Jump to content

vedrit

Members
  • Posts

    180
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by vedrit

  1. I've noticed this since A21 b313, where sometimes placed lights will change settings to be colored or intermitted/blink. They also are not as bright. It seems to temporarily resolve itself with save and reload, or disconnecting from the server and relogging.

    It can also be temporarily fixed by picking up the lights and placing them back down and reconnecting to power.

    image.png.135bc5aaf6f3c0022ca2d770fb34a3ae.png

  2. On 6/22/2023 at 3:56 PM, Archael said:

    But what is the problem with that? I mean, its optional feature for multiplayer, not everyone will be forced to play with this setting

    Because the devs are clearly wanting to make things more challenging. One person reading a magazine and everyone getting progress is the opposite of it. It cheapens the experience.
    If someone made a mod to do this, good for them and anyone that wants it, but I vehemently believe it should not even be an option in the base game.

  3. 6 minutes ago, Riamus said:

    Although true, in terms of gameplay, why have things you will never use?  Right now, I'll craft each level of stone weapon, then quality 5 iron, then quality 5 steel.  I won't touch the others because they aren't worth it.  And from the posts about it, it seems even those who aren't quite as limited in what they craft as I am still say they won't craft the next tier until quality 3-4.  So what is the point of having quality 1 and 2 if people aren't interested in using them?  Better to have it so that quality 1 iron is better than quality 5 stone and the same for steel versus iron.  Might not be as realistic but it's better for gameplay.

    They really do need to tweak things. Armor, weapons, tools, I won't upgrade to the next tier unless it's the same quality because higher tier lower quality = worse stats (plus fewer mods) and higher stamina usage

  4. On 6/18/2023 at 4:23 PM, pApA^LeGBa said:

    In MP Coop with 5 people it´s horrible with the water early game. Barely enough for drinking the first few days and making glue during the first week is nearly impossible. The water change really hit MP hard. In my SP it was no problem at all.

    Yup. My group ended up having 2 collectors per player, and only then did we have enough to be able to make the glue/duct tape we need.

    2 Collectors per player, and partially switching to consumables that don't rely on water (like yucca smoothie)

  5. 4 hours ago, Gideon said:

    *Long wall, did read*

     

    Something to consider is fun vs realism.

    Yes, the "dew collectors" are rain catchers that don't catch rain yet still give an endless supply of clean water. Realistic? Not in the slightest. Is it more fun than having to create yet another work station to properly process collected water through tedious and sometimes difficult processes? Debatable, but I'd say yes. With this in mind, #2 and #3 are effectively completely out.

    #1 is a good suggestion, as it maintains the pressure for sustained water supply in the long-run. However, it comes with the drawback of giving the player more chores on top of "check collectors for water", which is already a hassle when playing with - and having to supply - a group. Loses at "fun vs realistic"

    #5 could probably be done regardless of other water changes. I don't think I've ever gotten dysentery in 7DTD, so in my opinion it's currently a complete non-issue. Giving it some more weight beyond whatever it currently does would probably be fine.

  6. 3 hours ago, Catdaddy said:

    I do not play MP so there may be some obvious flaw in this idea but...

     

    They should add a "Share Knowledge" option beside the "Share Kill XP"?

     

    It would play as if you read a magazine then told your friend all about it.

     

    Then teammates could read everything as they go and never feel the inventory hit.

     

    It seems that this could satisfy the homebodies and den mothers without disrupting the new system too much?

     

    Funny thing, I am one of those in real life, but not in-game.

    Playing co-op with a group of 9, I do not like the "Share Knowledge" idea. It cheapens the experience. Like with the removal of glass jars and making water harder to come by, the magazines give the player a dilemma: Do I hold onto this magazine (for a craft I don't do) for a friend at base/looting elsewhere, or do I leave it behind and make room for other - potentially more valuable - loot?

  7. I and my group are now 60 days in. Water is no longer a problem (20 dew collectors at our main base). Collecting is tedious, but with the volume we get, it's not a big deal if we miss a day.

    In the early game, however, the frustration of seeing ponds, but not being able to drink (the prompt to drink from standing water frequently did not show up), craft, or cook, was immense.
    If the goal to make water a challenge in the early game, TFP have succeeded. However, there's not really any progression from there, just more of the same. It's stagnant and not fun.

