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doughphunghus

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Posts posted by doughphunghus

  1. 19 hours ago, zztong said:

     

    In the Vanilla game, I kind of reach that point with Solar Power. I want to do things with it, but by the time I get I'm out of other things to do so I never really get to enjoy it.

    I saw someone  talk about this on the forums, wishing solar was actually "first tier power" option, and it went solar (early game unlock) -> battery bank -> generator (final end game). And i think it would be better. At least the power capacity "scales up" and  solar being only on during the day is a good "tier 1" power supply. Its "big" (uses up space) linda a pain to use (has to be exposed to outside) And it can be used to charge batteries once you unlock the battery bank. (probably would need toning down of charging speed). 

  2. There is an old a19 mod that turned all lights off: https://7daystodiemods.com/no-poi-lights/ Im not aware of another other than a few mods that lets you turn lights on and off.... but they are left on and you have to turn each one manually off as you play which i assume is not what you would want.

     

    the mod author @Dayhawk still seems to be active on these forums... Dayhawk: any thoughts/possibilities of an update? If so i would assume it would target 1.0 and not a21 given how soon 1.0 is probably going to come out.

  3. 42 minutes ago, Adam the Waster said:

    Can't wait to build my tier 6 stone shovel 

    I bet you wont take it for granite though, always in the toolbelt, a stones throw from your inventory.  Is it just a rock shovel?.. dammit marie! Its a tier 6 mineral shovel!

  4. 17 minutes ago, Gamida said:

     

     

    My take on it is sort of similar to Old Crows...slightly.

    I think Rick is so excited with the game that he sometimes projects what he hopes they can add or stuff they are currently attempting to put in the game but not 100% if it will work out.

    Lathan being lead on stuff being worked on sort of tries to be more practical of what is feasible. I think Lathan likes to keep it to what he knows is possible than what is probable.

    Not trying to put words in your mouth Prime lol, just my take on some stuff I have read over the years.

    I get that vibe too, and i kinda feel that they talk about stuff in person a lot and when "live" someone (anyone) may forget past discussions a bit and veer towards talking about things either "not explicitly agreed to release at this time" or just "oh, this is straying from the stuff we *know* is going to happen and is more *may* happen and we know how the public likes to jump on new info" so someone feels the need to jump in/interrupt to give a second of pause to steer it back to "the script" even though i feel there isn't actually a script its probably just more of a rough outline/list of topics to cover.

     

    i don't know why people seem to take every word said in basically a "informal online update" as literal truth to hold to the fire (unless its to drum up support and hope the idea(s) will actually be implemented?). TFP IMHO has always felt pretty loosey goosey with their informal discussions, which i personally like because if they mentioned something (even if its hopes and dreams) its nice to know what they are thinking/joking about.

  5. On 5/5/2024 at 10:03 PM, Unamelable said:
    • Can't skip the night before 4:00 am
    • Can't find maps that opened the main map
    • Most of iron sights is weird and unlogical
    • Can't fast-travel from trader to trader
    • Sight does not hide when aiming
    • The scope covers the entire screen with black area like a game from 2003
    • Getting water was made complicated for some reason, just because.
    • Artificially limited skill tree
    • Awful Learning by Reading
    • You can't see a damn thing indoors even in the daytime
    • Night/early morning sounds and enemy spawning sound cannot be switched off
    • You cannot select the update level of the unit (instead of a building block to a cobblestone or concrete or metal)
    • You can't take away blocks, or change their shape
    • Many items cannot be removed after placing
    • The lamps are unbalanced and shine like the sun.
    • You can't put a merchant's hours of working
    • The map does not automatically cognize locations and their names except for merchants
    • When creating labels, you can't hide them from the map so that they are visible only in the list
    • Once a label has been created, you cannot change its name
    • The game should kill the last zombie that delays the quest. Or add normal 3D sound positioning
    • A chainsaw is useless in battle, it doesn't stun any damn enemies.
    • Characters always have the same animation and food item
    • Characters cannot craft an industrial generator

     

    • Read and unread magazines should be marked with more than just an icon. But also a color
    • Modification journal are not obviously indicated by another icon other than a small book in the corner.
    • The game does not allow you to throw things away except by dragging things outside the inventory border, instead of pressing RMB and the conditional Shift/Ctrl
    • Can't craft dye, you have to scavenge it from random clothes

     

    • If you "trace" the item's crafting, it closes the merchant's active target. And doesn't track more items. For example, I want to craft two pieces of transportation. And to craft it, I have to focus on one part, then track and craft the other. What prevents to make a slideshow where the player can track up to 5 crafts at the same time. At the same time not to close the main goal, again a task from the trader?

