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Delerium

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Posts posted by Delerium

  1. gauge only lootable from working stiff loot box or rare drop from lumberjack if i'm not mistaken.

    fuel deposit, generator housing, i think its created from the npc smith workstation.

    I've gotten gauges from cars. The reason no one knows what exactly drops them is because they are so super rare. I've never seen one drop from a lumberjack but yes the working stiff loot box is also a source for them. Possibly some other things break down and give you gauges, it's just so rare that you could break down hundreds and never get one.

  2. With spikes flat-side up, you get less jumping from the zombies as they move across them. Not sure if it is considered an exploit. :)

     

    Well, the zombies constant jumping up and down on spikes I would consider a game flaw anyway, so yeah. Fair game

  3. With 3-4K hours into 7D2D with half being in SDX, I think I have largely perfected base design.

     

    First rule for me is NO underground bases. I dig mines for the resources but my base is usually above ground.

     

    That being said, with A16 you simply have to build some sort of killing defense or you get overrun with the endless Scout hordes.

     

    I like smart perimeter designs that control and funnel the zombies rather than simply create obstructions for them to destroy and die on.

     

    I found that a moat perimeter allows the best control of where zombies go as zombies will generally avoid a hole they cannot climb out of. So a moat usually 2 blocks in depth will do, and then just a couple points where the zombies can get through to your base are best. They will funnel right to a killing point.

     

    2017-11-01_193328.jpg

     

    I set up this killing pathway on all four sides and had zero zombies get past it on horde night 21, hardest difficulty.

     

    2017-11-01_193605.jpg

     

    2017-11-01_193443.jpg

     

    Interesting setup, but I don't get why your spikes are facing down like that? Is that some sort of exploit I don't know about?

  4. Bug: The quest "Survivor's Farm 4/6" would not complete for me when I crafted the farmer's station. I checked the creative list and apparently there are two farmer's stations with different ID's. Perhaps the quest is set to the wrong one?

  5. It's an automated tool. It works through parsing since adding that to ALL previously existing items would be a terribly boring job for a hobby. Since trap nail can be made both by weapon smith (smith) and on player inv, the parser tool probably confused "smith" station with "smith hammer"...

    More of those might happen.. If we have the time and people report them, we'll have to fix them manually.

     

    That makes complete sense. I'm not sure why but I don't think I could craft them when I tried last. I'll test it again later and give a definitive on that.

     

     

    On the topic of bag space, I can see both sides of the argument, and while I do feel that bag space is a great thing to have to juggle in the early game, late game it can get frustrating as you start to carry around more and more tools/weapons/healing supplies/etc. This is a normal aspect of the game though. I do love the idea of unlockable expansion built into progression. But keep this in mind: It is important to consider how many new lootable objects a mod is adding to the game and balance the space to carry those items. If a mod keeps adding more and more useful objects we would want to carry then the normal inventory size can quickly go from being a fun mechanic to organize to being tedious and frustrating. There needs to be a balance.

  6. The machete is actually a vanilla tool, not a starvation tool and TFP changed it to be a tool made by learning the skill and no linger needing the book, so they removed the book. The problem was that they did not change it so that the game knew the book was no longer needed. Starvation fixed this in A15 by adding the book back in as a quest reward for completely the bladed weapons quest.

     

    Once you buy the skill and read the book you can make the machete

     

    Ahh that makes sense. So we just need A16 Starvation to add the book back in then?

     

    Sorry, I thought that was an survior workstation tool. Since I'm traveling and don't have the xml You will need to wait for Pam or Morte to answer.

     

    I don't honestly know either way as I'm not at that point in my game yet. I just described what I remember about how survivors worked in A15 starvation and how it wasn't really like crafting but instead they had to be given a copy of the items to learn from before they could make more of them.

  7. Prueba a poner el .xml que quieras editar en "solo lectura", en las propiedades del archivo.

     

    You know, if this conversation was in english, alot more people could help. Just sayin'

     

    Smith hammer is an NPC survivor tool I think..

     

    I thought all of the NPC survivors needed a copy of the item in order to learn and duplicate? How does that help me craft a machete?

