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Mistwraith

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Everything posted by Mistwraith

  1. Thank you for this info. Never happened once during tests. I will look into that. Can you tell me at which height the prefab was placed as it occured? Edit: Figured it out. From top to bottom Warren farm is 51 blocks deep. If it gets placed below about 45 blocks, it reaches bedrock (Block 0) which will cause the teleport. The fast solution to this is not to go in there if its placed below block 45. For a real solution I have to figure out how high the lowest generated terrain is, to (re)make the prefab not as deep. I am on it. Edit II: Fixed. The prefab does not reach down below bedrock anymore.
  2. THIS TOPIC WILL GET UPDATED WITH NEW POI'S AS SOON AS THEY ARE READY FOR THE PUBLIC. Angel Home (Request) Tier: 1 Lot size: 25x25 including a 2 block empty border, all invisible textures stripped, no lights. Location(s): CountryResidental & CountryTown This is a very small and simple basic home with virtually no loot in it, but a cellar to start a mining operation with. It was requested as basicaly an extra storage place and starting point for mining, without having to look at an ugly hole next to ones base. https://mega.nz/file/EstgiQBI#aU72PEcyDq0hgxF7RtdPcoOwXWbNQjVe6JH_yl6rSRg City Park 01 Tier: 4 Lot size: 42x42 including a 2 block empty border, all invisible textures stripped, no overlapping lights. Location(s): Downtown [City Park 01 never got much love from the community. Soon after it was built it became a gathering place for junkies and homeless people, that where drawn here like moths to light. Over time, party people gathered here as well, feeling drawn to this otherwise boring place. Nobody remembered why this unremarkable park motivated them to keep coming back in the middle of night. They only knew they have had a great time there and will visit it again.] This prefab was inspired by the discontinued pen&paper roleplaying game "Vampire: The Masquerade" from White Wolf. It is a dungeon with a single way that requires no destruction on the players part to get through. If you want all the loot however, you need to do some breaking and entering. https://mega.nz/file/5otg1KqT#b-Ur_CyeRhE3HGZydhZDmCaBYiNbMYw35V5rlfBgdLE Lorena Mall (reworked) Tier: 5 Lot size: 100x100 including a 2 block empty border, all invisible textures stripped, no overlapping lights. Location(s): Commercial This is a mall with an extra fast-food restaurant in the front. The main building is a dungeon with one way through it all, without having to break a single thing. There are secret areas that, of course, you need to find and break in. The first version was too easy to get trough, this version is a challenge. https://mega.nz/file/FtFD1QKL#j1iSyx-gXUk1M3LEkdn2Smt1VvPqe2FMlsL7DIAtwj0 Mozart Conservatory Tier: 3 Lot Size: 42x42 including a 2 block empty border, all invisible textures stripped, only a single light. Location(s): Commercial Quest: Clear This prefab is for free roaming, for when you are not in the mood for a lenghty dungeon crawl. It may look like a lot of rooms but it is a conservatory for music, featuring small halls. Some musical students still inhabitat the area, and because their training wasn't complete yet, there may be screaming instead of singing. https://mega.nz/file/5hEhiABQ#wvdpxec7-VR-0ZH8I9aYuIVHM5Znee0J8x-Mf2wfW9g Warren Farm KNOWN ISSUES: This prefab reaches very far underground. If it is placed below about block 45, it will reach under the bedrock (block 0) which will cause the player to teleport back up when she/he reaches this depth. FIXED. The prefab does not reach down below bedrock anymore. Tier: 5 Lot Size: 60x60 including a 2 block empty border, all invisible textures stripped, only a single light. Location(s): CountryTown & Rural Quest: Fetch [There where a lot of rumors about this farm ever since it was built during the late 1800's. People told storys of witchcraft, people gone mad and of unpleasant sensations of unknown origin within that area. Shortly before the apocalypse started, a sinkhole appeared beneath the building and swallowed it whole. The team that was sent to secure the area discovered ruins of unknown origin in the dephts. Another team, consisting of city officials, the military, archeologists and city workers where assembled to analyse and date the findings. But as soon as they had finished first construction works and began to climb down, disaster struck and zombies roamed the earth. What happened to the people underground is unknown.] This prefab was inspired by the Chutullu mythos by H.P. Lovecraft. It is a pretty forward dungeon with a single path through it, but it has secret areas you need to find when you are there for the quest. No destruction needed anywhere. It's dark in there, bring a light source. The best experience is achieved when going in there by night. It doesn't make any difference according to light, but at day, the birds will chirp underground as well, ruining mood. https://mega.nz/file/Ms9i2YpY#vt_mSoXDVI4dEJHDPIU-JdzdI3kr9FXzCDu_o7YooKw
  3. I have made this tiny setup here to test this out, and everything works just fine when using a vanilla generator for energy. It closes and opens as intended. My guess is, that the power source mod you are using does not work as intended anymore. A lot of mods broke with the release of A20, as is common in games that get an update. You could try to make a minimal setup similar to the one you wish to have and try it out with the vanilla generator instead and see if it works. Another idea is, to check if the power cables are attached properly still. Perhaps it's only an issue with them.
