Jump to content

schwanz9000

Fun Pimps Staff
  • Posts

    1,500
  • Joined

  • Last visited

  • Days Won

    13

schwanz9000 last won the day on October 16 2022

schwanz9000 had the most liked content!

6 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

schwanz9000's Achievements

Leader

Leader (12/15)

630

Reputation

  1. They are just mods that install into headgear. Most of these replace the old glasses or goggles that no longer have an equipment slot.
  2. 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. 😛
  3. 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.
  4. 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. 😛
  5. 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.
  6. 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!
  7. All POI names that ended in Co. have been renamed to avoid the double period. Thanks for the report!
  8. 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.
  9. 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.
  10. 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!
  11. 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!
  12. Errors are related to the More Containers mod. Please check with the mod author.
  13. The perk boost and values in xml are working as intended. If the values were smaller, you wouldn't even notice a difference. Think of it this way. There are 23 magazines in a loot list with no probabilities set which means each one is 1. Without perks, I have a 1/23 chance for any magazine. If I perk into Boomstick, that adds a 2, so the shotgun magazine has a 3/23 chance to land. 2 points in Boomstick adds a 4, so it would be a 5/23 chance to land. If you put points into Pummel Pete at the same time as Boomstick, then you're spreading the chances out even thinner.
  14. Confirmed and reported. Thanks for the report!
×
×
  • Create New...