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walkingwounded

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  1. In B26 I got quick stack working...with an edit. I had to edit one xml file to move the two icons to the right of the search box as they overlapped the default stack icons to the left of the search box. I think it was this file: ...\QuickStack\Config\XUi\windows.xml changed the two pos values to 580 and 620 respectively: ...tooltip_key="lblStashQuickRestock" pos="580, ... ...tooltip_key="lblStashQuickStack" pos="620,... Note: this is something that the QS author can likely add as a scriptlet if they want (eg: if DF detected, adjust those two values or use those two lines instead of the originals), though this is beyond my own abilities to implement. Personally, I like having access to both sets of buttons as I can use either depending on what I am doing.
  2. If you are ALSO doing scout missions, that may be what you are seeing. Five Scout missions add one rep to all traders. If you do ten missions for the scout, you get 2 rep for all the traders. If you are doing missions for Rekt but NOT the scout, and other trader rep also goes up, that may be a bug. Mid to late game you can knock out five (or more) scout missions in a day to pump rep and gain xp (faster than doing poi missions, but less loot and money). Not sure if this is still true, but I believe there is a cap of about 50 (or maybe 100) scout missions for boosting rep. Normally I just do enough scout missions to unlock access to Razor, but if the other traders are far away from my home base I might grind scout missions so when I finally get to them they offer better missions.
  3. Suggestion: Ink Recipes I noticed the ink recipes seem a bit 'odd'. Some require 2 ingredients and others 3 ingredients, even the same ingredients plus another to make one unit of ink, but the quantities vary. I would propose to normalize the recipes such that they all require 36 total ingredients to make (half with a chem station). Example: -Blueberries+tomato+grass (12/6 each) -tomato+grass (18/9 each) Possible recipe to consider: -goldenrod+chrysanthemum+grass (18/9 each) -I acknowledge this may make ink too easy to obtain early game due to the abundance of each ingredient...so increased cost
  4. Thanks for making DF, just wrapped up day 56 using b27, now on to a new map using b28. Regarding the double barrel: -I've had this problem too, sometimes I can make a single shot, 95%+ of the time its both at once -is there a cooldown setting between shots or a mouse press time counter? if so, maybe that could be adjusted to force a longer delay (like under 0.5 seconds, is a single shot, over 0.5 seconds is a double). No issue with the pumpy. Farming: -I've decided to think of food ingredients as 'quantities', thus, 1 blueberry is 1 handful of blueberries (otherwise putting a single berry in a loot drop would be objectively mean, though I personnally think it should be 5 minimum). This translates as you get better at harvesting to there being less waste, thus, you get 2 or 3 handfuls off a single plant instead of 1 handful. -For sake of discussion I'd say 1 quantity would be about 100 grams. Thus why it takes 5 meat to make one grilled meat (as in 500 grams of raw meat), which makes some sense. A chicken yields about 10 meat, which would be about 1kg and that seems okay to me. Trees: -(b27) I think when fruit trees get damaged they just stop producing. I thought I saw mention of this being addressed in the patch notes, but maybe I misread it. -I've started to place them on my roof in dirt blocks to keep them safe from random zeds hitting them. Other: (not a bug, just something interesting to me) -I was playing on a custom map and I noticed something 'weird', the bottoms of POI's appearing in the sky, likely an engine issue -I think this was due to the land elevation being less than the POI's foundation layer (I think most of the map was like 30 instead of the 'normal' of 35) -best was when I activated the DF Bunker and it started raining thousands of blocks from above. When I got to the red zone the floor was essentially gone (looked like topsoil) and I either fell from the sky or got teleported to the ground. Exciting both times, especially once the screamers showed up.
  5. @KaiserAvatarI'd suggest to clean out your appdata folder (MAKE BACKUPS) as well as delete ALL of the DF folders in your \mods folder before reinstalling DF. Not just overwrite the old files. Sometimes files get deleted between updates, and simply overwriting files leaves others behind which can cause weird issues. Regarding the appdata folder, you can try to selectively clean it up, but I'd suggest to copy the files out (MAKE BACKUPS) and empty at least the saves folder to get 7dtd working again. Region files are how the game records changes you make to the world. You can sometimes remove the indicated file, but you will lose everything at that location as it resets the area to the original state. You can also use it as a way to reset an area by intent, just make certain you have nothing there you want to keep (including vehicles). If you crashed out while playing it is possible the region file was corrupted. Good luck.
  6. Super charger mod did not increase the speed of the Marauder vehicle. -I have not yet reloaded the game, but moving it to another slot did not fix the issue
  7. Just wanted to send you a possible bug to check: -running b27 -wanted to build some drone storage mods -requires master scientist -made and used the master scientist book -still cannot make the drone storage mod (implies mastery not recognized) -reloaded the game, can now craft drone storage mods Other than some books not getting changed to 'read' when a skill gets maxed I've not noticed anything else worth mentioning. Hope you are getting healthy again. Cheers.
  8. Probably noted elsewhere, but I understand 'simple' mod files can be placed under the appdata folder (\AppData\Roaming\7DaysToDie\Mods) as long as they do NOT require a DLL to function. Mods that DO use DLL's to function must be placed in the games installation folder. This is likely a permissions or security restriction and not a bug. An example of this would the slot locking mod (very useful), which only uses xml to do it's thing, could be placed under appdata. But something like DLX weapon fixes would need to be installed in the game folder to work since it uses a DLL to function. I don't think I have ever discovered anything unexpected in the appdata folder as some users have described (mods, poi's etc), but I also don't use third party tools to manage my mods. I'd guess some mod manager tools are putting stuff in appdata based on their own internal logic (meaning you will need to include checking appdata when refreshing your mods).