  4. Lights that are placed within the editor dont need any power sources. They turn on as you switch them on and will stay on indefinitely. Although it seems to be possible to connect source and consumer with cables within the editor, all the cables are gone once you start a playtest or place the asset ingame. This means you have to connect everything ingame and also place lights ingame if you want it to consume energy because "editor lights" and "ingame lights" are not the same. It's a bit of cheating in my opinion, but you can always place your lights in the editor, turn them on without connecting them to anything and they will give light ingame just fine. Dont forget to NOT have the lights overlap, tough. This will cause lag. This is not a bug, this is a feature (I guess) for asset creators. I build a ton of stuff currently and I would go crazy if I had to connect everything as well a building, painting and decorating.
  5. THIS PREFAB WAS GETTING A REWORK AND MOVED TO ANOTHER TOPIC:
  6. That didnt do the trick. After deleting everything and starting without the prefab into the game, just to see what happens, the prefab was still there. So I figured, that I just create a new map (Stallion Island) and try it again. And it finaly worked. Thank you for trying to help me out, but I messed something up in the world editor most likely. Still no idea what i was, but at least its working now.
  7. If you mean within the .xml, then I did that already. There is no visible difference between an offset of -10, -84 or +100. If there are other means to manipulate the y offset, I would be happy to hear about them. EDIT: I just discovered, that when enabling "Show ground level" within the world editor, there is a floating copy of the asset at the height where it gets (wrongly) placed in the game. The options to move it are grayed out, however.
  8. Hello. I created a little prefab with a cellar and tryed to place that into a world. When I place it, everything seems to be alright. But when loading my game, it sits atop a high pillar of earth and concrete. Within the editor, I have set the ground level to the right height, and in play testing, it IS correctly placed on the ground. As soon as I start a game, however, it sits atop its pillar again. I tryed editing the y offset in the prefabs .xml file, but this doesnt change a thing. Also, when placing it within the editor, the prefab seem to be handled by the engine as if the ground level is the floor of the cellar. It has to be manualy lowered, so that it appears to be on ground level, otherwise its to high. Lowering it by any amount, however, doesnt do a thing. Ground level is block 60 in this chunk, but it gets placed at lvl 144 no matter how high or low I place it within the editor. Please help me out here, I tryed the whole afternoon and evening to figure this out and found no solution yet.
  9. Its not useful, of course. And I personaly improve them. Improving your skills is part of games and the reward for your troubles. But if someone likes it that way, why not? But I really dont understand why you cant live with the fact, that different people enjoy different stuff. Some people like rap, others dont. Some people like movies ... others dont. Thats the way it is. Nobody is superior or inferior because of his or her choice of entertainement. Whats so hard about that? If we talk efficiency or PvP .... thats another matter. I will totally shoot your sorry ass with an M60 in PvP, but in PvE I have another taste. Like everyone else. But I see, that you cannot take it, that other people are different from you. So, just believe that others are inferior to you. Good bye, have a nice day, have fun playing the game and good loot to you. I am out of the discussion with you.
  10. I am actually able to do this right now. Normal A19 with no mods. The wires just hang into the blocks if you do it right. I can also build blocks onto wires to hide them. If you put your generator in a generator room on top of your building, you can lay cables that go directly through the ceiling to the lamps and nobody will see them. I also use double walls with an empty space within to hide the electrical distributors. This also gives Zombies an additional wall to punch trough during blood moons.
  11. I would call it "enoyable". Sometimes I just want to murder a crapton of mobs, thats the time Serious Sam has to be dusted off again, or a game from the Borderlands series. Another time I want my hardcore RPG strategy, and Dragon Age and the like deliver. And another time I want my Survival/Crafting game and have the feeling I have to sneak around in zombie infested areas that are lethal to me when detected. Its just a question of my current mood for me. Am I in the mood for stealth kills, sneaking away and feeling threatened? Then its 7DTD. For action, I have plenty of other games. Am I in the mood for ripping apart gang members with mantis blades while listening to metal music? Then its Cyberpunk2077 today. Different people have fun with different experiences. And handicapping yourself IS enjoyable for some players. Me included. Not every time. Not in every game. But in a survival game I was looking for survival, not for Call of Duty. If you enjoy the Call of Duty style in 7DTD, if its fun to you, then go for it and let me wish you fun and good loot. But its not always about efficiency. Games are also about emotions.
  12. 100% on board with that. My wife only uses the bows and crossbows, old Skyrim habit. I by myself use silenced guns only for testing them out currently, but will defenitely switch back to the Compound bow after that. With high enough stealth and light armor at max, you can go up to a sleeper and point the arrow directly at their face, one-shooting them every time. Another plus side: They are completely silent. When clearing a skyscraper I really dont want a screamer to interrupt me. But even silenced guns generate heat. And that is an absolutely correct design decision. Everyone who was shooting silenced by themself will tell you, that silenced guns are NOT silent. I will mention, after hyping the bow, that maces are equally wonderful. They generate no heat and you one-hit _most_ zombies with a running flung at max perk. Different people prefer different play styles. No one has more or less weoght because he or she enjoys to playing their games another way. Thats the wonderfull thing with most games. You can choose between different styles. You can choose the one thats fun for YOU.
