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rescue86k

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rescue86k last won the day on December 28 2019

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  1. I see the issue with building walls higher and higher to combat the difference. What do you think about zombies being able to use each other to climb more often? Would that be enjoyable? What about their dead bodies behaving more like blocks like a collective that elevates the ground as they die? (i'd prefer 1-? hp blocks so a few fist hits can kill a block, or a grenade can clear a large clump). Here's a video I'm inspired by (GO TO 30:00 minute mark) The idea is during bloodmoons... literally the landscape due to gore blocks will elevate the ground from 'corpses' creating a wall of corpse naturally. Edit: Thinking into it, the gore blocks could be very slim height, (like how blocks modify when you 'shovel dig' them 'down'). Then when a zombie dies.. it evolves the corpse block from 1/4 of a block, to 1/2 of a block, texture shows 2 zombies dead off that block... a full block be 4 zombies,... then it build slower.. and appear more like the video, just has to be a smooth transition from ragdoll death to block.
  2. I looked at the FAQ of Dreams (handy so I try to avoid rehashing a dream someone else already mentioned), then also upcoming Alpha 21-22 / Beyond, much useful to try to filter dreams out. About me: I played 7 days to die since Alpha 15? Perhaps. It's been maybe 5-10 years?. I play mostly single player, going at my own pace. Dreams: 1) 'Cave Lurkers' is mentioned in faq. I would like tremors. 2) Then also 'defenses underground', making underground viable again (I love digging zombies, I want a counter). One Idea is an underground 'pounding machine' that attracts zombies and tremors to location. It's not designed to keep zombies away, the intent is force them all to 'enter one area' like in the Movie Matrix 4 where all sentinels went to one opening. For underground bases this may help make digging zombies managable for a vault base. 3) Third Dream is make a variant of the voxel water as 'Oil' which can be set on fire for X seconds, before the oil voxels are destroyed. The self destructing zombies can accidentally ignite the oil too. Then a hydropump, handheld, for quality of life improvement to 'move' lots of water, or oil, from a pool to your base, (enough of the buckets!). 4) Allow Zombies to 'Crawl' on each other, to elevate themselves. Being specific, if 2 zombies at the wall, assuming 1x2 is a zombie size, then one from behind can 'merge' into the other, temperarily making 1 zombie 1x2 block, animating a 'crawl on the other', then new location of said zombie 'unmerges' and 'teleports' directly above the first zombie. This means a wall 3 blocks high wont stop 2 zombies, and if it's a wave, a few zombies might start getting over the wall even if higher (encouraging shoot the 'zombie-like ladder', pay attention to your walls). Other option or compliment is revert dead zombies back to 'corpse blocks' and pay special attention to 'the look' when zombie dies to 'becoming a corpse block'. Make corpse blocks low hp, so a grenade outside the wall can clean it up.
  3. I appreciate the info on the time frame to complete bandits. I don't feel strongly about it. I felt that the new features would be bandits and water overhaul and I saw both couped into 21. At the time it sounded like bandits could be sneaked into 20 if it was delayed a bit.
  4. People might hate me suggesting this , but can we delay pushing alpha 20 until the bandits are in? The update is filled with quality life improvements but them bandits was what stood out for me. I'll be happy with a tick box saying enable buggy bandits :)
  5. Water Overhaul!!!!!!!!!!!!!!!!!!!!!!!!!!! lol. Failed searches for new information on it. Maybe its hiding somewhere in this omegathread. Boats. Fishes. Evil fishes. Fish burgers. Harpoon gun for zombies. Water Overhaul. There must be more info on that somewhere.
  6. I wanted to report some bugs with the trader. Uncertain about if first one is mod related, I think so as I don't run into problem in vanilla. 1) Using a microsoft xbox controller in darkness falls, the menu chat screen with a trader, if opened by the controller, limits where I can move cursor preventing me from selecting missions or selling and trading. To fix I have to make sure I initially open chat with traders by mouse and keyboard till I reach barter screen, then can sit down and use the microsoft controller. 2) The guards don't attack zombie animals or behemoths, perhaps more than that, those confirmed. Or the added special zombies. Generally they seem to only identify regular zombies as threats. 3) The guards don't turn, face 1 direction. 4) If deciding to make the traders base as your own, there are approximately 40 guards in each, maybe 1-4 sniper postions, and... insane difficulty all zombies on bloodmoon never reach the wall. Usually like 5-8 blocks near it, so very far, death by the guards. On,...insane... difficulty. The ones who make it through are dogs, bears, animals, special zombies, as guards dont fire at them. 5) By day 15, I accepted I had to do it... I slaughtered 30 guards and kept 10, 2 per wall side, and 2 sniper. It fixed lag.. I rebooted game next day....and THEY RESPAWNED. That was the deal breaker for me. But I guess traders don't need defense afterall then. I did enjoy the process and building up their bases, before finding out , they REALLY don't need any help. ---------------------------------------------------------------------------- The pet peeves of the mod I have are mostly bringing back the old crafting recipes. -Alpha 17.2 Vanilla> Get 3 ingrediants, make stone arrow, DONE. -This mod> Get 3 ingrediants, morph 2 of them into 2 different ingrediants, then... make stone arrow. done... I would have to side with fun pimps in terms of unnessesary complexity. I don't nessesarily enjoy collecting 3-5 pistol parts to make a pistol all over again, (this mod, last seen alpha 15, brought back). Finally, if I didn't mention anything else bad, then maybe what Im saying is I actually enjoy. Everything else, and feel it made game more fun. I'm in one of those moods where I spent days making a beautiful base out of traders to find out it would be invincible with no help. that guards are too much, AND THEY RESPAWNED, at least for me! I had to call the mod quits till at least thats changed, I was allured by the mod allowing to build at traders.
  7. OMG I need your modified version or file if can have. or would love to have. considering remaking my game bc of the class limit and being stuck as a certain class.
  8. How do I learn a new class ingame, like find more class books. Can it be done from scavenging?
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