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hiemfire

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Posts posted by hiemfire

  1. 2 hours ago, PoppaSmirk said:

    So true,  I have every Drone MOD schematic purchased.   Just waiting for a drone,  or the drone schematic itself so I could build My own.  Pardon Me for that error in the previous post.  its a bit of an emotional issue.  Anyone have a tissue?   *chuckles*

    Easy enough to do. Can't say I haven't done so myself on several occasions (probably the main reason for most of my post edits is re-proofreading after posting and catching something that is missing or was misphrased). 🙂

  2. 6 hours ago, Boidster said:

    Edit to add: I extracted the sound files and learned

     

    a) there are 3 different 'sense' sounds, 6 different 'alert' sounds, and 10 different 'attack' sounds for the standard template zombie male (there are variations and special sounds for some types of zombies i.e. crawler, screamer, demolisher)

    b) 'sense' sounds are obviously different; 'alert' and 'attack' sounds are quite similar. I can't see any but the most focused player knowing, in the midst of a group of zombies plopping out of ceilings & closets, which sounds signify a real targeting/attack vs. which are just alerted zombies coming to investigate.

    Bolded might be what I was noticing during my night hunts. Though the "attack" sounds might be the ones they make when they are taking a swing at you (they ain't quiet when they are punching you in the mouth) and the "alert" sounds could be both when they have you targeted and when they are investigating.

  3. 1 hour ago, PoppaSmirk said:

    I have 29 robotic parts currently stored in My "tech stuff'  box in My base.  I hoard those things like....  umm...like....  a squirrel hoards his nuts   *eyebrow and grin*  I also have stored a level 1 robo turret, and two sledge turrets.   I keep "quentin turretino" My level 4 Robo turret with Me at all times,  so I always have that source of cover fire if I need to make a run to the bathroom during a MP game session.  *grin*

    And you have the schematic per:

     

    1 hour ago, PoppaSmirk said:

    I have EVERY SINGLE drone schematic purchased;

     

    Why not craft one?

  4. 7 minutes ago, PoppaSmirk said:

    sighs....   Must be nice having a drone.   its still a unicorn in My game,  just a Myth    *red-faced*  YOU"RE ALL LIEING,  THERE IS NO DRONE !!!  *breaks down into muffled sobs*    LOL   Seriously though,    been trying all sorts of things,  forays into Wasteland for a Day or Two of "Loot and Sneak"  through some POI's.  chomping eye kandy before opening any sizeable stash,  and always wearing loot goggles.   My loot stage has been boosted at times to  260-ish range,  and still no drone yet.  I have EVERY SINGLE drone schematic purchased;  but feels mostly like coins thrown into a fountain, cause ....THERE IS NO DRONE!!!!!!!

     

    *chuckles*  One day....one day !!!

    Have you been taking robotic parts and the robotic turrets as you've been finding them? It strikes me as a bit of a wistful juju thing, but some of the Streamers I've been watching have been mentioning that passing over related items seems to make the rng for what they want worse where as when they actually do take the related item what they're looking for starts popping up after not too long.

  5. 20 minutes ago, PoppaSmirk said:

    As recently as 4 days ago,  I still had this glitch happen with one of My robo turrets.  I used a workaround of digging out two blocks, and crafting topsoil to drop into them,  then placed the robo turret on top of those.

     

    They're trying another fix in Experimental currently which is supposed to go to Stable on Monday (US).

     

     

  6. 32 minutes ago, Boidster said:

    The game uses different sounds for when the zombies hear something vs. when they target something, which is an organic way to indicate the situation but hard to catch every time.

    Unless they changed it from A19, my experience throwing rocks as a distraction and hunting ferals at night says otherwise. The sounds used are the same from what I remember, it just randomizes which one is played a bit between each investigating/targeting instance.

  7. 10 minutes ago, Boidster said:

     

    I probably misunderstand the issue, but I think we've shown that a moderately-perked player (3/5 FtS) can successfully enter an Attack sleeper volume and not a single zombie will stir. What is the evidence of stealth failure that is compounded by having many/most POIs with Attack-style volumes?

     

    image.png.0a3461710bfd68f4138204af60a87a47.png

    The zombies don't move or make a sound every single time that check is failed by them?

     

  8. It is also only the turrets (smg and shotgun), Blade traps, dart trap and electrical traps that will give the player that placed them experience. All of which have to be wired to a power source.