    • Can't hide difficulty of POI/Biome in settings

    • Can't pick up quality of items in creative menu

    • Some door frames have strange values to repair

    • Spikes hitboxes is janky, same goes with window glass

    • Zombies could attack you through door, melee are not able to hit though hole in door

    • Fast-healing have unmentioned downsides

    • Inventory locking is unintuitive

    • Stealth is janky and useless in most cases.

     

    • Many blocks have strange hitboxes when you can't shoot/use melee in the hole so you hit block itself. But in movement they are right
    • Craft menu does not show all the crafts, you have to use the search
    • The electrical system needs a little tweaking
    • The game gives players level 6 items by loot/from a merchant. While items that can be crafted by a player up to Max 5 LVL makes collecting magazines pointless. Since the player may accidentally find a weapon that will be more effective than basic crafting. And will be infinitely repaired regardless of its number of repairs.

    Been on the forums for awhile, ill bite and try to be as truthful/unbiased as i can about what i think the answers/reasons are. And i believe from other posts ypu have sent, you are wanting to keep it "vanilla no mods" for answers. Some questions/complaints i dont understand so ill leave them out.

     

    - cant skip the night before 4 AM: sleeping and other things have been talked about and nixed. I believe the game is supposed to be about "time management" but also "making you sit there waiting is a thing if you have nothing to do" as a way to have you plan specific nighttime tasks... or get bored and venture outside when its more dangerous. But yeah "skipping time" is not a planned thing.

    - iron sights weird: lots of complaints about this, for those that notice it

    - cannot fast travel between traders: this has been sort of hinted at being a possibility, i believe. The new helipads at the  traders may be part of it.

    - aight does not hide while aiming: people have complained. No plans to change i know of

    - getting water was made complicated: personally i wish it were harder to get, but yeah they felt it was too easy before. Lots of posts about the reasons. The change seems to have made a 50/50 split of forum users hating/liking it.

    - awful learning by reading: the "learning by doing" was nixed a long time ago, for several reasons. The reading i feel is to make the progression slower. Lots of love/hate for it, but its extended my "early game" by a lot of days.

    - cant see a damn thing indoors: the vanilla game settings isn't very dark, but yeah they dont want you having great indoor/outdoor visibility. I believe this is why the night vision goggles are still in the game. 
    - cant select the update level of the unit: yeah, and i cannot see this changing as in the game there is only 1 block upgrade and downgrade path. So its hardcoded to be block A upgrades to block B i believe. The "fix" for this (kinda) are the recipes to just craft the block you want vs upgrading. Of course that assumes you are building vs upgrading an existing building.

    - cant take away blocks or change their shape: i believe they want you to be "time management punished" for having to build/destroy so if you don't plan ahead (for a horde) suffer more. You shouldn't be able to jump in a building and reinforce/rebuild super fast. You should plan ahead days/hours before horde nights. This is also probably why picking things up (like the forge, workbench) have timers: you cannot go fast when there is a time crunch, actions have some consequences.

    - lamps are too bright: yeah i agree the lighting is weird. Many people have wished to be able to change the lighting. 
    - cant put merchants hours of working: i think because merchants area is indestructible/safe, they don't want you hiding put there at night.

    - read and unread magazine color: yeah, tons of people complaining about this. It wouldn't surprise me if this is fixed when they do the UI update (which i heard was planned). This also applies to several UI / map things you said: valid concerns/complaints about labels and such, but they haven't messed with the UI in a long time.

