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AndrewT

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Posts posted by AndrewT

  1. sadly they did have plans for a big beefy zombie ironically called the behemoth but it was eventually scrapped due to having too many glitches. but i did find a mod that add the behemoth back into the game fully functional as well as a radiated version.

  2. very similar to the FarCry franchise however gun jams in 7Days would add more realism to the game as scavenged guns normally wouldn't be as reliable in functional terms as opposed to guns u either buy from a trader or craft yourself. now for this section im not talking about the extreme healing animations from far cry instead the healing items currently in the game could use some improvements on their animations when using them such as when you splint a broken arm or leg it should look like your actually splinting that arm or leg rather than just appearing to put a bandage on it. same thing for the sewing kits it would be really cool to see your character seal a deep gash in his arm or leg with a sewing kit, which should also reduce bleeding from that gash by %75 then apply a bandage to stop the rest of the bleeding. although it would be interesting if they add limb dislocations to the game which your character can just pop back into place just like in far cry. i could go on and on about other animations but it would be nice to add gun jam animations to make the game more realistic as well as improving the healing animations when using health items.

  3. 1 hour ago, arramus said:

    Oh yes, because it still exists in current custom builds such as:

     

    - The Wasteland Mod by bdubyah

    - Creature Packs administered by xyth who also ported the Behemoth over.

    well u may not know this but in the A16 days while they were still working on the behemoth TFP believe it or not had secret plans for a radiated behemoth as well before the constant bugs forced them to scrap the behemoth. if the behemoth was successful in A16 then the radiated behemoth was to be added in A17. but not all hope is lost. on 7DaysToDieMods.com the same website where I got the snufkin's zombies PLUS, I found a small mod that brings both the behemoth and radiated behemoth back into the game and fighting them is great fun. let me know if ur interested and ill post a link

  4. On 9/29/2020 at 5:53 AM, Noxulous said:

    actually titanium is stronger than steel, about 60% the weight, but its brittle, so you'd more than likely have it as a more powerful tool thats less durable and swings faster/uses less stamina.

    realistically titanium doesn't make terribly good tools, weapons or armor, its best used for structural bracing due to its overall strength, but its fragility makes it weak to sheer forces that normal tools would be subjected to.

    I have an answer for the whole brittleness thing. to start after separating the titanium from chlorine and magnesium (the use of magnesium in the refining process is one of the big reasons why titanium products are so expensive) through a powerful separator vacuum your left with what's called titanium sponge because its full of holes. what they do next is they crush the metal sponge into smaller granules and after some special chemical testing to determine the strength the titanium chunks are ready to be turned into ingots. this process begins with compressing hundreds or even thousands of granules at a time with thousands of tons of force to press the titanium into a half round block now this is where the titanium would be extremely brittle as at this point its just a bunch of compressed granules so if u shoot it with steel bullets the block at this stage may shatter. but what they do next is they throw the compressed blocks into a giant blast furnace where the forging process begins now here the titanium is forged into a pure solid block. next they put the blocks into another furnace going up to 2500 degrees farinheight it needs to be that high because at this point the titanium is so immensely strong u need extreme heat for this next part. next they remove the blocks from the furnace while still blazing hot and use another mechanical press to squish the blocks this is where titanium sheets for air frames take shape. so now that yall know a bit about how titanium is refined i dont see how refined solid titanium could be in any way brittle. but the biggest problem i see with titanium is that its so damn expensive.

  5. actually yall titanium is the strongest metal in existence its not only stronger than even stainless steel but as many of u said it is in fact much lighter than all types of steel if any of yall know TAOFLADERMAUS a shotgun slug tester in California he actually tested titanium slugs and nothing they shot it at could deform the slug. BTW they reloaded the exact same slug into many shells and none of the hard targets could hurt the slug apart from some tiny scratches. oh and this slug was hollow in the back so that goes to show yall just how strong titanium is. also the ballistic machinist made titanium slugs in two designs the second one looks like a little missile just like the first slug this newer one was hollow in the back obviously to make it nose heavy but just like the first slug none of the hard targets could deform the slug. in a mod I found the titanium blocks spikes and blade traps have a whopping 100000 HP and since the titanium blade traps are lighter than steel they only require 1 wat of electricity to power as opposed to 20 wats for the regular steel blade traps. so if they do add titanium it would obviously be an extremely late game material as the current mining and refining process we have for titanium in real life takes up to 6 months. just like real life titanium the mod makes it extremely difficult to produce titanium as a reference to the real life extraction of titanium ore from sand dunes the mod makes you use concrete mix and sand to extract the ore in a cement mixer however you need 30 units of sand and 50 units of concrete mix to make just 1 mixture of titanium so yall can imagine how expensive all titanium items are so I don't use it for solid blocks only for nearly indestructible tools and blade traps. and yes we would need extreme blast furnaces to forge the titanium but once yall get all that done the titanium will serve its purpose perfectly

