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Note: This Mod was built on A16 This is a relatively large mod pack I've gradually created over time. It's mainly a collaboration of all my smaller mods placed together into one larger file.
Those individual mods you can find here: 7daystodie.com The Valmod Pack comes in two different flavors. The Expansion pack and The Overhaul pack.
The Expansion pack is meant to be viewed, as the name implies, as an expansion pack for the game. What this means is that it adds a bunch of new features to the game without dramatically changing the overall vanilla gameplay experience. Great if you're happy with 7DTD but just want to have more stuff to do. The Overhaul pack adds the same items and content to the game as the expansion with the key difference being that unlike the expansion the overhaul, as the name implies overhauls some basic aspects of the game. Mainly the recipe system is considerably locked down compared to vanilla. The overhaul is intended for those who want a new experience from the game. So - did not get quite as far with play testing, this week-end.
Had some odd computer issue crop up (it 'sounded' like the game tried to play two sounds at the same time - one sound was playing then another started, game locked up, screen lock up and went black, required turning off the power as no keyboard input seemed to work. Tried re-starting and got nothing. Gave up and came back some hours later and it started right up.) But here are a few thoughts (I always say that before writing War and Peace, parts I and II: ) First test game I chose rifleman - did not help that I spawned almost in the 0,0 city, surrounded by nastiness, but more on that later. Got to a 'quiet' spot and actually did the work of reading and equiping. And noticed I had no rifle. At first I thought it was an interesting change in your start equipment - you know how to craft the items, but don't start out with one.
Quickly got gacked by dogs (did not run quite far enough) and decided to just make a new test game. Pick Vet and got a good spawn location - forest with snow very close. Had a weapon, and everything (so you may want to check the Rifleman, if you have not already done so.) Did a lot of exploring in snow, so I got a good chance to see the changes in loot goodness. Snow made gathering bowls of snow, to make water and cook fairly easy. Advancement, without a bookcase heavy POI was a lot slower, but I was able to set up a decent base for the 7 day horde, in a pre-fab fire watch tower (from Magoli's mod pack, I believe) The non-suitcase loot option in your stumps seemed to play better. I still found a few of the loot filled suitcases, but they were a much smaller number. Perhaps still a bit too much for single player, but for multiplayer where they need to be shared out?
A big group will probably still want more: ) New walk for explosive fat people was nice - if I had time to sit back and watch them, it was easy to tell. In a large group or horde, I just took no chances. Speedy crawlers do seem to be more rare. Rare non-spitting cops?
I had them everywhere. Freaked out the first few times, but then I started hunting cops. And feral crawlers. The loot was not over-powered, for the most part - I would get a nice weapon part, or good haul of ammo, once in a while. The real game changers would come when the RNG gods would offset the 20 broken pieces of weapons or faulty '0' condition actual weapons, with a good, or better usable weapon.
My starting assault rifle got retired, quickly, when I found a good hunting rifle that did over twice the damage - and all that 10 mm ammo was recrafted into 7.62. Third test game I picked 'Miner', since I don't usually do much mining (potassium nitrate, when I can get to it easily, but not much else, unless I just find a great cave system - since the new zombie GPS allows them to dig down, almost effortlessly, so my usual concrete and metal doors are far less protection and digging out an 'escape' route just takes too much game time.) My first thought was that Miner needed a little love almost as much as the Medic, since both lack decent combat skills.
But this game also spawned me in the 0,0 city. This time I did not panic. I could hear zombies, dogs, etc.
All around, but not actually see any, so I cautiously looted a couple cars. Still nothing. Probably a game bug, but the 'grace' period, with no spawns in your area, resulted in waste-land / hub looting, with no enemies. Filled up my entire back pack with food, water, engines, batteries, etc. Before I ran out into the desert.
And just kept running. Spent my first night huddled on a high rock formation with a few scrap frames to help fortify the walls and had to tear up a book to make a cardboard container to sort loot. Had almost 20 eggs from the intial fridge forage, and a cookpot, so I could test out the scrambled eggs.
Very nice - not a ton of food, from each, but good for traveling the next day. Still think it might be nice to do animal fat and eggs. Continued my tree loot test - I had chopped down a few trees to make spikes in the Vet game, but had not actually seen any drop a nest. Thought it might be a biome / frozen pine tree thing (all birds have gone to warmer places).