    - game does not allow you to throw things away...: there is a "drop" on most things? Like the "d" button when the item is selected? Anyway: if its not always there: some of the buttons/actions for items in inventory (drop/wear/scrap/eat?) are different for some items. If this is not a "we will fix it with ui update/final polish" i feel its on purpose to mess with you. Like the "oops i ate glass" issue has been around for awhile and i feel kinda left there on purpose to make you pay attention and also to trip everyone up a few times for ha ha factor. The game is quirky like that, and im not sure if its on purpose or not "for funsies"

    - cant craft dye: yeah that is weird.it does make you work a lot harder to get all the colors you want, like finding a color is a little present. Scavenging from clothes IS weird. Its possible they havent changed it because its part of the "character armor updates" 

    - spike hitboxes is janky...: i have seen several posts about janky hotboxes, and the fix for it is to olen a bug report anout it. The devs seem to eventually get to fixing the hitbox if they agree. The spikes are bery... full of holes so maybe its more performant (less triangles?) to not have the hitboxes be more perfect for these. BecUse players can put down hundreds of these blocks

    - zombies can attack through door: yeah, i feel this is an issue because of the voxels, and i feel they aren't going to fix it... but maybe they will?

    - stealth is janky and useless: lots of complaints. Not sure of any status but they seem to eventually get around to fixing stuff like this in some manner.

    - electrical system issues: yeah, its weird. But my best guess is that they have built it to be "easy/low overhead to calculate electrical loads and stuff to get some electrical goijg", so we get the oddities we see. in the old console versions i believe electrical was nerfed, and in online games they seems to often have rules about electrical/solar usage because of the computational load it puts on the game. For whatever reason its in the state its in. I haven't heard of any plans to change/update it.


    long story short: i can never tell what quirks are "on purpose" or "ha ha we like it this way" or "its  functional enough for now". Obviously we have to wait for gold, but its always good to post annoyances so hopefully the devs will add it to their list. But 7 days is (imho) its own beast and not run by a normal game studio catering to the standard demographics, so they kinda do whatever they want. The "rule" TFP seems to have is "fun is priority over realism or other things" but: fun for whom? TFP ultimately gets that decision and sometimes i think they like "fun" to be "you get some punishment because the fun is in the struggle or surprise elements". But they are also working on a voxel based game (with stability calculations) and many times i have read this is a limitation to the game that they have to work around. So i feel a lot of QOL have been "neglected" until the end as they consider that "polish but if left put oh well".

     

    additionally: i also feel that, because they allow modding to be done so easily, they are less focused on all the "little things" and just figure modders will fix them if its annoying enough to enough people. Like the "unintuitive inventory locking": they had to make a choice (locked or unlocked) and they figure the community will "fix" it with mods of they disagree with the defaults as likely there is no right way that pleases everyone.

     

  6. 2 hours ago, Roland said:

    In any case, it’s clear TFP hasn’t been, isn’t, and won’t be following a traditional development model regardless of the numbering system. Hopefully for their next game they will simply avoid any numbering system that references alpha and beta since people obviously fixate on the narrowest of definitions in order to either defend or criticize.

    They should consider how Ubuntu did/does it: just a weird/unique name. Also makes it much easier to find info about a specific version.

  7. 10 minutes ago, Laz Man said:

     

    We have joked about a "Bong" Factory since they make trucks and computer monitors... 😁

    I see *absolutely* nothing funny about this and demand it be implemented post haste!  Maybe a Bong water purification plant as well? 

  8. 28 minutes ago, falloutcloud said:

    Buc-ee's, the US version of a tier 5 Pass N' Gas

    bucees.jpg

    Would also need new "Buc-ees Nuts" (coated corn puffs?) art for all the branded snacks, and  a zed boss in the Buc-ee suit to greet you at the door ;)  Would have to plan for a day driving across the parking lot to get in

  9. 58 minutes ago, Buddha18 said:

    I looked into all of that and it is put in correctly, it’s just not able to find the modinfo.xml file. I guess I’m just going to have to go vanilla since I am unable to get it to work. 

    Where are you downloading it from?

  10. On 5/2/2024 at 10:45 AM, WarMongerian said:

    Happy News, FRAPS failed, but OBS works, now all I need to do is learn the audio recording stuff, plus learning how and where to post the videos, but oh how good it feels knowing that this is now a given and doable thing.

    Just a tecommendation: If you plan to stream (or upload) recordings  with OBS: Look up the "recommended" streaming rates for OBS. There are tables online for xyz bitrate = xyz application/quality/purpose/app/service. When i was messing with OBS the default stream/record bitrate was set *really* high and it tanked my FPS.  I dropped it i think down to 25% or less of the default and then my FPS appeared unaffected. My recordings looked the same as i guess the streaming/upload services compress your video down to a certain amount/format /resolution and that allowed amount/format/resolution is only increased (i believe) if you have lots of followers/subscribers and hit some threshold or pay them.

