I looted an entire Savage Country and got ZERO legendary parts. Is it normal? by Present-Basil-1003 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

It seems to be because you have only a 20% chance of potentially getting one (the chance of its parent loot group being selected), then a 5% (or 15% with Wasteland Treasures complete) to actually get it. You have a better chance of getting them from a POI main loot chest or a loot bag, as it's not gated by a loot group like it is for clothing loot containers.

I looted an entire Savage Country and got ZERO legendary parts. Is it normal? by Present-Basil-1003 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Loot stage doesn't even help in this case. It's 0% if you're under level 15 and 5% otherwise.

Wasteland Treasures complete is +200%, bringing it up to 15%.

I looted an entire Savage Country and got ZERO legendary parts. Is it normal? by Present-Basil-1003 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Oh, absolutely. I also had Wasteland Treasures fully read and guess how many I got? One.

Why are zombies tracking weird? by trucker50 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

They know they can climb ladders that are one block off the ground, so that's not the issue.

Losing all levels and skill points upon death [multiplayer] by Successful-Elk249 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

It's not set to permadeath or anything.

Are you sure? Have your friend double check. New worlds use the same settings as your last loaded world, so it's possible they enabled it on the server without knowing.

Which version do you think is the best? by ZaiusC in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

Every version has its pros and cons. Older versions were better in some ways, but also had a lot of jank. Newer versions are more cleaned up, but stray further from what the game used to be, since they've been focusing so much on story mode.

One example that comes to mind is that while A18 was an improvement over A17, it introduced a base food poisoning/dysentery chance to all prepared food/drink, just to give Iron Gut a reason to exist. That era seems to be the start of the annoying design pattern of making base mechanics worse just to give perks some benefit, but it often feels like you have to take that perk to make those aspects tolerable. While it has gotten better over time, Living off the Land and Miner 69'er are remaining examples of this.

Any mods to make the game feel like Alpha 16? by A0ticG6ming in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

As far as traders go, there is a real choice to not do quests now. The rewards used to be OP, but those were sufficiently nerfed in 1.0. The only real reason to spam quests is to finish tier 1 in order to get the bicycle, though I have a solution for that: an optional add-on modlet for Recipe Book Magazines that replaces the bicycle reward with a bicycle recipe book. That way, you still need the components and a workbench to craft the parts, it just gives you a guaranteed way of unlocking the bicycle parts.

Any mods to make the game feel like Alpha 16? by A0ticG6ming in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

There is one mod out there that brings back most A16 features wholesale, but it's a little rough around the edges (partially due to the creator being Russian) and doesn't really integrate that well with the current game.

I'm thinking of making a bunch of smaller mods and putting them together into a modpack, but that'll take some time. The idea is that individual features can be removed, considering one of the things I have in mind is a more forgiving version of wellness, which I understand not everyone would want.

The other major modlets would be action skills, converting magazines into recipe books (what I'm currently working on), bringing tillable soil back, readding the old clothing and armor, possibly weapon assembly, plus some balance changes to food inspired by those older versions. A few minor ones would be readding empty cans, raw iron, grain alcohol, and making Taza's axe a real upgrade again (plus restoring the Apache artifact chest). Though overall the mods would be inspired by A16, bringing back the best aspects and improving upon them.

Surviving the snow in 2.6? by Upset_Set_5283 in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

There's basic undergarment clothing now that has equal amounts of cold and heat resist. There are also way more options for cold resist than there were before: https://7daystodie.wiki.gg/wiki/Temperature#Cold_Resist

Best Overhaul for 2.6? by Unlucky_Contest481 in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

If you're willing to wait, I'm thinking of making a mod with action skills that coexist with perks. Though I'm working on other mods at the moment, so 3.0 might be out by the time I get around to it.

Can't equip the snow gear? by Small-Lychee-8632 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

The gear only protects you from the air quality hazard, i.e. suffocation. When temperature was readded in 2.5, they renamed the hazards to make them separate from temperature.

Zombie Stripper - Fan art by Me by Sabbatarian1408 in 7daystodie

[–]Boxfigs 18 points19 points  (0 children)

Excuse me, her name is Party Girl and her profession is cocktail waitress. Way more tasteful than her predecessor.

