DerAlex wrote:Our playthrou is now at dawn of day 14. We are now very much self sustained, we started a mine, build a small fort and a farm.
Yeah, I'm at Day 14 myself in my current save actually, and am not even close to where you guys are right now. Still scavenging. Know how to make pottery, leather armor, and a couple of other small tid bits. Have a hunting knife and a single hunting rifle. Ammunition supplies are very low in general, and while I'm trying to reserve my rounds for hunting, my reserves are starting to be pressured by the spider zombies which started spawning after Day 7 as I often don't want to risk them summoning hordes if I get too close.
I suspect that having multiple people probably acts somewhat akin to a direct multiplier to how quickly you can get things done since you can spread out and scavenge multiple areas.
And yes, I agree that there comes a point in a save in 7 Days where things just get very ho-hum as there just isn't a hell of a lot more to do once you have a self-sufficient base going.
I propably don't have any more useful information for you, maybe apart from the fact that I'm pretty sure that you can farm without any nearby water sorce. It seems to be really slow, but it definitely grows. If this is intended and/or changeable I don't know.
Yeah, that's stock, and unfortunately I do not think it can be changed on my end.
We found, I think, all biomes, except for the desert, which means no aloe cream, but we are managing regardless, given we have a surplus of painkillers. I think we have about 40 left between us, so the droprate could be nerfed here, especcially from zombies.
Hehe...I actually already nerfed their drop rate for next release, as I was building a massive stockpile of them as well :)
We even found a beaker :D. We didn't unlock everything yet, for example, no antibiotics, no tea, no sniper rifle, no magnum, no smg, and sadly no metal armor yet. But we have enough working guns (Hunting Rifles/Pistols) and ammo to survive pretty much indefinetly, and the farm is coming up nicely.
I've got a system in place that makes finding rare books more reliable for next release involving the "cracking" safes, as yeah, those bits were way too random, and I didn't like how you'd randomly wind up getting "advanced" books mixed in with the basic ones at start, when they are largely useless.
We are pretty much at the point where 7DTD starts to get boring. So, to spice things up, I started reading throu the xml-files a bit. Thank you for commenting the changes you made, that alone is better than many tutorials!
Well, keep in mind that the comments are there for my own use. When I consider changes to be self-documenting, as in when *I* would immediately understand what they mean just by looking at them, I generally don't comment them. So, don't thank me as I wasn't being kind there to anyone other than myself ;)
I assume that line 8 is what makes them not break anymore. But why line 2? The material "toilet" is defined by you in "materials.xml", but just out of curiosity, why did you change it from "metal_weak"? The difference seems to be "stability_glue", which sadly is not explained in the xml. What does it do?
That's the part I mentioned in the change log a little while ago about toilets falling if you place them in mid-air against a wall or something. It basically means you can't build sideways with them.
If I want to make the various lamps in the game "pick-uppable", does removal of the line "drop event="Destroy"" do the job or do I have to define a new material with a corresponding new line in "materials.xml"?
Well, best bet is to always look at the definition of a block that does the same thing you want to do. Like, if you want to pickup on space, take a look at the Aloe plant. If you want it to drop the block itself on destroy, any of the blocks I modified to not do that will provide a reference ;)
But yeah, removing the drop event Destroy thingy causes the block to revert to default behavior, which is to drop itself on destruction.
Renegrade wrote:
Yeah, I recall that conversation (it was in a 7DTD video, which are awesome, FYI), and I agree. It may even be worse than that -- there's some massive whining going on about the damned "Forge Ahead" book. I dropped a bomb on that thread (heavily edited from my original, "you are all failures and need to uninstall" post) as it's just too pathetic.
Hehe...ok, excuse me while I go look that up...
Bah, you freaking out is almost polite in tone :)
That thread wasn't so bad actually. I was expecting non-stop whining, but there's a fair proportion of players they say they like the change and only one guy that really seems to be saying he wants to be able to do absolutely everything from the start of the game, which is really what not having the forge book unlock amounts to.
Speaking of giant bees, it seems like they aren't very aggressive anymore, day or night (in Vanilla and BTGB).. not sure what's going on there (aside from my ears bleeding from the endless droning...)
Yeah, I've noticed that too. They tend to hover a lot more and often don't come in for an attack. I haven't changed anything, and I only have .xml files for them from Alpha 10, so I can't tell if anything was changed in there my the pimps.