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walkingwounded

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Posts posted by walkingwounded

  1. On 4/28/2024 at 12:15 AM, Similar said:

    Started a new game for 5.1.0-DEV-B1.  I've found six traders so far and got Charismatic Nature maxed around level ... 30 or so. I'm level 55 now and I've never seen a welding torch at a trader (they do seem to have the other workstation tools). Never found any in containers either. I did finally get one when I was level 34 from a zombie drop.

    I'm playing an extremely casual game without bloodmoons, so lack of concrete and other stuff locked behind welding torches hasn't been too painful, but in a normal game it would have been a tad problematic.

     

    Am I just extremely unlucky or are welding torches that rare now?

    I too have found some tools hard to find, though in my current game I had no problems finding everything quickly BUT a pair of calipers. I think the key is going to the poi's likely to have what you are looking for (the image below may be obsolete as it goes back to a19). Most of the time I've been able to find what I need, but my previous game I had a super hard time locating a welding torch of all things, though I may have just been going to the wrong places due to the trader/area I was in. You might also try some of the buried supplies quests. Hazmat fibers/drops are rare in 5.x/a21 it seems.

     

    .image.png.35b638fdd1e481228fe653e0895b8931.png

  2. Running 5.0.1 (release):

    Thought I'd report some quirks I've encountered.

    1 - trees stop producing after several harvests. Example: I planted an orchard of apple, orange, banana and coconut trees (about 6 of each). After a few weeks (and perhaps 4 or 5 harvests) they have now all stopped producing, being stuck in their 'harvested' state. I placed a scarecrow in the area, but that has not fixed them. I plan to replant new seeds but this may be a bug. I have had a crash or two in the current game, maybe something but corrupted in the process and the counters got messed up. I know they are not taking damage as I had some on a roof that did the same thing.

     

    2 - I had one instance of an animal trap instantly filling with meat and such after loading it with feed. I think it had all three upgrades installed. I just stopped filling it until a few days went by, but something was up.

     

    3 - very few demons if any outside of the wasteland zone, even when over level 140. Is this normal. In a19 I'd start finding demons in the other biomes once I got past 100 and had to adjust accordingly (upgrading to coil weapons, carrying water, etc). Even within the wasteland biome POI's for quests have very few demons. Please note i'm not asking for more demons, just curious when I can expect them.

     

    Thanks, and looking forward to more.

  3. On 11/29/2023 at 9:06 AM, Lumpus said:

    RWG is better (slightly) now with the last update... agreed.  To make 99% sure all of the DF poi's are spawned, you have to have enough space for all the different biomes (as Kaine said).  Anything below 20% each for forest/snow/desert seems to cause creation issues, especially for smaller maps, IMHO.  I used to do 60%+ wasteland biome maps and invariably I'd discover that some essential DF POI wouldn't get generated, or that essential ores rarely were spawned where needed.

     

    What I did see with my most recent RWG map is an overflow of 'Old West Town' regions.  I'm thinking about trying to manually delete them all from the prefab folder before regenerating another map, but I'm scared that RWG will just leave huge empty areas in the towns instead.  

     

    Oh... and is the new/updated QuickStack now DF compatible?

     

    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.

  4. 12 hours ago, Kieron said:

    I just noticed that all trader factions raise together. If i do a mission for Rekt all other trader factions go up too. Is this intended?

    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.

  5. 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

  6. 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.

  7. @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.

  8. 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.

  9. 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).

  10. 21 hours ago, KhaineGB said:


    I feel like the left side of my face has been used as someone personal punching bag, and the wife says I has some nice bruises.

    (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)

  11. On 7/23/2023 at 9:25 AM, Rabbitslovecactus said:

    It's back... A21 

    Is there a fix? 

    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)

  12. 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

  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. On 9/6/2022 at 4:25 PM, Subquake said:

    Have you tried the Military Truck? it has the biggest wheel clearance from all of the vehicles in UL, it should be able to drive over most things.

    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.

  16. 10 hours ago, Subquake said:

    Don't leave the vehicle on the elevator parked, when no one is driving vehicles, their physics calculations stop and/ore are incorrect. And when you use it, best to hop in the vehicle quickly for proper physics to calculate. It's just a platform that physically pushes things up, there's no special code involved with it, pretty much a glorified door :D

    Maybe that is what I been watching online. They perhaps just hop in after activating the lift and I've never picked up on that. Thank you.

  17. Is there a 'secret' to using the elevators effectively? It seems most of the time my van just falls through the floor (if I'm lucky). First time it did this it went bonkers and eventually destroyed the elevator (thankfully not the van, it was full at the time). Is there a 'sweet spot' I should be aiming for? Any advice would be appreciated.

