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Stranded_Napkin

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Stranded_Napkin last won the day on August 7 2019

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  1. actually, it would take maybe 30 minutes. It's literally just an addition of a tool in a workstation. I did that @%$# several times over. Now, if they want to make it work where you just have to have a filter in your inventory, that would take a bit more to implement. Still, not as much time as you're suggesting, but longer than adding a tool to a workstation.
  2. while I'm not a huge proponent of "put it back in" as much as I bang the drum of "it was just a bad move in the first place", it wasn't a requirement. What was required was balancing. Breaking jars, increases to the materials in the recipe to make jars, as well as making it a two piece process, make jars and make lids, they could have significantly increased the time and cost of making jars. The Fun Pimps are just lazy. Instead of doing balancing, they remove entire items.
  3. The way the drone works now is that it will attempt to move to your back so that it is out of the way. If however there is another entity or block there, it will hover in front of you and wait till that space behind you is cleared. Also, if you leave it in Follow Me mode and move to a position where there isn't enough space behind you, it can push to your front. The really annoying thing is getting used to this mechanic. If you attempt to face the drone as it's flying in and you rotate with it, you end up in an endless rotation of trying to find your pesky drone that is continuously attempting to fly to your back. Kind of like a dog chasing its tail.
  4. When this happened to me, I used the debug menu, dm in console, to get to her. You can activate fly mode and turn on the setting that allows you to move through walls via the debug options that come up when you hit ESC. When you've done that, you can just fly down through the floor to where she is. Sadly, I never found a fix to get her back up to where she should be. No need to use God mode unless you'd prefer its simplicity. Hell, I tried the trick from A20 to make the POI destructible but it didn't allow THAT instance to be destructible. All new ones found were, but not the problematic one. I mean, if you can make it destructible, you can just open a path to her. Just never figured it out myself.
  5. Yeah, screamers were just attracted to their forges. OP even stated that the zombies destroyed all their forges and their ores (likely stored in storage boxes right next to the forges). Just the HEAT map stuff. My view of screamers is that they are a mixed bag. Most of my issues with them are based on mods as the HEAT map goes bonkers with certain mods. The biggest issue I have is with mining. If you are collecting iron and lead, the blocks of ore coupled with the auger are just insane on calling in screamers. Again, mods, grain of salt, all that. My mod was just a bump to the level-to-level damage increase the auger gets, still takes a few strikes of the auger to get through blocks though. Outside of their annoying frequency, screamers are fine. They're just something in the game that adds a few oh sh*t moments. I mean, tell me the first time you were clearing a skyscraper in A21.1 or A21.2 and saw a screamer suddenly walk out of a room wasn't an oh sh*t moment.
  6. Nothing concrete, but the rumor going around the the alcohol section of Walmart is that The Fun Pimps removed them for the specific purpose of getting more players to use mods. Something about a #vanillablows or something. lol
  7. I mean, I always use arrows and I've never had these issues. I've been more annoyed by the oversized hit boxes that give you a kill on a chicken or rabbit when your arrow was almost a foot off the animal.
  8. Snakes are fine. I would not be against more types of snakes though, different colors. The big thing that should be added is a snake venom debuff that requires antivenom to cure.
  9. 7 Days to Die is played in the Southwest. LA and Seattle have needle problems. Who's to say that Navezgane isn't the same? Just a bunch of junkies dropping used syringes everywhere. I have realized that the people on these forums can't do a mix of realism along with their fantasy. Either everything is fantasy or everything is hyper realistic. Y'all need to figure out how to do both.
  10. Zombies can't be smart. A thinking zombie isn't a zombie at all. I will say that zombies are better than they used to be. Alpha 16 had them sprinting right past you if there was a ledge to be sprinted off of. Alpha 17 or 18 had the zombies with engineering degrees update. Little @%$#s would run through a damn maze like they had a cheat sheet showing them the way through the whole time. Not sure if it was alpha 19, 20, or 21 but the AI was updated again and now is close to where it needs to be. Zombies path a little too well for me to call them zombies right now. I will say, this is the best the game has been since Alpha 16. I still miss the superior skill building of learn by doing, but the fun pimps aren't bringing that back so A21 will do...lol The learn by reading thing is working. It still makes sense, so I'm not against it. Just think it's half of what needs to be in place....coughLBDcough. lol
  11. Forgot to update. I figured it out. When initially using a backpack mod, you have to reset the game's backpack sometimes by transferring everything from your backpack to a chest and then grabbing it all back. I just forgot all about that quirk. Figures, right? lol
  12. Holy hell, I hate small backpack capacities. Been going insane this weekend as my bigger backpack mods all broke. Couldn't figure it out. Looked through this thread and once again, Sirillion, you're the one to ask (somebody else had already done the asking). The stupid system made me dump everything into a chest and then recollect it. Now the backpack mods all work. Imma grab me a drink after this one. Frustrating as hell and a simple fix...figures.
  13. All of the mods I've checked have had those lines set. I'd assume there's a conflict but I'm at a loss as to how that can be. I've removed all other mods and am not running EAC.
  14. So, I've been running the 96 slot backpack. With A21.1 I was able to run it with EAC turned off and it would work completely. The slots would be there and all the slots would be usable. With EAC on though the mod only visually worked. I would still only be able to use 45 slots. Now, with the A21.2 update, I can't use it properly at all. It refuses to allow more than 45 slots to be filled. Click and drag does move things to the backpack, but they don't stay there when I leave the game. I'm too much of a loot whore to use a small backpack. Inventory management is a thing but I simply cannot leave stuff behind. I am losing my mind trying to figure this out. I removed all other mods, didn't fix it. I removed the progression.xml file as that used to cause issues, didn't fix it. I tried with EAC on and with it turned off, same result.
  15. So, I've been playing with bigger backpacks since alpha 16. This game has way too many blocks and items to have a measly 45 slots. Some alphas have made it easy, others difficult to mod this. Lately, as of A20.2 or 20.3, mod'ing this has been a headache and a half. I solved this by using other people's mods and turning off EAC. Now, with no other mods installed, no matter what I do any and every backpack mod fails to fit a 46th item. Visually there's slots. If you click and drag you can place it in there. When you leave the game and reload though, the items are all gone. I mean, like I've said, I've been doing this for a long time. I understand mod conflicts. Hell, the issue before seemed to stem from the mods touching the progression.xml file. Now, nothing works at all. Hell, some of the mod creators stated that their mod worked with A21.2. I just couldn't get them to work myself. Typically, I'd ask the mod creator, but as this appears to happen to all the mods when there's literally nothing to conflict with, I figured that it's general enough it might be useful information beyond a single mod. If anybody knows what causes this, I'd greatly appreciate the assist. This is driving me nuts.
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