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A20 Bugs
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Posts posted by SrslyGTFO
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3 hours ago, zztong said:
I discovered last night the free version of "World Machine" can open the 7D2D raw files, which is what is found in the "Stamps" folder. I've never before used World Machine. It looks neat.
KingGen can covert the raw files to PNG as well
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10 hours ago, faatal said:
It is a new model. The AI acts the same.
Boooo, you've dashed my belief that Joel can never be wrong, and now I'm depressed. 😛
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So, the new spider zombie. Joel let it slip in the stream that it climbs. Is this true, or was he mistakenly thinking of the old A15 mechanic? Since Joel is NEVER wrong, it climbs, right??
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It's happening! Also setting my alarms, see you guys there!!
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4 hours ago, Fren said:
we played on the server for weeks, since latest update on steam we can't access it. Server is being updated automatically as well so I really dunno why it's telling this now.
I could have sworn @KhaineGB mentioned something in 19.6 required a new game. Is that still a thing?
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5 hours ago, KhaineGB said:
Explosives already have increased dismemberment chance to blow limbs off, so you can turn stuff into crawlers and run away if need be.
I can look into increased ragdoll chances that increases with demolition expert though. That's not a bad idea.Question: do I need to perk into explosives for dismemberment to kick in? I had a full stack of 20 from a quest reward, thinking, "this'll be fun with the next horde", and they did nothing at all in practice. Not a single dismemberment in a huge horde. Maybe I got unlucky? It sure would be fun to have the zombies go flying with explosions -- even if they aren't really hurt.
Funny side note: I ran into some football players yesterday, and they jogged at me, something I've never seen before
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I've been testing this mod a little bit, and right away, my least favorite part is how useless explosives are. Pipe bombs and grenade only do 1 damage, no matter what you do. If anything, they should be more effective, and cause more ragdolling, stuns and dismemberment if possible. If I remember correctly, explosion damage is a bit buggy with this mod.
Other than that, the change to the pacing is quite exciting.
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I just stumbled upon this wonderful tool, and look forward to many new adventures using it. I hope you plan to update it when the new vanilla RWG drops, as I love the customizable features you've added. Thank you so much for your amazing efforts.
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Just now, Laz Man said:
He might have a toe claw attack animation? 😅
Supposedly if you shoot off their limbs, they're still supposed to be able to bite you. Kinda hard with that mask in the way.
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Ah well, that's fine. A20 will be that much more dope.
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On 5/17/2021 at 9:41 PM, KhaineGB said:
1) Guards are already planned to be removed.
2) That's intended since the parts are made from steel.
3) Actually already done it for the next major version.
4) All vehicles do. That's the way the game works. Not a lot I can do about it.
5) Look up lockable storage.Is 19.5 going to have these changes (#1 & #3)?? Looking forward to the updates and restarting my playthrough.
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7 hours ago, user2010 said:
You are trying to compare, something that cannot be compared! The 3.40 mod for this alpha is 50 percent different from at least alpha 18! You are trying to advertise me a mod that I went through 10 times! Now everything is outdated in this fashion! It needs to be radically altered, but at the moment - the production of patches is taking place! So be objective!
I think you need to go make your own mod. You clearly have no respect for the work put into this one. Until you actually do something this extensive, you have no business coming in here and whining about anything. You don't even understand how certain features may not work when new alphas are released.
This is you right now: "Waaaaahhhh, a feature I liked two alphas ago isn't here, put it back now! I don't like this new feature, take it out! Do what I say, because despite never creating anything, I know better! Waaaahahhhhh!"
Don't like the hazmat armor mods? How about you make a DF mod that removes them from crafting and stop crying about it? Can't do it? How about you IGNORE THEM?
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6 minutes ago, GenWar said:
Is there any way to reset the underground bunkers? We're very new to the end game content and have only discovered one of these bunkers inside the well setups and that's all we've found. We immediately cleared it but it doesn't seem to reset on its own. Are there quests for it somewhere that will reset it. Or is it basically just done and we need to focus on finding another one? Please advise. Thanks.
If memory serves, the small bunker won't reset, but you can find more than one. The final bunker can be a Tier V quest so it can reset, and there can be more than one of those as well.
