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Everything posted by geengaween

  1. 100% agree, it should hang out in industrial buildings and dark remnant ruins. Give players a reason to fear going into that Shotgun Messiah factory.
  2. Ever since the first alpha I've never really liked the MMORPG style zombie system in 7DTD, where the zombies are all clones of 8 or 9 distinct and recognizable individuals. They even used to have names like "Arlene" until a18 when it was no longer possible to loot them. I don't really like this in other games like Killing Floor either, although at least in that game there's an explanation for it - the Zeds are all literal clones being pumped out of hidden underground cloning vats. I always preferred the zombies from other games such as Dead Rising or Left 4 Dead, who all look very
  3. I agree 100%, and this is why they need to overhaul the zombies to make certain PoI's more difficult, so the loot system stops relying on RNG quite so much. Some RNG is good, but you've outlined the reason why it can't be the sole decider of what kind of loot a player recieves. Dungeon crawling is great and that's fantastic if this is the direction they want the game to go in. Dungeon crawlers are fun as hell and dungeons as ruined supermarkets puts a great twist on it. But with that, fundamental changes need to be made to the enemies. In dungeon crawling games, there's
  4. lol you must be new to the internet if that's all it takes to annoy you
  5. I would like it if they spawned with different colored clothing and different face skins. The exact same 8 zombies always felt way too MMO style for me, and giving them names always felt like the wrong direction to take. Is this world full of mutant clones of the same 8-10 people or something? I much prefer Left 4 Dead's zombies, where they're all pretty similar but wear different clothes and are very difficult to distinguish as individuals. https://www.gamerevolution.com/assets/uploads/2020/12/Back-4-Blood-like-Left-4-Dead-Zombies.jpg
  6. I'm using a mod off Nexus that increases headshot damage and reduces body damage, but it only applies to vanilla weapons, and I've got a lot of new weapon mods such as STALKER and Wasteland Weapons. Can someone point me to the specific files I have to change in order to apply the same values to all of my modded weapons too? My goal is to have a Romero-style world where there are hundreds of zombies that are all resistant to body damage but die in one or two hits to the head.
  7. I mod the game to spawn 8x-16x the amount of zombies. There's also a mod where you can make them die in 1 hit to the head but are immune to body damage. You can even cut off all their limbs and they'll stay alive trying to bite you. All the simplifications seem balanced after that, since you've got 100 zombies in every chunk and they're all trying to kill you, you don't have much time to worry about stat numbers.
  8. Thanks, that seems pretty straightforward, opening up the rwgmixer.xml there's a list of vanilla prefabs with tags, I guess I just add the filenames of the custom prefabs and then tag them all like the others. Such as, zmexico27 prefab is tagged as <prefab name="zmexico27"/> --edit-- Seems to be working fine
  9. Thanks for the info! If I wanted to use compopack 47 (and a few other individual prefabs from nexus) for the game's built in map generator, is there anything special I have to do, other than copying all the prefab files into my "7 days to die/data/prefab" folder? I've generated a few maps and they don't seem to be including the names of any custom prefabs in the "generatedworlds/mapname/prefabs.xml" folder. Am I just reading the prefabs.xml file wrong or am I missing a file somewhere else that tells the game to include the custom prefabs?
  10. Hello, I would like to use the prefabs and the nitrogen prefablist from compopack 47 for a map, but only the ones made after A19 came out, with the new blocks. Is there a way of seperating the a17 and a18 prefabs from the a19 ones?
  11. Hello, what is the nitrogen custom list line for this prefab? As in, Club_hotel,none,x,x,x,x,x,downtown;unique Also, does anyone know where the dimensions can be found so I can do this myself in future? They don't seem to be in the xml
  12. Nice, where can we download your quest mods and the instructions for installing them?
  13. Yes, because they are zombies. It's not even about what's realistic, there's really no point in having wolves in the game at all if they're just going to act exactly the same as zombies. 7DTD isn't the only game that's guilty of this, pretty much every video game ever made has wolves as a generic enemy mob that attacks you on sight mindlessly. It's always broken my immersion and annoyed me a bit.
  14. No, I think wolves should act like wolves, that are only a threat under specific circumstances, such as when you're very low HP. Just like in real life. If they're going to act like zombies then there's no point in them existing as living animals, they may as well just be zombies. There's no reason for them to mindlessly attack your base, that isn't how opportunistic predators like wolves behave. The game already has zombie dogs. Scenario: You're limping home with a backpack full of stuff, you've sprained your leg and are on 20% HP. You hear the howl of a wolf and see 3 or 4 of the
  15. I remember Joel saying on one of his vlogs that the modding capabilities they added to the engine for A18 make stuff like riot shields possible. I expect they'll be added to the game some time or some modder will make them.
  16. Does the navesgane map contain all of the PoI's on the vanilla prefab list?
  17. We already have zombie dogs, there's no reason for wolves to attack you on sight and behave like mindless monsters. They should never try to break into your base, bears might try to do this but wolves would never do it. They should watch you from a distance and run away if you get too close. Maybe if you're badly injured, limping, and extremely weakened, they should attack in a group after following you at a distance for a while. If you reduce their HP they should run away again.
  18. Dead Frontier 2 has a lot of variations of "go find out what happened to this person" which seems to work fine
  19. No it has packs, anyone can create a mod pack
  20. Are they able to go below other PoI's and overlap?
  21. I want a radioactive biome that is only safely accessible with special equipment. They could get really creative with the appearance, with glowing green lakes of toxic waste and trees with luminous veins.
  22. One of the things I loved about the Bethesda Fallout series was the way you could be travelling through the world, find a manhole or a door in the wall, and find yourself in a dark warren of sewers or maintenance tunnels. Does the engine of 7DTD permit that kind of thing now? Or are PoI's strictly arranged on a 2D plain?
  23. We won't need the devs to officially implement player made prefabs once the steam workshop is integrated. You'll just be able to browse through the most highly praised prefabs and download a couple hundred to add to your random gen list.
  24. Since A19 the game is apparently a lot more modular which should open up opportunities for more different types of quests than "fetch", "kill", and "dig". Some basic types could be: Courier - take an item to a location and drop it there Survive - stay at a location and fight off waves Assassinate - go kill the leader of an NPC gang of bandits Investigate - go to a survivor's outpost to find out why they're not answering the radio (spoiler: they're all dead) Climb - travel to a radio tower and climb to the top -
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