  11. 1 hour ago, Buddha18 said:

    I went up to the 21.2 and it still won't load, continues to say there is not  MODinfo.xml.. Can someone please help? I have never had this problem before.

    I don't know about this mod, but the "ModInfo.xml" file is required to be directly inside every mod folder, like this:

    Mods/ModName/ModInfo.xml

    where:

    Mods is the folder all the mods are put in

    ModName is the folder for the mod (whatever the mod is named).

     

    think of this as "the mod is inside the Mods folder"

     

    if ModInfo.xml is not literally at this location, I believe the mod will not load with that "not found" error you are seeing. It may be missing, or your mod folder structure is not set up right. some mods are zipped when you download them and when unzipped they have an extra toplevel folder added and it looks something like this, which will fail to load with that error:

    Mods/ModNameFolderXYZ/ModName/ModInfo.xml.  
     

    Think of this of this as "the mod folder is inside the ModNameFolderXYZ folder.
     

    If this is happening, get rid of the "ModNameFolderXYZ" folder ny moving the "ModName" folder under "Mods".

     

    Also: i am assuming you are manually putting the mods into the games "Mods" folder and not using a tool to load mods.

    Also: i am assuming you are on Windows and not another OS

  12. 4 hours ago, meganoth said:

     

    Most games run quite well on linux nowadays, a few natively, likely 7daystodie, and almost everything else on proton.

     

    Linux user: yep, 7 days runs very nicely on linux. Thanks TFP! (For not flagging/building/supporting/whatever "windows only" in Steam)

     

    The only issues i have had (via steam)seem to be older windows only games (think 15+ years old doom like run and shoot) that i get super cheap on HumbleBundle or Steam. Everything that has "Steam says Linux ok" has worked, and quite a lot of "steam says windows only" works too.

     

    For 7 days: the only issues i have run into are mod related and its fairly rare. Im running an 8? Year old PC with a single slot nvidia GT 1030, 16 gb ram, SSD drive, and intel i5-6600 and its fairly smooth playing on low graphics settings, except custom "big city maps" so i always appreciate any "pre gold game optimization" improvements.

  13. 3 hours ago, Vaeliorin said:

    I also play with loot respawn off, so no re-looting mailboxes.

    I do this too, mostly to force me to migrate to new areas... just had a random thought: i wonder if loot respawn is off, if there are enough "things to loot" in the default Navezgane map to allow 100% magazine completion? Its a pretty sparsely populated map but i feel it is the "map that should allow the most desired TFP gameplay". Yeah, i guess "just keep going to the trader" would eventually get you there. I kinda feel this type of sparse poi unrich map is really "the best" for a long survival feeling game (and i like it for that) but i wonder if TFP is using it for playtesting and balancing things like magazine and maybe vehicle progression.

  14. On 4/25/2024 at 8:02 AM, Gamida said:

    Not sure how many game days you are in but I see you are still using level one tools. I am wondering if you might be progressing too fast as you are level 14 already.

    And gamestage 18. Might new players not get some fairly high zombies their first horde night.

    If not mistaken zombies are tied to gamestage now and not the day for hordes.

    I agree as well...

    Just some thoughts:

    i have read on the forums that upping the XP setting ( as you have the XP set to 300%  Or just "higher than the default") can cause the player progression to grow too fast, actually making it harder. i have never set this "not the default" but it likely feels really good early game (player leveling up fast, skill points to spend), and then bites you hard at some point early game. Of course, you are playing new games frequently so it might be evening out in the end for your plans/setup.
     

    i have also read that the first horde is "super easy" for new players to adjust to, but then after that its more "normal progression" so its possible that if you played a bit longer (3 horde nights) those settings might not feel good for new players. But then again: maybe it might be chaos and destroy them (all die) and its actually fun as it was a short/quick challenging game to play over and over vs "we played 80 hours to get to the hard part where we all died"?

  15. Just a thought: and i love "randomness" in my games so im biased. I want to die (sometimes) even if i play perfectly, as it feels more real. Thats why i only build in POIs and see how it goes (always badly!)

