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Rotor

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Posts posted by Rotor

  1. 7 hours ago, RipClaw said:

    Players should also not be too stingy with resources when building bases. It is better to build a few more supports and everything thicker than necessary instead of standing in front of the ruins of a collapsed base.

     

     

    Interesting.  I am not a number cruncher.  I protect my pillars with spikes.  I am only up to cobblestones.  I could add some support to the inner side of each pillar.  It is going to reduce my kill zone vision, but maybe I would not have to pay attention to the pillars.  Although if I were to start again, 4 columns per pillar would allow the base foot print to be 2 blocks wider therefor kill zone become equal.  Think I would have to move to flat ground as right now I am on top of a Mesa just the perfect size for 8x8.  Maybe I will forgo a week of looting and start another base.  This might on be bad at all, keep a craft base and a horde night base.  So many choices, so little time :).

  2. IMO, the short answer is no.  If I understand your question correctly.

     

    My current base is a made house on 4 pillars 8 blocks of ground.  Open center on first floor.  At ground level I built 4 corridors one block wide which meet in the middle to form a "plus".  Walls on each corridor make the center a one block intersection.  I put doors on each side of the 4way stop sorta speak.  I line the house pillars with wood spikes.  On horde night they just come up the corridor to beat on doors.  I just shoot arrows from top.  This was default vanilla only change is block damage 50% on blood moon nights.

  3. I am okay so far.

     

    Last night I was running back to base before night fall and one them dog packs came straight at me.  Pucker factor X10, I had just gotten a drop crate which had 4 or 5 of the super med kits.  I equipped hot bar with these and veered right running.  Figure I pop at least one and may out run or out jump.

     

    The flew right past me.

     

    I was relieved, but yes they are blind.

     

    I was looting a garage, opened a door from afar and old zombie pit is sitting right there looking at me.  I ran like a beeyatch.  It never followed.  So I came back landed a crit on head from the crouch.  Then a wooden club to the nogging as it came at me.

     

    Not attacking when door opens is weird as heck, but I was glad that time.

  4. 3 hours ago, Roland said:

     There are some weird things like being able to construct pipe weapons but not knowing how to cook bacon and eggs

    This I agree.

     

    In my field I am pretty well rounded how things work in RL.  So, could I build a pipe pistol?  Probably not, but I can gurantee you I can build a "bang stick" fairly quick.

     

    As far as the comment on the M60, is fairly easy to handle...as long as you are not 50 pounds.  Now if you have a malfunction, getting out of it is not that easy.  But for the most part is point and click.

     

    Can I build a forge?  Yes, the first couple might be crap, but I have the concept in my brain, but again that is the beauty of my job skills.

     

    At over fifty years of age, I can still run, although my knees would not like it.  Not sure anything over a couple of miles, I am probably done if I dont have some melee weapons with me or the sure firearm.

     

    Some of my survival skills came from the military, never had to do the advance stuff, but I have the basics.

     

    I hate gardening, but if I have the seeds think I can do it.

     

    Just started practicing with bow....because it one of the easiest weapons to make and be fairly effective in a STHF.  Arrows are much harder to make, effectively.  

     

    All that to say, I dont mind how the game starts, but some of the gates are weird as heck.

     

    P.s. Every house, hut, teepee, palm tree shack in the world probably has a pot in it, most of them capable of handling a wood fire pit :P.

     

    Ps.s. Forgot, Cro-Magnon figured out early on how to put meat on a stick and the concept of a grill wasnt even a dream.

  5. 2 hours ago, JCrook1028 said:

    Wow. I can't imagine going to D35 and not putting in the 1 point needed to get a forge. I generally spend that as my 5th point so night of D1 or D2 at the latest. I want my iron arrows and a cooking pot if I didn't loot one.

     

    I still dont know what is "normal" progression.  I was getting by really good on stone arrows before I gave up the game.

     

    Currently experimenting with tower building, have died more times to unstable structures than Zs :).

  6. /tangent

     

    RNGeezus is terrible mistress :).

     

    I am new.  Last night I started a new game same 10k seed map that I've done the previous 6 starts.  Except this time I looted a bag that gave me a schem for a forge.  I have never even sniff'd its presence before.  Then I died on day seven for being stupid......well not really, but trusting a wood building that until that event all basic wood buildings have proven to get me through the first horde night.  Weird as hell since I have horde block damage at 50%.

     

    The raging debate for me, is whether to restart because I died or keep going because I have a schematic that through all my noob playing time have not seen before.  I have gone as far as day 35 on one of my previous games.

     

    Not sure this is relevant to topic though, but odd to me the question in my head on what would drive me a to a new game.  It is not the possibility of a new adventure, but the possibility of long play without a much needed tool.

     

    Maybe I am being unrealistic on whether or not I should know how to put some bricks together, etc.  Maybe my character just got out of middle school :).  I now there are mods to start with more basic knowledge, but argh!

     

    /end tangent

  7. Probably has been suggested before.

     

    Anyways, IMO the damage should scale down over time with a zombie when hitting structure.  I.e. first you loose fingers, then hands, forearm, arms, lower jaw.  After that the zombie can try to repath to the player as a last gasp attemp tto do anything.

