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theFlu

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Everything posted by theFlu

  1. I assumed he means BOTH inventories, player and gyro. A couple boxes does the trick, but it's not exactly something one wants to spend time on.
  2. Great that you found it; I checked that 10th and while I don't ever recall seeing it in a game, it does look like a decent start for a base
  3. The closest things that come to mind are: house_construction_02 lot_downtown_filler_01 But I don't think either of them properly match your description. You can see vanilla POIs in: SteamLibrary/steamapps/common/7 Days To Die/Data/Prefabs Most of them have thumbnails there.
  4. Otherwise good, but the chests are blocks, not entities, no? blocks.xml(21794) : <block name="cntBuriedFoodStashChest"> etc. About as likely to fall off the world as your forge.
  5. I think you may have phrased this part poorly, as the rest of your post makes better sense - while this sounds more like quantum entanglement. But to get 10k identically mutated infections, you need to have cloned the mutated strain. Not impossible, just requires the mutation to occur early in the manufacturing, and it being a competitive version of the original - you'd likely have both the mutated strain and the original in each host, so the mutant would have to compete with the original.
  6. You may have gotten rid of Rabies, but all we really need is a single shared host... how about this random girl with rabies: https://community.7daystodie.com/profile/62940-girlwithrabies/ Safe, you say ...
  7. Oi! I think you're selling us a little short here.. rabies is also a viral infection, we just haven't gotten around to do a collab as of yet. If he agrees to chill a bit for a few days after spreading to the brain, I think we could cook up something spectacular.
  8. Yeh, I might be lucky in that I don't care that much if some bright spot is a little burnt; usually I tend to set gamma so that pitch black is mostly dark, so I can see something - and just not care about the max brightness that much. I do play with shadows on, the minimum range shadows don't seem to tank my FPS too much, even if the dark circle looks silly while driving around.
  9. I spun up my test world to check; I wasn't able to sneak an attack volume with 5/5 perk at midnight with a headlight on. It might not be auto-fail, but the effect of the headlight to the AI stealth values is massive. A torch has a lesser effect, but I wasn't able to sneak my test spot with one of those either. The distance to the furthest zed at trigger is pretty long, about 13-14 blocks. It might not be a hard rule, but it seems pretty flawless for a rule-of-thumb. For the overall darkness issues; for attack volumes, as only walking across a specific pixel line is triggering, looking around with the light on is fine. As long as you don't walk with it on. And as you clear a room, moving "backwards" is always safe of course. Of course, gamma settings are pretty powerful, if one doesn't consider it cheating..
  10. Good, good, we're at least talking of the same version then.. I'm not entirely sure what you're trying to convey here. If I read it as you've written it, it implies that volume-2 zeds would lose agro if you increase your distance to them after triggering? That doesn't seem to be the case in my testing, not now nor back during that Jan thread testing session. I don't think that's your intent; I could try to guess your intent, but I'd rather ask for clarification. For a sort of a clarification on my position, this part is likely true for the entire game. Max perks and night time etc, and you can stealth every volume in game.
  11. This is "SleeperVolumeFlags", right? With a "grep SleeperVolumeFlags *.xml" (under Data/Prefabs/POIs), and visual inspection.. I'm getting about 40% of 2's, 50% of 0's, just a couple of 1's. I'm kinda confused here?
  12. Ye, ye, absolutely. I think I just saw you being a little optimist about the abilities of militaries and, especially given the recent experience, our leaders. Gas, flamethrowers, skilled personnel, concrete building; easy to imagine, real hard to pull off with just supply lines being borked. Not to mention that one nerdy guy interjecting that maybe aerosolizing the pathogen with a massive bonfire isn't exactly the way to go, and now no-one can even make the call. But yeh, fun little thought experiments, not much more at this stage..
  13. While the whole discussion is quite esoteric, I think the numbers game of a large city could be a massive issue. A relatively quickly progressing disease (couple days of incubation with high rates of transmission) will overwhelm everything at once. Officials would barely have time to issue curfews to slow the spread; but that would just cause further "gathering". You don't have the places to be transferring the sick to, so they're left "sealed" where they fester, transmitting further. Once hungry and desperate, even the healthy ones could have the numbers to overwhelm a "first-week" military response - it's not like there are troops on standby to completely shut down domestic cities. If you happen to have outbreaks in several places, what national guard -type troops you do have, are going to be spread thin. Plus they're your people, so the military is not exactly willing to keep them in line via deadly force.
  14. It has changed, for sure, by how much; I can't describe the original properly, as I did no proper testing on it, so I can't really say. But for me, the mechanic deserves the name "auto-agro" even before a player has found the stealth button. When you walk into a normal volume, sleepers will keep sleeping. When you walk into an attack volume, all the sleepers will automatically attack you. Once you've done a couple repeats of suitable POIs, you've figured you there's a difference; the difference being, some volumes attack automatically, some don't. And for this, this is wrong. The auto-agro zeds will chase a player with the AI showing the player's name as a target for an ApproachAndAttack task. They'll follow the player for the 20 secs (seems to be 20). They'll even hit you "blindly" even if they can't see you before they're in melee range - as in from a range where they're Not able to detect me via normal stealth mechanics.
