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Syphon583

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Syphon583 last won the day on September 18 2023

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  1. You're going to get just as many players arguing for the ability to craft T6 weapons as there are against. The problem, IMO, is that while T6 weapons are referred to as "legendary", they don't certainly don't seem legendary. If TFP wishes to keep T6 the way it is now, then I would argue that we should be able to craft them. Nothing (other than slightly improved stats) makes T6 weapons special enough to be loot-only. And that is why the ability to craft them has been begged for by players for years.
  2. I really have no problem with the way sprains are implemented today. However, one change I would support is making it so that: splints take the place of steroids and applying one (without a point in Physician) would prevent further injury from normal activity (a hit from a zombie could still cause a break) steroids instead would simply remove the movement penalties, but not prevent further injury
  3. Hopefully the new Wardrobe update will add something like that, but until then there is this nifty little mod that lets you store armor sets on a mannequin: https://www.nexusmods.com/7daystodie/mods/5914
  4. Fully agree! Given all that effort put into the new armor sets, it's a shame that players really don't see themselves (outside of the stat menu and vehicle use). I think one of the main reasons (and I'm just guessing here) is the lack of good player animations. You can force 3rd person through debug mode if you're on PC, but there are many things that look janky. They would also have to work on 3rd person aiming.
  5. I've found a single quad mod and that was pretty late game. I've never seen the schematic. Don't forget, there are also 2 armor outfits (that I know of) that give varying amounts of pocket space depending on quality which further negates the need for mods. Which is great. Another option for those who don't want pack mule or tons of mods. IMO though, those outfits shouldn't remove the encumbrance of existing slots, but rather should add more, already-unencumbered slots. In general, the encumbrance and pocket system is fine. I've seen it suggested before, and would fully support a change to where the only way to remove encumbrance on existing slots is through Pack Mule. Pocket Mods and Outfits, on the other hand, just add new unencumbered slots. That way, even late game any pocket mod still has a use if the player wants to carry more items.
  6. Early game, not a whole lot. Maybe a few minutes every several days to get a handful of iron, clay, or stone. By week 3-4, I'll spend more time, around 12-18 minutes every 1-2 weeks (usually hopped up on rock busters and coffee). Assuming I'm ranked decently into mining, those short trips net me all the material I'll need for a while. Some people like to do day-long mining trips to get all the material they'll need for weeks on end, but I like shorter trips to break up the flow.
  7. That one is simple: All of the roads in cities and towns run N/S or E/W and are flat (except where those roads are prefabricated with a POI). The road markings are actual deco blocks that align perfectly to them. In the wilderness, highways are randomly generated with curves and elevation change. The deco blocks simply can't be used on them.
  8. @BFT2020 Thank you so much! I apologize for not replying sooner and did not get you example of the recipes. I have a mod created already that adds the 3 recipes to the game. Unfortunately I'm not on my personal computer at the moment to grab the code. I'll pop back in hopefully tonight and drop it here.
  9. Hey modders! So lately I've been enjoying playing without traders and am trying to change aspects of the game that are dependent on them, such as mods for the dew collector. I've already created and added to the game 3 recipes. Now I'd like to tie the ability to actually learn those recipes through skill magazine progression, similar to how the bellows and anvil are unlocked. I got about halfway, but it wasn't working quite right. Just looking for some help on how to accomplish this as I'm getting the sense it isn't just a simple change to a line in the XML. Also, I'm sure localization will be needed as well. Any help that can be provided or if there's a good video that covers this specific topic would be greatly appreciated. Thanks!
  10. Until mid game, I make do with 1 bench, 1 chem, 1-2 forges, 2 collectors, and 1-2 mixers. However, as an impatient person, I like to have 2-3 benches and chems just to speed up production. And I almost always end up with at least 3 forges, 1 for iron/lead, 1 for brass, and 1 for cement.
  11. I'm confused. Don't we have this already? There are definitely larger vultures that appear on late-game horde nights that spit just like cops.
  12. They may have tweaked something since then, or I progressed ridiculously fast, but I had these things appear day 7 on my very first playthrough of 1.0. I knew of their existence, but that special howl they have is hair-raising! They are tanky, but I had a fairly decent melee base setup and took them down without issue. Seeing them in the wild without the protection of a horde base is an entirely different story, though! 😨
  13. This is why the developers have made this game mod-friendly. They know not everyone wants to play the way they do. They've provided a great base to work off of if there are things you want to add, remove, tweak, etc. I'd consider myself a 'mostly vanilla' type of player- I do have a few personal mods that add some QoL but other than that, I love the base game.
  14. What we're talking about here are preferences which, by nature, are 100% subjective. You "rely" on mods because your preference is to play a certain way. Just because you feel whatever feedback was given in the past was ignored does not mean all feedback is. I've only been playing since A19, but I've recognized at least a handful of changes they've made which can be argued came from player feedback. TFPs job is to build a base game that can be enjoyed by those who align with their vision, while also being incredibly mod-friendly for those who like to customize to their liking. THAT is Roland's point and not a single point you brought up invalidates what he is saying.
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