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Gazz

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Gazz last won the day on June 1 2021

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    My theme park of improbable designs:

    http://7daystodie.com/forums/showthread.php?17114

    You may learn something new. Or at least be amazed and entertained. =P
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    In your brains. Thinking your thoughts.

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  1. IMO the gunplay is okay but not nearly on the level of games that do nothing but. My only issue there is that someone at TFP hates the agility attribute and all the agility firearms get shafted on both drop rate and mod slots. I changed that in my game but it's still one of those weird people issues.
  2. Bob is my clear favourite. I rarely buy weapons and armor off of traders and he has those to some degree. What I look for early to mid game are electricity / workstation / trap / vehicle books and parts and he has all of that, including a higher chance for crucibles and vehicle parts.
  3. In Prison 1 I was lucky I had brought a 2nd stack of SMG ammo with me and I got it done. There are a 134 (I mean... a bunch) of those POI now. Unfortunately there is no way to know which ones you pretty much HAVE TO go loud with. I mean there is if you happened to search for SleeperVolumeTriggeredBy across all files and unique/sort it but who would do that? Bumrush Counter POI File 3 Aldos Cabinet countrytown_business_04 1 Animal Hospital farm_04 2 Appliance Co. countrytown_business_02 1 Atlas Metal Co. country_junkyard_02 1 Ballzstrike Bowling bowling_alley_02 1 Beavers Restaurant fastfood_05 1 Bell Lake rural_outdoor_wedding_01 1 Bert's Brewery oldwest_strip_03 1 Bill Gearz Place house_old_modular_02 1 Boe's Market store_grocery_05 1 Bombshell News downtown_building_05 1 Butcher Pete's countrytown_business_05 1 COC Chemicals warehouse_07 4 Coleman's Drive-In rural_drive_in_01 1 Crotalus Rest Area rest_area_03 1 Departure Plaza departure_city_blk_plaza 2 Don Vittorio Spagetto Residence house_modern_18 1 Downtown Evacuation Point downtown_parking_lot_01 3 Downtown Marketplace downtown_strip_05 1 Downtown Post Office post_office_01 8 Dr. Karen Higashi Residence house_modern_23 1 Ecotrash Recycling Center junkyard_01 2 Fiery Farms farm_05 1 Fit Box downtown_filler_11 2 Flushing Rule Palace downtown_strip_01 1 Fort Bags army_camp_02 1 Fort Camo army_camp_01 3 Fort Choppa army_camp_05 1 Fort Quonset army_camp_03 2 Fort Razor army_camp_04 4 Garage 1st Construction house_construction_03 1 Gonuts Donuts downtown_filler_22 1 Good Life Apartments apartments_01 1 Happy Sleep Motel motel_03 1 Higashi Pharmaceutical skyscraper_03 1 Historic Office Suites office_03 1 HNN Bank downtown_filler_23 1 Hog Foot Village survivor_site_06 2 Hotel Zombona hotel_01 3 Housing Development housing_development_01 3 Hybrid Energy utility_electric_co_02 2 Hybrid Energy Substation #1 utility_substation_01 1 Hybrid Energy Substation #2 utility_substation_02 1 Hybrid Energy Substation #3 utility_substation_03 2 Jack's Lumber Mill sawmill_01 4 Jeffelon Zuckergates Estate house_modern_24 1 Jim & Tim's Bullets and Booze countrytown_business_12 5 Joe's Junction downtown_strip_04 3 Johnson's Warehouses warehouse_08 1 Journey's End lodge_01 2 KZL Radio Station radio_station_01 1 Le Spank downtown_filler_02 1 Luigi's Pizza downtown_filler_13 1 Ma Baker & Sons Bakery store_bakery_01 1 Maggie's Corner Cafe countrytown_business_07 3 Mercy Point Camp survivor_site_05 2 Mobile Field Hospital parking_lot_02 12 Navezgane Corrections prison_01 11 Navezgane County Jail prison_02 1 Navezgane Falls Diner diner_07 4 Navezgane General Hospital hospital_01 6 NDC Checkpoint Five roadside_checkpoint_05 4 NDC Checkpoint Four roadside_checkpoint_04 1 NDC Checkpoint One roadside_checkpoint_01 2 NDC Checkpoint Three roadside_checkpoint_03 2 NDC Checkpoint Two roadside_checkpoint_02 3 NFD Downtown HQ downtown_strip_12 2 NFD Engine 4 fire_station_04 2 NPD 3rd Div. police_station_03 2 Olgiddy & Brother Advertising city_center_01 1 Our Best Moments cabin_18 1 P&B Machining Co. industrial_business_08 3 Pantelli Residence house_modern_28 2 Pass-N-Gas Plaza roadside_truckstop_01 1 Pass-N-Gas Refinery utility_refinery_01 7 Pass-N-Gas Store #05 gas_station_05 1 Perishton Tunnel North perishton_tunnel_02 1 Pete's Outlet downtown_strip_03 1 Piggy Bank bank_01 1 Pop-N-Pills store_pharmacy_02 5 Pop-N-Pills Factory factory_03 1 Pop-N-Pills Mini-Mart store_pharmacy_01 2 Pop's Pawn & Bel's Bakery downtown_strip_09 2 Post Office #2 post_office_02 1 Pristine Healthcare remnant_waste_18 1 Pump Substation wilderness_filler_11 1 R. Thornbury Residence house_old_tudor_04 1 Radio Outpost survivor_site_03 7 Ranger Station Alpha ranger_station_01 2 Ranger Station Charlie ranger_station_03 3 Ranger Station Delta ranger_station_04 1 Ranger Station Echo ranger_station_06 1 Ranger Station Foxtrot ranger_station_05 1 Ranger Station Golf ranger_station_07 5 Red Mesa Compound installation_red_mesa 1 Richard Munchz Plaza downtown_strip_02 2 Rise Realty office_02 1 Rosilyn Residence house_modern_25 1 Scarecrow Fields farm_02 1 Schittz