  13. Hello. tl;dr Game better then Fallout, needs tweaking and new assets. I am pretty new to the game, but have 230 hours on my account within a few weeks now. (I am at home atm, as you can guess .. serious illnesses). As a 45 years old gamer that played games since the C64 I have to say, that 7DTD is pretty addictive and is one of the best games I have encountered in my entire life. Open World RPGs are my weakness anyways and there is a lot of stuff that is done the right way here. Thank you very much for this experience. I especialy enjoy the base building over games like Fallout 4. There are way more creative possibilities here and I can't wait for the new shapes in A20. Beeing able to lay electric cables within blocks is a great plus as well, I hated the way Fallout handles power lines. Also great, but with a grain of salt, is painting your buildings. On one hand I love the feature to give different appearances to my buildings, like an old shack or an abandoned manor. But on the other hand its a very tedious and tiring work to paint thousends of surface blocks for no ExP gain. There is no relation to, lets say, smith 1k of steel bars. I dont even have to be there to smith steel bars and I get ExP for it. Painting a building for 2 hours should give a reward as well, because the work I as a player do, is significantly higher. Another point of concern is the lack of Zombie models. They get really boring after a while. I think that a solution that is managable to this is to use the meshes for player clothing on them as well. I dont care if its always the same Darlene, if she is wearing different stuff from time to time. Other games do it the same way and it creates a great illusion of diversity. Glowing eyes and skin doesn't do it to fight the inside jokes my wife and I make about the most prevalent cloth line in your world. They effectively became a joke because of that. The building assets are great overall, I took us a while to discover that almost all of them have some hidden places with the good loot. But there are too few, still. After a few weeks you know exactly where everything is. The community has done great assets so far, but this brings me to the point of this section: The asset creator and world builder. Its nearly impossible to find tutorials or other documents that teaches us how to use them. Despite my Google-Fu I just found some obscure tips and hints on how to actually save the changes you made. I would like to create new assets as this is my forte as you may have guessed, but the lack of information on how to use the tools is limiting. Perhaps I just failed in finding it, I tend to be blind to the obvious sometimes. If this is the case, then please respond with a link, anyone. Thank you. I also have an idea for a new item. The lawn-mower. Seriously, I would like to have one. Our bases are always surrounded by a clear strip of land for visibility, which means to eradicate all the grass by hand. Having a lawn-mower that cuts grass would make this less boring. Especially because lawn-mowers tend to be very loud .... You could pack that into the mechanics perk tree and even make a (very loud) weaponized version of it. This next point also is about the world building: In A20 it looks like this point is adressed already. The terrain gets better, and it looks like that some of the regions look more urban. This is something the game desperately needs. Urban regions. I would love to do assets for that (see two points above) because it really bugs me to see a ranch, a field, a rural coal mine, a skyscaper, a farm building and a shed next to each other in a rural region all of the time. "Which construction company decided that it is a good financial investment to build a skyscraper next to a few sheds?", is the question that always comes to mind when roaming through the world. And that, at least for me, breaks immersion in a great way. Another point is the lack of information I have before I build or cook something. It would be really helpful to know that a cake that is using lots of my precious lard has way less nutrition value than another item I can do more easily at the moment that has more value. You have to make the items blind and note down or remember the values for each one for the next time. Some of the food items especially dont make sense. I cook for my family for years now, and an item that uses "4 lard" that is equaly or only slighlty more nutritious than one that is using only meat and egg doesnt make sense from a cooks perspective. Our two cents to the inventory controversy: Please let us stack more items. Clothing items, cigars and tools with the same lvl/stats really dont need to be in seperate slots. There are always PhD's mods for those that really need to carry their whole neighbourhood with them, but as a former construction and metal worker I can assure you, that I can carry more then a few tools. Also, people that are stronger then others tend to be able to carry more, as well. They dont need a perk for that. Strength alone is sufficient. I understand and fully support limited inventory space. But not beeing able to loot a single house (at the beginning) just makes you run circels back to your chests all the time. And because you did that a few times now there are no zombies, nothing is happening. Therefore it feels like the "Slow Walking Simulator with nothing happening" always after you start a new game. Its gets better with the perks and mods during the game, but a new start always tends to be boring slowly walking back to your chest. Despite all this: Great game. I love it. A last word for those that rant about the continuous alpha status of the game: Please, calm down already. Learn to differentiate between two brothers with a dream and Todd Howard. They are not the same. You can't hold them to the same standards. I am one of the many people that tryed to make a game in Unity and failed myself, despite of planing a learing how to do stuff beforehand. Making a game is not that easy.
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