  8. trying to intall mod using the launcher i am still running 16.3 because I thought that is what the mod is still on but getting Wrong version continue anyway message [ATTACH=CONFIG]23129[/ATTACH]

     

    did you select "copy from an existing copy" or "download from steam"? If you download, steam will probably download the newest version 16.4. Also, unless you have your steam version set to "only update this game when I launch it", then steam will auto update it's stored copy to 16.4 as well, even if you haven't played it.

     

    Also not sure if it has been mentioned, but crafting and repairing the machete seems to be broken, as if I need a skill book learned in order to do so. I was able to craft the blade fine once I purchased the skill, but can't complete the final weapon in the workbench.

  9. Love the new labels that tell us where to craft the things that need specific workstations. One question though, some say "Smith Hammer". How do you craft something with a smith hammer? (Nail Trap) I tried the large anvil with the smith hammer as a tool, and it's not listed there.

  10. Working on workstations is just like that (just as with skill, as far as i know). They only give credit if the player is present. Unfortunately, for some things (like blocks), we do need to use craft because nothing else seems to work properly.

     

    We maybe missing an alternative. Suggestions?

     

    - - - Updated - - -

     

     

     

    Thank you, glad you're enjoying :)

     

    with blocks such as the radio tower, you could change "craft" to "place"

  11. Another bug: quests involving crafting done at machines don't recognize the completion unless you have the machine window open at the time the craft completes. Just pulling the item out of the machine is not enough. perhaps these quests could be changed to "Gather" instead of "Craft"? It really sucks using all those resources and finishing the radio tower only to find that your quest does not advance. :(

  12. I think stress resistance (spelled wrong in the game btw, should be resistance not resistence) needs some re-balancing. I've been playing alot, level 81, have been meditating whenever I lose sanity, and I'm still at 1/7 stress resistance, and about 2/5ths of the way through that first level.

  13. If they find an opening they will be gone in a flash. I opened a door on my rooftop pen to quickly enter, and 2 pigs ran past me to suicide off the skyscraper roof. Now i use double doors and 3 block high walls. No more problems. Oh, i had 1 climb up a 10 block ladder to try to escape, but she couldnt go past that next closed room. :02.47-tranquillity:

     

    Wow, feisty buggers! I'll keep that in mind. Also related, I found out that you can level up husbandry by whacking anything with the whip, living, dead, animal, mineral, vegetable. Not sure if this is intended or not, possibly so considering how hard it is to level it otherwise. Anyway, figured I should report it if it's indeed a bug.

  14. You make a good point on the quest. We will discuss options for that progression.

     

    Can you provide more data on the missing pigs? Were they enclosed on all sides at least 3 blocks high? Was this Sp, MP, or Dedi?

     

    They were enclosed in a pen on all sides 2 blocks high, inside my enclosed house with all the doors shut. it was SP

     

    Edit, I think I may have left a door open. I just didn't know they could get out of a 2 block high fence. perhaps that is what happened. I just raised the wall height to 3 and put new animals in there. I'll post again if they disappear.

  15. Also, I'm not sure how others are feeling about the balance progression of their game, but for me there is a considerable slowdown in the new version with the quest "Fight the plague 4/7" where it requires you to craft a chemistry station. To unlock that, you need to be level 60 and purchase level 7 in science before you can even unlock the recipe for the chemistry station. That's quite a huge leap just to make some pesticide if you ask me. I never use the stuff anyway because I don't really see it make much difference, so the only purpose was to continue the quest line. Perhaps it's just me though.

     

    Edit:

     

    Wanted to also add that when I started my game up today, my pigs that I had tamed and put in a pen de-spawned even though they had a trough with animal feed in the pen. Was I supposed to do something to keep them around?

  16. We have discussed having the player start off with more slots that are locked until unlocked by perks, quests etc. That can be done in code, and might make it into the next UI at some point after release.

     

    That would be a super cool way of doing it too.

  17. How does one level the sanity skill so I can get my carpet again? I have one character on day 9 now with 120 minute days and his exp bar for resistance is 2% at lvl 1. I feel like I'm wasting my life sitting on a bedroll trying to recover sanity now.

     

    Also is there a way to find out what is needed to craft certain items? I spent about 30 minutes trying to figure out why I couldn't craft aloe bandages. I feel like I'm going to miss out on a lot of early progression just due to the fact I'm not sure what I can/can't build.

