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Firecat

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About Firecat

  • Birthday 01/01/1995

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  1. Hey all, I finally got around to updating my Vet Clinic prefab to alpha 20 format (and tweaked a few things as well). It now has both the original version and a version that I trimmed to be a default size to work with the new city tile system. Here's a link to the updated version: https://www.nexusmods.com/7daystodie/mods/2549/ Let me know if you come across any issues or have suggestions for fixes or improvements!
  2. I don't play with the music on, because I've found it A) breaks the immersion for me (I like things to feel as "real" as possible, and music kinda ruins that lol and B) it is a lot harder to hear important sounds when music is playing. Without music I can do what I would do in real life, keep me ears constantly attuned to any noise that wasn't there before. That's just my preference, though. I know that a lot of people love the music. (P.S. I can't live without the parkour perk anymore. I put two points each into sexy rexy and pummel pete, then my next points are all going into getting parkour to level 2. It just makes everything faster what with being able to jump up places or hop fences, and it is VERY handy in a pinch too, if you get cornered by something nasty. One of my top 2 or 3 favorite perks in the game.)
  3. Looks great. It looks like the "waypoint" code makes no distinction between the different waypoint icons, they are all lumped in together? That's kind of a shame, because I always use the "tent" icon exclusively for traders and I would be nice to be able to still have anything with that symbol active on the compass, but all others not. Oh well. If it isn't possible, it isn't possible. This is still going to help immensely! Thanks for making this.
  4. Have you been to the wasteland? If you mean the green dude with the bubbly top who looks like a mutated asparagus with limbs, he is ALL OVER the place in the wasteland. Spits at you like a cop and is super annoying.
  5. Can happen even so... started a new game on stable with my buddy, smack dab in the middle of the forest biome, I was doing the starter quest when a zombie dog came racing around the corner of a trailer at the edge of the town I spawned in by. He started taking huge bites out of me, I was whaling on his mangy hide with my pathetic level 1 wooden club I'd just crafted. Managed to jump up onto a big rock and figuring out how to get up took him long enough for me to get some stamina back. I barely managed to beat him to death, one more chomp and I'd been done for. Then I limped to the trader all infected and leg sprained and beat up. On their way to join me my friend amazingly looted some honey, or I would've been in big trouble, because we haven't found any antibiotics since and it's now day 6. Fun start to a game lmao. My buddy and I decided to move to the snow biome early game, so we've also been nibbled on by a mountain lion and a few wolves since then. Somehow we've miraculously survived so far, though I got down to 1 hp at one point! More options for the airdrop would be nice, too. I like to set the airdrop to the same interval as the bloodmoon, as kind of a "reward" the next day for surviving the night... but we've changed bloodmoon to 5 days this game and airdrop doesn't have that as an option.
  6. In your opinion. Some of us like and want to use most of those consumables. Obviously you shouldn't be able to craft them in bulk (the acid was a good gate for that even back in a19) but it's nice to be able to make the choice to use a few acid to make one or two of those when you want them later game. Right now you can't, because by horde 3 you'll still need a chemstation and be looking for wheels, especially if you don't abuse the trader. Learning Elixir and Recog are great on horde nights, and Sham Chowder is wonderful for allowing the saving of a few skill points for farming, even more crucial now that farming has been changed to really need LOTL 3. I would be okay with the current acid scarcity if it was JUST used for vehicles and chem stations, but nothing that is used to make anything consumable should be SO rare you can consistently only find like average 5 in 25 days, like I have every game a20 so far. Especially when it is also used to craft game essentials like vehicles and workstations. (Yes, you can get these from traders too, but I thought they were moving away from having the trader be the most OP thing in the game, not trying to make it worse?) Now it is easier to actually find all these consumables precrafted in loot (especially recog, for some reason) than it is to find their ingredient, which doesn't make much sense to me.
  7. I've kept my mouth shut about the block changes so far because I had mixed initial feelings and I wanted to sort through my thoughts and explore the new changes a bit before officially reacting. Full disclosure I'm one of those people who does like to have the option to partially melee the horde, so I had been using a pole window to accomplish this in alpha 19. HOWEVER the fact that the block changes ruin my "standard base design" is not that big of a deal to me. I'm a creative person. I'll make a new one, using the blocks that aren't nerfed. I'll make a gap using half blocks, or I'll build a window out of bars with a hatch in it to open and hit stuff. Challenge accepted. It's fine. Actually, I've had some positive experience with the changes in one way: it makes smashing concrete trim on POIs when remodeling take far less long! I also appreciate some element of realism, so my initial thought was that despite the shakeup this change might be a good thing, since on the surface, it makes SENSE. Except... on further reflection, it kind of doesn't. I've decided I dislike this change, and think it needs reverting or reworking, and here is why: A) The small amount of added "realism" actually makes the lack of realism MORE obvious. The changes apply to certain blocks