Took quite a while until I actually found a nest - but could not figure out how to place / loot it (I thought it might be like the suitcases, place it on the ground, it becomes a regular lootable nest, loot it to get eggs / feathers. Placed it and could not interact with it. Finally hit it with my axe out of frustration: ) This was not a real issue, since there were still tons of nest all over the ground - but this could be because of the rgw mixer for the Magoli pre-fabs. I also wanted to do more tests on the animal snares. I had set up three in my Vet. Game, but never had any corn. This time I had corn, so I thought I would give it another test.
Stupid me, I thought there would be another crafting option - snare, snare with corn. Did not even realise, until I was playing with the oil refiner that I was probably supposed to do something similar with the corn and set trap.
One thing I noticed that might be a problem was that the snares seemed to reset themselves after a harvest: i.e. I would set the trap, later it would have caught a rabbit, which I would take, then it would not 'explode' but go back to the partial hay bale.
A couple of days later, I was back in the area and saw they had all caught more rabbits. Is this working as intended? Miner does not have the ability to craft 'clay' in to 'balls of clay' unless he purchases the pottery book. Seems odd that he has forging and mold making skills, along with just about every other option for harvesting materials from the earth, but not that. Finally found a couple holes in the ground, but one was pretty much vertical. The other went down only a short distance until a drop off, so I could not test - or even look for the new mine stuff.
Will give it another shot in the next couple of late nights. Did find one 'miner's corpse' but it was empty / had none of the special miner loot. Even though I had not found any shale oil; ) I had one oil barrel and enough scrap metal to waste on a refiner. Finally figured out how to 'charge' it (lack of internet at home really tests my memory) and got gas. For some reason I was expecting to get oil, which I really needed to repair my guns, as day 6 was coming up. Looking back at your notes, today, I see this is exactly how it was set up.
But, just FYI, as I understand it, the refining of crude oil gives you several products, including gas, diesel and reg. All in all (since I am keeping this short: ) I really like what you have done - so many changes (at least the ones I was able to test) address issues of player options and smart play. The idea that you can 'hunt' for specific zombie types, because you know they will have something better than junk, alone, adds a very nice element.
Tweaks on the class features / balance will come, but just having one book to read vs. 4-7 of them, means you are up and running / scavenging almost immediately. Biggest 'issues' are more vanilla game related / things you can't control. One or two nice random drops are still game changers. (I was slowly working my way up with rifles - collecting parts and buying rifle and 7.62 ammo books, then I got a blue sawed off shotgun.
I went from a poor pistol, that would take 5-10 head shots for fat guys, exploding fat guys, speedy crawlers and non-spitting cops, to a weapon that did it in 2 shots. Granted I did not have a lot of ammo, but it allowed me to take risks with heavy hitters - which would often pay off with more ammo. I still kept my low end rifle, when I finally was able to craft it, for hunting / sniping.
Then I got a 'good' sniper rifle and went from 100 points with the same ammo. This is where the idea of building skills would be nice.) In multi-player, again the need to share out weapons / ammo would impact this, but in SP, I typically run around with one melee, one long range gun and one short range gun.
The choice is simple - what does the most damage, with the ammo available. The sad thing is that I can't remember the last time I actually needed to use a bow or crossbow, for any length of time. Tons of steel tipped arrows as loot and they sit in a storage box. It has me wanting to start a 'survivor', with the mad bow skills, next. But I also want to test the melee option, bruiser. Melee, without a decent melee weapon or traps or wood frames is pretty tough (for me). I have been infected three times with my Miner, and had four sprained legs from crawlers.
There need to be more days in my week-ends: ). Always a pleasure to get your input, Loki. Rifleman - Sorry about that. Fortunately I did catch that problem early on and it didn't make it in the release version.
That was a beta issue. Cops - Yeah I've noticed they're not spawning quite as rarely as I anticapated. Same with the feral crawlers, in all honesty. It's a bit surprising, really. I'm going to fool around with it abit more and see about lowering the number down a bit. I hope for my next version to be focused primarily on balance tweaks. Instead of putting out an update for each little balance change I hope to wait until I have a few changes.
I don't wanna overbear people with updates. Of course should I come across a critical problem I'll fix it immediately. Miner - I have an idea of how to offset some of this that may work. I'm thinking I'll make two new items - a survivor's knife and axe. I could make them exclusive to the class selection so there is no way to find or craft them.
I could also make it so they cannot be repaired but have a somewhat higher durability. This way you can start off with something decent that can act as a temporary weapon until you find something better.
