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BFT2020

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Everything posted by BFT2020

  1. Which players? All players or just the ones that want similar things that you want? Yes, this has been asked and discussed many times. Both that crafting needed a major overhaul and that water was a joke in the game. Just because you didn’t want these things doesn’t mean everyone else was the same. You don’t think crafting was broken, but others did. Please don’t act like you speak for all players. It’s fine for you to post your thoughts and opinions, but don’t imply you speak for others. Maybe I am making too much of a big deal about these types of posts, but when posters claim the nobody wanted this or everyone wanted that, you are basically saying anyone that disagrees differently doesn’t matter.
  2. No log files make it very difficult to see what is going on with your server. Something on your server is wonky which is why you can't do anything.
  3. Your progression path is wrong You are putting the unlock entry in the display entry section. path should be "//crafting_skill[@name='craftingFood']/effect_group/passive_effect[@tags='foodCornOnTheCob,foodBakedPotato']" Would recommend using insertBefore if you want it to start unlock. Also the correct code for setting it up to unlock is not unlock_entry but <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="foodCornDogs,resourceAnimalFat"/> where the first number in level would be the number of magazines to unlock Also why do you have resourceAnimalFat there? Are you able to make it now (didn't see an example of the recipe)? If not, it doesn't have to be unlocked.
  4. BFT2020