     

    i think part of the argument is this: if all zombies behave/track you essentially the same, then you only have 1 type of defense to fight against. Now, there are demolishers and screamers, vultures (an animal though) etc so they are all not "the exact same" zombie clone (and therefore ultimately the same defense strategy every game) but the pathing is being argued to be essentially "too good" in that its using a basic strategy to get to you... so after a handful of games you learn the zeds "homing in to get you" strategy, and therefore kinda know how to defend against it rather easily, even with harder settings.

     

    additionally: TFP seems to like the current zed fighting strategy/AI, preferring it over others they have made (like a16)

     

    given this (and its stated sort of like this above) it would seem logical that if *most* zombies followed the current TFP zombie AI (they know where you are and hunt you) BUT a small fraction of them did not follow that same strategy (say: 10%), it would add a touch of randomness to the game. Your base might be "perfect" and maybe even AFK possible, but that 10% being "not following the default AI playbook" might be enough to ruin your perfect base. 
     

    basically: every amount/layer/level of "randomness" in zed attack strategy is another amount/layer/level of base design and defense you have to account for, and to me this seems is the argument for having some zeds be "dumber": its that bit of "the unknown zed strategy" that makes it harder to design an impenetrable base. Of course, saying "a16 dumber" implies a lot of really dumb zeds (spinning, etc) but i feel the "desired zed attack strategy" when referring to a16 is mostly "they just can be anywhere, just hitting walls, eventually making holes" and this is a but terrifying if you dont know where all the zeds are (or did not design your base for being able to see everything/the walls/nooks/etc. and defend those positions while your traps/kill tunnel/zone catches most of them. Its actually kinda terrifying to be attacked by zeds and when going back to get ammo/food... you hear zeds in weird and unknown places...oh no, is a zed digging under my safe place? Is that 2 zeds.. oof, i didnt put a window there because.... my 1 strategy i had to defend against is the kill box 10 blocks away..arrrgggh! I cant fight these zeds right now!
     

    another thing brought up was essentially "super smart" ones. Once again: a small percentage of them being spawned would probably be fun, because "you just don't know" whats going to happen (as an advanced played).  A new player likely wont be able to tell the difference if there were 1 zed strategy or 100 unique ones. Personally i like the spider/jumpers and wish they could jump really high... only sometimes. Just enough so i never know if any jumped over my walls..
     

    personally i think "the less predictable *some* of the zeds are, the more fun the game gets. And sure: play the game long enough and you can probably figure out the zed strategies and work around it.... so.... why not add more (small percentages of) strategies/randomness as the game progresses? Like maybe under 4 blood moons: all zeds have todays AI, but then from  (and on) you throw in some "dumb" ones that simply do not walk to the kill box. Maybe they just dig/hit random things. Then, blood moon 15: a few super smart ones sometimes spawn that love going for doors or forges, etc. i think it would he hilarious to be fighting zeds and then "boom" your motorcycle/4x4 explodes because 1. You parked it underground, 2. A single (looks like any given normal zed) "destroys vehicles before attacking player" zed spawned and you ignored  it because you didn't know that was a thing (new olayer) or (advanced player) you stepped away from cautiously watching that area to fight some demolishers, had a drink, and kinda forgot about it.

     

    anyway: i think? You can los the current zed AI to just be "block destroy" mode, and i hope with bandits we might get AI to put in zeds to be "super smart" (example: district zero overhaul already has the robots open unlocked doors, which is great as many POI doors are unlockable) so maybe with mods it will at least be possible to have many zed attack strategies that vanilla does not implement. Yea, it may be a mod, not vanilla. But i really wish in the end, TFP adds a bit more to the AI of the zeds, even if part of that is "putting some dumb ones in with the normals, and some smart ones" and theres just 3 strategies to defend against.

     

    also: maybe the upcoming bandits are the answer? Like "blood moon yeah its a pain but my base is built for it" but pandits are a different strategy to fight against "not on blood moon" and different enough that any existing "normal zed" kill box/tunnel of the base is completely worthless for bandit attack (this 2 strategies to defend against)

  16. i dont watch a lot of streamers, normally when a new alpha drops and i want to see people "experience" the game. Usually i try to find people who are not familiar with the game just to watch them fail basic tasks (with screaming and running and dying, etc) but...