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5 hours ago, KhaineGB said:
I tried doing that with mob heads but I can't find a way to easily enable/disable parts of the model and then put it on a stick.
I appreciate the effort anyway. Looking forward to any updates you have in the future.
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7 minutes ago, Setari said:
I wasn't aware you could even get fruit. I know I picked up some apples tonight while we were playing but I don't know where I got them from, where do you get it in the game?
There are some new trees in the game (forest and desert biomes). Oranges, Apples, Coconuts and Bananas. One hit with an axe will "harvest" the tree. Don't chop it down, let it regrow. You can sometimes get a seed (later you can make seeds) that you can plant anywhere. You can eat fruit without worry. It won't give a lot, but you'll survive in a pinch.
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1 minute ago, Setari said:
We've never been drowning in food in any 7dtd game we've ever played over the years lol. Is there no way to change this setting at the moment or otherwise?
Seriously, eat lots of fruit. It'll keep you going until you learn to cook food properly.
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24 minutes ago, Setari said:
Is there a way to reduce food poisoning? 20% is a bit high IMO, my friend and I are struggling to get food without food poisoning lol.
Eat fruit. Lots of it.
Hmm, I found a little @Kage848 Easter Egg in a random yellow bag drop. Gives 15 skill notes, sweet!
Fun thought: it would be pretty sweet to have some ultra-rare base decoration items you could find either in loot or as special quest rewards.
How about mob heads?
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2 minutes ago, jmido8 said:
quick question guys, I'm trying to reload my animal snare and bird nest. I have 20 animal feed in my inventory but when I try to repair it with the hammer it tells me i'm missing animal feed. Any ideas? Thanks!
Put the feed in your hotbar, right click on the snare/coop. No hammer needed.
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1 hour ago, morph said:
Does anyone know of a seed where there's a decent sized CrackABook store in a town?
Go here using a Chrome-based browser: https://kui.github.io/7dtd-map/
Drag your map files onto the page as directed
In the PreFabs Filter, type "book".
Take down the coordinates of the POIs listed.
Profit.
EDIT: Don't do this if you care about any map-based spoilers.
If you just want coordinates, open the map's prefabs.xml in a text editor, search for "book", take down the coordinates by each match.
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On 3/16/2021 at 9:21 PM, KhaineGB said:
Large, annoyed pidgeon.
SOooooo, a Demon Zombie Vulture?? O_o
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Quest thoughts:
Are there any plans to add "timed" quests? Examples:
When NPCs are added, you could have a time limit to rescue an NPC holed up in a POI before the zombies kill them and you lose (if you win, they just run off.
When bandits are added, you could have a disarm quest, where you have to disarm a bomb mechanism before it obliterates the loot room.
There could even be quests where if you accept it, the timer starts immediately, like recovering a medical bag from a POI for Jen, where the meds will expire if left in the open too long.
Timed quests would have higher rewards, of course.
Dead drop/delivery quests would be great for timed quests too.
SUPER stoked for A20. Can't wait for the next live stream!!
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Yes that could be done in code. I currently dont work on Nitrogen (other projects ongoing) but will revisit when A18 is out in experimental.
You could manually edit the prefabs.xml (before starting a new game) and make sure to have all traders represented
settlement_trader_01
settlement_trader_02
settlement_trader_03
settlement_trader_04
settlement_trader_05
Just change the filename of a trader to one that is not included yet.
Thanks kindly! I wasn't sure if that would break anything, so that's good to know. Loving my new gen world so far.
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Any chance to tweak the trader spawn to always include at least all 5 canon traders? Maybe even an option to spawn only one of each? Great work so far!
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Alpha 20 Dev Diary
in News & Announcements
Posted
I've seen this as well. When adjusting the camera, sometimes your POV doesn't return to normal, but you now have the camera's POV for targeting. In the example shown by Blake, if you can see yourself in the camera view, sometimes when you leave the camera view, you can actually target yourself. This become apparent if you turn on the health bars via a Mod. In the screen where the (E) to pick up the frame should be, you'll see your health in the top. It's as if the camera targeting POV is hidden, but overlaid on your POV. I play Darkness Falls a lot, and run into this bug, it's more obvious what's happening. Relogging fixes it.