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About BubbaJoe

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  1. Looks like a very interesting night indeed! I really need to port in the PLUS zombies but have been too lazy to do so beyond Motorhead and Mittens. 😁
  2. According to this older Polygon article 2034 is indeed the correct year.
  3. Unless I am mistaken Sirenhead is included as part of this download, or at the very least it is for me and has been for the past several versions.
  4. On this one I'm a bit of both extremes. For the home base, hardcore maximum-tier OCD (but not quite plaid). All must be perfect. If zombies damage anything it shall be repaired thus sayeth the 7D2D God(s) [true story, I'll tear out a layer of wall to repair a damaged block behind it]. Home base will feature interior decorating, fluff items, pointless rooms that are there just because they look purty, rigorously organized inventory rooms, etc. Not only do vehicles have a garage, they must be lined up neatly in the garage and have their own designated spaces. Oh and please don't walk on the gras
  5. One member of the group I play with is driven bonkers by the floating torches, etc. They'll completely redesign things to keep that from happening. So there's at least one other person out there who would appreciate this as well. 😀
  6. In my humble opinion you haven't designed a proper 7D2D mine unless at least one entrance allows you to drive (i.e. plummet) a vehicle straight to bedrock. 😅
  7. Being entirely truthful with myself, not many. There's too much in the 7D2D universe stacked against real me for me to make it very long. Knowing my death was inevitable, I might instead try to focus on dressing up in the most outlandish outfit I could find, so at least I'd stand out among my zombie cohort.
  8. Had to go with "significant" myself, I think the only thing holding me back from "maximum" was the cardinal directions, though to be fair I probably follow those more often than not. As to the question, precision laser for sure. I'd probably have more fun with dynamite-based mining, but as we are talking about being persnickety in the mines, the laser sounds way more "straight edge" friendly.
  9. Yes this will work on an offline Navezgane map just fine, in fact that's where I do a lot of my testing before porting things over to the multiplayer server. The first thing I would check is to make sure the mod is installed correctly (i.e. that you can manually spawn the new zombies via the Debug Menu). If everything seems to be in order there and the console isn't slinging any errors at you, the next step would be to adjust the spawn rates to suit your fancy. Some people have found the "vanilla" spawn rates to be too low at lower gamestages, so you might just not be seeing them due to that,
  10. Sure thing. Below is what we've been using, it's a bit rudimentary but it still makes the Parasite quite a threat. I changed the health and stamina variables to XX for the purposes of balance testing as some players would probably find ours to be too unfair, so please make note of that prior to testing. This creates a flat subtraction from the player's max health and stamina, so it doesn't incrementally grow in the manner I think the Parasite originally functioned, but the players have been happy with this. We found 10 seconds to be a bit lenient, but I've restored the 10 second buff duration/
  11. With the Parasite I hadn't changed over that portion of the buffs xml so I hadn't seen the changes. We've modified the Parasite to be the "most annoying thing on the server" to quote a player. She now lowers not only your max health but max stamina as well. One of our players decided to start a new character and was left with a whopping 5 max stamina after an encounter with a Parasite. Seems crazy to me as you can see how this means a lot of the time you can't get away from her effectively, but that's what they wanted. 😅 While our settings are a bit extreme, I think it's in the best spirit of
  12. Our experience has been the same. We've been running this for almost 10 days now and unless the players have experienced issues they haven't reported, it's been very stable on our end. I haven't tinkered with it at all so I can't add much from an admin perspective, but it seems quite stable.
  13. Just to add to the testing group, I made this change and tested the quest 10 times as a level 300 player, maxed out quest reward skill, and gamestage set to 1500 (just to cover all the bases). I'm now getting no errors. We hadn't seen this error before on our end, but as I've noted before we have a currently unkilled Juggernaut due to crazy buffs so that's no surprise. However doing some private admin testing this fix seems to have corrected the issue on our end.
  14. I agree. With the work everyone has put in plus help from Snufkin as well this mod has really gotten to a great place for A19. I've had no actual issues for a while now, it's mostly just tweaking things to get them were you want them to be. Thankfully as long as you make backups of your xml files + saves beforehand it can be a lot of fun to tinker with them and not have to worry about messing up your game or save file. 👍 In our case we've opted for really low spawn rates on all the Snufkin zombos, but have buffed them to be a real absolute menance. No wrong way to play with this on
  15. I concur with arramus, I love the Scarecrow's death animation. We've even had a few instances where it went spiraling up into the sky until it despawned. It's a lot of fun.
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