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BFT2020

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Posts posted by BFT2020

  1. So instead of just talking about it, I made some quick changes to the progression file and made all 3 perks for Living off the Land unlock at level 1.  Changed the file and started a new game.  Finished the starter quests and got my free 4 points.  I was able to unlock all 3 at Level 1.  The description still states they are unlocked at levels 1, 3, and 5; but as soon as I placed my first point in the first perk, the second perk was unlocked (same thing for the final perk).

     

    I bet I can also change the description if I wanted to (when they unlock) but the objective of this quick trial was to see what would happen when I took a couple of minutes and changed two values.

  2. 4 hours ago, Roland said:

    Another solution would be to remove the attribute gates from the perks so that any perk could be advanced irrespective of the attribute level. You could spend to move attributes up for those bonuses and/or you could spend to move perks up but the perks would not be dependent upon any particular level of attribute. That way you could mix and match any perk from anywhere that you would want to focus on. Removing the attribute requirements for perks would be a much easier mod to accomplish I think. You could probably change the value associated with the perks all to 1 so that once you put at least 1 point into an attribute all the perks under it would be available to advance all the way. So for two points you could advance blades and snipers or farming and snipers.

    It is possible (at least from the brief look I did in the xml file).  I was thinking about doing a simple mod (or simply change the xml file) to change the perks around (I looked at making all the weapon perks under Perception and all the melee perks under strength - though I moved Sex Rex to Fortitude and such).  There is a lot of changes having to be made and one thing I noticed was the settings on when things unlock.  You can make all the perks unlock at lower levels if you want to.  I am confident it can be done as some other mods out there already introduced their own perks and even tied them into existing ones.

     

     You can simple change the level the perk unlocks (for example, change all of the Living off the land to the first tier so all of them unlock at the beginning - no need to spec into fortitude at all).  Living off the Land has 3 perk levels (one at 1, one at 3, and the last one unlocks at 5).  Simply change the 3 and 5 to 1 and see what happens.  Though I am more of a computer hack than a computer genius so doing so may break your game  😉

  3. 55 minutes ago, Maharin said:

     

    You know there are really easy solutions to that one, right?  Like don't accept the reward until you have space in your inventory...

    Or do like I do, make a dump chest at the trader before you go in.  Then when I exit the trader, I reload and leave things behind I don't absolutely need right at that moment.  The next time I am at the trader, I check to see if I got space to take the items I left behind.

  4. 4 hours ago, MechanicalLens said:

    Try mining iron with a pickaxe or an auger and report back to me.

     

    That is why I always put out a turret at the top of my mine.  Even then, I typically have to pop up every now and then to help out the turrets before they beat my hatch down completely.

  5. I agree with Kyonshi - Not sure the value of having different quality level nail guns.

     

    I typically don't repair the nail gun (unless I have no choice).  I will use it until it is broken, then either use another one I found during looting or crafted myself.  Then I sell the broken one to the traders.  A max durability nail gun is the same as a broken one in the trader's eyes so I just save on repair kits since I seem to have several of them laying around.

     

    Would it be a bother to just repair it?  Not really as glue and iron is plentiful, but I like the aspect of selling Rekt a broken nail gun while I have one in better shape back at my base  😁

  6. 13 hours ago, Horatio Chachi said:

    So I created this account recently seeking juicer update info without any painfully ostentatious youtubers, I start looking around this forum, and I see they have an entire thread topic for speculation and that it hasn't been touched since 2016.

     

    That's kind of @%$#ed, so here's a new thread.

     

    I'll start: whatever happened to NPC's? My understanding is that they were originally slated for A19, but got cut. One would assume that this would push them to A20, but AFAIK there hasn't been any talk of this from the devs.

     

     You haven't been looking hard enough

     

     

    They create a new post for each Alpha and discuss upcoming changes / additions.

     

    About NPCs, they are still on the drawing boards.  AI changes to zombies were made (back in A18 I think but I may be off) in preparation of bandits being introduced into the game. 