     

    Basically it comes down to:

    1. Did you place them?

    2. Do they require electricity to function?

    3. Do you have Advanced Engineering 3(?) or higher?

    4. If "yes" to 1, 2 and 3 then you get some experience from the traps' kills. Otherwise no.

  9. 19 minutes ago, theFlu said:

    Some quick grep-fu: in the folder POIs there are 212 with more than 2 two or more, and 670 total. The total includes some (at least 40ish) street signs though, so as actual percentage.. At least a third.

    So they stuck with roughly the same proportion as A19. Kinda shoots down my grumping, sort of. Now I'm getting curious about possible RWG spawn weighting for the different POIs.

     

    4 minutes ago, Roland said:

    I definitely think they changed most of the volumes to attack in order to facilitate fataal's adjustments. If you are going to run a stealth check for every zed in a volume but the volume is flagged as inactive then where is the need for a check? To have a check there needs to be a chance of failure and that can only happen if the room is flagged to have zeds attack if the check fails.

     

    Yet with the POIs that @theFlu dug up, with them being clusters summable as "poi-x-01 through 10", until they're fully perked the player is given a fairly active indicator that stealth does not work, true or not, since there is no immediately perceivable difference between a zombie jumping out of a hidden panel going after you (targeted) and one that is looking to figure out who farted at the door to their room (investigating)*. Take into consideration that those are only ones that have 6 or more attack volumes, excluding ones with 5 or less, and a disturbing proportion have almost all if not all of the volumes flagged as attack volumes. If a similar proportion of the volumes with 5 or less attack volumes have 2/3rds or more of their volumes tagged as attack then the indication that stealth isn't working in POIs is even stronger.

     

    * = I agree with following.

    18 minutes ago, Roland said:

    I think we need the eye back that lets us know whether we are being targeted.

     

    And I think the crux of the issue with stealth is possibly in the following.

    19 minutes ago, Roland said:

    These attack volumes are not the same type of attack volumes we discussed in A19. The problem isn't that they are flagged as attack...the problem seems to be with stealth, lighting, communication to the player, and perhaps the sensitivity or ease by which players can fail.

     

    Unlike in A19 where the problem with the attack volumes were they were a guaranteed failure point ignoring perk investment with no indicator other than repetitive experiences with the volume, the reason the A20 volumes being flagged as attack is a problem seems to be stemming from the adjustment to how light level is applied to the player for the detectability checks that was released to stable simultaneous with fataal's additional check to toggle to attack that referenced From the Shadows. I'm not saying the change to lighting's effect on stealth was a bad idea, it just needs either some direct tuning or there is something else affecting it that is swinging things too far the other direction when it comes to stealth in POIs.

    26 minutes ago, Roland said:

    They really should set every single volume to attack everywhere as long as they can tune in stealth and make it so that it isn't quite so easily failed and then definitely noticeably succeeds much more often as ranks in stealth are taken.

    If they can get stealth tuned right than this suggestion would also give back a bit more of the feel that some of the longer playing run & gunners have been mentioning they've been missing from the game. 

  10. 1 hour ago, theFlu said:

    For a list of POIS with >= 6 attack volumes, and less-than-that of other volume types, see spoiler:

      Reveal hidden contents

    apartments_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    commercial_strip_01.xml:  <property name="SleeperVolumeFlags" value="0,2,2,2,2,2,2,2,0,2" />
    countrytown_business_02.xml:  <property name="SleeperVolumeFlags" value="0,0,2,2,2,2,2,2,2" />
    countrytown_business_06.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    countrytown_business_08.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    countrytown_business_09.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    countrytown_business_13.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    countrytown_business_14.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2" />
    downtown_building_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_building_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_building_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_09.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    downtown_filler_11.xml:  <property name="SleeperVolumeFlags" value="0,0,0,2,2,2,0,2,0,2,2,2,2,2,0,2" />
    downtown_filler_12.xml:  <property name="SleeperVolumeFlags" value="0,0,0,0,2,2,2,2,2,2,2,2,0,2,2,2" />
    downtown_filler_13.xml:  <property name="SleeperVolumeFlags" value="0,0,2,0,0,2,2,2,2,0,2,2,2,2,2" />
    downtown_filler_15.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,0,2,2" />
    downtown_filler_22.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_23.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_24.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_25.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_27.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_30.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_filler_31.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_strip_05.xml:  <property name="SleeperVolumeFlags" value="0,0,0,0,2,2,0,0,0,2,0,0,2,2,2,2,2,2,2,2,2,2,2,0,0" />
    downtown_strip_07.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    downtown_strip_09.xml:  <property name="SleeperVolumeFlags" value="0,2,0,0,0,0,2,2,2,2,2,2,2,0" />
    farm_01.xml:  <property name="SleeperVolumeFlags" value="0,2,2,2,2,2,2,2,0,0" />
    farm_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2" />
    farm_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,0,2,0,2,2,0,2,0,2" />
    farm_04.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,0,2,2" />
    farm_05.xml:  <property name="SleeperVolumeFlags" value="0,2,2,2,2,2,2,2,2,0,2,2,2,2,2" />
    farm_07.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    farm_08.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    farm_11.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2" />
    farm_12.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    field_concert_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_12.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    house_modern_13.xml:  <property name="SleeperVolumeFlags" value="2,0,0,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_14.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2" />
    house_modern_15.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2" />
    house_modern_16.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_17.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_18.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_19.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_20.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    house_modern_21.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_modern_22.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2" />
    house_modern_23.xml:  <property name="SleeperVolumeFlags" value="2,1,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2" />
    house_old_gambrel_04.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    house_old_mansard_02.xml:  <property name="SleeperVolumeFlags" value="0,2,0,2,0,0,2,2,2,1,0,2,0,0,0,2,0,0,0,2,2,2,2,2,2,2,0" />
    house_old_mansard_04.xml:  <property name="SleeperVolumeFlags" value="0,2,0,2,2,2,0,0,2,0,2" />
    house_old_ranch_11.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    house_old_victorian_06.xml:  <property name="SleeperVolumeFlags" value="0,2,2,2,2,2,2,2,0,0" />
    housing_development_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,0,2,2,2,2,2,2,2,2,2,2,2" />
    office_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,0,2,0,2,2,2" />
    office_04.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2" />
    parking_garage_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    parking_garage_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    post_office_01.xml:  <property name="SleeperVolumeFlags" value="0,0,2,2,2,2,2,2,2,2,2" />
    remnant_church_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    remnant_downtown_filler_11.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2" />
    remnant_downtown_filler_12.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_downtown_filler_14.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2" />
    remnant_downtown_filler_15.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    remnant_downtown_filler_16.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_downtown_filler_17.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2" />
    remnant_downtown_filler_18.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_house_14.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_house_16.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_waste_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2" />
    remnant_waste_05.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    remnant_waste_06.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2" />
    remnant_waste_08.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2" />
    restaurant_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    restaurant_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    rural_church_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2" />
    rural_drive_in_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    store_clothing_01.xml:  <property name="SleeperVolumeFlags" value="0,2,2,2,2,0,2,0,0,2,2,2,0" />
    store_electronics_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,0,2,0,0" />
    store_grocery_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2" />
    store_gun_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,0" />
    store_hardware_03.xml:  <property name="SleeperVolumeFlags" value="0,0,2,2,2,2,2,0,0,0,0,2,0,2,0,2" />
    warehouse_01.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    warehouse_02.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2" />
    warehouse_03.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    warehouse_04.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,0,2" />
    warehouse_05.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2" />
    warehouse_06.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2,2,2,2,2,2" />
    warehouse_07.xml:  <property name="SleeperVolumeFlags" value="2,2,2,2,2,2,2,2,2,2" />

    That is 89 POIs that have "most" set as attack volumes. And by visual guesstimate, about 80% of those have practically "All".

     

    Almost as if the Poi designers were given a green light to place as many as they wanted with the additions of fataal's adjustments to stealth. Wouldn't happen to have a breakdown that shows total of POIs with 2 or more attack volumes vs total # of POIs would you?

     

    2 or more because I'm expecting all of the POIs to have at least one attack volume now.

  11. 1 hour ago, POCKET951 said:

    I am shocked that Penetrator is on that list. It is insanely powerful, especially if you do funnel style horde bases with AP sniper rounds

    I think it is a reading comprehension error on the OP's part or maybe a localization error with the perk's description. Per their explanation (bolded by me) :

    On 2/2/2022 at 10:57 PM, Sal said:

    3) "The Penetrator" perk for the same reason as #1. A perk that make enemies armor less penetrable.  I could see a reason for it in MP, but I don't play MP and I don't think this applies to zombies either (I could be wrong tho)

    @Sal

    Penetrator actually boosts the player's ability to penetrate enemy armor and, at higher ranks, causes even normal rounds to hit multiple zombies in a line like the Diablo 2 Bone Spear spell could.