I forgot about the animal fat suggestion. I still like it, I just didn't remember it.
I'm always up for giving uses to some of the things that have little use. Like animal fat. I'm wondering though if the omelet should use it.
Currently the recipe is three egs and one grilled small game. As I can only have four ingredients for a recipe I'd need to remove an egg to add an animal fat. What do you think? Trees - You're right, actually.
You won't find nests in winter trees. Or dead and burnt trees, for that matter. Nests - It works kinda like a snare does. You place it and wait.
It doesn't instantly spawn loot. First it takes 15 in-game minutes I believe. Or however long it takes for wet concrete to 'set' for reinforced concrete blocks.
The max limit you can have for these 'upgraderated' blocks is 15. After the first looting though it becomes a normal birdsnest and will adhere to the loot respawn setting of the server. You shouldn't had been finding nests all over the place.
Im not sure the prefabs have anything to do with it as the nests are in the biomes.xml Though its possible they're in the mixer too - I've honestly never spent much time in there. I'll look in lowering the probability again.
Though its possible the mixer is causing it. I mean, according to the xml, the birdnest is more rare than blueberries. Heck, they're as rare as those little patches of coal you can sometimes find ontop of the ground. According to their probability in the biomes, anyway.
Snares - Yes, to bait them you place them on the ground and click them with the left mouse button while holding an ear of corn. They aren't meant to compeltely destroy themselves after looting, just revert back their original trap. The idea being that you reset the snare after taking the harvest. Though now that you bring it up it probably would be better to force the player to build it again and replant it each time.
Could also be a nice counter to the farming concerns I have with it too. I'll probably change it in the next revision. Miner - You make a good point about the miner. I guess the idea was that if he knew how to work with clay he would know the proper 'layout' to make a mold. Though in hindsight I think you're right and he probably should start off with it. I'll add that to the next vision. Refiner- You'll be happy to know that, following your past advice, all current and future revisions will include with them a detailed Guide text file that explains all the features and mechanics.
I wasn't aware it gives multiple products. I don't really know much about the real-world applications of these things. I have a few ideas for this, though. Firstly and most simply I could make it so that it gives both gas and a little oil.
I could make it so that if you upgrade it with both X amount of glass jars and crude oil it will produce weapon oil. I could make it so that if you upgrade it with gascans it will turn the gas into weapon oil.
Though I'm not sure how well to balance that one out. How many would you get per can? What are your thoughts on the above methods? Any of those sound interesting? Vanilla issues - Wait until you learn that you can cheat yourself to recipes by repairing items.
Thats right - repairing an item will unlock the recipe in the crafting grid. I only recently figured this out - part of why I need to make special starting weapons/tools that can't be crafted. Some of these issues with finding amazing weapons early on could perhaps be pulled back a bit if I made it so that complete guns do not drop and only parts do. Or rather, guns above a certain quality do not drop. What quality that should be though I don't really know.
Bruiser - I'll admit I have a soft spot for the bruiser class. There is so much more I wish I could do with him though.
For example I would want him to have higher tolerance to stuns and bleeding. That isn't something I can do, unfortunately.
The system just isn't there for it. However I did think up an interesting little boost I can give Bruiser and the Medic class. I could let them start with one special pill that, when taken, will jump their wellness level up something like 20 points. This would in turn let them, essentially, start with more health and stamina. I could also, perhaps, give the bruiser and medic a special item that, when taken, will make them immune to bleed, stun and infection for a short period.
Though to craft thse items they will have to sacrifice like, 5 wellness points and some health. Think of it like an empty blood bag. This could give them an adrenaline shot to tempoary boost defense. Perhaps even with a small healing effect for the bruiser class.
I'm just picturing a bruiser in scrap armor with a combat axe going blood lust berserk in a group of zombies. Does that sound like a fun perk? First, things I have promised in the past - door shots.
(I was still getting the game crash / computer lock-up issue, so I decided to just bring the computer in, suck it up and upgrade to Windows 10, new video drivers and do a clean install of the game.) Several hours later (thanks it a little issue with nvidia drivers update removing all my video driver info) I seem to have a working computer, again. But it did mean I could upload my screen shots. (these are from the underground bunker - metal door.) (these are of a wood door) Hope that helps. (I also noticed that I had to break through a couple trap doors, last night, but did not get screen shots.).