    Kinn

    First should be in the General Support section, and once it gets moved there, read the Pinned topic that states Read before posting. The reason I am suggesting that is it tells you the information to collect and post in this thread so other forum members can look at the information and start to troubleshoot your issue...because to be frank, nothing in your first post will help anyone to figure out your problem and start posting possible solutions.
  5. If you got stainless steel, you are not playing vanilla (or playing a much previous version before it was removed).
  6. I found them actually to be quite easy to interact with. I have them near my farm plots and in the path from the trader to the front door. When I am coming back, I simply go to each one and quickly loot them. When I go up to check on my crops, I quickly loot them. And as I am also a SP, I only have 3 of them at once so it is just very quick to unload and throw in my seed chest in the same area until I need to take any back with me inside. I like having to deal with the screamers, it makes it so I actually have to be on my toes all the time to defend my base; not making it as an afterthought.
  7. Yeah that was what I was thinking. A shotgun in a POI is going to attract a lot of attention. When I was testing some custom quests I was making, killing a lot of zombies with any ranged weapon not silenced was drawing screamers to me like flies to honey.
  8. There will probably be some tweaks if they are always hard to get. The banks themselves are the same probability as the battery banks, so not surprised you are seeing those. Something I do while waiting to find the cells is that I go ahead and switch to battery banks (because eventually you will with solar power) and use a generator to recharge the batteries. Typically I have so many batteries that I can use them to power my base and the generator with additional battery banks to recharge any dead batteries. One generator with one motor can recharge I think 10 banks full of batteries as each bank will only draw 5 W of power, but there might be a limit on number of connection points so you will lose some wattage from having to use relays.
  9. You are comparing AAA game development studios and a business app developer with TFP, an indie game developer? 🤷‍♂️
  10. How were you clearing that T6 infestation PO?
  11. Comparison of items between the various tiers (especially between a T1 Q6 item and a T2 Q1 item) has been ongoing for a very long time in the forums. There has been a lot of suggestions on what to do about it (removing mod slots from T0 gear, removing some of the quality levels, etc.), but it has been discussed. This was TFP's way of addressing that issue based on the system they have in place. And no, I don't agree that all items should have the same amount of mod slots. If anything T0 gear should have none, T1 should be limited to 2 slots only, T2 should only go to around 3 slots, and T3/T4 should have 4 slots. However, my opinion, just like yours, is just one of many out there, and ultimately it is TFP game so they are going to go with a route that they feel is the best. Fortunately, I can mod those things into my game so I can tweak it to the way I think it should be.
  12. You barely provided any information on your rwg settings, and zero specs on your hardware; so nobody can determine if it is a bug, an issue on your end, or if you are taxing your system with the rwg
  13. It's in there Search Pole
  14. Not true at all. Latest playthrough, canceled starter quests so no free perks. Second POI, Tier 1. Saw a dog house and just took my time. Only had a bone knife and the primitive bow. Once I heard the dog started to growl, I fell back to my fall back position and got elevated, took it out easily. If you just waltz into any POI as if it is a lazy Sunday, yes you can be in a world of hurt. If you take some time and come up with some contingency plans, then you can meet any challenge.
  15. I did that on my end, swapped it to 9mm ammo and lowered damage and the fire rate. It's not as OP as it use to be.
  16. I found the issue <item name="solarCell" count="1,3" prob="0.2" quality="3,6" noSale="Polymyxin"/> Just kidding, they are low probability to find. You are probably just having very bad luck right now. There is an electrical trader stage table, but if you are at those levels, you exceed the minimum. FYI - Better barter doesn't affect what will be in the trader's inventory - it just increases the price you get from selling and lowers the cost for things you are buying. At max Daring Adventure, you got a 40 point boost to trader stage.
  17. That's clever. 👏 Way to keep at the problem and thinking outside the box.
  18. Trust me, you will be able to play your difficulty level. If I can play survivor with no mod slots on T0 equipment and they only go to level Q2, you won't have any issues in Alpha 21 vanilla.
  19. Ah, so that is where they went -- the asparagus, not the cows, could care less for them 😉 All these posts about changes being made.....
  20. I like the change. It doesn't prevent people from making as many dew collectors as you want, but as you increase the number of them, there is a cost associated with it. Similar to forges, the more you have, it starts to cost you (in terms of heat activity). Screamers only become an issue when they detect you. As it has already been mentioned, there are a lot of ways to address them - they home towards the activity source, but are still in scout mode. I have used a sniper perch at my base to take them out without letting them know where I was and scream.
  21. It's probably something of an oversight now that I think of it. Before, double, pump, and auto didn't have a boost so there wasn't a reason to look at the code. Now that they added the boost, it gets added disproportionately on the ammo. Since they didn't do it before, there was no need to add a special tag to distinguish the difference. They probably need to add additional code so slugs get the entire boost per shot (so 5 on pump) while the shot gets 1/10 of that per pellet. That's me just trolling you at this point. 😏
  22. True, but I did account for it in my statement If I wasn't, I wouldn't have put the "for each hit" disclaimer in my sentence 😉 It's also why I didn't state a number of missed pellets for each shot, as they can be variable depending on the person, how quickly you have to line up the shot, etc. I usually play Feral Sense on all the time, so even threats out that far, they will eventually become one. This way I can engage them further out and pull them in, and any more in the general vicinity. I like to clear out the areas around me prior to going into tight corners so slugs / range means I can get both the damage dealt and start pulling in all the stragglers. That's assuming I am not using my bow instead, but that doesn't do a good job of pulling in zombies like a shotgun blast does. And it is great when you are up high and shooting downward at zombies beating on walls where you are hold up in. Regular zombies not too worried about, but I can thin out any ferals before I make my escape. I don't mass produce slugs, as I use it in specific conditions. As for comparing to shot, I don't think a baseline damage boost is warranted. Maybe boosting armor penetration would be better so it is more in lined to handling armored targets so against those, it has higher damage output, but still worse against softer targets.
  23. Even without books, knives are still pretty powerful if you use them correctly. You can stack bleed effects on targets Targets that bleed are slower if you perk into Deep Cuts The baseline sneak attack bonus damage with them outclasses everything Clubs should never be used as a comparison as they are starter weapons for new people. That is why they are so powerful, but knives have their own place in the game that I don't think need a book series for. I didn't even mod one in for my playthroughs.
  24. That's true for any single shot weapon out there. Each shot missed is 0% damage to target. Not saying shot doesn't have its uses, I use it the most as I find it more than anything else, and it is great on horde night when they bunch up close to me. But if I am doing some looting / questing and I have slug ammo, I will generally load it and use it in those circumstances as I have more versatility with it than the shot. And I noted in my post that if you are constantly engaging your targets within a range of 4 then shot wins hands down. But if you are like me and will engage the target 10+ out with a shotgun, then slugs are your only option.
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