Gazz

Gazz


13 Dec

Post
    Gazz on Forums - Thread - Direct

Plain containers like a storage box do drop a loot container with their contents on destruction.


Other ModelEntity like generator banks or campfires do not drop a loot container at all.

That can be very frustrating because some of these blocks are easily destroyed by accident and that annihilates all the batteries, solar, panels or forge tools that were in the station at the time.


Making the loot bags drop consistently all across this block class would be greatly appreciated.

Comment
    Gazz on Forums - Thread - Direct

Nights (meaning traders are closed) get really long which is inconvenient when you only have one trader / quest status unlocked.

Traders cycle their inventory less often and auto-selling on rented vending machines is that much slower.


07 Dec

Post
    Gazz on Forums - Thread - Direct

perkFiremansAlmanacComplete : references the burnt forest which does not exist in the game.


resourceMilitaryFiber : claims that it is used to repair military armor which is no longer the case in A20.


resourcePaper : mentions crafting blunderbuss ammo


03 Dec

Post
    Gazz on Forums - Thread - Direct

After a long break I looked at farming and I could not figure out how this was going to work from reading the perk description.
Double this and triple that with different unstated base amounts while leaving out important detail...


Current ingame description:
1: Double the harvest of wild or planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: You can craft seeds for berries and vegetables.\n50% chance to harvest 1 additional crop.\nFarm plots cost 50% less to craft.
3: Triple the harvest of wild or planted crops.


This would be accurate with current gameplay:
1: Harvest 2 crop items from wild and 4 from planted crops. 50% chance to get a seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to c...

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01 Dec

Comment
    Gazz on Forums - Thread - Direct

1. Digging underground is allowed

2. All poi are destructible / buildable

3. (Slightly) random item stats keep me looking for that "best" item.


Now I really like the ship building/tinkering part of Empyrion but their POI (which are few and far in between) will never look as "human real" as the 7D environments because they are tied to a 3m grid.
Yes, they had to balance detail and view distance of bases/ships against performance and something had to give.

It's just harder to feel personally attached to something on the scale of a warehouse and you can never make things look as grunge and lived-in as in 7D.


While Empyrion has "base attacks" it really only means your base gets carpet bombed and you'd better have had enough turrets to win the damage race. There's no planning or strategising involved. Build as many turrets as you can and you either win or you don't.

...

28 Nov

Post
    Gazz on Forums - Thread - Direct

I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:


loot.xml











This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.

Post
    Gazz on Forums - Thread - Direct

I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:


loot.xml











This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.


06 Feb

Comment
    Gazz on Forums - Thread - Direct

In my last playthrough I crafted both melee and guns at QL5 (but not lower than that) and also as many as I had parts for so I could pick the best of the bunch.


A lot depends on how you play, if in a group, where you go...


01 Feb

Comment
    Gazz on Forums - Thread - Direct

That is why modded items can not be scrapped any more so just put any random mod in your keepers.

Comment
    Gazz on Forums - Thread - Direct

It's not accidental when you literally have to perform an action to do it.


We'd also need a LOT of "this will kill you are you sure" prompts to baby-proof this game.

Stepping off of high places, throwing explosives, fighting zombies, not eating when you have food in your inventory, missing a head shot...


No worries, though. You can add mods to make sure that actions like that are perfectly safe. 😃



Well, that's a great way to play long permadeath games! 👍


29 Jan

Comment
    Gazz on Forums - Thread - Direct

Not the fix you were looking for but I made a mod to automatically fade out game sounds while you use an auger or chainsaw.


And yes, the 1 or 2 trigger lines could be put on a helmet mod but that's all fluff I didn't care about. 😃


24 Jan

Comment
    Gazz on Forums - Thread - Direct

The stun buff should do it

Comment
    Gazz on Forums - Thread - Direct

You can also try using a passive effect for the randomisation.

No idea if that is used for zombie entities, though, but it's easy to check.


21 Jan

Comment
    Gazz on Forums - Thread - Direct

Basically this. Hahahaha


Like explaining the current state of "AP ammo" in the game. They obviously use the hardest type of bullet to get clean penetration. They also use the softest type of bullet to get massive deformation on impact and cause the most tissue damage.

Each aspect of it can be explained - just not at the same time.


20 Jan

Comment
    Gazz on Forums - Thread - Direct

Works of fiction are simply different.

When people mention "Romero zombies" most don't realise that this does include zombies smart enough to ride a horse or fire a rifle.


Everyone has their favourite book/movie universe but that does not make it any more correct than all the others. 😃


19 Jan

Comment
    Gazz on Forums - Thread - Direct

Added a variant to automatically mute/unmute the game sound while an auger/chainsaw is in use.

Comment
    Gazz on Forums - Thread - Direct

Yeah, but do you WANT Clippy to pop up with a

"It looks like you are building a base. Would you like help with that?"


17 Jan

Comment
    Gazz on Forums - Thread - Direct

Added another:


"Silly sounds" are in effect while you use an auger or chainsaw making them a whole lot quieter.


Should be a lot more stream-friendly but I have no idea how it works in multiplayer. 😃


14 Jan

Comment
    Gazz on Forums - Thread - Direct

First edit the biomes file directly.

If that works then you probably got the xpath stuff wrong.


Second, how would appending another bedrock layer below the existing setup change anything?

Comment
    Gazz on Forums - Thread - Direct

It's very possible because the underground layers are defined in biomes.

You'd just insert a bedrock layer less deep or structure it any other way.