Originally posted by:Rifleman - Cops - Miner - Eggs - Trees - Nests - Snares - Miner - Refiner- Vanilla issues - Bruiser - Well I did sign up to be a beta tester; ) Cops make a nice change. Same as the speedy crawlers. Yes, there might be a lot of them, but just look how many anorexic cheerleaders are running around.
And old gamers might get a kick out of an associational memory - 'Send More Cops'. Miners - I gave into the impulse to start a new game, so I did not really get a chance to do a lot more with the miner. It might be that they have some hidden options that were not my usual play style, so I could not really incorporate them. And they really are a good MP option, since they will be working in a team. Trees - glad I had figured out your logic.
Still smoking trees, probably not, but after a short while? I see nests in bare trees in winter, trees that have had limbs / trunk broken, etc. Perhaps some of those eggs are not the freshest, but odd thing is eggs really last a fairly long time - especially in cooler weather (from what I have read). Eggs - mostly I just think there should be more options for animal fat and the most obvious use is cooking; scrambled eggs are good, omelet is a nice option and just this AM I was frying up some carrots, potatos and chicken and thought - hashbrowns: ) Nests - I remember reading that the Pimps upped the spawn rate for nests, possibly when they added bow.
Some biomes seem to have more, but that might just be because it is hard to miss a bird's nest on the ground in the snow. Not certain why you have the delay on the ones that drop from trees, though. Are you waiting for the bird to come and lay and egg? I thought it was just an interesting way to keep nests / eggs / feathers, but put them in a more logical location - up in trees.
You cut down the tree and get a nest, it has to be placed on the ground to be able to loot it (game mechanic issue), but the player 'sees' right away what they got from the nest. Then it goes boom and you have to go find another tree.
Snares - yep, set it once, catch an animal and you need to make a new one. They are incredibly easy / cheap to make, but are a nice way to get food / skins in the early game. Once you have a decent firearm, and can one-shot a bear or pig, you probably won't be making / needing a lot of these. Why did you decide corn vs. Is the reward for corn baited that much better? (Especially since you made the 'meats' fairly equal?) Miner Two - the clay / ball of clay issue will go away with A13, but who knows when that will happen.
It just sort of caught me off guard. But that is about the most useful / needed thing in the pottery skill. Clay bowls are pretty common loot items and re-usable. If they were more rare, the usefullness of the clay bowl as a cooking tool, would make the skill more desirable (although I still think you might consider allowing murky bowls of water to be turned into clean bowls of water using the humble 'stick' vs. Needing the cooking pot. Refiner - one of my 'projects' over the summer was to do a fair amount of reading in the post-apocalypse / survival genres, as well as related research on various technologies that are key to our current level of civilization, or I would have no clue about petroleum distallation.
One thing I had noticed was, in the vanilla game, it seemed no one had actually thought through the situation. You have a game object, listed as an oil barrel. From which you get gas. The barrels are typically 55 gal. You get a small portion of that. Why do gas stations (which have, according to one source I read, 20,000 to 30,000 gals of fuel in the underground tanks) store 55 gal drums of gas? Used oil, from oil changes I could understand.
New oil for oil changes I could understand. But 55 gals of oil would make a lot of repair kits, so we must pour most of it out on the ground (or there is only a small amount left in each barrel.) Problem with the vanilla game is how to do get your processor to give oil and gas? It may be fairly straight forward, just charge it as normal, but when you open it to loot it, there is a small number of oil containers and fairly close to the same gas as vanilla. I really don't think you need to make it more complicated than that.
Vanilla learn by doing - I had seen this mentioned in a few threads. But had not bothered to test the limits, myself (and since I don't bother keeping detailed notes on every book / recipe I have found and read, it would have been a challenge to track.) But I had a few instances when I suspected this was what had happened. I suspect this might be one of the issues with the crafting grid that the Pimps could not solve, leading to the removal of that system.
(So I would not waste a lot of sleep trying to figure out 'non-craftable' items: ) I will admit I am not a fan of removing working weapons as loot. I was not pleased when the Pimps introduced a world where everyone tore apart their guns and threw the pieces to the wind. It made absolutely no sense from any perspective other than 'we need to make the game more 'grindy' to keep people from noticing that after the first 7 days, it is pretty much just more of the same.' I tend to play a nomadic style (which was easier until the Pimps decided to make people play a more nomadic style by amping up zombie hordes so they tear through any base. In an odd twist of logic, no one noticed that the people who play as nomads have the least defensible bases, which means they get hosed: ) I don't want to have to carry around 10 different weapon pieces, waiting for the schematic or last part - but never know which one will be found. Nor do I like having to limit my exploration, so I can keep going back to double check to see if I have enough parts to build a weapon, or if the recent piece I found was better than one I stored back at 'temp base night 4'.