  15. If you fail a stealth check (or didn't even stealth) against an attack volume zed, the zed will follow you for 15/20 seconds. Not the spot you triggered it at, not just a general wander around, it will follow you wherever you go. Regardless of it's normal stealth detection abilities, for those 15 secs it hunts you. I don't care what you call it, but it's a separate type of agro granted by a separate type of check, in a specific volume type, ignoring normal stealth rules. A difference discoverable in normal game play. Saying "auto-agro doesn't exist" while this new flaro-agro is practically the same thing (for the annoying parts of auto-agro) is just going to cause confusion.
  16. Yeh, that's what I was referring to as my last proper testing period. Faatal there comments about reducing the auto-agro timer down to 20 secs, I'm testing in A20.6 b9 right now and can't decide if it's 15s or 20.. but for those 15 or 20, you're the target without reprieve. That's enough for a runner to reach you; it's short enough that it doesn't bother me as a mechanic, but: the unavoidable agro it still there for attack volumes.
  17. Last I checked, sometime during early A20, this was not the case; the zeds that get up as you trigger an attack volume, would keep running to the player, even if the player moved. Until the player was properly seen by the zed, "re-stealthing" was impossible. A dev mentioned planning a change to have that "chase time" be shortened, but I haven't followed up to check if something was changed. It sounded like only the timing was going to change, such that the zeds would still run to the player for the timer duration at least. If you're saying it has changed since then, then how does it work now? The zeds just sprint to the trigger location? Which patch have you tested this on so I can check?
  18. It would cause all kinds of weird things for server play; new players joining later wouldn't find anything (if based on server day) OR they'd be the main source of "old world loot" (if based on days played). If "old world loot" is limited to "ready-made meals, fresh water and freshly-brewed coffee", it wouldn't effect much either way, so I don't think you mean it like that? Assuming "old world loot" also contains the important things, like weapons, it would create a shifting economy - where you'd rely more on either crafting or trading/questing the later the game has gotten. This would be a neat feature IMO, but I don't think the end game is being planned to support it; they seem to want you looting, looting, looting all thru the game. There should be more refined game play in the "being self-reliant" part of the game for it to really work.
  19. Should be pretty simple, I'll use a garage door for an example. blocks.xml(26276): <block name="garageDoorMetal_v2"> <property name="Extends" value="garageDoorMetal_v1" param1="Harvest,Destroy"/> <property name="CreativeMode" value="Dev"/> <property name="Model" value="Entities/Doors/garage_metal_v2Prefab"/> <property name="OnlySimpleRotations" value="true"/> <property class="UpgradeBlock"> <property name="ToBlock" value="garageDoorMetal_v3"/> <property name="Item" value="resourceForgedIron"/> <property name="ItemCount" value="20"/> <property name="UpgradeHitCount" value="6"/> </property> <property name="DowngradeBlock" value="garageDoorMetal_v1"/> <drop event="Harvest" name="resourceScrapIron" count="20,90" tag="allHarvest"/> <drop event="Destroy" count="0"/> <property name="SortOrder2" value="0405"/> </block> See UpradeBlock and DowngradeBlock; they define the next blocks when you upgrade or break the block. You should be able to put any valid block name in as the value. (Although with doors, sizes might become interesting.) You should also be able to simply add a DowngradeBlock to any block, and use the name of the same block as the value there; that should create a loop. As in, replacing blocks.xml(26287) with: <property name="DowngradeBlock" value="garageDoorMetal_v2"/> should then replace a broken garageDoorMetal_v2 with a garageDoorMetal_v2.
  20. I honestly can't remember it being different, but it may well have been. I'd assume at least A19 would've been with the current system.
  21. WTB a thumbsup-icon, feels somewhat distinct from "like" in cases such as this.
  22. Kickstarter backers, no? No idea if the actual images would be public, nor would I want to use them even if they were.
  23. I'm sure I have taken stations as reward, and I found this entry in quests.xml: Within quests.xml(2602): <quest id="quest_tier3complete"> quests.xml(2626): <reward type="LootItem" id="groupQuestChemistryStation" ischosen="true" value="4"/>
  24. It's a little hard to get, but the only thing it gates is the chem station. Those you can buy pretty often or get as a quest tier reward, so it doesn't really ruin much in the vanilla game. Of course, you might never see the other chem stations either, but that's going to be pretty rare.
  25. Nope, it should have 2 level 1-2: 1 slot 3-4: 2 slots 5: 3 6: 4
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