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...
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...
That is why modded items can not be scrapped any more so just put any random mod in your keepers.
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! 👍
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. 😃
The stun buff should do it
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.
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.
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. 😃
Added a variant to automatically mute/unmute the game sound while an auger/chainsaw is in use.
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?"
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. 😃
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?
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.
Well, I don't mind people disagreeing with me. Doesn't mean they are right. 😃
No, he just left out some details like not being in the pine forest and being deep in a city...
Their collider seems to be on the underside...
Skill atrophy is the only thing that makes LBD viable in Valheim. Without it everyone could simply AFK-grind the weapon skills to max and be done with them for the entire game.
What I had suggested is that instead of "marking" the last 2 or 3 volumes, the game marks one nearest volume if you haven't had contact for x minutes.
That would be more consistent than the current approach since it always works regardless of what the volume count of the POI is.
It's not option material because for zombies to be any threat at all they need to be capable of getting to the player - both out in the wild and in POI.
Digging down 3 blocks and putting a frame above your head can not provide 100% safety. That only makes the game look bad.
If you do not want any threat in the game then turn off enemies. That's exactly what the option is for.
players.xml references that to the ingame player name.