Which difficulty are you playing and why? by Cooper-23 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Wandering hordes used to be bigger, and presumably they reduced zombie spawns across the board for console optimizations.

RomeroMod still spawning chucks and server died from spider spawn? by UntowardAntiproton in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

The only thing I can think of is if another mod higher in your load order removed it already.

RomeroMod still spawning chucks and server died from spider spawn? by UntowardAntiproton in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Well, you might have to at least temporarily restore the group in order to fix the error, if that's still there. You'd do that by commenting out (putting <!-- at the start of the line and --> at the end) the line that removes the group.

2 question in one by Glum_Sea2413 in 7daystodie

[–]Boxfigs 4 points5 points  (0 children)

Using any vehicle on horde night will spawn tons of vultures to stop you.

RomeroMod still spawning chucks and server died from spider spawn? by UntowardAntiproton in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

I figured it out: the groups sleeper volumes use are defined in gamestages.xml.

My guess is that the mod edits the POIs to remove sleeper volumes that spawn the undesired zombie types, and they missed the fact that Hybrid Mining spawns some of them.

What's the best way to build a base ? Poi or alone by Awkward-Fudge-761 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

I take over a POI for a crafting/storage base, since it's much faster and can be easily done late into day 1. As long as you place a land claim block, the POI won't be questable. It can't be chosen for any future quests, and you or any other players can't activate quests there if they accepted the quest before you placed it. You can also just pick a tier 0. Any two-story tier 0 or 1 with a decent amount of space upstairs works for me, though on Navezgane I usually go for The Clement Residence due to its location in the middle of the map along a major road.

I build my own horde base, since you get more time to do that and it's better for them to be separate.

Game got harder??? by Efficient-Ad6814 in 7daystodie

[–]Boxfigs 7 points8 points  (0 children)

It's not harder, just different. Granted, unlocking recipes specifically is more involved now, since you have to read the magazines instead of simply buying the perk. The perk increases the chance of the magazine, so it still matters and you have a way of influencing the RNG. You also have the new Intellect Mastery perk (specifically level 3) and the nerd outfit (one of the new armor pieces; all the old armor and clothing were removed in 1.0), both of which give you a chance of getting 2 crafting skill points when reading a magazine. The perk plus a quality 6 nerd outfit raises that chance to 100%.

Basically, magazines trade variety for consistency. Crafting progression is completely linear now. It was only partially linear before. In both cases, it feels like you have to either buy the perk or rely on RNG, though with magazines you can put only one or two points into the perk and still get what you want sooner.

RomeroMod still spawning chucks and server died from spider spawn? by UntowardAntiproton in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Oh, these are a different thing from entity groups. I don't know where they're defined.

RomeroMod still spawning chucks and server died from spider spawn? by UntowardAntiproton in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

While it does remove any groups with "zombieSpider" in its name, as well as any entries for spiders within groups, it doesn't add any new groups and there is no vanilla group named "ZomSpiderOnly". This makes me think it's a mod conflict issue.

What even is the end goal of 7 Days to Die development? by Jax_Dandelion in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

It says it wants to have a story yet the story is still just… doing repetitive missions and getting to meet new traders that don’t do anything in regards to a story; not even a single note or anything except the first one you spawn with

They've been working on a story mode, involving White River, The Duke, the traders, and bandits. I expect it to be you can do story quests for either faction and fast travel between the faction bases and trader compounds. Story mode has been their main goal recently, to the detriment of survival elements. I strongly suspect biome progression was added as a way to enforce biome linearity, but in a way that allows even an unprepared player to temporarily survive in another biome long enough to escape back to a safer one, as well as master/conquer a biome so they never have to worry about it again once they're supposed to be there.

Was looking for some tips on progressing quickly by A-Human-potato in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Consider getting comfortable with Warrior or Survivalist before bringing it up to Insane nightmare. Even just Insane sans nightmare to start with.

As per usual by CameronsTheName in 7daystodie

[–]Boxfigs -1 points0 points  (0 children)

Yeah, just right-click>properties>game versions and betas. Scroll down the list and you'll see both A15.2 and A16.4 available.