  18. 1 hour ago, Onoes said:

     

    Well crap, that might the problem then. The trader is really close to two large cities, so it seems weird if nothing is suitable for Tier 5, but this is my first time ever getting to tier 5, so can't really say. It has been something like 8 or 9 days since we completed Tier 4, so that shouldn't be the problem. Honestly, we've been talking about  moving to a snow Biome anyway thats more central in the map, maybe we just start over there with a new trader and see what happens in another 50+ hours when we get back to Tier 5 haha

    If you want to accelerate the trader leveling I think you can just spam T1 and T2's for a few days to unlock T4 and T5's (presuming you are equipped for that strategy). At least in Vanilla and DF you can do that. If UL does not care about it, just spam the lowest level clears and fetches available each day by 'speed running' 3 or 4 in a day and ignore the harder/slower quests until you are ready. If not your cup of tea, well, enjoy it your way, just have fun.

  19. Other than minibikes (and presumably tablesaws?) is there a source for compact engines? I've been looking for one for two game days and coming up short.

     

    Really enjoying UL so far, but still lots to learn.

  20. 29 minutes ago, Subquake said:

    Dr8PnXC.png

    P.S. Unfortunately 16GB of system memory is barely enough to run Undead Legacy, because the base game is quite demanding in itself.

    I will try turning "unused asset unloading' off the next time I play and see what happens. 7dtd will hopefully see some optimization/efficiency done before the 'official' release (finger/toes/eyes crossed).

  21. @SubquakeBeen playing with the current build of UL for A20.5b2 (as of a couple weeks ago anyway). Was going fine until I noticed something critical. I have been experiencing a huge increase in delays when opening the backpack or containers. It seems to be progressive (getting worse over time). My in game day is only 38. It also seems to be affecting the map (opening and closing the map is taking longer too). Pressing E to get the radial menu is also taking longer (upwards of ten seconds).

     

    Is this symptom a known issue that I can do something about?

     

    My PC spec is pretty low, but I do have 16GB of RAM and a 6 core 12 thread cpu. I run with processor affinity selecting the four most powerful cores in the processor (should not be relevant be noted for completeness). Normally if there is a delay opening containers it is only a few seconds, now it seems like the DMV is in charge.

     

    I did a cursory search for this symptom, but my google fu is weak today.

  22. 3 hours ago, seven said:

     

    I think the idea is you can put points into skills outside of your class. For example, say you chose Hunter Class when you started. They don't get a workbench, so you can find a schematic or put points into Workbenches to get the skill to craft them. Later, you might add the Laborer class. That has it's own skill tree for the workbenches which makes the separate skills redundant, so the points you put in Workbench 1 and 2 are "refunded" and then you can spend them in Advance Engineering. Same thing with Forge Ahead, you get points back to spend in Hammer and Forge.

     

    I think many people eventually take most or all of the classes so many of those separate skills become redundant but you get points back to spend.

    Yep, that is the idea. Got me once already too. I lost the ability to craft steel for a few levels once after spending the refunded perk points elsewhere. Lesson learned.

     

    Laborer class can make steel (etc) sooner than the general perks permit (reduced level requirements to unlock each perk). I think you can make steel at level 20 as laborer but you have to be level 50 using the general perks. Something like that, you unlock access earlier in the class tree, but the non class perks also give you access so you are not totally stuck if you cannot find enough books to unlock the classes. Vehicles and the mechanic class are similar.

  23. On 6/11/2022 at 6:35 PM, Similar said:

    hm.

     

    yeah, they can. I played with them in one map and there was a difference. Many of them are huge too, which I found a little annoying. My desert was full of wilderness POIs that looked like they'd take at least a day to clear.

     

    Though, I mainly stopped using CP because of the delayed spawns issue I had; having a ton of ferals, rads and demos spawn on your head two minutes after you think you've cleared a POI is a death sentence in an unknown POI (in vanilla POIs I at least have some idea of where things should be spawning).

     

    yeh, I'm having trouble finding some settings that really make a difference without driving graphics quality into the ground.

     

    ah, my monitor is ancient so I'm still on 1920x1080.

     

     

     

    Kind of impressive. I played the early vanilla A20s on my old system with 8GB and win8.1 and it worked okay, but I don't think I would have even tried DF on it.

    I've had that delayed spawn issue too. I clear out everything I can find, then I'm wandering around looting the area and literally a zed will spawn right where I would have had to step on it earlier. The worst for this is probably the Manor Mansion where they spawn in at the top of the main stairs only after you reach the very top. Now you have dogs and leveled zeds right inside your nose.

     

    I find a number of CP POI's are just death traps where you open the front door and twenty high level feral zeds just come at you from everywhere at once. Not saying all of them are built like death traps, but enough are to make exploration dangerous. After a while I just mentally filter out the 'just a death trap' POI's unless I'm grinding for XP late game. The crashed space ship is a fun one if you carry food and water for the day.

     

    My only other issue with many CP POI's is their sheer size, most need a day or more to explore and clear solo unless you are ready to just shotgun stealth it. It could be I play solo and those POI's are meant to be cleared by a team. I could see clearing a massive POI by a group of four to be quite a bit of fun. Point man goes in and stirs up the sleepers while the rest set up a kill zone and covering fire.

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