  7. 18 hours ago, Boidster said:

    Since most of our base designs are raised and shooting down at the Zs (not so much horizontally with several lined up for penetration hits), we use regular or HP ammo most often. Might have a 2nd rifle loaded with AP (don't want to wait for a reload) if soldiers and demos are in the mix. But I will spend an entire day mining lead, coal, and nitrate to replenish stocks and so far bullet tips have not been a resource concern. Brass, though...

     

    My latest base designs have been horizontal paths so AP ammo is very beneficial.

  8. My first support column is for my ladder to get in and out.  After that, I place a support column 5 blocks away (4 spaces in-between - I think, I will have to check what I did in my last playthrough)).   These are all 90 degrees.  Personally, I upgrade all my support columns to the first wood block.  I do that in case I accidently hit the blocks while mining so I don't cause a collapse myself.

  9. 14 minutes ago, PoloPoPo said:

    Hey guys, just a quick question in the wrong topic:

     

    When I activate cheat mode and press Q in-game nothing happens. I have checked hotkeys and Q should activate God mode. Is there anything else I have to do to get it done?

    U key for cheat build menu works as well as H key for flying around.

     

    Newest build A19.

    Did you open the console and type in dm?  I believe you have to do that in additional to enabling cheat mode via the UI at the start.

  10. 2 hours ago, Duckers said:

    Same poor performance on my 5900x 12 core. Game barely uses more than 2-4 cores at max, and whenever there's a blood moon with 15+ zombies, framerate tanks from around 60-70 fps (cpu utilization limit) down to unplayable 15 fps with sub 50% gpu usage on my 2080.

    Considering the game is 8 years old by now since it "released", it's performance is still dog@%$#e on the cpu part of things.

    Can’t help you if you don’t provide more information.  You also may want to start a separate thread since your issue may be something different.

     

    I got a 2080 and not seeing that extreme of a fps drop.  I usually hold steady around 50 - 60 fps.

     

    Also, game hasn’t been release yet and the devs are doing a lot of optimization now; but you probably didn’t know that since you just joined and probably not following the devs posts.

  11. 2 hours ago, thornnnn said:

    quite  few hours in.. and there is no desert biome..   so no vehicals  once i shred all the cars.  come on devs.. what kind of **** is this.   at least let us make gas from alcohol.  You finally gave me something to HATE about 7d2d.  With a PASSION!

    you need to code in that every start is within view of a desert.. cus the game is broken without a desert.. and we can just quit and reroll if no desert.  every other biome we cn do without.. but not the desert.

    why don’t you tell me your map seed and mape size?  I will rwg it and see if there is no desert.  I bet there is one.  The only time I have seen maps with no desert biomes were NitroGen ones where desert biomes were intentionally removed.

  12. 1 hour ago, thornnnn said:

    quite  few hours in.. and there is no desert biome..   so no vehicals  once i shred all the cars.  come on devs.. what kind of **** is this.   at least let us make gas from alcohol.  You finally gave me something to HATE about 7d2d.  With a PASSION!

    you need to code in that every start is within view of a desert.. cus the game is broken without a desert.. and we can just quit and reroll if no desert.  every other biome we cn do without.. but not the desert.

     

    FYI - my last playthrough I got to Day 125 without mining in the desert for shale, even though I knew where it was.  

  13. 34 minutes ago, saoron666 said:

    would the motion sensor work and detect me in the car ? or i would have to come out of the car ?

    cause the idea is to open it and continue driving in and close back the door or bridge ...

    The only thing of concern is where the garage is.  I had motion sensors on both the inside and out, but since the garage area was where I also had all my crafting benches and forges, I found it frustrating to have the garage doors keep opening and closing as I was working or unloading loot from my vehicle at night.  I went with a pressure plate on the inside so I could have complete control over the doors (I would walk around the vehicle and step on the plate before getting in).  If your garage is separate from your night activities, then the 2 motion detectors recommended by @katarynna works great.

  14. 4 hours ago, Roland said:

    11 months later....

     

    Why did you necro this thread? You like the undead that much? How many pages back did you scroll to find something to respond to....?

     

    The OP is probably a pro by now anyway...lol

    I was just amazed it wasn’t a spammer that necro the thread😄

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