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darthsawyer

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Everything posted by darthsawyer

  1. In the previous dev build clothing like BDU bottoms had randomized values for their cold and heat resist, but with a new game it looks like pretty much everything is always generating with exactly +5 or -5 to each stat, with a few exceptions like denim pants being +/- 7.5. Is this an undocumented change or unintended behavior? Leather Duster is now +15 Cold Resist and -15 Heat resist which doesn't seem right considering Dusters are iconic desert wear, all that leather protecting your skin and reflecting the heat
  2. Here is a weird bug that might just be an issue with how Trader Hugh's POI is designed: Zombies can walk up the walls of Trader Hugh's outpost. They sometimes get stuck on top of the walls dying to the metal spikes up there, but they will often fall inside the walls. I've been attacked multiple times by zombies inside the trading post that managed to get in without breaking down any walls. I think the issue is the horizontal wooden posts that ring the outside of the wall. With careful jump sneaking even the player can climb the outside of the wall with difficulty. Zombies seems to be able to do it with ease and regularity. I don't know if this is something you can fix, since it is an issue with a vanilla POI, probably in combination with changes to jumping and being able to walk through a 1 block space?
  3. Bug report: Typing in Lantern into the search bar and clicking on Lantern results in scrolling redtext errors too fast to read For those who prefer playing in a more urban environment, I have been testing the stability of massive cities in each of these Dev builds. So far they are running great. To make generated cities significantly larger, navigate to the file \7 Days To Die\Mods\0-DarknessFallsCore\Config\rwgmixer.xml and find the 3 instances of xml that looks like below. Then, change the "mintiles" and "maxtiles" values to larger values in each of the three locations. I personally have been generating random maps with "mintiles" set to 40 and "maxtiles" set to 80. It will be more laggy the more buildings you add, so only add as much as your system can handle. <property class="city"> <property name="few" value="1"/> <property name="default" value="1"/> <property name="many" value="2"/> <property name="mintiles" value="14"/> <property name="maxtiles" value="18"/> </property>
  4. You might have fixed this already, but if you install a Red Dot Sight on the M60 machine gun it floats a good 3 inches above where it should be. When you aim down sights your crosshair is underneath the bottom of the Red Dot Sight. MgSgPorkin's Shotgun says that it is the ultimate Stealth Shotgun, but it is not innately suppressed like I assumed it would be from its description.
  5. More Dev Build findings: Level 5 of Stealth Assassin says Trash no longer makes noise when stepped on. This is true while you are sneaking, but it still makes noise when you are not sneaking. Many POIs will have trash surrounding the exit of a ladder which you can't sneak while climbing up. If you could clarify in the perk description that trash is only noiseless while sneaking, or make it so trash is noiseless regardless of sneak state that would be great. You can turn all dyes into black dye via recipes except JaWoodlePurple, which only has a recipe for a bundle of purple dye. Any chance of a recipe to turn it into black dye like the other dyes? I also just found the recipe for Super Corn in a random sink cabinet, I thought Super Corn was exclusive to Farmers not sure if it is supposed to be a random drop so just a heads up if that is the case.
  6. I'm playing the 20.6 dev build, and this lockpicking is SO much better. Being able to actually open safes on night one without needing 30 lockpicks is much more realistic. I pick locks for fun in real life, and break a pick about once every 3 months or so of picking almost every day so breaking lockpicks so easily is extremely unrealistic. Even with only a single point in lockpicking they feel decently durable. I would prefer them being much more durable, but it makes sense to make them fragile from a balance perspective. Great job. The first trader I found has a bunch of auto turrets around the perimeter on the top of the fences, but none of them have any ammo in them, so they don't shoot at zombies. Is this an option to fortify the outpost by feeding the turrets ammo, or a bug? I see you added in the Ruthenian lion flag, hopefully you did this to show support for Ukraine, and not to spread the Russian propaganda centered around a similar SS flag. Great mod, great work, thanks for making it!
  7. Is there any way to stop the wandering traders from walking into my traps? They keep destroying all of my spike traps which is infuriating
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