     

    I can understand demo guy blowing up big chunks or cop burping acid causing major damage.  (As soon as I get familiar with the game, I will use one of the mods to take these out, I am not a zombie expert, but of the few genre I have seen, non have that mess :)).

     

    I have reduced AI block damage.  But that is a set number, not a progressive number, right?

     

    If I have a stamina bar where I have to stop before another attack, then it can be similarly modelled to the AI as well?

  8. 18 hours ago, pahbi said:

    I'm just going to go off topic because I don't like the topic anyways.  🤔

     

    That blade base video and bunker base videos looked sweet.

     

    I could easily see the bunker base being an early game horde base with just cobblestone, that you upgrade later on as materials become available.

     

    Later on once I get enough material, I'm definately doing that blade base.

     

     

     

    One problem with the first video.  The narrator said "AFK Base".... those are doomsday words right there for that comptraption :).

     

    Regards,

    Rotor

  9. Well, I thought I could upload image from mega.nz but guess not, here is a link.

     

    https://mega.nz/file/Q5tUiLBR#4SXhKYnWRjBPQJbdhzT3n5r2bZgL5I45XbbkiWM54Hc

     

    Here is biomes PNG

     

    https://mega.nz/file/Msl0BLyZ#hHEz8FINqfE4EEUwMRsiQESGa33hNZ8kXjRvLiqFyDg

    Data output log text.

     

    Spoiler

    Mono path[0] = 'E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Managed'
    Mono config path = 'E:/Steam/steamapps/common/7 Days To Die/MonoBleedingEdge/etc'
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    Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Mono/libXInputInterface32
    Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Mono/libXInputInterface32.dll
    Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Mono/libXInputInterface32
    2022-01-01T13:06:59 1.273 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
    2022-01-01T13:07:02 3.818 INF [Steamworks.NET] SteamAPI_Init() ok
    2022-01-01T13:07:02 3.840 INF Not running in Big Picture Mode, no on-screen keyboard available
    2022-01-01T13:07:02 3.840 INF [Platform] Initializing EOS
    2022-01-01T13:07:03 4.856 INF [EOS] Initialize: Success
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    2022-01-01T13:07:12 13.776 INF Precaching done
    2022-01-01T13:07:12 13.778 INF Loading main scene
    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
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    2022-01-01T13:07:12 14.155 INF [GSM] Singleton Initialized...
    2022-01-01T13:07:12 14.179 INF Awake IsFocused: True
    2022-01-01T13:07:12 14.179 INF Awake
    2022-01-01T13:07:12 14.215 INF Version: Alpha 20 (b238) Compatibility Version: Alpha 20, Build: Windows 64 Bit
    2022-01-01T13:07:12 14.216 INF System information:
    2022-01-01T13:07:12 14.216 INF    OS: Windows 10  (10.0.19044) 64bit
    2022-01-01T13:07:12 14.217 INF    CPU: AMD Opteron(tm) Processor 3280  (cores: 😎
    2022-01-01T13:07:12 14.217 INF    RAM: 16365 MB
    2022-01-01T13:07:12 14.217 INF    GPU: Radeon RX 570 Series (4075 MB)
    2022-01-01T13:07:12 14.217 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
    2022-01-01T13:07:12 14.218 INF Last played version: Alpha 20
    2022-01-01T13:07:12 14.220 INF Local UTC offset: -6 hours
    2022-01-01T13:07:12 14.227 INF Command line arguments: E:\Steam\steamapps\common\7 Days To Die\7daystodie.exe -force-d3d11 -logfile E:\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data\output_log__2022-01-01__13-05-58.txt -eac_executablename 7daystodie.exe
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    Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Mono/libc.dll
    Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7daystodie_Data/Mono/libc
    2022-01-01T13:07:14 15.826 INF Reloading serveradmin.xml
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    2022-01-01T13:07:21 23.481 INF [Steamworks.NET] Login ok.
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    2022-01-01T13:09:38 160.045 INF Stamp loading took 2.6108975 seconds
    2022-01-01T13:09:38 160.111 INF WorldGenerator:Generating South Naponato Territory
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    2022-01-01T13:09:46 168.628 INF Border placement took 0.3402447 seconds
    2022-01-01T13:19:56 778.035 INF Writing data files time passed: 104.604676 seconds
    2022-01-01T13:20:18 800.307 INF Prefab spawning took 1.118 seconds
    2022-01-01T13:20:18 800.308 INF Township Generation Time Elapsed 1.163
    2022-01-01T13:20:18 800.308 INF Created township ID:city
    2022-01-01T13:20:20 802.317 INF Prefab spawning took 1.853 seconds
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    2022-01-01T13:20:22 804.001 INF Created township ID:city
    2022-01-01T13:20:24 805.772 INF Prefab spawning took 1.741 seconds
    2022-01-01T13:20:24 805.773 INF Township Generation Time Elapsed 1.76
    2022-01-01T13:20:24 805.773 INF Created township ID:city
    2022-01-01T13:20:24 806.276 INF Prefab spawning took 0.499 seconds
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    2022-01-01T13:20:25 807.221 INF Created township ID:countrytown
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    2022-01-01T13:20:26 807.723 INF Township Generation Time Elapsed 0.467
    2022-01-01T13:20:26 807.723 INF Created township ID:countrytown
    2022-01-01T13:20:26 808.067 INF Prefab spawning took 0.33 seconds
    2022-01-01T13:20:26 808.067 INF Township Generation Time Elapsed 0.34
    2022-01-01T13:20:26 808.067 INF Created township ID:countrytown
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    2022-01-01T13:20:26 808.583 INF Township Generation Time Elapsed 0.382
    2022-01-01T13:20:26 808.583 INF Created township ID:countrytown
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    2022-01-01T13:20:27 809.199 INF Created township ID:countrytown
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    2022-01-01T13:20:29 810.727 INF Created township ID:town
    2022-01-01T13:20:29 811.409 INF Prefab spawning took 0.661 seconds
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    2022-01-01T13:20:29 811.409 INF Created township ID:town
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    2022-01-01T13:20:30 812.411 INF Township Generation Time Elapsed 1
    2022-01-01T13:20:30 812.411 INF Created township ID:town
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    2022-01-01T13:20:30 812.527 INF Created township ID:oldwest
    2022-01-01T13:20:31 812.714 INF Prefab spawning took 0.184 seconds
    2022-01-01T13:20:31 812.715 INF Township Generation Time Elapsed 0.184
    2022-01-01T13:20:31 812.715 INF Created township ID:oldwest
    2022-01-01T13:20:31 812.827 INF Prefab spawning took 0.107 seconds
    2022-01-01T13:20:31 812.827 INF Township Generation Time Elapsed 0.107
    2022-01-01T13:20:31 812.827 INF Created township ID:oldwest
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    2022-01-01T13:20:31 812.998 INF Created township ID:oldwest
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    2022-01-01T13:30:31 1413.207 INF WorldGenerator:Saving Roads
    2022-01-01T13:31:51 1493.573 INF WorldGenerator:Smoothing Wilderness Terrain
    2022-01-01T13:31:52 1494.512 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2022-01-01T13:32:08 1510.131 INF WorldGenerator:Writing debug visuals
    2022-01-01T13:33:07 1568.679 INF WorldGenerator:Generation Complete!:  Time Elapsed: 23 minutes 28 seconds
    2022-01-01T13:46:47 2389.565 INF Terminating threads
    2022-01-01T13:46:47 2389.571 INF OnApplicationQuit
    2022-01-01T13:46:47 2389.625 INF Terminating threads
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    2022-01-01T13:46:48 2389.740 INF [GSM] GameSparks Disconnected
    2022-01-01T13:46:48 2390.482 INF Terminating threads
    2022-01-01T13:46:48 2390.482 INF OnApplicationQuit
    2022-01-01T13:46:48 2390.483 INF Terminating threads
    2022-01-01T13:46:48 2390.483 INF OnApplicationQuit
    Setting up 4 worker threads for Enlighten.
      Thread -> id: 3190 -> priority: 1 
      Thread -> id: 684 -> priority: 1 
      Thread -> id: 2450 -> priority: 1 
      Thread -> id: 3bc -> priority: 1 
     

