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Ill Fred GMan

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About Ill Fred GMan

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    Farmer and game developer. There's nothing a bit of bailing twine and duct tape can't fix.
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    Gaming, Weed, Music

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  1. Update: Goat Wrangler Dedicated Server is still running 24/7, but we're trying the game with settings closer to defaults. My Discord username is Moshanyana#2608 add me if you're having trouble getting into the server.
  2. @Beelzybub Thanks for clarifying. And no worries, this game has a lot of quirky bugs / features, especially in an experimental build. Now I'm going to figure out how to report this as a bug so TFP will be made aware.
  3. This is what I've found during my tests (Alpha 19_b173). Anyone saying that the crafting station simply stops crafting when it's 6-slot output inventory is full is mistaken. Anyone saying that it's impossible to introduce code to stop the crafting station automatically when full is mostly mistaken; the code already exists, but it only triggers when all possible inventory slots are full including the player's backpack. If the crafting station is crafting items while your personal backpack inventory is 100% full and the crafting station's 6-slot output inventory is 100% full, opening the crafting station will trigger a white text message just above the hotbar which reads "No Room In Workstation Output. Crafting Has Been Halted Until Space Is Cleared." I assume this is a bug where the code is written to check if all inventory slots in the workbench UI (which includes the backpack!) are full rather than only the workbench's inventory slots. Hopefully TFP can address this soon. The extra strange part of this bug is that when the crafting station's 6-slot inventory is full but the player's backpack isn't and the player closes the station immediately after queuing the job and then reopens it after the job's time requirement has passed, the queued craft job yields 50% products. If you watch the queue after reopening the station, you can see the quantity of products skip every other number as it counts down, but only giving a single product each time. For example: 10, 8, 6, 4, 2 products left to be crafted but only 5 total products actually come out. In my test, I placed 6 pieces of wood in the workbench's output, one in each inventory slot. I then queued 10 iron crossbow bolts to be crafted. I kept the workbench open the entire time and I had several empty inventory slots in my backpack; the workbench automatically placed all 10 bolts into my backpack directly. Awesome! I repeated the test with the same parameters except that I closed the workbench UI immediately after queuing the 10 bolts up and then reopened it after the required time (20 seconds); the workbench still read that it had 10 bolts left to craft and would require 20 seconds to do so, but outputted only 5 bolts total over 20 seconds and counted down remaining bolts in the queue as 10, 8, 6, 4, 2. Strange and disappointing. I then repeated the same test a final time with the same parameters as the second test, but filled all of my empty backpack inventory slots with a 7.62mm bullet in each so that my backpack was 100% full as well as the workbench output remaining full of the 6 wood. I closed the workbench UI after queuing the craft job and then reopened it after the 20 seconds had passed. This was when the "No Room In Workstation Output. Crafting Has Been Halted Until Space Is Cleared." message popped up and the workbench did actually stop the craft job exactly where I had left it: 20 seconds required to craft the 10 bolts. I then did one last thing: I closed the workbench UI and made an empty space in my backpack, and then reopened the workbench. It again crafted 5 bolts total over 20 seconds, counting down 10, 8, 6, 4, 2 bolts left to craft. Thank you to everyone who responded, but please do your research before authoritatively posting answers.