  9. (NOTE: I am NOT a medical professional; run this past a professional to be safe) If you were prescribed Codeine (aka: Tylenol 3) and it does not seem to be working, you can try to add some Ibuprofen (aka: Advil) and it may help. For myself, after a wisdom tooth removal, Codeine alone seemed entirely ineffective even at the max safe dose on the label. I took 100mg (small dose) of Ibu and it helped a LOT. That said, regular Tylenol (acetaminophen) does almost nothing for my headaches either (could be related). Waiting for the stable release with baited breath (but take your time, I can wait). Question: -is less than 100% XP recommended for a solo player, or is that just a multiplayer thing? (to avoid out of control game stages)
  10. I have seen this too, even in A21 (though certainly not frequent). The only 'consistent' thing I have observed is that I have two systems (both using integrated graphics) and the one that has 8GB of RAM suffers from this issue more than the other one. Therefore I think it is a resource issue (lack of RAM or heavy swap file activity) and I suspect some textures cannot be loaded fast enough by the engine resulting in these 'default texture' blocks. A possible workaround is to move away from the area (or chunk) and reboot your system before returning. 7dtd likes RAM, so if you can add more (at least 16GB) that may also help. I have also had my laptop restart when the swap file grew too big to fit and it happened while playing 7dtd (which may indicate memory leaks which more RAM would compensate for). Good luck. TLDR; -reboot before playing -reboot if anything starts to go 'funny' -add RAM (at least 16GB)
  11. Awesome mod, I was hesitant to use it but a couple tubers showed it off and I took the plunge. Progression is a challenge, but in a good way. Lots of things I like about it compared to vanilla. --first item-- I was not able to power the recycler from a battery bank despite having the watts to spare, I had to use a generator bank instead. I was planning to power the recycler for 1 hour a day using a timer so I could queue up items over night for 1 hour of recycling each morning, and the batteries could charge up during the rest of the day. note: this plan likely was not going to work anyway, what with the on/off switch, but...science. If this fact is in the journal notes I apologize, I forgot about those until just now. --second item-- I understand the disassembler was replaced by the recycler and that the recycler does not generate data cards (so no getting data cards from tv's and computers anymore), leaving just books and schematics for data. Early game data is not easy, you have to be very diligent about scraping schematics you won't actually be using (are you really gonna make knuckles or a stun baton with a clubs and smg build?). I did some testing and I am not seeing an advantage to using the recycler versus just wrenching as I go. I suppose if you are in a hurry you could just grab and go (maybe just hoard for the early game), but by the time you spec up to a recycler you probably have sufficient salvaging tools and skills unlocked by then, making it's utility appear limited. I can one-shot a tv with a wrench before unlocking the recycler and power bank, so collecting them feels slower than just switching tools as I go. Example: I get the same materials from chairs, tv's and hay bales using a wrench, but get seemingly the same quantity of resources either way (actually you get WAY more grass fibers using a shovel on hay bales, but that is an exception I think). I'd be okay with the recycler if it gave you the maximum from everything put through it (as in always get 8 scrap rubber rather than say 5-8 scrap rubber for an item). Sort of an efficiency incentive (get the max out everything put through it). Ideally the max plus a bit (say +20%) or even double the random, to cover the fuel expense, but...meh. Question: Is there some advantage to the recycler I've missed? Edit: forgot about not being able to scrap some items from inventory, but getting the max from everything would be nice too
  12. How many quests do you need to do to get the scout to refer you to Razor? I've done 35 so far and no referral yet. Hoping it is not too many more. DF ver 4.1.0 (the first release for 20.6 I think) Cheers.
  13. I was going to build my horde base on the edge of the winter biome, but then I could not figure out why the loot stage was not changing. Then in the back of my mind I recalled something about this from your 4.1.0 notes (I do read them at least once). D'oh. It could be compatibility bug with one of my other mods, but I cannot get ak-47's to work (no reload). Probably DLX-Weapons_Fix 1.5.97, will update if I remember to pull it and test this weekend, but something to share. So far the only gun not working for me, though I do not yet have an m60. FYI: this mod saved 7dtd for me, solo vanilla was getting stale for me back in a19 (without objectives or new challenges it loses the danger/excitement after about 60 days or so in my experience). I also like that Darkness Falls is self contained under the Mods folder (makes it super easy to add/remove/update it).
  14. Do you mean the military humvee or the 6 wheeled military truck? The 6 wheel is very slow and guzzles fuel.
  15. There are at least 15 work stations in UL compared to 3 in vanilla. Adds variety, though many are less useful to my style of play. Feedback: I do however wish you could craft clothing/armor/weapons/mods at a higher grade than H. I can find a D class helmet in loot, but not craft a D class helmet. Same for the mods. Maybe link it to a related skill (eg: pistols at level 50 you could craft a D class pistol), Maybe up to grade A and force you to upgrade to S+ after. Or link to the station level (T1 = H, T2 = F, T3 = C). As it stands I've only crafted a pair of military stealth boots in 80 hours of play, having found superior pieces of gear, tools and weapons in loot. Query: Can anyone recommend a decent land vehicle for driving in the wasteland without getting hung up on all the scrap iron pieces? I can only think the motorcycle at this point.
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