But I am told when the game hits BETA, they will be spending some time on balance and bugs: ) Bruiser - I must admit, I was again caught off guard when gearing up. I was expecting a melee class and he had a shotgun: ) It came in very handy, as I spawned right next to an bunker POI and the starting shells pretty much allowed me to clear the POI, with ease. But then I was a little stuck. Hiting roaming zombies, to gather notes to gain a new skill, by hitting them over the head with a stone axe seemed a little out of character. Although the starting armor did make it a less dumb idea. Eventually I cut down some trees and gathered enough scrap metal to make a re-inforced club and melee became a good option - expect for speedy crawlers, cops and exploding fat people. The funny thing was I had no way to repair the clubs, so I would just craft new ones.
The idea of giving them a 'perk' of + 20 wellness is interesting. Your very own 'super soldier' serum.
Then the scrap armor and the re-inforced club and you have a pretty good starting character, who just wades in and hits things vs. Another ranged shooter. They also had 6 of the higher grade of bandage, so if they did get hit and started to bleed, they still have a higher survivability chance. One thing I started to wonder, was if you were not being to generous, with starting knowledge / gear (not just the bruiser getting clubs and a shotgun, but a few other classes start with one decent gun, but also know another gun / ammo combo.) It might be easier to balance them if every class had a weapon / defense focus, but had to learn other methods. Then give them non-combat type skills to round them out. I don't know. I am playing SP, so my characters need to be able to do everything.
In a party, I could hang out at the back and play medic, or snipe away, while someone else waded in with a melee weapon. I am also trying to test the choices based on 'real game' conditions vs. Pouring over the.xml files to see exactly what each character has. It is likely, that on paper, there are a lot of small items that help - but I may not even use, since I am really only testing early game through day 8.
Someone, like the miner, might really start to shine after the first horde, when you are in resource gather mode to get steel / concrete upgrades for the next horde visit. As I mentioned, I spent most of my 'free' time yesterday upgrading to Windows 10, updating my video drivers and doing clean install of 7D2D. Did not really get time to test it all out, so I just left my computer at the office.
However, since I could not play test, I did spend some time 'thinking'. Come in, today, and find out you have already got another Beta ready to test: ) Can't wait, but it may not be for a couple of days (semester mid-term time). But let me hand off my latest ideas, you can kick them around a bit and see how they fit. (Funny, my 'solution' for the melee focus was a starting spiked club - my favorite melee weapon, decent damage and stun. A little 'boost' for a quality item and he could stand toe to toe with frozen zombies, exploding fat people and lesser cops.
Limited to looting luck, as it would need pipe drops for repairs, but a back-up weapon of re-inforced club - perhaps the 'every day' basher vs. The 'special occasion' basher. I was even going to suggest no shotgun, to start.) Some things you did not already adjust / add? Fairly rare, high end loot item (I think I have only ever found / crafted a couple of them in playing for some 18 months.) But useful as a melee weapon and immediate crafting / mining. (Needs gas, so makes the refinery an important craft item vs. 'mini-biker- miner': ) At 170 (the standard for your starting gear, that is not random) it can / will be upgraded, with any new parts, and so will stay useful all game.
Can't go gonzo on melee at start but a great option to take out a zombie, or two, until you get a 'real' weapon. Chemical Warfare: ) I had all sorts of ideas along the lines of your buff med for the melee focus, but I am not certain the health buff makes as much sense. The best thing I came up with was a short buff med, but the buff was speed vs.
Health (that adrenaline rush - like caffeine / alchohol, but not just stamina regen, it would actually make you run faster, swing faster. Trouble was I did not know if that was even possible in the game.) My second best idea was a recipe for pain relievers (real world old school 'willow bark' brought up to game standards - possibly crafted from tree seeds vs. Bark, or from trunks. Then, driving in today, I started thinking about tasers (I believe some emt / paramedics carry them in certain areas) How cool to see the little medic hit a zombie with a taser and watch the zombie do that funny dance for a short period of time - essentially just enough time for the medic to thump it repeatedly with a stone axe: ) But the coding question made it more funny than a good option. So I started thinking about bears and hikers carrying pepper spray and the idea started to gel. The key skill of the medic is that they know the human body - to heal or to hurt. Zombies (for now and except for dogs) are in human bodies.