Law downtown_filler_03 3 Shady Woods Amphitheatre field_concert_01 11 Shamway Factory factory_01 8 Shotgun Messiah Factory factory_02 2 Shotgun Messiah Range store_gun_01 1 Spark's Place house_old_modular_07 2 Stand Tower downtown_building_03 3 The Bend Apartments apartments_03 1 The Bennett Residence house_modern_14 1 The Burgcaneer fastfood_06 1 The Engall’s Residence cabin_17 2 The Gladue Residence cabin_13 1 The Goldsmith Residence house_old_ranch_03 1 The Harrison Residence cabin_03 2 The Last Party House house_modern_26 3 The Last Sunset Nursing Home nursing_home_01 1 The McElveen Residence house_old_pyramid_02 3 The Paciotti Residence house_burnt_02 1 The Purser Residence house_old_modular_01 1 The Smokehouse survivor_site_02 1 The TJ Morales Residence cabin_07 1 The Wagner Residence house_old_modular_04 3 The Wright Residence house_old_mansard_07 1 Three Dollar Store store_discount_01 2 Tower Construction Site skyscraper_04 1 Town Square Apartments downtown_filler_12 3 Tri-Med Group office_05 1 Uninhabited Mansion house_construction_05 9 Vanity Tower apartments_02 1 Vick Garrison's Pedipawn commercial_strip_03 1 Weston Weigh Station weigh_station_01 2 Working Stiff Superstore store_hardware_02 1 Working Stiff Tools store_hardware_01 1 Working Stiff Tools Warehouse warehouse_05 1 ZMB Radio Station radio_station_02 Do NOT confuse this with a threat rating. I think Butcher Pete's killed me twice while the prisons did not. A lot depends on the quality of execution, not the quantity of triggers. (The @%$# who designed Pete's knows what I'm talking about! =P)
  4. Summary: While you are fully submerged in water many of the item actions on thrown explosives do not work as expected. Game Version: A21 b324 OS/Version: Windows Game mode: Client on Dedi, RWG Did you start a new game? Yes Did you validate your files? Yes Bug Description: While you are fully submerged in water: Thrown rocks/snowballs: work Grenade: works Molotov: no interaction possible Pipe bomb: Can light. Can not throw. Explodes in your hand. Stick of dynamite: Can light. Can not throw. Explodes in your hand. Contact grenade: Can pull pin. Can not throw. Does not explode. Timed charge: Can arm. Can not throw. Does not explode. I know that at least in some cases (maybe all) this is in XML, such as for the pipe bomb <property class="Action0"> <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> I can see that none of that is consistent but did not test or investigate any further. Expected result: Some issues are obvious like not being able to light a pipe bomb underwater but whether they can be thrown unlit or how other types of explosives should behave is more of a design issue.
  5. You get quite a bit of XP upgrading concrete to steel and placement mistakes are 1/2 as hard to fix.
  6. Block: Iron Garage Door 3x2 (Powered) // ironGarageDoor_PoweredBlockVariantHelper Summary: When using the radial menu to pick up one of the placed doors you do not get the VariantHelper block back. Instead you get the individual door variant back which can not be shape (colour) selected again. Game Version: A21 b324 OS/Version: Windows Game mode: SP and Client on Dedi, RWG Did you validate your files? Yes Detailed steps to reproduce the bug: 1) Take Iron Garage Door 3x2 (Powered) from the creative menu. 2) Select a colour. 3) Place the door within landclaim range. 4) Pick it up and observe that you do not get the crafted helper block back but instead a creative menu-only block. Expected result: I expect it to be consistent with shape blocks which do merge back into the stack when you pick up multiple variants of a frame block.
  7. Player-crafted dew collectors return 1 dew collector when destroyed.
  8. Right, the muffler thing. I had kinda forgotten about that one. Definitely a LOT more streamer-friendly than vanilla.
  9. Added the super corn recipe mod.
  10. Some of it is RNG but mostly on the item drops. Crafting goes up pretty much as planned because with so many rolls it evens out. For me, I do go out looting whenever I can but ended up crafting a lot of my gear. In A20 I might have crafted 1 or 2 pieces tops. Crafting is definitely a lot more viable now, especially since you can craft items with 4 mod slots. Eventually looting will get you the final version of your stuff but... given the 4 mod slots a lot of QL5 gear can now be better than QL6 so even that is not a huge difference any more. And "eventually" is something in the vicinity of lvl 75-90 so that's gonna be a while.