  4. I think the issue with people avoiding late game days will get better as people realize that the game isn't quite as punishing for late joiners as it used to be since TFP introduced the game-stage rules and trader quests (especially since quests reset POIs to the way they were on spawned day 1). Additionally, a server description describing the server's alternative use of "sgs bloodmoonday" could help a bit. I still want a way to schedule bloodmoons to occur on a schedule IRL rather than in-game. This would also require a different way of warning that a bloodmoon is about to occur, such as a status effect similar to a broken leg timer that counts down until the bloodmoon begins, and another that counts down until the bloodmoon ends. Some people still don't like the idea of joining later than other players, especially in PvP. This is a really difficult problem to solve. Even long-standing games such as MMORPGs have problems with this; people are most excited to play when they are among the first to begin, then subscribers dwindle because joining as a newb while there are many veterans playing at much higher levels is intimidating. The term "gank" actually comes from WoW and originally meant being a high level player engaging PvP with a much lower level player. The solution these games came up with was to make certain areas, most areas in fact, strictly PvE. Learning from this, what if there were certain areas in 7D2D maps that are flagged for PvP, but outside of these areas the game is always PvE. For example, going into the burnt biome could immediately allow one to engage in PvP with other players in the burnt area. If this were the case, the quality of loot in the burnt area could be increased in order to give players a reason to take the risk that PvP poses. At the same time, new players would be able to get on their feet by simply avoiding the burnt areas. Additionally, a server catering to both PvE and PvP playstyles is more populated, which is something both communities would enjoy. Imagine being someone who only plays the game PvE but still able to play on a server with your friends who play PvP. The PvE players could even team up with and support the PvP players with supplies and bloodmoon solutions. Low population servers suffer from the intimidation of new players more than high population servers since more players means more new players, so you won't be the lowest level player for long. 7D2D suffers harshly in this department since it's designed specifically for 8 players per server. If further development leads to the default supported server size increasing to something more like 70 (like ARK) then the problem of no one joining after the first few days will dwindle. This would of course require many performance improvements since each player objectively increases server load, so we may be waiting a while for this change.
  5. Oh cool, I didn't know the sgs command was a thing.
  6. I like this idea, it's kinda like what was mentioned before about letting an admin just enter a command that triggers the bloodmoon to occur "tonight" (in-game). But what you're suggesting, if I read you correctly, is the ability to set it so that the dedicated server enters bloodmoon rule-state at a specific date and time in real life. For example, every day at 1:30pm and 8:00pm. That way players aren't surprised by a bloodmoon when they log on, instead they can plan to start playing at 12:00pm in order to have plenty of time to prepare or alternatively at 9:00pm to never have to play during the bloodmoon but still be on the same server with their friends. No trapping other players into having to encounter bloodmoons unprepared. Very cool.
  7. Ok, so it sounds like there's no clear answer. I'll take it upon myself to test each of the stations one of these days. If other people would also test (and/or if devs could answer) that would also help; the more info the better. The last thing I want is to craft ammo into oblivion while out gathering. 😶
  8. I like this idea, simple yet elegant. It could even be a vote command like "/bloodmoon" in chat so no admins would need to be around. After one person chats the command, everyone gets a pop up box asking if they want to trigger the bloodmoon to start tonight (22:00) or not. Presumably, people would enter the command sometime in the morning so everyone has a chance to prepare. A concern with this is that in PvP the politics could get hairy, especially if only an admin command. But in PvE this would be perfect. Hmmmmm, thought just occurred to me that bloodmoons could be instantly triggered by an in-game event, like activating a quest exclamation point or opening the ultimate loot chest at specific high-level POIs. This would give an epic Indiana Jones sequence to the game while letting players have more control over when they are pushed into high-risk, high-reward encounters. It could even be per-player, so the bloodmoon rules (no stealth, constant horde spawning nearby) only apply to the individual who "raided the tomb." Thanks! I agree that being able to sleep would be nice, even for non-bloodmoon nights. Perhaps activating a bed could open a special sleep UI with a clock where the hours pass much more quickly, but there's a random chance of an "encounter" type event occurring, like waking up prematurely to a bear or horde appearing nearby. This would retain the sense of immersive survival while cutting out the tedium of sitting around with one's thumb up one's forge all night. Another issue with mandatory, forced bloodmoons is that stealth builds are objectively worse than others since one can't stealth during bloodmoons. Making bloodmoons more optional would allow stealth players to play the whole game sneaking anytime they like.
