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schwanz9000

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schwanz9000 last won the day on October 16 2022

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  1. Ah dang it! I curse you "self diagnosed mild dyslexia combined with a lack of spelling and typing skills"! Rogue vs Rouge gets me every time!
  2. Since you guys have seen/guessed most of them, here is the current list of Armors for A22. As always, this list is still WIP and/or subject to change. Armors previously shown that are NOT listed below, may or may not be used in a future update. Primitive Outfit - Replacement for legacy plant fiber clothing. Adds some protection, but no buffs or bonuses. Light Armors - No movement penalties like legacy padded armor Lumberjack Preacher Rogue Athletic Enforcer Medium Armors - Replacements for legacy "Light Armor" such as leather and military Farmer Biker Scavenger Ranger Commando Assassin Heavy Armors - Replacements for legacy "Heavy Armor" such as scrap, iron, and steel Miner Nomad Nerd Raider
  3. No. Clothing mods will not show. I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready. We fully understand your concerns. I, Allan, understand your concerns as I'm a player too. I'm on your side. Trust the process.
  4. They are just mods that install into headgear. Most of these replace the old glasses or goggles that no longer have an equipment slot.
  5. Correct. My bad. I mix those up all the time AND it's been a long time since I've played/worked on A21. Guess I'll take the Strength out of the cigar now that we have the dedicated Strength mod. IDK. We'll see. 😛
  6. I haven't added any restrictions to the Cigar + Attribute Mods...yet. We'll see how testing goes. Attribute Mods can only be installed into headgear, so no stacking issues there with other armor pieces. You cannot have more than one Attribute Mod installed on a headgear at the same time.
  7. Correct me if I'm wrong, but I think you're the gentleman that was accompanied by a Party Girl on Sunday? I also remember the "thing" you found too. Something pink perhaps? Let the folks here stew on it a while and see if anyone can guess what it was. 😛
  8. Ah yes! We have a fix for this in A22. Might be able to back port it to A21, but I'm not sure. Depends on the depth of the code changes required to fix it.
  9. Sounds like a bug then. I'll send word to QA to take a look and get a ticket in. Thanks for double checking that!
  10. All POI names that ended in Co. have been renamed to avoid the double period. Thanks for the report!
  11. This is a dynamic localization string where the POI names are added to it at runtime. Bell Lake just so happens to have the letter spacing to cause this to happen.
  12. Colliders can't overlap the main voxel space. There are several shapes that have this issue, but have been deemed shippable due to their decorative use cases. You can change the paint mode to Paint All Sides or you may even be able to aim for the side's collider by pointing into the center of the shape from the side.
  13. Most of the issues you're talking about need to take PVP and/or general multiplayer scenarios into consideration since we don't have a true single player game mode (setting Max Players to 1 is the only way). 1. Backpack left in the world: PVP Permadeath (as brutal as that sounds) would be a lot less rewarding if players couldn't loot their kills. 2. LCB and bases in general: I think we can do something about the LCB, but we are not nuking the whole base for those multiplayer folks that are sharing bases. It would really suck if Bob got eaten by a zombie only to leave Frank standing in a crater where the base used to be if Bob owned the LCB that was placed. 3. Vehicles left in the world: Nuking the vehicles on death has the same issue as bases in multiplayer. Bob gets mauled by a Dire Wolf and all of Frank's loot left in Bob's 4x4 goes poof. As of now, we have no plans for "fixer upper" vehicles. 4. Spawn point: This sounds like a bug or a RWG map that only gave you one spawn point for some reason. If RWG, you could check spawnpoints.xml in the following location to see if that is the case. C:\Users\<YOUR_PC_NAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds\<YOUR_MAP_NAME> We'll work to get this polished up a little bit more as we reach for Gold. Thanks for the feedback!
  14. As the description of Wasteland Treasures Vol 3 states... "Adds a chance to harvest acid from cars, medical equipment, and acid barrels." "Medical equipment" is pretty vague though I will admit. Medical Cabinets, med piles, and chem piles are all working for me in A22. The probabilities may be a bit too low on the piles. Also, in reference to what RipClaw was saying, players shouldn't have to fiddle around that much to get the loot AND the harvest. I'll make a note to see about reworking this for A22. Thanks for the insight!
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