Jump to content

MechanicalLens

Members
  • Posts

    4,048
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by MechanicalLens

  1. 6144k map, mostly wasteland, with a central forest city. A little funny note: Using the game name "Test" should spawn you in a pine tree, resulting in a broken leg. You have been warned.
  2. Game Version: (A21.2 b37) OS/Version: (Windows) CPU Model: (Intel i7 9700K) System Memory: (32 GB) GPU Model and VRAM: (nVidia GTX 2080 16 GB) Screen Resolution: (2560x1440) Video Settings: (Custom (mostly ultra; not relevant)) Game mode: (SP) Did you wipe old saves? (Yes/No) N/A Did you start a new game? (Yes/No) Yes Did you validate your files? (Yes/No) Yes Are you using any mods? (Yes/No) No EAC on or off? Off Status: NEW Bug Description: Navezgane General Hospital provides a T5 (blue) infested cache at the end of a T6 infested mission, instead of a T6 (purple/pink/magenta) cache. Opening it confirmed its contents to be a T5 cache. Detailed steps to reproduce the bug: 1) Consume ticket items and accept rewards from a trader until T6 is unlocked; log out and back in, or use admin options to reset quests. 2) Select a T6 infested mission for a hospital. (Note: Make sure there is one in your local area / world before committing to this test.) 3) Fly to the loot room, and you'll identify a T5 infested cache on the floor instead of the correct T6 variant. Actual result: Hospital is giving you a T5 infested cache for a T6 mission. A simple oversight; a purple/pink/magenta T6 infested cache should be in its place instead. Expected result: Expected to see a T6 infested cache at the end. I've identified this bug occurring since at least A21.1 stable, may have occurred earlier. Imgur links: https://imgur.com/8F0jZo2 https://imgur.com/TaSc2bz
  3. With the changes to stamina perks, has Flurry of Blows been touched at all? Particularly the +30 stamina back per kill at the final rank.
  4. Unless I'm mistaken (feel free to correct me), for the majority of alphas throughout this game's history - up until Alpha 12, 13, or 14, can't remember - there was no perk system at all.
  5. Overall in my opinion this change regarding Sex Rex is a fantastic design choice and should encourage build diversity. Mining tools wasn't covered in the changelog, so I assume that Miner 69er will govern their own individual stamina reduction bonus per rank.
  6. The nail gun will have quality levels now.
  7. I've decided to give a bit of light roleplaying a shot. 1) In the first image you can see a white sedan, with a campsite up ahead. The story here is a couple were attempting to make their way to a cabin up North (marked on their map) but were caught out in the late evening after their vehicle broke down. With no other choice, they pitched tent a little bit ahead to weather out the approaching night. In this car I've spawned myself in a little bit of clothing - worn boots, a shirt, and some denim jeans. Nothing too egregious. 2) In the second image you can see the tent to the right and a small campsite to the right. Unfortunately the two survivors did not see it through to the next morning - at least one zombie shambled upon them, and the forest was filled with their agonizing screams that night. In the campfire my survivor will find a can of chili and some bottled water. In the tent, alongside the two corpses, is a duffle bag containing a flashlight, a healing bandage, and a note where I pretend it's their map and coordinates are marked on it. 3) In the third image you can see the cabin, located approx. 500 meters North of the campsite. The place is a dump, with rotting wood, a collapsed roof, trash everywhere, and evidence of a struggle. I built this place in creative mode to give my survivor a little bit of framework. A lot of it will have to be ripped out anyway, so it evens out. 4) My survivor will enter the cabin and discover the true extent of the wreckage. The door has been busted down, and the back window is smashed (possibly from the survivor attempting to break out). In the wooden desk to the right I spawned in a quality level 1 pistol and fired as many rounds as it needed to degrade it to 0 durability. I'll roleplay my survivor picking it up, assessing that it's useless, and I'll toss it onto the floor to despawn. 5) A devoured corpse is towards the back wall of the interior. Someone who attempted to hold out here got unlucky. It's likely a horde busted through their front door in the night, and this was the result. 6) In the other shots you can see other sides of the cabin. My permanent base will be about 200 meters North in an open forested location, with flat ground. There are no rules or stipulations in this playthrough, although I will try to keep myself unnoticed in this stretch of woods as much as possible, only going into towns to loot when I desperately need to. This will mean a lot of mining, base work, and chilling out will take place in this playthrough. When I acquire a motorcycle I might even go on regular patrols, simulating actual survivors being in the game that may want to invade my homeland. (One day bandits will make it in folks!)
  8. So the last time I visited these forums months back, my final posts were less than constructive and based solely on negative emotion. If I could change the past I would, but what's done is done and all there is to do is learn from them, move forward, and continue to improve. I'm still having a blast playing 7 Days To Die and I don't see that changing anytime soon. While I do have some amount of concerns about some upcoming features, I will grow and adapt just like I did with the inclusion of Demolishers, the new farming system, so forth. A21 is certainly taking a different direction in some aspects and I am cautiously optimistic about the future. Also, thank you, and I do sincerely mean THANK YOU, for rebalancing the traders. The details are murky as of the time of me writing this, but in my opinion they presented themselves as too much of a clutch in previous (and current) alphas, even when used sparingly. But that's just my perspective. This post isn't relevant to A21 (nor did I feel like it deserved it's own post, but I could be mistaken), but has there at some point been discussion of specialized loot sliders? One for medical items, another ammo, a slider for the frequency of finding gear (weapons, tools, armor), so forth? Edit reason: Merged with my previous post; separated them.