So the medic knows how to formulate a 'pepper spray' that works against zombies - but a simple stun buff vs. Complicated dance. They can craft this 'ammo' out of fairly common materials - paper / cloth and plants, etc. Delivery system uses the 9 mm model (and upgrade items) but uses compressed air vs.
Gunpowder, has a longer load time, single shot (although your new boomstick / two shot would be another option. The medic is not going to fight off a horde, but like the miner, gives them a limited powerful weapon for single targets.edit. Forgot one 'food' related item. I think you might want to consider adding your 'new' foods to even more loot containers.
For many players, finding a jar of blueberry jam may be the first exposure to a neat new food item. With varied loot tables for different zombies, they could be specific - cops get cornbread and jam (no jelly doughnuts in the game); hunters get three meat stews, replace the generic alcohol with your craft brews of mead, etc. Auger – I think my biggest gripe with it is that its viewed as more of a end-game thing. Like, in my past multiplayer games its usually regarded as that item that everyone wants to have. Like “FINALLY I found an auger!” The minibike is in a similar position.
A lot view these as long-term end-game objectives, in my experience. Though I am open to change so I'll ask around on my server, see what others think.
If the idea garners a lot of support then I'll try it out. I doubt it will though since last time when I was going to add a minibike to the survivor class (this was back when the survivor started with nothing really “special” to him) it received a surprising amount of complaints. To the point of some claiming giving him a minibike would make him the “only class worth taking”. Now, I didn't agree with that then and I don't agree with it now.
However when you have so many people tell you that you're wrong, I'm pressed to listen. Peer pressure for the win? Medic and pain pills - I kinda like the whole air-drop thing, myself. I just wish the flare didn't go out. I pretty much NEVER find them when I go searching.
The only times I do find them seem to be from complete chance, like I just happen to run past one while heading to a town. This was even worse back when the plane was glitched and you didn't actually see where it was. You can mod them to appear on the map but I don't know how fair that would be. I'm not against the medic being able to craft painpills. Infact I think it would be nice to add another perk to him since he's a support role.
I just don't know what in-game items to use as ingredients. I could perhaps make it so you can pickup the driftwood logs in the game.
Then have it so you can either craft them into planks or, if you're a medic, you can combine it with red and yellow flowers to get like five painkillers? I don't know, I'm just spit-balling at this point. My “issue” with the pepper spray isn't how to make it work as weapon.
This is relatively simple, actually. The problem I have is the buff.
Making it stun a zombie. Now I can make it stun him for a moment but I don't know how to get him into a longer “stun lock”. By time you switch back to a relal weapon to finish him off he'll be walking towards you again.
A special chemical bomb does sound pretty cool, though I don't know if I can achieve it with the xml. The only thing that has “splash damage” is explosives and I don't know if they can be causes to give a buff to set them on fire since it doesn't hit them directly. Snares - You really want to save that corn don't you:) Okay, here's an idea. You can craft 3 pine seed or 3 maple seed into Animal Feed. How's that sound? Cooking bowls - Hm. I suppose I could let you some of the bowl-related recipes without a pot but offset it by increasing the cooking time to make it worthwhile to still use the pot.
I don't think I want to do that with bottles of water, though, so this would be a exclusive feature for bowls. Refiners - Oil barrels already give you crude oil, if thats what you're suggesting with them. I can add some oil to the refiner loot. You know, I been meaning to point this out earlier but I kept getting side tracked by mod talk. If you're using Windows 10 I recommend you do a bit of google research into its various security issues and steps to prevent them. Though even when you tell it to stop doing all its shady stuff it STILL does it “secretly” but you can still gimp it some by turning various “features” off.
If that sort of thing even matters to you, of course. Pretty sad when a basic tool is considered 'end game loot' isn't it; ) I guess I am just jaded, but I just can't get all that excited about chasing around to find pieces to craft a tool that will allow me to mine stuff (or cut down trees faster, or nail up boards faster). I thought they were all interesting items when I found them (only once or twice each, after 18 months of playing the game).
