, especially if they are still having issues with zombies fighting back if attacked by wildlife. Currently working on this to only have wolves and dire wolves friendly, everything else still hostile. More of wolves/humans vs everything (basically the same idea when wolves were first animal to be partners with humans to survive). Also, I found a mod that allows you to summon huskies as well, so got me thinking on if it's possible to
  8. I think the EXP 152 that was release a couple days ago fixed the issue of zombies not attacking back, at least that's what their patch note says.
  9. okay, so if the end can be reached without jumping, it is reachable. But if it can only be reached by jumping a gap at some point, it is considered unreachable. Works for me. So far I can only think of jumping gaps being able to cause these issues. Is there any other kind that would fall into this category?
  10. oh, okay. I thought you were trying to link food with stamina regeneration. So I was a little confused.
  11. Makes sense for the most part. I wonder just how far away you would have to be for the zombies to then not be able to even try to jump. If it was close enough to jump, but didn't make the jump, would it still be considered "unreachable"? Or what if you made it close enough to that ramp, put up Iron Bars, they try to jump to you, but of course hit the bars. I'd say that is "unreachable", but does the pathing think so? Because if the path is there, I assume that the zombies think it is then reachable, but just needs to destroy the bars, but they can't destroy the bars, because they are mid jump.
  12. I feel like if a zombie falls trying to get you, the second run has 50% chance, if he falls again, 3rd run 75% chance, on the 4th run, if he falls again, he gets mad and goes into DestroyArea 100%. Some people can get lucky enough to not trigger it, this way they will be forced to at some point. And after 4 runs, you will more than likely kill said zombie as is. Not to mention with this chance thing, people will just make their stuff take much longer before the drop. Granted though, how much resources would be taken by having this counter for each zombie and to keep track of it? I wouldn't thi
  13. Something like that would be cool. But for +5, would need to be a crazy small drop rate. Or make it like +1 and have it a little more possible to get, lol.
  14. Actually, what if your 16.4 could play your 17???
  15. well, you actually can. just would have to add the recipe in the xml, I believe. then make the super corn a part of the recipe.
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