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theFlu

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Everything posted by theFlu

  1. I wouldn't think there's an intentional addition of weight; but I wouldn't be too surprised if there was some sort of bug where a block can "vanish" momentarily from SI calc during upgrade. That would affect any and all at-limits upgrades though, so at least it would need to be rare. Can you reliably repro the original collapse in creative, or is the build just too complex to try?
  2. Well, kinda, I'm not even sure how the Weighted Head works exactly; but from intuition, it isn't common enough proc to really rely on. Then again, I really like to keep things consistent wherever I can; in general I don't give much value to purely random chances, they're just fun..
  3. They've all been uniform for a couple alphas now, basically three "weight" tiers: woods, stones and metals. Would've taken screenies, but I haven't updated to A21.1 yet.
  4. Well, you get whole 2 cloth per square meter of curtain; I know for a fact that my pockets are at least 100 square meters, each. Makes perfect sense.
  5. Honestly, I couldn't forget it, I've never used it - on twitch at least; I've never gone in to search for something. I've ran into some streamers on youtube and such, and ended up looking for their specific channel; from there I've watched a some algorithm suggestions. I can't remember seeing anyone streaming just the game, without adding their own comms and thus personality on it. It's a whole lot easier too without mics and cams, there would be at least one guy with a huge audience like that for every game if it wasn't about the streamer. "just chatting" is a thing, is "just playing"? "If you're looking for a specific game", yeah, I don't think I ever have.. I've punched "7dtd" into youtube search a couple times lately, to easier find the people I've followed after a browser reset. That's probably a bit of a problem caused by the search; it can't really be used to find "things you might like", so you'll have to use game titles you know of for the search. I can't remember exactly how I got to following the people I do, but early on it was a lot about learning the mechanics of the game, looking for adv tutorials and such, and then "streamer weekend" -stuff got me into following couple guys more regularly. And the YT front page, of course.
  6. It's a combination at the very least; if I were to make a 7dtd vid, I wouldn't pull in the numbers JaWoodle is getting. I don't have an audience. People are pretty devoted to the specific random streamers, not just because it's convenient, but because they like the guy. If the main attraction was just the game, there would be plenty people playing it without mics or face-cams, but that's really rare.
  7. Oo, nice, a proper mouse trap. Another thing that might work for that, would be a trap floor that holds up a relay. Break the floor, drop the relay, cut the connection. Takes a bit of maintenance per trigger, but you're not getting too many activations out of one.
  8. I wouldn't hate that, either; probably way more than 3 for Higashi though, no? But it might not be all that compatible with the "dungeon crawl" -design. That sorta requires there to be "some, everywhere". Someone in TFP is going, "hey, that's an easy trigger to build" right now. Expect 50% of all rooms have a dedicated greeter in A22.
  9. That assumes the current binary stealth system; which I would love to see some changes done to. Let's say, 10-20% of current zeds in their perfect hiding spots. 60% sleeping in actually random spots in rooms (not on shelves, but sanely random). Rest, wake up and patrol slowly within the volume. Any zed that you hurt has a chance of screaming and waking up some of the nearby zeds. Take away the initial massive stealth bonus from bows and give it back later in the skills. This way you rarely get a one-shot kill unless specced for it. You risk waking others on every shot. Most things look "normal" and the perfect hiding spots become less "obvious" as most of them will be empty. The populated ones will then become risky again. You might not need to have the artificially hidden things if players aren't completely paranoid after two POIs.
