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Everything posted by Chairkicker

  1. As others have said, M107 .50 cal is the obvious choice. Could also do something like the AWP if you wanted to be trite, but it probably shouldn't be bolt-action. Even being magazine-fed, going from semi-auto to bolt action would feel like a downgrade, I'd wager. And yeah, the M107 has APHE rounds that explode on impact, as well as the typical ball ammo. Technically their fuse isn't sensitive enough to explode on humanoid targets (without hitting body armor), but realism shmealism, right?
  2. There's a mod for this, see: https://7daystodie.com/forums/showthread.php?127758-Backpack-Buttons-A18!-(Stash-All-Stash-Stack-Stash-Stack-Smart) That said, I would love to see it integrate to the base game because it's so obviously wonderful. It was good for Terraria and it'd be good for this. Say, madmole, what IS your policy on integrating mods into the base game? I've never been clear on how devs feel about implementing things mods already do. Are there any legal concerns?
  3. Relieved to hear this. I was hoping to get stackable javelins in addition to melee-oriented spears, but I suppose this would help if we aren't getting those. Been meaning to post a suggestion related to this; a chain/rope mod would be lovely. Could even add a legendary steel spear; a harpoon that came with the chain/rope mod integrated, but dealt less melee damage as a tradeoff. I'm curious about "perk reduction" for non-combat perks; are you going to make the first rank of these start at 2 or 3 of an attribute? There are a lot of skills that are universally useful, and thus take away from the "single stat build" gameplay you seem to be going towards. I haven't posted about it because I still can't decide if I'd rather require a player to invest in a build, or if being a jack-of-all should compete with single-stat builds. Things like healing factor, iron gut, miner 69er, sexual tyrannosaurus, lucky looter, daring adventurer, etc.. are good for basically all characters. Agi's sorta the black sheep in that regard.
  4. Perhaps weapons should have a "Repairs left" stat. Brown and orange weapons have only 5-10, but getting past that gets up to 50 or just infinite. Could make it "Breaks left", so that you can keep a brown gun going as long as you keep it well maintained, but this will cost more repair kits.
  5. Hi Damocles, great work on the sliders feature. That said, I'm encountering an issue that I haven't seen since 467; sometimes a world gen will fail and all that'll be generated is biomes.png, genHM.png, radiation.png, and main.ttw; a preview subfolder is generated but is empty. I've been trying to debug and pinpoint what setting or combination of settings causes this, but so far it's been inconsistent. I'll attach the last config I tried. I've replaced my prefabslist with a compopack 40 one, but that doesn't seem to be the issue as with default settings worldgen works fine. Good luck. Edit: finally found it! Seems to be related to the "no POIs in biome" setting. That seems to break it in conjunction with some other settings, unsure which precisely.
  6. I'm disappointed to report that the issue persists after switching to A18.2 b2. Since the PoI is near my home base, and even biking into a tree root on the PoI (which would destroy it) crashes the game, I'm going to have to start a new save. I'll use the latest version of nitrogen and start a new map, and will report if the crash persists.
  7. Hi, I don't know if this is the same crash as Neph experienced, but I've found a similar crash on the giant castle PoI. A shame because it's a lovely and professional looking PoI (just from seeing it, haven't been inside yet) but crashes like these jeopardize the integrity of the whole pack. Hopefully this can be addressed; maybe it has to do with the surrounding biome being desert, and the PoI looking like it's made for forest. Hopefully you can tell which tree it is from the screenshot. I'm on a18.1 B8, with compopack 40. Edit: even the blueberry plants are cursed! That whole PoI has problems. I'd humbly suggest a removal if it can't be addressed; I don't get crashes in any other PoI yet.
  8. Thank you so much! Now I think all I'd like is, as others have requested, better granularity in biome selection; the option to have traditional wide swaths of wasteland generate, per-biome checkbox (for instance, excluding biomes instead of using the 'only X' option), option to generate biomes not based on heightmaps (so we can have relatively flat, hilly terrain but with variety of biomes), and so on.
  9. Great program, keep up the good work! Say, any chance of getting a "Save/load config" functionality, perhaps with an option to allow remembering last set configurations?
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