  11. I run my own server and I changed anything that I perceived too broken, buggy, messy or bothersome in any way, shape or form. These are all XML modlets and have a high chance of being compatible with other mods that don't try to change the exact same lines. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Installation: Extract the ZIP file so that the contained folder ends up in a spot like \steamapps\common\7 Days To Die\Mods\GazzA21MoBetterAwesomeness - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Less violent bird nest destruction. Looting one no longer sounds like you're taking down a door with a sledgehammer. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Better sneak attack damage on blades With all the little balancing changes a steel axe now does some 80% of a machete's sneak attack damage. I disagree with that reality. Blade class weapon sneak attack damage buffed substantially so that the machete is getting pretty close to a compound crossbow. Tuned for Warrior difficulty. If you set your zombies to more spongy then I cannot help you. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ghillie Suit Mods These can be installed as clothing/armor mods instead of being worn instead of. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mod Slots per Tier overhaul In A21 these are assigned seemingly at random. Some T3 firearms are treated different from other T3 firearms, some weapons within the same class and tier have different mod slots and unlock at a different pace, intellect weapons were ignored completely so you could not craft items with 4 mod slots for your weapons like with all other attributes. I don't even disagree with the core of the plan but the execution is so chaotic that at this point I cannot even tell what the plan was. I altered the deal: Bow weapons have always been aligned more closely to melee weapons both with their tier structure and earlier quality drop rate per gamestage. Their crafting progression now matches other melee weapons. All T3 firearms have 4 mod slots. The (T2) Magnum is now treated as a T2 ranged weapon. Compound bows have 3-3-3-4-4-4 slots. Wood/Iron bows, rocket launcher, all intellect turrets/drones have 2-2-3-3-4-4 slots. (their drop rate is insignificant so you really have to craft your own) Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Can install a folding stock mod to the SMG5. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shotgun Turret sound fix Due to a coding error the shotgun turret sound is played for each fired pellet and therefore the turret adds some 10% to the heat map each time it fires 1 shell. Toned that down massively but still not optimal. That's for a coder to fix. Electrical generator fuel capacity increased to 5000 because I can't be arsed baby sitting my generators. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super corn glue requires less water Bones have not been in short supply since forever so the effort of planting and harvesting super corn was wasted. Water is now the limiting factor and glue made from super corn will use 1/2 as much water so there is now a benefit. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zombie loot bag timer for 90 minute days Extended the timer by about 10%. Just enough to last all the way through horde night and allow for looting afterwards. Download - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Legalese: If you want to use these or parts thereof in your own mods, go nuts. Credit is appreciated but I certainly won't come after you over something that took minutes to cook up. I have stuff and things to do.
  12. Handguns vs bows is firepower vs stealth. Bow vs crossbow is obviously a sidegrade where you choose high mobility vs maximum sneak attack damage. If you really like bows and run&gun often, a bow can actually work well while a crossbow gets your ass bitten. If you're not the sneaky type then yes, a rifle will beat a crossbow in most cases. But then you should go Perception. It's rather the magnum/vulture that have no real niche in the game and were added purely for coolness, bloating the attribute even more. =P
  13. So DVulture/SMG are T3 ranged, yet they are treated even worse than other T2 ranged. If they dropped on a T2 loot table it could be reasonable but no, they are actually harder to find than other weapons since Vulture/SMG share the slot when an agility firearm is rolled to drop. Compound bows do use the T2 quality and loot template so they drop much earlier and at higher quality. Your preferred weapon already dropped half as likely and now you get shafted on mod slots compared to other T3 ranged. Who hates the agility attribute so much?
  14. Summary: T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class. Game Version: A21 b324 Did you validate your files? Yes Are you using any mods? No Status: NEW Bug Description: Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional. <effect_group name="gunHandgunT3DesertVulture"> <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunHandgunT3SMG5"> <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunShotgunT3AutoShotgun"> <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunRifleT3SniperRifle"> <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunMGT3M60"> <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunBowT3CompoundBow"> <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/> <effect_group name="gunBowT3CompoundCrossbow"> <passive_effect name="ModSlots" operation="base_set" value="2,2,3,3,4,4" tier="1,2,3,4,5,6"/>
  15. The birdnest crash/explosion sound annoyed me a bit so I turned that off. I can't be arsed to do a "release" for a mod of that size so if you want it, you're welcome to it. =P blocks.xml <configs> <append xpath="/blocks/block[@name='cntBirdnest']"> <property name="Material" value="Mcorn"/> <property name="MaxDamage" value="100"/> </append> </configs>
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