  10. There's a couple answers. The easy but ugly: rotate the door 90 degrees. Zeds don't care if the door opens or closes to block their path, as long as it blocks their path. You might, as it looks horrible especially with the powered doors - but the zeds don't. So place the door so it blocks the doorway when open (test with wooden doors first to figure it out) and wire as you would. This is one easily applicable for door-based drawbridges, still looks bad, but less bad. The gadgeteer.. to get a door to actually close on detecting something, you could use electric hatches to cover cameras. The cameras would be activating the door when they see you, the hatches triggered by zeds blocking their view to make the door close. Takes quite a bit of setup, thinking, tinkering and separate gadgets to make it work right. (EDIT: and camera vision has been finicky across patches, I haven't tested it for A21) The electrical engineer; Want to overload a battery bank? Easy; one generator bank, with one engine in it, connected to a chain of loads (lights, doors, turrets) that will load it to about 45W when triggered, connecting to a battery bank that is running the doors. The last 5W from the generator is enough to start charging the battery bank, causing the battery bank to stop providing power down the line. And it's not enough to power anything past the battery bank; thus everything behind the batteries will get shut down whenever the load from the generator is triggered. (Gen -> your Zombie triggers -> enough extra load items to get to 45W -> Battery bank -> the circuit running your door for You -> the door)
  11. New alpha, new leaders in annoyances.. Closet overuse? Bad. Indistinguishable concrete "traps" to release them, worse. Awaken-all functions for sleeper volumes. Bad. Trigger-to-actually-spawn-behind-the-player, worse. Even if I just had a small scale war right below the cop that is hiding in that ceiling, he only wakes up when I step thru that doorway 10 meters away... seriously game, go home, yer drunk.
  12. I'd be pretty baffled at a puzzle game that has the type of invisible triggers 7dtd has atm; keys doing weird things, ok fine. Walking on an actually invisible pixel to trigger a seemingly unrelated event (spawn of zeds, opening of mysterious doors)... puzzle games need to have logic, even more than zedblaster here.
  13. You might be, but as you're not even hinting at what to balance against what; there's not much to say. I'm fine with the current balance, trading time mining to time crafting, at least the chem station does it on its own.
  14. Realistically, it could be explained with trade-offs. Making something 25% more efficiently usually costs more in in one sense or another; be it material quality, skill or just simple carefulness. 10 minutes per stack, sure it doesn't feel great without an actual explanation, but it's unlikely to break my game, most of my stations are usually idling anyway.
  15. Vanilla default (iirc) should be three per player, but there was/is a bug that requires one to click on the Default -button in the game setting once; otherwise it keeps it at one. May have been fixed, might not be relevant; but could be worth a try. Will need to redo the settings afterwards, of course.
  16. Umm, I have 3 generated 8k worlds on my system, each at 278 MB. Total 800.. that's just the worlds, no save data yet.
  17. The same shutters are on top of the "left" banks as well. But I think the "light check" for the solar panel is done on one of the four blocks, not all/any, just one specific one. If your image is any indication, the second panel from the left in the shown orientation is the one covered by the shutter. (On the left side, the third is covered without issue..) EDIT: The obvious solution from that, would be to place the right side bank as "on face" on the wall: that way the ends will swap places, but it should still look somewhat symmetrical. Dunno if solar panels allow for the rotations though.
  18. Steel.. carries 320 per glue side, so 640 total for that structure. You have 16 steel blocks hanging from two "carrying faces", plus the blade traps. 16x20 = 320. I don't know how much a blade trap weighs atm, the multiblocks have been weird on occasion. Could be 20, could be 9x20. At 4x(9x20) + 320 = 1040 it would be way over the limit as well - but blocks that are "pinched between" glue portions have always been a little weird. One way to add some more support from those same pillars is to add poles in the corners between the hanging elements. I marked them in your picture with red lines (EDIT to add: any block will do of course, poles would just hide there nicely..)
  19. I'll wing this a bit, numbers might be off ... those support poles, if concrete, offer 100 weight each for the middle section. Each block weighs 10, iron types weigh 20. You have 16(x10) concrete hanging on the 200 support, and 4 blade traps, exact limit of 200. EDIT: already past the limit of 200..!? Upgrade the top of the support pillar to steel and then from there onwards the rest; if you can't add more support blocks. The way the blade traps work atm, they might get support from ground if you place plates under them there.. but that's a lil hacky...
  20. There is no real reason to guess, you can see the heat with along FPS in dm mode. (I'm thinking shift+f8, but I'm not sure of the keybind atm.)
  21. A couple of the T6 infestations, that's just the entrance ... Sure, if one actually aims, it isn't that bad, but if your hit rate is 20% - like half the youtubers - you can expect a screamer every pull
  22. It used to be that any damage could trigger them to rage, including falling and cacti.. I think some of that was toned down, but I'm not sure and even if so, it's a new alpha with new old bugs ...
  23. Sounds like the rage mode; whenever hit, a zed can indeed start running faster. How often it happens depends on game difficulty, very rare on default, quite common on the harder ones.
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