     

    I agree: too many have a giant avatar which i dont get. Maybe its because they paid for it and want to get full use out of it? usually they have several other things covering the edges of the screen so you cannot see what day/time they are on, other players joined. Sure, its "their game" but all the clutter usually makes me go "nah" unless they are suffering in game so much (dying to 1 zed) and actually asking for help/advice.

     

    i guess, to be constructive, i hope TFP does the UI update in a way you can more easily move ui elements around without special ui mods (the edge elements: day/compass/time/health/players joined/xp) so streamers can fit it all on 1 screen.. with their giant avatar :).

     

    also: if tfp could release the "in game character avatars" or even "zed avatars" for streaming i think that would be cool. Literally you would have your avatar be you in game character or zeds... it would prob be fun to watch. And maybe easy "avatar scaling" could be an option for them?... else people are just going to be playing huge jen/rekt/etc.

  17.  having phone issues, cannot move cursor below quote...nor delete quote..anyway.. more poi ideas:

     

    Poopie Pants High ("Home of the Fighting Slugs!")

    Poopie Pants University

    Poopie Pants Corporate Training Headquarters?

    More "large amounts of glass" for buildings, or literally "a place that sells glass". Because its fun to shoot and be attacked with glass breaking everywhere. Maybe glass art sculptures in the parks, etc.

     

    but also:

    some "remnants turned into living quarters for survivors": take any existing bombed out building or remnant, add some ramshackle border/fence, add flags, a bed, etc. as if they were living and defending it. Like use wood boards and metal sheets to cover holes, etc.

     

    tree houses (there is only 1 in vanilla i know of, in the backyard of a house)

     

    "Corpse processing pits/areas." Like existing "medical tents" but filled with corpses and dumpsters, etc. put them in cities and maybe 1 per town, if at all. Lots of crawlers. Only 1 is in vanilla (a military base) and theres that "corpse bags on a trailer" also.

     

    more graveyards. Like "small ones near lone houses" with fresh graves. Make them look quickly made, no fences, etc.

     

    More "road damage/construction/holes in the ground. A lot of buildings are torn up, yet the roads and area around it are all "not hurt". The vanilla "road work with giant excavator in the hole with water in pipes in it" is a good example.

     

    crashed vehicles not on the roads, like "in the ditches" or just "in the middle of nowhere". The navezgane "car wreck at bottom of ravine" is a great example. Its fun to find remnants/cars away from the literal road surface.

     

    2 hours ago, Adam the Waster said:

    Poopie pants 

  18. 4 hours ago, Mister Forgash said:

    Super stoked to hear about the big push to 1.0! It's been a long time coming, and though I've loved playing a new alpha pretty much every year. I know that 1.0 is a big deal.. I'm a bit worried about the backlash there will be that bandits are not making it in 1.0, I'm expecting that to ruffle a lot of feathers.-- Someone[Too lazy to go back and check] mentioned a page back or so that this seems kinda rushed and sudden, possibly in relation to the console drop- Sounds believable. 
    Very mixed feelings. I hope the launch goes well, I feel like the game may kinda need that as there's going to be a bunch of people going 'You promised!' but more profane. 

    .. W/e I'm still stoked for that unstable branch. .. And 1.1, 1.2... I trust you, Pimps I know you all wont be done with the game until it feels done.

    Event system: If it's the same as was talked about before[2-ish yrs ago?], think something akin to the way Skyrim is able to throw bandit, a trader, a couple wolves chasing a deer, etc ahead of you, just beyond detection- it makes the world feel more alive. I imagine the 7d2d events might be something like.. A pack of wolves! .. 2 zombies and a wolf fighting, a bandit gang just chilling somewhere cracking zombie heads as a hoard rolls through- But with all the things the twitch integration can do- I bet there will be way more possibilities than just 'spawn some stuff'.

    It would be cool if this is true, and if they can spawn "anything" and drop a few dead chickens/bandits in the mix to have some zeds already chomping down on them when you run into them.

