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BarryTGash

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About BarryTGash

  • Birthday May 20

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  1. From the handful of new starts I've tested with A21, 1 point in pain tolerance and padded armour reduced the debuffs - unfortunately without 1000s of tests I can't say if that's 'working' or just RNG.
  2. No difference noticed here. Sometimes it's good, sometimes you can burn through 12 lockpicks on a single container.
  3. Oh, so it's you who got all my purple loot? I've found pumpys at tier 2,3 and 4. Not found any of the others at all and had to make mine. At similar stage in game. I think you are just lucky this time around. As a test, try starting a new game and see if your looting is similar.
  4. Snakes have been a weird one in A21 - had them everywhere in the forest biome.
  5. settime n+1 4 0 Seriously though, depends. A21 aside as that is pure vanilla testing, deep level mining if relatively early game, base work if further along and turrets are up. Sometimes I just watch a movie and wait it out.
  6. There is an option to play with loot abundance down to 25% too. You could also avoid newsstands and Crack-a-Books, just taking magazines in normal loot.
  7. For vultures, I use this mod: https://7daystodiemods.com/reality-check-removing-some-zombies-animals/. It replaces vultures with zombie Moe. Just use the modlet 'No Vultures', ignore the rest. It does mean Moe can spawn in strange places Hornets can be made not to spawn entirely: Open entitygroups.xml in \7 Days To Die\Mods\0-DarknessFallsCore\Config\, search for the two instances of 'animalHornet' and change both prob= values to zero. Making an overriding modlet would be better but it's such a small edit I never got round to it.
  8. I use one called JaxTeller718-BirdsNestAndTrashDestroyOnLoot that seems to work just fine (it's been in my load order for... ever?)
  9. Play the game and figure it out yourself. With that attitude don't expect any help from anyone.
  10. As I understand it, both farm plots will be identical in growing behaviour - it's just an alternate path to make it.
  11. These are the POI names: DFalls_Annas_House DFalls_Eves_Camp DFalls_Military_Bunker DFalls_Razors_House DFalls_Resarch_Lab1 DFalls_settlement_caitlin An alternative is to use this website, drag and drop the files from the RWG world, and filter prefabs for "DF".
  12. Obviously I'd not expanded on the idea fully A similar issue was presented to me the other day when, whilst trying to deal with a crawling zombie (one that I'd removed a locomotive limb from, not Steve), my melee weapon kept hitting grass, leaving said undead blighter unscathed apart from aforementioned amputation. So something like: weapons bypass grass (and do no damage to dirt?), only certain tools (spade/pickaxe) overflow damage from grass to dirt, grass is only harvestable by fists - something like that.
  13. I'd prefer excess damage to grass to transfer to the block behind it - if grass takes 1hp, the rest goes in to the dirt. At least, reduce stamina usage on grass only strikes.
  14. There is a vehicle in Bdub's vehicles, that comes with DF for A20. It's called the Willy Jeep (vehicleWillyJeep) - with a super charger mod it seems to be very good at running over trees, boulders, fences and cars (boom!). Can make for some dramatic entrances in to weaker POIs. You might be able to reverse engineer it by going through the xmls.
  15. Little tip someone pointed out in the past. Fit the water purifier mod in the helmet and drink murky water to put the flames out - you can carry those in stacks of 125, a considerable improvement over regular water.
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