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A20 Bugs
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Posts posted by MichaelL.
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So, I'm assuming that TFP already has a script that assists with the conversion/replacement of blocks that have changed between A20 and A21 (as has done for previous version updates). Any word on the process?
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Been trying to work out an xml solution for "Widow-Maker" tilted trees. Finally worked it all out. These will be included with the A21 version once it's released and I have a chance to update the mod.
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17 minutes ago, schwanz9000 said:
You'll find plenty. Loot and harvest lists have been changed to accommodate. Traders also sell more goods now too.Good to hear!
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7 hours ago, schwanz9000 said:
No, but it can always be modded via xml. Not sure why you would need to, but I'm sure someone will do it.
Matter of fact, isn't it worse in A20 seeing them all say empty all the time? Oh look! A bag! Empty. Oh look! A nest! Empty.
In A21, the small containers just go poof and the large ones simply look open. There are a few containers left that won't have either for various reasons.
The quest reset or the optional chunk reset system will handle repopulating them into the world.It all depends. I would rely quite a bit on breaking down trash bags and the like that are outside on the streets to get plastic for steel arrows/bolts - or for some other recipe (usually in a last-minute panic to prep for horde night ). Has the occurrence of plastic in loot been balanced to cover the removal of this harvestable resource from trash bags and other random decor blocks? If there were a recipe to craft your own scrap polymers in the chem station, that would be a good option.
Same applies for the feathers to make stone/iron arrows/bolts - I would usually take the time to break down the nests to get more fathers out of them. Are there going to be more 'lootable' feathers in the nests to compensate for this loss of a harvestable resource?
Or... will skilling up in Archery increase the amount of feathers you can loot/harvest from nests/vultures/chickens?
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On 5/29/2023 at 1:12 PM, Old Crow said:
Still curious to know how big of a chance vehicles will have to explode after hitting negative hit points. I know it's supposedly not likely to happen, but all it takes is one string of really bad luck and BOOM you lose your 4x4 and anything you had inside it.
Just don't hit a shopping cart - 100% guaranteed to blow up your vehicle....
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7 hours ago, FinkPloyd said:
I am embarrassed if an end user finds a bug in my code during User Acceptance Testing, as it shows the testers and I did not do enough Unit Testing / System Integration Testing.
No reason at all to be embarrassed for that. As developers, we know how it's supposed to work, and we have that burned into our brains. You can never guess what weird ways end-users will end up interacting with your project. "It crashes when I do this.." But WHY on earth would you even do THAT? You can't completely idiot-proof anything because you can never second guess what an idiot might do..... 😉
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On the third tab (Level Tools 2), there's a button where you can move the entire prefab upward. You can also lower (and raise) the ground plane, but it does have a bottom limit. So, the best bet is to move the entire prefab upward enough so you have a decent amount of space underneath it where you can build. Once you've got it deep enough, you can move up the ground plane to match the final ground level.
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11 hours ago, Kaapo said:
What if I save my base as POI and import it into new one would that be an option?
Probably. You may still need to run it through their usual prefab update script, and you may have to manually swap out some blocks/objects that don't transition cleanly. But it's certainly doable. Don't expect your inventory to carry over though...
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7 hours ago, Laz Man said:
I'm sure faatal has some ideas to make the wasteland harder. For example make all zombies there demos....😅
LOL! I made a little mod that would scatter "shock rocks" and boulders in the wasteland. The small stones would electrocute whatever walked into them, then self destruct after a few seconds - unless you picked them up in time (also spawned them under water in the other biomes). The boulders could be harvested for a handful of shock rocks. These could be placed down again to slow zombies, or if you got enough (and skilled up in electocutioner) you could craft them into reusable barriers that would last longer and could be repaired with fresh stones - great for placing in doorways. (never did put it out - did it mostly for practice)
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For vanilla? Not only no, but HELL no! That's the sort of stuff for mods, not something burned into the actual base game.
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On 4/29/2023 at 11:56 AM, swmeek said:
Would this be compatible with OCBMaurice's Crooked Tree Mod by chance?
Yes. I've had it working alongside OCB's (excellent!) Crooked Tree mod with zero issues.
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1 hour ago, mstdv inc said:
What about zombies?They have to do something while waiting for the arrival of the player🤔
Maybe it's the same guy who's restocking the vending machines!
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I'm loving all of the new potted plants that have been added. However, don't you think a lot of them would be dead in an apocalypse with nobody around to water them..?
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Finally got around to updating and publishing my fallen trees and bushes/scrub-brush mod.
Instructions on how to install can be found in the mod description on Nexus.
This can be used on any map - including those where you have a current game running. In this case, the added trees and bushes will only spawn in areas that you have not already been in.
https://www.nexusmods.com/7daystodie/mods/2876
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Bashing mail boxes is also considered a national sport....
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Growing up in Wyoming, you very rarely saw pristine road signs.... Just sayin'... 😉
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19 minutes ago, Laz Man said:
Yes
Excellent! Thanks!
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21 hours ago, Laz Man said:
Water simulation is disabled by default in the prefab editor so shouldn't be an issue.
Got another water-related question: Will we be able to spawn sleepers under/in the new water system?
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58 minutes ago, Riamus said:
Considering the excessive damage to your vehicle coming in A21 when you hit stuff, after 20 mailboxes, your 4x4 is probably toast.
LOL! Too true! It's a shame you can't swing a baseball bat out of the window of your truck - that's how true rednecks bash mailboxes... 😁
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5 hours ago, sillls said:
Wait, is that a thing in 7D2D?
LOL! To be honest, I'm pretty sure something like this would be doable- a lot of overhauls have custom quests where you have to bring a trader x-number of a certain thing. And the old vanilla side-quests/tasks usually required killing specific zombies with a specific weapon You could just modify the stopsign/mailboxes to drop a stopsign/mailbox block in your inventory when destroyed/"harvested." Might change the 4x4 with a baseball bat to make it easier.
So yeah, it does seem like this ought to be something that could be done.
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10 minutes ago, sillls said:
New mailman quest.
My brain went directly to a red-neck quest: You have to run over 20 mailboxes with a 4x4, and shoot out 15 stop signs with a shotgun.... 😝
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36 minutes ago, Laz Man said:
Water simulation is disabled by default in the prefab editor so shouldn't be an issue.
That's a huge relief- Thanks!
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Converting/Updating A20 Prefabs to A21
in Discussion and Requests
Posted
Thanks! Is it searching the LocalPrefabs and Mod's folders this time around?