     

    Other than that, loving it.

    I believe the sanity skill only goes up when you actually gain sanity from meditating. If your bar is full, no skill gain. At least that's how it has worked in the past.

     

    I completely agree about the need to know what is required to craft items. A hammer icon next to everything doesn't help because we don't know which crafting machine each item is made from. Any way to get custom icons for each workstation on the recipe? (forge, big forge, workbench, etc) I have this problem with the beaker. I still can't figure out how to make one, but the recipe is there.

     

    There's an idea, too. Perhaps a treatment to cut the debuff duration in half, like splints do for sprained/broken legs.

     

    I like this idea, or maybe make the treatment for spider/snake bites easier to craft early on, but require you to apply it every 4 hours or so until cured, kinda like antibiotics in the real world.

     

    Why not have support for bigpack mod. UI mod is one thing- 45 sure- I mean most people will enjoy that.

     

    But why not just add the support for SDX or bigback mod in the first place?! If people want it- they will download it. Its not like you have to add it by default- just give mod support.(option)

     

    Other mods have done so and are they worse because of that? On the contrary. If you can give people options to choose- options are nice every time.

     

    My vote is for some sort of bag functionality, where you have our current default inventory space when you start, but you can craft bags and backpacks to equip that either increases your inventory size, or maybe right click the backpack to open it's inventory to be used like a chest. If the latter, you'd need some sort of deterrent to keep people from using more than one, like reducing your movement speed to really low or zero if the bag is unequipped to your inventory. Something like that.

  18. ok that it.. im done.. untill a update with less zompies..

     

    it day 2.. I run to the air drop.. when i got there.. 1 boss spawn 3 zompies.. ( 2 running ) and dogs.. in day 2.. no no.. that just not fun or playable at all.. :( the animals are fine.. but the zompies just kill the fun in the game.. :(

    normal the Stavation mod is the best mod i know.. but now its just not fun at all..

     

    i even try to kill them in cheat mode.. take over 10 bullet.. for a zompie in the head.. and my game is only on normad :)

     

    hope for a better update.. :)

     

    Make a wooden spear, or if you can, a combat knife spear. Then make sure the area behind you is clear and run backwards. As the zombies chase you, aim for their heads and attack. The spears have a long reach so you can hit them long before they are in range to hit you, and if you hit the head, it one shots most zombies (at least the knife version does). It has a long refresh before you can attack again so it takes a bit to clear large groups of zombies, but it's a decent way to kill things early on without using a ton of ammo. That should help.

  19. Sorry for the troubles. Let's see if we can get you sorted.

     

    The Mod Launcher is a One-Click Application, and I cannot control where it gets installed. It is a bit annoying. You can download the 7d2dmodlauncher.exe and place it where ever you like, and run it from there. You can add that exe to your Steam as a non-Steam game to get your overlays.

     

     

    By default, the mod launcher will install in C:\7D2D\. This can be changed, as you found, by changing the Destination folder. It should save that setting. However, it appears it doesn't save or remember for you.

     

    What kind of anti-virus software do you use? I've seen it do strange things to the mod launcher.

     

     

    The Mod Launcher installs mods for 7 Days to Die, and not just for Starvation, so certain requirements need to be met for all the mods to play well together, even if you only play one.

     

    I don't use active antivirus so that's not the issue. I left the launcher open overnight and when I closed it this morning, it actually saved the setting, but if I change the option and reload, it doesn't actually save the change. I think this might be caused by some sort of delay in when the settings get saved to the drive or something, I dunno. I don't plan on changing it again, so I am fixed in regard to that, but others might encounter this too.

  20. I'm using the auto-update version of the launcher, and it behaves poorly. For one, why doesn't it install all of the updated files into the same folder you run the program from? Having so many folders scattered around for one program is annoying, especially for those of us with custom folders set up for things. That brings me to number 2, so I don't have yet a third disconnected directory for this program, I change the default folder for mods to a more reasonable one, yet this change gets forgotten the moment I exit and reopen the launcher. Some user friendly folder functionality would go a long way (custom and persistent program directory/mod directory).

     

    For the record, I have no clue where the update file installs all of the program files to, because it literally gives zero feedback in it's update progress. Transparency would be nice.

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