  9. In my current solo world I stumbled upon a most peculiar sight: a star-shaped forest minibiome located in the heart of the snow! Today, I share this seed with you. First disclaimer: I was unable to remember the Plains/Hills/Mountains ratio, so the seed that is provided here is slightly different than the one I am using in my own world. Second disclaimer: I am using JaWoodle's Mega City modpack. I cannot promise that this seed will be decent using vanilla town/city generation. If you feel inspired, feel free to construct a similarly shaped base here!
  10. I should really start keeping my saves backed up. I always delete mine once I retire from a world.
  11. The premise for this challenge is pretty straight forward. You are Negan, the sole survivor of the post-apocalypse world (unless you count the traders, provided you plan to use them). You have grown even more unhealthily attached to Lucille than ever before - you refuse to use any other weapon besides her. (The exception is the wooden club, but you must ditch it forever once you craft, loot, or buy your bloodthirsty companion.) Aside from this being a bat (and wooden club) only run, there are several more stipulations - they and a mod list are provided down below. STIPULATIONS & SETTINGS | Horde every night. x64 BM horde size. Zombies walk during the day and run at night; the latter also includes the feral and blood moon options for zombie speeds. Feral sense is on during the day. You can reduce XP gain if you wish. Note: Guns, bows & crossbows, explosives (including molotovs), other melee weapons, and electrical traps are banned. If you wish to allow yourself to use primitive traps (spikes, barbed wire fences), go right ahead. Additional Note: If you wish to fight every horde night on the streets, be my guest. MOD LIST: https://7daystodiemods.com/dangerous-zombies/ https://7daystodiemods.com/25-increase-headshot-damage/ https://7daystodiemods.com/increased-zombie-spawning/ (feel free to modify the XML's for even crazier zombie fun) https://7daystodiemods.com/rage-removal-from-normal-zombies/ https://7daystodiemods.com/headshot-only/ https://7daystodiemods.com/wandering-horde-frequency/ https://7daystodiemods.com/blood-moon-until-dawn/ TL;DR of mods: 1) Zombies deal 2.5x damage. 2) 25% increased headshot damage. 3) Increased zombie wilderness and town spawning. 4) Removal of rage from standard walkers. 5) Headshot-only; body shots on zombies and animals deal 0 damage. 6) Massive, frequent roaming hordes. 7) Blood moon hordes last until morning. Note: Makes all regular zombies walkers no matter how you tinker around with the settings. Note: I hope mentioning mods in this thread won't be breaking forum TOS.
  12. Has anyone encountered a supposed glitch where the game will randomly switch to another item on your toolbelt when your fingers were nowhere near the numpad or the mouse wheel? I swear this just can't be me.
  13. Game Version: A20.2 Stable Platform: Steam OBS/Version: (Windows CPU Model: Intel i7 9700k System Memory: 32 GB GPU Model and VRAM: nVidia RTX 2080 Screen Resolution: 2560 x 1440 Video Settings: Custom (mostly High/Ultra/Ultra+) Game Mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: Firing the hunting rifle or magnum, pressing "R" to reload the firearm, and then switching to an adjacent toolbelt slot automatically reloads the gun, shown when you switch back to it. Detailed steps to reproduce the bug: 1) Spawn in a magnum and hunting rifle alongside some appropriate ammo. Note: Tests for each gun must be performed separately. 2) Fire the gun. Press "R" to reload the firearm. 3) Before the reload animation is complete, switch to the adjacent toolbelt slot. (Ex. If the gun is on toolbelt slot 2, switch to slots 1 or 3. Switching to a toolbelt slot that is not adjacent to the firearm will result in this bug not being replicated.) 4) Switch back to your firearm. If you followed the steps correctly, the gun should be reloaded. Actual result: Firearm is reloading itself even though you've switch to another item on your toolbelt. Expected result: Switching to another item on your toolbelt should cancel the reload animation should cancel the reloading process entirely. Note: I've only tested this on the magnum, hunting rifle, M60 and the lever action rifle. The latter two guns are subject to this glitch, while the former two are. As such, further testing will be needed.
  14. I second this. I've been living in the Canadian biome for a while and I'm not seeing any igloos, caribou, polar bears, or evidence of any maple syrup business conglomerates. #ImmersionBroken At least TFP got the representation right with the lumberjacks.
  15. Because the stun baton is good enough on its own. It doesn't need additional types of damage added to it.
  16. Wouldn't this just rush players to kill as many zombies as possible as quickly as possible? Two sides, same coin.
  17. *Looks at 3 Dishong Towers. 12 seconds later...*
  18. Then place particle board frames first, get the layout of your base in place, and replace them with the solid blocks.
  19. Alternatively, you could build out of the tougher shape menu blocks themselves (cobble, concrete, steel, etc.) and you won't get a single pinch of XP.
  20. Weaklings may eat corn, chads may swear by potatoes, but kings live off of meat stews.
  21. Mining metal, which includes iron and lead, generates significantly more heat than mining stone related blocks, such as stone, nitrate, coal, or oil shale. Just an fyi. Also, in case you don't know this trick, crouch while mining. You generate 50% less heat that way.
  22. Currently the mutated zombie feels... slightly weak? To help rectify this I offer these two suggestions: 1. Buff its health a bit, perhaps similar to a feral cop, for instance. 2. Perhaps it should explode upon dying, dealing massive entity damage. Just one player's feedback.
×
×
  • Create New...