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OzHawkeye last won the day on December 25 2019

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  1. As Liesel pointed out you can quite happily click on the executable file regardless of where it is, or right-click on it copy it and paste it as a shortcut onto your desktop. I've got every version of 7dtd on my drives all the way back to A7. Steam will only ever muck with what is in the Steam directories.
  2. Oh, I so hope TFP never, ever, ever, implements a weight based inventory system. I abhor inventory tetris, and weights makes inventory tetris look like a walk in the park (to say nothing about the fact that a "realistic" inventory system would be vastly smaller than what the base game already has). The very first two things I do with each new Alpha, is mod in a larger (much) inventory, and set stacks for everything that can stack out to 20,000. Don't got me wrong - each to their own - but I sincerely hope TFP doesn't do this.
  3. You could also simply copy your current installation to anywhere else on your PC, and Steam will never again touch it.
  4. I never got to play Alpha 1. I hope one day, once the game has gone Gold, the Pimps will release the (currently) unavailable Alpha's 1 to 5 for a little nostalgia/history trip.
  5. It'll take some learning to be sure, but the new forum looks much better than the old, and (so far as I've explored) seems to have, on balance, better functionality.
  6. Roland confirms Quantum Voxels for Alpha 21!* * They'll be there, but only if you don't look at them.
  7. If it's within reach of the skylight (an unbroken* line of empty space right to the surface) it'll grow just as it would at the surface. That line of reach is - I think! - 3 or more spaces, but you could test that. * iron bars and glass won't break that line of sight to the surface So, if the "sunlight" spread out over 2 tiles say, you could do this: ooooo ooooo ooXoo ooooo ooooo ...where X is the vertical tunnel to the surface (which you could top with iron bars for example to stop zombies falling through). Everything planted in that 5x5 grid, so 25 squares in total, would grow just as fast as it would at the surface.
  8. As of 18.3, skylights still worked. A tunnel to the surface, which can still be covered up iron bars at the surface level (glass would probably also work), will provide light to the underground farm, directly on that square and radiating out around from that square for at least 3 more squares in all directions.
  9. As my Avatar shows (of an A11 base I built), I do tend to like to build them big (though I've also played Nomad games, and in MP we also used to build satellite bases which were basic 5x5x5 and fully functioning still).
  10. Usually. But I do think next game I'll have to lower the loot settings some. The bases I typically build have a vehicle room, main room (forges etc), a power generating room, and then rooftop farms. It's all pretty un-necessary to be sure, but that's how I tend to build them.
  11. Don't even need an app. Most phones I've ever seen can turn themselves into a Wifi Hotspot, and it's only needed to log into Steam, at which point the game is happy to play. As to the OP - it was the brilliant idea of the tosspots who download pirated versions of the game if nothing else......
  12. The base, yeah, once that's done in its entirety, the game is more or less over for me, as loot is usually more or less done by then anyway.
  13. Not for good reasons to be sure, but when I saw this outside my door this morning, I was strongly reminded of some of the artwork in 7 Days to Die.
  14. You can then use either Window scripts or 3rd party programs (Duplicati for example) to regularly back those save files up. Particularly handy if you're playing with mods, but also for an unexpected power outage, which if it happens while your game files are open, is very often a save-file killer.
  15. You forgot to include one more reason. 4) The developers tried a mechanic out and upon implementation and community play testing decided they didn't like it and dumped it for a mechanic more in line with their preferences. Since none of us can know the mind of TFP, none of us can say whether any or all of the reasons are wholly or even partly correct, or that the list of reasons itself is accurate and/or complete. I agree with your distinction on the difference between sideways progress and forward progress, but assuming just for arguments sake that the changes to the games skills systems was due to reason 4 (and an assumption is all we could do), then what is a developer supposed to do when they find themselves in that situation? Should they keep a mechanic in the game that isn't working to their satisfaction? Should they drop it for an alternative mechanic? Should they be so gun-shy/omnisciently perfect as to not even ever implement a mechanic that turns out to not work well? Quite apart from the concept of iterative development (which would largely invalidate many of the arguments against the some mechanics in the game being done and re-done), I'm personally glad that TFP have been willing to try out systems, even when such attempts had some chance of not working out. I'm even more glad that when TFP found something not working to their satisfaction that they were willing to admit it, and try again, rather than stubbornly say "that bits done, we're not re-doing it". While some of the progress can be viewed as sideways rather than forward, overall the game has progressed forward with each Alpha (even my least favourite Alpha, number 17, has some advances over its immediate predecessor), so holistically the game is making forward progress (overall), and so long as it continues to do that, I frankly don't give a damn how long Alpha takes just personally.
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