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AllPainful

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About AllPainful

  • Rank
    Refugee
  • Birthday 11/22/1979

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  • Location
    Nevada - USA
  • Interests
    7 Days to Die :)
  1. To further extrapolate the previous post (it sounded good so I tried it) Generated in b169 blackjack: "North Kewohe Moutnains" Burn forest west and north, desert east, wasteland SW, Snow SE3 Tudor_01, 3 Book store, 10 Traders, 2 Skyscraper (02 = Crack-a-book, 03 = Higashi), 2 large churches, 0 red mesa, 3 electronic stores Image: https://imgur.com/0AlxZLc
  2. Generated in b163 all seem to be forest with edges being other biomes. (Note: Tudor_01 is one of my favorite POIs hense why I check to make sure there is one.., also if you happen to be looking for books, it has a good size library on it's third floor.) Traders marked in images. Care of map renderer: https://kui.github.io/7dtd-map/ FirstPlayA19: "New Bativa Valley" as with most seeds I have tried, Giant forest in middle with other biomes bordering the edges. East is desert, SE is Snow, SW is Ruin and W+N are burnt. 4 Tudor_01, 1 Book store, 10 Traders, 0 Skyscrapers, 1 large church, 0 red mesa https://imgur.com/deS8179 Nameloc: "South Nogegi County" pretty close to same biome distribution as New Bative Valley. 0 Tudor_01, 1 Book store, 10 Traders, 1 Skyscraper (04 = construction), 2 large churches, 0 red mesa https://imgur.com/nEzY5Ua Dexterra: "Zuheju Territory" the biomes around the forest are at the 4 edges, E Desert, W Snow, S Ruin, N Burnt. 4 Tudor_01, 1 Book store, 10 Traders, 1 Skyscraper (03 = Negashi), 2 large churches, 0 red mesa https://imgur.com/s9BT12Y
  3. Need my sorcery fix... Thanks for the modlet.
  4. Steam name: allpainful http://steamcommunity.com/id/AllPainful Hours played: 1619 Started on Alpha: end of 16, 17 experimental Discord name: AllPainful#9337 Native language: English OS: Windows 10
  5. Times are in game time, so 22:00 to 4:00 if you want them on at night, personally i set mine to 21:30 and 4:30..
  6. Actually you can, and you can choose whether it is an AND or an a OR. For an And, Put a relay (an actual relay) between the 2 sensors, that will make it so BOTH have to be triggered for the device to power on. If you want an OR switch, daisy chaining sensors together makes them act as OR swtiches, so if either sensor is trigger the device powers on. To explain further, let say you have 2 motion sensors on a door, one on either side. Both set to player. If they are directly connected to each other then to the door (Power>Motion Sensor>Motion Sensor>Door), the door will open if you are in front of either of them. But if there is a relay between them (Power>Motion Sensor>Relay>Motion Sensor>Door) the BOTH have to be triggered for the door to open. You may wonder why you would ever use an "AND" setup, simple example is trip wires, you have a path to your base with a trip wire setup to fire a dart trap, but you only want the trip wire active if a zombie is in the area, so it doen't fire when you walk by. you would Power>Motion Sensor(Set to Zombies)>Relay>Trip Wire>Dart trap. So the trip wire only works if the motion sensor sees a Zombie.
  7. Yeah, there is a vanilla bug in Alpha 18 that messes up the mod, the bug has been confirmed by TFP, Devrix just waiting on it to be fixed, then we can all get out fix of Sorcery again.
  8. Well, I don't know about just the safe, but you can reset the whole chunk it is in, resetting all the POIs in the area. I think the command is something like "chunkreset" Not sure of the exact syntax for the command though. And I think there has to be no players in or near the chunk at the time, and this would delete any player buildings/items in the area as well..
  9. Actually, he specifically said he wasn't going to do that in a previous post.
  10. Yeah, thought as much, that is why I tried with the compound bow when I was testing it.
  11. I know you probably hating me for finding the multiplayer bugs (especially since the stack one caused a rework of the whole mod) but I got another one that could count as an exploit, but is is kinda minor comparatively speaking. In multiplayer when a person pulls out a spellcast, another player can walk up to them and press E to "take" the spell they just equipped, but it doesn't actually take, it duplicates. So in multiplayer it would be easy to dupe spells... Reminder: I play P2P not dedicated. Edit: Tested, and host can take from client and visa versa, and it does indeed take the equipped spell (I switched from 3 diff spellcasts and a compound bow, an Ice, Ice Spike & Ice Storm spellcast, the host took one of each as I switched through but did not get an arrow when I switched to the compound bow.)
  12. I noticed the precharge because I was clearing a POI in multiplayer, normally not more than 10 seconds between casts, so I had charged up to kill something, the person I was with killed it, I hit R then went into the next room and cast at 4. But yes, if wait more than 10 seconds it does "reset" the precharge.
  13. LOVE the new update, some of the spells can be really OP now, but you already stated a rebalance is in the works for the lightning update so thats cool. There is 1 thing I wanted to bring to your attention as I don't think it was intentional.. Pre-charging. If you charge up your spellcast to 4 orbs, hit R to "reload" (IE the way you can put away your bow without out firing after drawing it back, to save arrows, also works with spellcasts) the next time you draw it back to fire it is already charged to 4 orbs for the first shot.
  14. Glad to hear you got it fixed with a work around, sorry it required an entire rework of the spells, in that aspect I am glad said bug was found early in the development. Hope it doesn't delay the lightning and spell rebalance update too much as I love this mod That sounds awesome. Both the Ritual and the Runic. Love this mod! Keep up the great work.
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