  9. I'd like to loop back to the topic of this thread, which is brainstorming potential changes to the game's rules so that communities blossom and thrive rather than wilt as the day count increases. TFP has made some great progress on this specifically, such as changing difficulty progression so that it scales with individual player game-stage rather than day count. What else could be improved? An idea I've been brainstorming is the addition of special "bounty hunter" enemies (non-zombie humans) that are very difficult to fight and target only players with a minimum game-stage. Anyone below the game-stage threshold doesn't have to worry about them, so they balance the playing field to an extent. At the same time, they drop especially high-grade loot, so being hunted isn't a complete chore. In fact, it would be exciting. Some thoughts on their design: Able to pick locked doors and climb so as to enter bases without damaging them. A notification and quest pops up when being hunted so as to allow players a chance to prepare (mines, traps, drugs, etc.). Armed with guns in order to provide a fresh challenge. While they ignore low-level players, if low-level players attack them they will temporarily stun the player and then run away. Easily recognizable and scary appearance. I think that this is definitely a large part of what's keeping people from joining my server. Every time I start a new server, I get 2-3 random new people to join in the first 7 days. After night 7, no new players join even though nothing else has changed. However, I chat with these random new players and they are all aware of the latest updates and realize that game-stage has replaced day-count. So there's more to it than just being misinformed. I think the game currently gives excessive advantage to those who have been active since day 1; there's no way to compare to the server veterans. Some kind of reward for achievements, even if completely cosmetic (like ARK has done) would allow many people an appreciable, unique social status when joining a server late. Allowing players to import their character sheet from another server is another way to allow some account-wide continuity (also like ARK). Or perhaps grant low level latecomers the option to accept bonus xp scaling with the day count or highest player game-stage. Yes, in PvE I always offer to boost latecomers by doing most of the work for them and giving them what they need to survive and get on their feet, but who wants to be the baby of the server? Honestly, the increase to the number of zombies that spawn is simply more influential than what the player can contribute since the party's game-stage is that of the player with the highest game-stage.
  10. Does anyone know what happens to things that are crafted in blocks like the campfire or forge when the inventory of those blocks is full? I'm pretty sure the crafted items disappear upon finishing the crafting process. If so, it would be neat if TFP would make it so the crafting block (campfire, etc.) turns off instead of blatantly wasting resources. I know this is less realistic, but obviously this game's design isn't realism-purist mode.
  11. Update: I'm hosting a dedicated server which you can join, check out the details here. On this server, we've kept the bloodmoons at default settings but doubled day-length to 120 minutes and kept nights the same IRL duration by increasing daylight hours to 21 so that nights (including bloodmoons) go from 22:00 to 1:00. This allows players to get on and casually play the game while others are offline without running up the clock to the next 7th night quite as quickly. Incidentally, my community also appreciates the longer windows of time to go adventuring without having to scuttle back to base for 15 minutes every 45 minutes. With this setting, we have 115 minutes to adventure and then 15 minutes to sit in base. Much more chillax. We also bumped up the difficulty to 3 (2 is default) so partying up to conquer POIs like factories makes for a fun "boss dungeon" experience, although I'm still interested in actual boss dungeon POIs being added to the game. More on that here.