But in most games, by the time I hit 'end game' I have already completed most / all of the taskes that they would help with - so what is the purpose. I like the air drop, also. I know it is a legacy from much earlier versions (remember the 'how long can you last challenge, with different air drops on each day? I think the loot containers are still in the.xml files - that is how I created different loot lists for snow zombies, etc.) My issue is that they are so poorly implemented in the game. I wonder if anyone at the Pimps actually did even the smallest bit of research, before just thowing in some generic coded mechanic. In a past life, I practiced signaling a plane for air drops, in survival school. Pretty easy to do with a small mirror or just a reflective surface (like the concave bottom of a soda can).
I also flew as medical crew on training missions where pilots / load masters were practicing 'hot off loads' - dumping stuff out of the open back end of a low flying plane. We are talking training to hit a target within a few meters, not a kilometer, or more, away. So I always change the.xml to have crates show up. I figure if the Pimps can't be bothered to come up with a more reasonable representation (even if it is a game), I will fix it the only way I can.
Which is why I like your survivor cases better. It is far more logical and the mechanic more 'believable'. Putting together that sort of stash is exactly what my characters often do. Finding a journal, that helps you 'find' / 'loot' that stash is more satisfying than watching some plane appear randomly on the horizon and dump a bunch of garbage or over-powered weapon parts. (I understand that your system still has the chance of you finding the case first, but it is still logical that you find a case, which can't be opened and with a little more searching find the 'survivor' who hid it.) I am a sucker for consistency in a game world. Nothing ruins immersion like an arbitrary feature that looks like it was included just because they could.
There are not any game assets that directly link to 'pain med' so anything is going to be a stretch. My original thoughts were the red and yellow flowers, possibly with 'bark dust' or 'wood shavings' (one new asset to be crafted from either logs or sticks - sticks from bushes would be ideal, but no way for the game to limit that - a stick is a stick.) Goldenrod tea already gives some wellness, I believe.
Cooking up some fairly common herbs, in a beaker to get a pain med is not much more of a stretch than cooking up corn meal in a beaker to get alcohol, or potassium nitrate and moldy bread to get antibiotics. Neither of those are even close to being accurate / realistic. I was not thinking of a real 'napalm bomb' (i.e.
Needs a splash effect) but I probably did not select the best analogy. I wanted something that did not need the accuracy of a sniper bullet, since any hit was going to set the zombie on fire, which is why I mentioned a shotgun spread. But I don't know how you would adjust the fire burn rate / damage. In essence I would see a flamethrower-like / flare gun-like item that would put 'paid' to most normal zombies, while frostys / cops / fat guys might take 2 or 3.
But I just don't know how to make that work via game mechanics - without making it so overpowered everyone wants to be a medic: ) I guess it is a lot like the Miner. You have picked a 'support' class character, not a front line fighter. But every once in a while you have a limited ability to open a very large can of whoop a$$. Especially for single players, since.not.
being able to kill zombies is not really an option. You have found me out.
I am a corn horder. (I actually just 'harvested' my corn 'crop' - a student had tracked down a heritage 'Hopi Blue Corn' and given me a pack as a graduation present - I let them graduate, so I got a present. I am not a good farmer. Only 8-10 corn stalks actually grew and from that I was able to harvest two large ears of corn. Lots of seed, but not giving up a whole ear to some varmint: ) It really is not that big of a deal (not worth creating another seed asset, anyway.) The base snare still gives rabbits / skins. Birds / feathers / eggs would be nice, but I can pass on the gopher. And I just would not feel right getting a whole pig from a snare.
However, once they finally get water back in the game, I will probably be pestering you to add an option to set a trap in water and get fish. Exclusive clay bowl goodness is exactly what I had in mind. After all we can already craft clean water in used tin cans using a campfire and stick.
I think a clay bowl option is reasonable. At the very least I would suggest you allow some of your 'bowls of heated soup' (because, quite honestly, if I could soup in a pan in real life, it is normally just eaten out of the pan vs. Putting it into a bowl: ) I guess the sweet spot I am looking for is for someone to look at the skills and see the ability to craft clay bowls, which allow tasty food options, as comparable to other 'early game' common skills.
I think you do it a disservice if the only reason anyone takes that skill is because they have to have it to make balls of clay, for forge molds. I had seen the option to convert oil barrels to crude and back (tried it when I was figuring out how to use my nice new refiner.) So that is a 'no change' change. The only change would be to allow the refiner to produce both gas and oil from the junk you fill it with. Windows 10 hints. I had actually read some of that advice (on these forums, I think: ) so when I did the install I opted out of the 'quick' default and turned off everything, option-wise I could find.