  6. once the game goes gold. i know a mod creator whos already made a calibers mod for the vanilla guns but when the game goes gold he plans to make a gun mod that adds several guns that will either use the bullets already in the game or even the calibers from his already available mod

  7. On 2/14/2021 at 7:05 PM, arramus said:

    Snufkin Zombies can successfully be brought into an existing World and that shouldn't be a factor. If there are other mods in the mix, maybe worth removing all mods except for the Snufkin Zombies to see if there are any conflicts and building them back in one by one. Beyond that, I have exhausted suggestions since BM is functional which infers the entitygroups.xml is loading.

    I deleted all my mods and redownloaded the zombies and now they work. now I don't know if its possible but it would be cool if u can salvage parts from the hell flyer and shocker with a wrench after shooting them out of the sky

  8. 1 hour ago, arramus said:

    Snufkin Zombies can successfully be brought into an existing World and that shouldn't be a factor. If there are other mods in the mix, maybe worth removing all mods except for the Snufkin Zombies to see if there are any conflicts and building them back in one by one. Beyond that, I have exhausted suggestions since BM is functional which infers the entitygroups.xml is loading.

    I have a few other mods I may have to delete them and start over then redownload the mods I need the most. If your interested in any of the mods i have that you may want to put on your server let me know and ill list them.

  9. 1 hour ago, arramus said:

    The Snufkin Zombies haven't been added to the wandering hordes but have been added to regular individual roaming spawn groups. I have been unable to replicate this issue beyond the scenarios and workarounds mentioned above. My regular gaming group just launched a new World today on the experimental 19.4(b3) build and there are Snufkin Zombies roaming the areas.

    well that's odd because my game stage is over 150 and im a couple days away from day21, i increased the probability of my favorite zombies as well as the spawning and the zombies still aren't spawning. Or wait a minute i downloaded the mod when i already had a developed world maybe that may have something to do with it. I'm also on A19.4

  10. 12 hours ago, arramus said:

    They are practically identical in most respects beyond a few probability settings and rebalancing.

    I couldn't see any details about your World size, maximum entity settings, day, open regions, etc, and can't really comment beyond generic observations and feedback.

     

    One way to help confirm if it's mod related or World related is to install an additional custom zombie mod such as Robeloto's. However, Robeloto's custom zombies also spawn inside POIs where Snufkin's do not and a better analysis may be better made in clearer non POI areas.

    My world is an 8K size but i cant figure out why the custom zombies dont spawn roaming the area or in wandering hordes there must be some kind of bug or something because i remember fighting the zombies with big caliber guns (harry's new calibers) and it was fun because of the challenge the zombies gave

  11. 46 minutes ago, arramus said:

    Love em or loathe em, 7DaysToDiemods.com, based on the past 6 months of periodic visits at least, update very quickly. A daily basis if not multiple occasions in a single day.

    5 and 7 really are huge amounts and should have been noticeable. I've played in a server which set night at 4 and it was a constant stream which was far too much for me.

    i remember trying the non PLUS snufkin's mod and for some reason the entitygroups.XML was spawning only on BM hordes i wonder if theres something similar in this mod

  12. 14 hours ago, arramus said:

    I see.

     

    - If your World regions are all open and the days are over 300, and entity count max setting is low, encounters will also be low.

    - If you are using a custom World of 8K or more, this is also a limiting factor, again due to max count settings and density.

    - If the invisible animal bug has started in your World and animals are also a rarity, it also seems to impact zombie counts too. Adding a mod to fix that, also increases Snufkin/roaming default zombies.

    - If regular zombies are still a regular features, changing the Snufkin zombie probability will bring them out in force.

