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Everything posted by OzHawkeye

  1. I have some friends who I think would really enjoy this mod, and I gave it a quick try out myself - it really brought back an Alpha 10 feel - bravo! They are however, real mole rats, so the fact that ores don't display in the ground would be a deal breaker for them I reckon - do you know when you're likely to have that fixed? Also, I presume this will run as a server, right?
  2. I believe it's just the same, but with higher health/life/damage values. My modding is quite out of date now, so perhaps one of the many mod-experts may reply, but I don't believe there's anything you can do to squeeze more zombies into POI's (but I could well be wrong on that).
  3. As Maharin said, it's in the spawning.xml file (which you'll find in the Data\Config directory beneath where you have the game installed, by default inside your Steam directory). For example in editing, it's just a simple text file, as below: <biome name="pine_forest"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="14" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadCh
  4. No, they don't need to focus "solely on RAM optimisations" in Alpha 19 (or any other Alpha for that matter). Let 'em finish the content push they want to do, get into Beta, and then, absolutely, make optimisation their highest (but not sole) concern.
  5. True that, I'm one of the latter not the former, and quickly mod any new version of the game to use 20,000 stacks for everything that can indeed safely stack. Doesn't matter what game either really (Factorio, the very first mod I made, bumped all stack sizes to 200,000).
  6. 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.
  7. 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.
  8. You could also simply copy your current installation to anywhere else on your PC, and Steam will never again touch it.
  9. 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.
  10. 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.
  11. Roland confirms Quantum Voxels for Alpha 21!* * They'll be there, but only if you don't look at them.
  12. Inventory mod. I despise inventory management, so I use a mod to make my personal inventory massively larger. I also mod the stack sizes to be 20,000 for everything.
  13. No argument there, I was just responded to the potential for players to endlessly sit in their bases, to demonstrate that despite some assertions to the contrary, digging zomies have not rendered underground bunkers uesless, indeed, with some minor modifications to behaviour, location and/or game options, they remain pretty much just as invulnerable as they ever were.
  14. Even more so, since you can still do underground farms for all plants, and, of course, there's mushrooms. Forge up a few thousand jars of water, stop once by a lake to fill 'em up, and you could bunker down till just about the end of time.
  15. Ok, well, a bunker, 1 block down from the surface, is definitely not safe, that's true, but frankly, it never should have been anyway in my own personal opinion (of course), so I don't count that as any sort of loss. Bunkers, at bedrock, are (ultimately) just as safe as they ever were, indeed, I think those people who were most strident in their criticism of underground bunkers have a much stronger argument to say that digging zombies haven't fixed that, than those who like them have an argument that digging zombies have broken them.
  16. Except that fully 100% zombie proof underground bunkers are still quite possible. This is the bit I don't get, some people seem to think that digging zombies have foreclosed all underground building, but they didn't. BM Hordes can be fought at a separate base, or turned off altogether, and an undergound bunker, at bedrock and beneath a mountain is outside the zombie detection range and therefore as invulnerable as it ever was, especially if the heat producing furnaces and campfires are re-located one chunk away.
  17. But it's not ruined - dig your base under a mountain, and no zombies - except for the Blood Moon Zombies - will ever find it. You can even turn the Blood Moons off and still keep Zombies in the game, and your base will be 100% perfectly safe.
  18. I've merged the formerly three threads into this one. A temporary redirect will remain for three days.
  19. Well, feedback so far is A18 rocks! I'll play it some before I could say more... hehe.
  20. My early impressions of A18 would be also that it unseats A16.4, A10.4, and A11.3, which were previously my three favourites. The book hunting being back is a really big boon, and I'm enjoying that a lot and all the other mechanics in the game seem to be gelling together much more positively now as well.
  21. It'd be nice if the Pimps made Alphas1-4 available this way also. That was before I knew about the game, so I haven't ever played 'em.
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