  12. I'm going to use this thread to communicate my suggestions for updates to the game 7D2D. If anyone has or wants to mod these changes, please respond as well. 1. Airstrip POIs: The gyrocopters are one of the most tilting things in gaming (pun intended). I did some research and found out this is immersively realistic, but if you're going to make them realistic, there are airstrips in reality as well. An airstrip POI (full of military Zs obviously) would be neat and useful for using them. Just imagine building a base next to one. Could even make the POI a trader spot to add variety to what a "White River Settlement" looks like; traders would naturally be inclined to setup near an airstrip. This brings me to my second suggestion. 2. Helicopters: Gyrocopters have an unrealistically large inventory and can't carry more than one passenger despite being more difficult to build than the 4x4. Adding a craftable helicopter would allow the gyrocopter to see some slight power-level adjustments (smaller inventory, cheaper recipe) since the helicopter would have a more difficult recipe than any other vehicle, inventory capacity of a 4x4, and the ability to transport >1 person. Furthermore, the helicopter could takeoff and land purely vertically, making flight much less tilting and adding immersive usage to the helipads on factories and hospitals (don't try to land a gyrocopter on a helipad). This brings me to my third suggestion. 3. Vehicle Weapon Mods: I know vehicle mods are in development for soon-to-be-released updates so perhaps this is already in the works as well, but in any case, I'd love to be able to mount a machine gun on my 4x4 (or helicopter) to be used only by the second passenger (or the driver if they switch seats). Just make it consume ammo out of its inventory like gasoline. Missile launchers and other weapons would be nifty but honestly a simple machine gun would be sweet. IMO, make it more difficult to craft and have higher damage than the M60 machine gun, providing an answer to the highest difficulty encounters in the game provided you have a friend to help out. This brings me to my fourth suggestion. 4. Boss Dungeon POIs: I wrote here about how the game is unexpectedly unappealing to communities when selecting a game to host as a dedicated server and I suggested boss dungeons as a solution before realizing that suggestions should go in this forum. Imagine discovering a POI that's extremely high difficulty and high reward but also easily avoided (only spawns in the radiated or burnt areas). A GTFO dungeon that you can prepare for with the game's open-world RPG elements and tackle with your friends when you're ready. Boss zombies may grant a unique perk / temporary buff to all players in the party so that there's no awkward politics around who gets to loot the boss. Just take a special zombie, increase its size, health, and damage and voila you have a boss zombie. These POIs could have the same land-claim protection that White River Settlements (traders) do so players must follow set paths through doors, etc. instead of just mining to the boss to skip the rest of the dungeon. Engaging traps, puzzles, and other classic dungeon encounters would add to the fun. The community would explode with Youtube videos showcasing anything from a first-time let's play to a max-difficulty speedrun strategy. Most importantly, boss dungeons would provide something to do once players have reached end-game builds. As of Alpha 19 B163, early, mid, and late-game are all essentially the same gameplay. An example of a Boss Dungeon would be a nuclear launch facility with a boss at the end that drops the nuclear missile launch codes for the facility. Mine enough uranium (see suggestion 5) and build an actual nuke, bring it to this dungeon after clearing it and obtaining the launch codes, power the facility with generators, and launch a missile that does something epic like turning the entire map into radiated wastes (all POIs become max-level and hazmat gear is required everywhere above the surface). 5. Uranium Resource: The rarest resource mined like iron but only found underground (no surface-level nodes) which is required for high-tech end-game craftables such as nuclear power generators, laser guns, mini-nukes (think Fallout 3), and the Boss Dungeon as an example in suggestion 4.
  13. Hello survivors! I am currently hosting a 7D2D dedicated server 24/7 that anyone is welcome to join. Please note that this server is a safe space (hate, trolling, etc. will result in permaban) but swearing, etc. is typical and 100% accepted. If you have any questions about my admin policies or anything else, please ask below. The server is PvE but killing strangers is enabled so that players may PvP if both parties consent. Just ask if it's ok to engage in PvP and if you get a "yes", go for it. Otherwise players have been playing in the same party. You are welcome to join and play in our party or set off on your own PvE adventure in any case. Name: Goat Wranglers Casual PvE Game Version: Alpha 19 stable IP: Port: 26900 PW: None EAC: Enabled Mods: None but "modded" due to non-default serverconfig.xml settings. Modded Settings (serverconfig): Marked Airdrops Every 3 Days, Shared Kills 10km, Kill Strangers Only
  14. I agree. I'm actually discussing something on this thread that could be just what you're asking for: boss-dungeon POIs. To be clear, I'm not saying just higher difficulty POIs, but ones that are crazy high difficulty with a boss encounter. The kind of POI you get your whole play-group online and streaming to Twitch for. Scary / funny traps, puzzles, and enemies throughout. Like a haunted house you can enter whenever you want to, but you probably won't make it out alive unless you're creative and have some buddies with big guns. The game GTFO is the best example I can think of for this.
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