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BarryTGash

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Everything posted by BarryTGash

  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.
  16. Whilst you're at it, TFP, also add in all windows please They are available in the creative menu but even just using cm for that still feels like cheating
  17. I don't think stone or wood can be sold or bought in vanilla, therefore the code required to display prices doesn't exist for them. Whether that's a simple xml edit I couldn't say, I've not looked in to it, but if Khaine hasn't done it then I'd say it's more involved than that.
  18. I forget about that - I've never used one. Perhaps should just get rid it instead Perhaps moving the solar panel trader unlock to advanced engineering: "unlocks chance for solar panels to appear at the trader". Or better yet, provide a chance for a schematic and have a harvestable resource only from solar panels in POIs required to craft them. I think if you focus on one thing it can provide unproportionate results, especially when rushing it. What would you propose? Perhaps tying what actually appears in the stash to game or loot stage? That way, if one is invested in it, they'll still get the benefit, just not so early.
  19. A little off topic, but this looks interesting - but I wish it worked along the lines of the next block receives the excess damage. An entire swing with a tool being nullified by a few blades of grass really grinds my gears - of course, an alternative tool for 'trimming the verge' without the setting would be necessary (or just fists).
  20. Dynamic meshes (as meganoth says) plus, I think, this new zombie behaviour to randomly go in to destroy area mode will also have an effect, especially on cpu performance. I've witnessed, over the course of several nights, groups of zombies gradually bring the side of a neighbouring poi down. They weren't targeting me - they just wanted to beat @%$# up and for some reason that wall was high on their list. The point being that little bits of damage being done over time to lots of individual blocks might be causing too much work for the dynamic mesh system if it's not turned off or set to landclaim block only.
  21. It's worse in the latest alpha - zombies can fully teleport through a wall before springing back. But, yes, the collision meshes appear not be animated with the actual entities. Which might explain why so many arrows to the face just fly right through without registering...
  22. What level of better barter? Max is a huge point investment, thereby taking away from other areas of specialisation - it seems like an offset; you get access to things you'd normally have to put points in to and/or find schematics for in exchange for... putting points in to it. There's still no guarantee the stash will contain what you want though. I think it caters to the players who trade and provides an alternative path for progression. Could it be tweaked? Yes. Should it work the same in multiplayer as it does in singleplayer? Probably not - and that's probably where the issue lies.
  23. If you set dynamic mesh to landclaim only, then only your base will benefit from it thereby nullifying the effect in cities - unless you've converted a skyscraper to your base
  24. Which map? There are 5 on the large map alone. You're looking for 'house_old_gambrel_03'. Use one of the maps that ship with DF: DFalls-Large1-NoCP DFalls-Medium1-NoCP DFalls-Navezgane DFalls-Small1-NoCP DFalls-VSmall1-NoCP
  25. That's great! My machine is a little like Theseus' ship - I've just upgraded everything except the case, psu and gpu so there's extreme 1% lows and minimal lag from spawning in zombies. The gpu (1070 ti) is the bottleneck right now but 80-90fps is good for now.
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