arbitrarily, regardless of volume and structural integrity to one another. Why does a double pole have the same HP as a single pole? Why is a plate 50% hp of a block, when it is only 10% of the volume? Why does a plate have more hp than a pole, when in reality the compressed shape of the pole could probably withstand more of a beating than the large thin surface area of the plate could? Why does everything still have the same structural strength, even if less HP? Before everything was uniform in its unrealism, which allowed for a certain suspension of disbelief around the system. And trying to adjust for even further realism is only going to make the system even more complex. B) Speaking of which, this change adds unnecessary complexity. Before everything was simple. Every shape was functionally the same in hitpoints and cost, and structural integrity too (despite certain shapes irl never would hold others up). A player could just craft their blocks, pick a shape, and build, no extra worries. Now it's complicated, for both the players and from a game design perspective. Systems need to be added to scale material cost by block hp, and give players a way of quickly telling what blocks have what HP before placing them. Players now need to worry about whether the blocks they chose will be strong enough for the base's purpose, and will have to constantly check block HP until they have it mostly memorized which ones are weaker. Before, we could decide what functionality we wanted our base to have, and then build to that functionality with the maximum aesthetic freedom. Now we have to CHOOSE in certain cases between aesthetics and maximum functionality. C) I agree with others who say it is going to stunt aesthetic creativity due to this. Players are going to be creative in GETTING AROUND this change, and will still build bases with whatever exact functionality they had in mind before. But the aesthetics suffer because the players options are now further limited to an extent. Edit: Ok, I will grant there are a FEW shapes that even on a total revert should be left at lower HP. These are shapes that feel like they are "barely there" to begin with. Sheets, and those bent sheets that loot hides behind, and flimsy glass windows, are the ones that immediately come to mind. If it looks like you could take a fist and punch a hole in it in real life, then it "feels" fine to be able to just haul off and smash it in one blow with a tool in game, too. For whatever reason, at least for me, the lower HP on these things has never bothered me, and I think there are few enough of this sort of thing it could easily be designed to separate or categorize them out in the shape menu in such a way that it was obvious which ones were the lower HP blocks.
  8. Indeed. I run a computer that in alpha 19 would only drop into frames below 60 if I turned settings to ultra. Usually ultra would give me about 40 fps. It could handle high no issues, and I usually run on the lowest settings that still look "pretty", in this game that is medium. A20 on medium now I'm pretty much never above 60 frames unless I'm out in the wilderness, and in the city I'm getting like 30 fps. When I started seeing visual stutters due to sudden frame drops I started playing with the settings, but turning the settings to low had no effect, the fps stayed essentially the same. P.S. LMAO I noticed something is a bit...odd about the college jacket. That's not how that texture is supposed to go, I wouldn't think! +1 silly inconsequential bug
  9. Seconded, my friend and I notice our frames drop from normal 60-80 fps elsewhere to 15-30 in certain parts of the wasteland city we live in, especially bad with lots of zombie activity, changing graphics settings doesn't appear to make a difference. In recollection I do think the areas of city where it is especially bad are indeed where the new city block areas. The worst area so far has been around the dishong and higashi skyscrapers (they are across the street from each other). I know some folks have report issues with Dishong in particular, so I thought that might be the cause. Also we liked the game we were playing and did not wipe and restart after the first update patch, so I thought maybe some changes were causing frame drops in maps generated in the initial a20 version.
  10. Game just updated! Bring on the mahogany!
  11. I'm pretty sure most of those inclined are going to do it anyway.
  12. "No, this wasn't the devs actually LISTENING to their player base and making reasonable changes in response, they just did what they were always planning regardless. The fact it matched up with some of the player's feedback is just a coincidence." Why are you saying this like it's a good thing? Why do you sound smug about it? I read that change in the patch notes it initially raised my opinion of the devs because it did indeed look like they had heard the feedback and were making at least small changes to help balance things. (Because to be fair, usually it is SMALL changes that are needed, not the dramatic ones that are often immediately called for.) And yes, for every major change in the game systems there is going to be a LOT of "wailing" as you call it, but mixed in with that wailing is going to be some people giving actual constructive feedback, and that shouldn't be ignored. Even the wailers sometimes make good points, even if they present them wrongly or overestimate the problem. It's never something to be proud of to say the gamer developers don't care what their players think.
  13. Either you've been super lucky or I've been super unlucky. One of the games I actually have the acid book, I'm also on day 22, and I've found a total of 7 acid so far. INCLUDING the 3 bought from the trader. Another 3 from wrenching med cabinets and cars. Only 1 found naturally in loot.
  14. You want to talk about food and huger realism in the game? How about killing a bear, cooking the meat, and then a single person proceeding to consume the entirety of that bear in a single day? LMAO video game logic
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