    We can make cars and helicopters, but we can't use a bucket to carry water to the campfire?

  8. 4 minutes ago, meganoth said:

    If I remember correctly there is a command, givexp. Added in one of the later A20 versions

    I'll check when I get back, but I can't find any documentation mentioning it. I found a couple old posts that made it seem like it was specifically for giving skill xp

  9. With the B317 update resetting player levels, it highlights to me that there is still no way for admins to give other players experience/levels. Yes, I know that you could "mod" in an item that gives skill points, but that's really not a good option, in my opinion, and neither is giving everyone admin access or free reign over the ability to give themselves experience. 

    Is there a reason why there's no command to give other players experience? 

  10.   

    2 hours ago, ltbrunt said:

    This may sound strange and annoy the 7DTD community. I would love for TFP to cancel A21 putting all their effort into A22. I love everything I have seen in the A21 Dev Videos. Watching those videos was like rushing home to receive a present. Saying this I think A22 is going to be the game changer. I have been playing this game for ten years non stop and am looking forward to the next evolution to the game.

     

    I think A20 is flawless as is and would rather wait A22. This could also give TFP more time to work out bugs.  I have a feeling A22 will be the turning point for 7DTD. 

     

    When A21 does come out I will no doubt be grinding away at it. 

    I don't think that TFP do their counting like that. Like Gronal says:

     

    1 hour ago, Gronal said:

    There's kinda no reason for them not to release a21 at this point. It's not like it's holding back a22, it's stuff that they need to do anyway.

     

    We're not waiting for the "May 2023" release and expect a "July 2023" release to be coming up, there's nothing to say that A21 has to be released this month, or even this year. If anything, delaying the release by packing more content into any single update would likely mean that there are future content updates to do (I.E. is A21 is absolutely stuffed, there may not even need to be an A23)

  11. 19 hours ago, faatal said:

    A lot of game development does not work like that. Bugs are often their own unique tasks with many unknowns which makes time estimates vague. Many bugs are also not yet discovered, so how do you estimate time for something you don't know exists? Right now we know about x amount of bugs we want to fix, but each day testers may find zero or 5 more that are must fixes, which then takes of x amount of time each. One could be 10 minutes, another 3 days.

    Except when we say 80% of bugs fixed and then the next day say 76% of bugs fixed as new ones are found. They will LOVE IT! ;)

    Exactly. It's why meme's like this exist.

    bugs in the code.jpg

  12. 6 hours ago, khzmusik said:

    I have not tried anything like this myself, but from what little I know, electricity is tricky to work with. The block needs to be a tile entity and that tile entity needs to be one that can accept electrical power. The tile entity class needs to be defined as a new C# class.

     

    ...and that's about where my knowledge ends.

     

    The SCore modlet (by @sphereii) has a "powered workstations" feature which takes a different approach. It uses a Harmony patch to the vanilla code, so that if you set a "RequirePower" property (to "true") in the workstation's XML, it will scan the surrounding chunks for active power sources, and set the workstation's "burn time" if it finds any.

     

    Here's the SCore repo if you want to take a look:

    https://github.com/SphereII/SphereII.Mods/tree/master/0-SCore

    That's the entire repo, here's the Harmony patch to workstations:
    https://github.com/SphereII/SphereII.Mods/blob/master/0-SCore/Harmony/TileEntities/PoweredWorkstations.cs

     

    But, that might not work the way you want. I think it only checks if there is an active power source in the area, and not whether that power source has actually been hooked up to the workstation (with the wire tool). I could easily be wrong though.

    I'll take a look, might have some handy nuggets of information, but from what you're describing, it indeed does not work how I'm wanting.

  13. Hi all, 

     I'm trying to make a mod that adds workstations that run off of electricity rather than fuel (and eventually will be faster than vanilla) and I've run into a few stumbling points

    1) Output slots seem to be missing in-game Seems to have fixed itself, somehow.

    2) I can't figure out how to add the Power On/Off button

    3) The recipe categories/filters are missing

     

    My code repository is here, I'm sure I've missed something(s) but this is my first 7DTD mod, so I'm not sure.

     

    Thanks!

     

    Edit: From what little discussion around electrical workstations I've seen, C# programming is required. This is fine by me, as I'm more familiar with C# than I am XML (weird, I know) I just need to know where to start

×
×
  • Create New...