  19. 47 minutes ago, Doomofman said:

    "additional zombie stages" So like Feral and Radiated. Maybe mutated? Enraged? I dunno

    Maybe it's talking about adding even lower tiers, like "concerned" (has hand on chin, brow furrowed) or "whimsical" (forward moonwalks at you) :)

     

    personally "mutated" would be my hope, with another layer of "unique attacks/mutations" vs "a different color than green ferals, has more health obvs". Another thing i was hoping to see some day was "spawn in with missing arm(s)" or gooey holes/parts (like get shot in midsection with shotgun is guys hanging out...or just spawn with guts out, spawn with no eyes, etc.

  20. 3 hours ago, Arez said:

    I'm loving it. It's perfect. It adds this extra dramatic tone to everything, kinda like what film does.

     

    I know some people don't like things too dark and miserable looking. I've had comments saying the game is dark enough, why would you need Dark Nights...and the burnt forest and wasteland is too depressing, and they mod it to make the sky clear. Obviously I'm not like that because I want things to have as much of a down tone as possible. 

     

    But I think even people that don't like a depressing vibe would like this mod.  

     

    The only technical thing I noticed is that it seemed to go away upon entering the snow biome and stayed like that until I entered and then left Trader Hugh's place. Don't the traders kinda have their own biome to some degree? Either it took time to kick in again or going to the trader reset it.  

    yeah, i like the "mostly gloom and doom" too because (mostly) it makes it harder to see far (for planing where to go), and enemies come out enough to see only when they are very close and you sometimes don't know its a horde, and also you have less time to prepare for them. And driving gets harder. And its a more "horror feel". There have been times it was so dark/foggy/rainy i have had to just sit in a garage and crouch, slowly starving while i can barely see a few shadows of zombies shuffling very close by, but i know there are more of them somewhere because of noises. And theres a wolf too but its simply too dark. 
     

    Anyway :). For the other issues: Interesting. Hmm, there is not a biome or trader level config thing i have seen... but then again, maybe there actually is something special about them. For the snow biome, i might be able to figure that one out unless it has something do do with the "whiteness of the snow" or something similar that makes the snow biome "special" (like falling snow does something, or the ambient light or something is adjusted for that biome).

     

    for the "kicking in" aspect: i have noticed that for "weather stuff" there does seem to be a delay. Like if you start a game with "all rain" it takes a bit for the rain to start, its "default blue skies" for a minute or two. Biome transitioning has usually a tiny bit of delay for weather/effects, but its more like 5 seconds. So im leaning towards "something special about traders" i did not (or cannot) account for. 
     

    thanks for the input! Ill poke around and see if i can figure the snow and trader weirdness out.

     

    edit: ah, you meant "looked removed and then stays and only changes back to miserable skies after being in trader.". Hmmm

  21. 1 hour ago, Arez said:

    Oh my GOD! The Dark Knight of the modding community, DoughPhunghus responded to my request?! This is an honor!

     

    I will install this and stream it on YouTube later today. www.youtube.com/@YTDoubleG If you want to check it out, don't worry about seeing it live. I have the DVR function enabled so it will be saved in the live tab on my channel.

     

    The only other mods I'll have installed are my zombie pack mod, Dark Nights, SCore, XNPCCore, Bestiary, OCB leveling hoe, The Resident Evil 2 RPD POI, Path Smoothing and Wookie's game options. 

    Thanks 😊Now I really hope it works like it should/as desired. It shouldn't conflict with any of those as it's only modifying the biomes. Good luck and ill check it out!

  22. Updates:

    - Added mod: "Ambiance: Sky Is Burnt Forest In All Biomes" per request by @Arez here: miserable sky mod request

    NOTE: This mod is likely not very compatible with my "Weather: Core" mod. but there is an untestd possible workaround (by renaming this mod) listed in this mods readme file. Also: the smoke effect in the burnt forest is not added to all biomes, just the sky spectrum so its grey and smoky looking.

    - Small patch to "Lights: Harder To Craft". I believe a recent vanilla patch? changed how some meshes were referenced. Something I read on the forums.

    - Merged Github pull request by 👋IronSharkInc for refactor to "Ailment: Infection Is Random And Quicker".  Mod is more efficient in how it works (less random rolling), and also should work more as advertised with respect to infection percent chances as I never knew much about storing variables in buffs so I didn't do that with the original version.

    - Did some recoloring/editing of my main mod page (see first page in this thread) and added some likely compatibilities/incompatibilities with the District Zero v2.0.1 overhaul, which I am currently "play testing" with several of my mods added.

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