     

    The PLUS version is already set very high compared to the regular version and it doesn't bode well that there are no encounters beyond BM.

    see lots of my world is opened up and i increased the probability in pine forest i also increased the spawning to 5 during the day and 7 during the night but still nothing seems to happen. but i just thought of something has this mod been updated lately because i downloaded the mod on 7DaysToDiemods.com

  13. On 2/10/2021 at 12:32 AM, arramus said:

    There are a few modders making custom zombies who are inspired by community ideas so feel free to share your concept and features. You just never know.

    just curious but what game stage level will the custom zombies start spawning. Also if any modders read this post let me know if yall are interested in my idea for a zombie

  14. 23 hours ago, arramus said:

    All of these are GS dependent for regular zombies but the custom entries are not GS dependent and will appear at the same probability; albeit less frequently.

    <append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

    <append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

    <append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">

    <append xpath="/entitygroups/entitygroup[@name='SnowZombies']">

     

    All of these are custom entries that are not GS dependent. If you visit these Biomes based on their description you are much more certain to see the custom zombies even at low GS.

    <entitygroup name="ZombiesWastelandNightHard">

    <entitygroup name="ZombiesPineForest">

    <entitygroup name="ZombiesPineForestNight">

    <entitygroup name="ZombiesDesertNight">

     

    In addition, the smaller your World and the higher you set your total allowed zombies, the greater the density.

     

    You can also change the settings in the spawning.xml for those custom groups. Increasing these means you will definitely see them and quite possibly a little too much.

     

    
    <configs>
    	<append xpath="/spawning/biome[@name='pine_forest']">
    		<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='desert']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='wasteland']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
    	</append>
    </configs>

     

    Changing the maxcount to 2 will be quite noticeable.

    i actually have an idea for a new zombie to add to this mod if your interested

  15. 14 hours ago, arramus said:

    All of these are GS dependent for regular zombies but the custom entries are not GS dependent and will appear at the same probability; albeit less frequently.

    <append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

    <append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

    <append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">

    <append xpath="/entitygroups/entitygroup[@name='SnowZombies']">

     

    All of these are custom entries that are not GS dependent. If you visit these Biomes based on their description you are much more certain to see the custom zombies even at low GS.

    <entitygroup name="ZombiesWastelandNightHard">

    <entitygroup name="ZombiesPineForest">

    <entitygroup name="ZombiesPineForestNight">

    <entitygroup name="ZombiesDesertNight">

     

    In addition, the smaller your World and the higher you set your total allowed zombies, the greater the density.

     

    You can also change the settings in the spawning.xml for those custom groups. Increasing these means you will definitely see them and quite possibly a little too much.

     

    
    <configs>
    	<append xpath="/spawning/biome[@name='pine_forest']">
    		<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='desert']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
    	</append>
    	<append xpath="/spawning/biome[@name='wasteland']">
    		<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
    	</append>
    </configs>

     

    Changing the maxcount to 2 will be quite noticeable.

    Alright thank you

  16. 14 hours ago, arramus said:

    The spawn groups for this version and the old version are exactly the same so I hope it will provide a similar feel and challenge. The only major differences are that there are more variety of zombies and they will either spawn a lot (default version) or at a more comfortable amount (light version). The light version is actually much closer to the original default version.

    It is also possible to change things here and there by yourself if you want a certain zombie to have more XP, more chance of spawning, or higher HP, etc. If you aren't familiar with how to change that by yourself, we can offer some instructions..

    Well I know how to increase the spawn probability in the entitygroups.xml but I think the problem im having is I install the mod when my playthrough is still at a relatively low game stage therefore the zombies don't spawn as much. But if you can show me some instructions I would like to see them 

  17. 22 hours ago, arramus said:

    Custom zombie spawn is somewhat connected to Game Stage. They have their own custom spawn groups which are not connected and they will appear in mass regardless. That is one reason we release the 'lite' version to support new Worlds as it could be a bit too intense. They are also integrated into default groups which will not change their probability but reduce their volume.

    when i had an older version of the mod i really liked it when the zombies would randomly spawn and i liked the challenge they give when fighting them

  18. 20 hours ago, arramus said:

    Custom zombie spawn is somewhat connected to Game Stage. They have their own custom spawn groups which are not connected and they will appear in mass regardless. That is one reason we release the 'lite' version to support new Worlds as it could be a bit too intense. They are also integrated into default groups which will not change their probability but reduce their volume.

    alright good to know

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