And while I realize there is little I can do, it still matters, even if only in principle. After all I am the person who keeps harping on little things like 'things promised in KickStarter / Early Access' vs. 'things actually delivered in the game, so far.' One of the things that amazes me is how much you and other modders have been able to add to this game vs. How much the Pimps themselves have added, over the last several months. Well it also baffles me: ). End-Game Tools - I get what you're saying – it does often feel like by time you find them you've already finished your building plans.
Hopefully my “Dynamic loot” for snow zombies and dead miners will help balance that out a bit. Air drops - I think they do plan to, eventually, let you signal for air drops. There is a flare in the game and I believe I remember reading them say they had intended for it to be used for supply drops but they never got it working. Maybe by then we have helicopters of our own and can just go travel to a military camp to barter with npc's for stuff. Or something. That's 2 years down the line though lol.
Drugs are fun - The bushes could work. I could probably make it so you can “harvest” them like you do plants to get. Then have this sometime combine with goldenrood and red flowers to make a painkiller.
Though really I don't see the point in bothering. Painkillers aren't really that good. They give a tiny little health back at the price of some hydration. I've never used them and just have them pilling up in stacks half the time. Would anyone even care/want to craft these things? While I can think of ways to get a burning acid/pepper spray in the game (using shotgun's spread mechanics, like you say) I don't know if it would look, play or work well enough to be enjoyable or useful. Perhaps I will fiddle with the idea at some point further down the road.
Corn, marvelous corn- Too late! Already added Animal Feed. Deal with it.:) Water traps sound great. Though I don't know if it will be possible.
I don't know of any way to make a block “check” its surroundings for water in such a way. The game has a built in method for plants to tell if there is light or dirt but I dont know if such a thing works for water. I would be nice, though. I've seen some mods that add fishing in the game but I don't really find the method to be most elegant. If I understand it right (which I might not, I haven't extensively looked at the code itself, just a video) they have a stick (fishingpole) that can turn a waterblock into a container that has fish, using bait as the “upgrade” tool. Bowls- I think you'll like the next coming update then.
Pretty much all the recipes that involve bowls can be cooked without a tool. Though since there is no tool, there is no crafting grid.
You have to select it manually from the little side list. This can make it a bit awkward but I don't intend for people to use this is a primary way of cooking so I don't see it as a big deal. Oil- I never really understood the need to craft X back into the oil barrel. Aesthetics maybe?
For decoration? Though blowing up a oil barrel can cause a pretty nice boom so maybe that's the idea.
I've honestly never seen anyone who actually uses explosive traps though so. Windows 10 Hopefully it'll be less intrusive in a few months. At least they have been getting flak for it. Though there are so many people who either don't know or frankly don't care about the privacy violations so maybe I'm just being naive. I'm not sure why the Pimp's are so “slow” on some of these things. Though Gods help you if you say that in the wrong place or you will be assaulted with “you're ignorant, learn X, Y, Z” from the fanbase defense squad.
Like I had modded in “quality-range” crossbows (as in they have quality) back before they did. Funny enough when they did add it, we had the same exact values too. That was amusing, I didn't have to change anything. Back before they bothered to add the new arrow heads to loot (making it impossible to find) I had modded in. The update that fixed it even used the same probability – again its funny to see how in-sync I was. The broken sledgehammer code, been busted for ages. Still not fixed in vanilla.
Like one day after A12.5 we got swarms of people pointing out the bug in gunpowder recipe. I had fixed it in like a minute after noticing it. Super easy, just needs one number change. The devs said it would be easy to fix and implied it'll be a hotfix.
They haven't fixed it to this day. Poor Vanilla guys.
Then there was the mess with the “exploit” fix for cloth. There was some sort of exp exploit where players could just make bandages and turn them back into cloth, or with ductape, to keep doing it over and over again until the level up. Like crazy people. The solution to this apparently broke a lot of cloth recipes.
Meanwhile I just made “gain xp” in the recipe for those special “back and forth” items be 0. They did eventually fix this I believe. Then you have the matter of electric lights.
How is people have been begging and asking for these things forever now and they're only now teasing us with a single spotlight. Yet some random modder nobody ended up getting all the electric lights to work in like a day of random fiddling around. It isn't my intention to rag on the Pimps. I enjoy their game and appreciate they make modding as easy as it is. Not every game gives you such level of control. These xml files are great.
I'm just sharing little experiences I've had with them over the years (figuratively speaking). It's been an amusing adventure.