  12. If you're talking about the blocks that look like they're broken sections of brick/wood/cement when you first see them and haven't been damaged by either you or an enemy critter/zombie they had their upgrade path yoinked with the update to A20 so you can't "repair" them anymore. TFP also dropped their hp by allot so that they are easier to break out and replace with new blocks for the player.

  13. 2 minutes ago, Roland said:

    I just want to add a bit of criticism for the game to all of this. I understand that because of the tight quarters and light sources it probably isn't always possible to pull off a stealthy reaction. I think this is another reason to get rid of the light trails or as @Viktoriusiii has suggested at the very least make them one shot destroyable with an arrow or a melee weapon. But better in my opinion to just get rid of the inexplicable flashlights and lamps that somehow have power and are pointing at holes in the walls. I hate them and if removing them would facilitate stealth a bit more I think it is another great reason to get rid of them. But shooting out all the lights could also be interesting as long as it was just one shot for each. 

     

    Maybe a modlet that reduces all light hp to 1 would be cool

    They'd need to change where the impact and break "noises" are generated from for it to work. It's why we can shoot out a closet door from across the room and the occupant of that closet doesn't "hear" it but if we do from only a couple paces out the occupant gets grumpy.

  14. 4 hours ago, Roland said:

    Not if it turns out that most of them aren't actually ambushes. I know you want to diminish my conceptual argument about aware vs unaware enemies

    From what I could tell they're not arguing aware vs unaware, but the actual way the zombie locations have been placed and toggle from static or spawn in, regardless of them being aware/attack or unaware/investigating active.  Aware "ambush" vs unaware "ambush" really doesn't matter if the "ambushes" are so common that they can be reasonably expected to be present in the gross majority of the POIs.

  15. 5 hours ago, Vaxkiller said:

    Perhaps it takes anywhere from an hour to multiple days to catch fish?

    Same rate as the fully illuminated growth rate of crops would work. Have the harvest return 2-3 fish. Add in a couple of recipes. One to craft 1 fish into 3 meat and another to craft 2 fish, some nitrate and a can into 1 can of salmon. Also have the traps have a limited use. Maybe 2-3 harvests and the fish trap breaks. 

     

    5 hours ago, Vaxkiller said:

    If a fish trap is placed to close to another fish trap, only 1 will work. Not sure what the distance would be. 50 untis?

    Since they'd probably adhere to the normal block placement rules a distance limitation of 20 blocks would work. Might also need a check to ensure that the trap isn't just set in a wet hole in the ground. Having it look for a linear set of 3 or more water "blocks" in at least 2 horizontal directions and 1 block of water above it would work. Enough water to fill 13 blocks worth of space is a royal pain to gather so that would put a damper on making auto fishing "tanks" in bases.

     

    6 hours ago, Vaxkiller said:

    maybe the crafting materials are really hard to find?

    🤨 Hard to find? Wood for the trap's structure and plant fiber or leather or plastic to bind the structure together. Those are all you really need to make a fish trap of the live catch passive variety. Heck, rocks placed properly in a water flow also works so hard to find materials doesn't make sense. Limited return does.

  16. 2 hours ago, Howlune said:

    bigger lol

    falseadvertising.JPG

    "LAN PvP", "LAN Co-op"...

    🤣🤣🤣🤣

    Things 7D2D doesn't have for 100...

    All multiplayer in this game is handled via Steam and requires an active and constant connection to Steam or the connection between players is killed. That is not LAN.

  17. 5 hours ago, Darthjake said:

    Maybe for when you find cornmeal as a loot item, instead of corn?

     

    I've had that happen plenty of times, but seriously anything that requires water should not decrease hydration.

     

    Go nosh some corn bread without anything to drink irl some time and enjoy the dry mouth.

  18. 3 minutes ago, The Gronk said:

    Perhaps you're thinking of the XCOM series?

    No, The Last of Us.

    4 minutes ago, The Gronk said:

    Dammit, the "Yellow musk creeper" and "Yellow musk zombie" from the first edition D&D "Fiend Folio" are a plant-based zombies instead of fungus based... pretty damn close though.

    Gygax and his crew drew heavily from existing fables/myths so I don't doubt that they came across something that inspired those.

  19. 7 hours ago, The Gronk said:

    Something like Ophiocordyceps unilateralis for animals with a central nervous system.

    Insects, like the ones that that fungus family is known to affect, have a central nervous system. A fungus of that family adapted, either via evolution or lab manipulation, to affect primates could result in what we see in game. Though isn't there a game already that is themed in a world with that type of zombie that was published by a fairly sue happy corporation?

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