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TheMaciej

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Everything posted by TheMaciej

  1. Not really in 2.4 exp. 4x4 is a little bit clumsy but usable, we run it from time to time as resque mission (to drive a fresh victim of zombies back to his backpack) Muscle car, while I proofed to my colegues that it can make it between grassland town to desert town, is useless for anything other then ramming zombies inside town roads. Actually, due that plow at front, its usable only to remove debris from town (you need an extra bored player to do so)
  2. Yea, equip all parts and you will gain a buff (green Ionizing radiation sign) that will prevent red-zone radiation but not a out-of-map radiation
  3. Dunno what is already implemented in 2.4 (will test it at evening, DLing right now) but from experimental some late feedback: - If you read a book "bikes for dummies" while you have already 3/3 skill in mechanic, You will gain a skill from book but Your mechanic will be lowered to 1/3 (no skill points refunds) - If aim was to make a coil-weapons a upgrade from classic firearms, cost of coil weapon ammo (plastic!) have to be adjusted - IMO cost lowered 10 times or alternate source of plastic to be made (eg: craft from oil). At our current state, even when we have quite large farm of corns, we cannot use it as standard ammo. - TURBO mod for bikes gives so small improvement that noone bothers to craft it. We have resources, we have workbenches, but its so meaningless that noone cares. - Muscle car is useless anywhere except ultra flat terrain. It have problems even on small slopes on game-made roads. We crafted one and noone likes to use it, bikes are superior even if far "lower in technology" - Muscle car crafting recipe, to use 3x stearing mechanizm is just lol. Advice: make it 1x, and if necessary increase crafting its crafting costs accordingly. -Forges - advice is to make "better forge" able to do exactly same crafts as "lower one". Right now we need all 3 in base (we still miss fusion) to be able to have full access to recipes. - LAB - block above doors can be destroyed, and zombies can be killed tru that hole. Due to glitch one zombie can RARELY push tru (during 7th night for example). - LAB - small lab (the one that have 4 rooms only) have multiple weak spots. Minimal use of Auger and you can access it without cards. Due to block-above-doors glitch it makes easy farm of EVE lab quest. - Zombie soldiers - around day 50 they begin to become bulletproof. Coil weapon have to be used or a poke'n'run tactic with titanium spears. Shotgun shells are useless at any range for example (slugs still penetrate) for any ammo trype cost vs gain from soldiers is unprofitable. - Radiation zone - quantiy of iron bars scattered around causes excessive hate toward game-designer.
  4. Drilled a network of tunnels 1-tile high under whole big lab. Crouched into them. In this possition, due to glitch, You can attack zombies and loot/use objects across floor tile. Silly, but I was that desperate. Guess we will try to change to 2.4
  5. Hi! Amazin mod, love it! But... I play 7DTD Version Required: 18.2 Stable. Current Mod Version: V2.4-EXPERIMENTAL-B5 1) Cant find a red-card. We play as 4, its day 67, not a single red-card dropped. 2) I found a laser workbench. To craft anything inside I need a laser multi-tool. And it could be crafted ONLY in laser workbench and ONLY if you have a laser multitool, that means Im stuck or we can find it somewhere?
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