     

  10. Hello,

     

    I tried generating a couple of RWGs.  The worlds are generating as expected and biomes PNG is created and I load to the game and everything appears to be okay.

     

    However, the preview screeen in the RWG is only showing me a zoomed in version of the map.  I.e. I only see like one biome and a piece of the other, etc.

     

    I think I have tried all "usual" zoom in/out kboard controls, I am either missing the obvious or maybe my install is borked.

     

    Sorry no image.  The hosting from URL is one of those BB features that, well havent gotten around to that.

     

    Regards,

    Rotor

  11. Thank you for trying.  I understand what you are doing.  I am just one of the ones that likes to roam, not necessarily be within 1k of stuff to do.  

     

    The biomes distribution and ability to roam at times without seeing a house is my playstyle :).

     

    I will just have to hit generate, and see what I get.  I wont be running the ratings thing.

     

    I have done more searching around the forums.  It appears KinGen might be my answer if it gets fixed for A20.

     

    Again, thank you.

     

    Regards,

    Rotor

  12. @JoeDaFrogmanHello,

     

    Great stuff, thank you for the work.  I really like this map.  Since I am new to the game it allows me to hide in the forest for the time being and the area distribution  is more to my expections of a biome.  Anyways, only one question.  If I were to use your settings, but generate a 10k world instead, would like I get this result in a larger map?  Or would that be a nasty curveball on the world gen?

     

    SomatologicalConsciences-8192

     

    Again, thank you.

    Rotor

  13. Stupid question, I am sure.

     

    Do these puddle with water after a rain storm?  Just wondering since they are on the map gen, and I have seen some in high mountains where one would think water would puddle after a storm.

     

    New to the game and just feeling my way through.

     

    Regards,

    Rotor

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