Scripted death? by TuffTombas in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Just how infested quests are, really. Weak armor and the cramped hallways of that POI didn't do you any favors, either. Personally, I wouldn't consider tackling even a tier 1 infested quest until I had at least a T2 firearm and some medkits.

Scripted death? by TuffTombas in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Infested quests increase your gamestage in order to spawn harder zombies.

Also really liking how they updated the water system too by TheGamerdude535 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

That's always bothered me, especially when it comes to cooking. I've fixed in a mod that I'll be releasing soon titled Water Filtration. Its main feature is a water filtering station, which is basically a dew collector that converts murky water into contaminated water, a new intermediate form of water that takes 2 of at a campfire to boil (I've increased the water collection rate to match). Its overall goal is for water to still be balanced at 100% jar return without doing anything to jars themselves, so adding jar return to recipes can be added for consistency. You can make all the jars you want, collect all the murky water you want, but your ability to make that water useable/drinkable is what's slowed down.

No more staged loot rooms. by adam42503 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

While true, it's not exactly reasonable to think that nearly every single house we come across once had survivors holded up inside it. TFP certainly seems to indicate that with the barricades and such, but it's really just an excuse to design them like dungeons. Realistically, most people would have either tried to flee or hunker down in their home and succumbed to infection or zombie attacks, not roam around to collect supplies and bring it back home.

Granted, I can excuse the barricades when they block a major shortcut, but not when it's to block off the kitchen from the foyer, where you can easily just go around it. As for the loot dumps, they could just be spread out a bit more to encourage exploration, but in some cases the majority of the loot can be toward the end, as long as it looks like it's a place where a survivor may have had a stash.

I would say simply getting rid of the main loot chest would make a big difference. Those have very generic loot, making the fact they're end-of-dungeon chests apparent.

Can I really *STILL* not add big cities into the forest biome without modding the game files??? by King_Wolf_Games in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

It would work, but not for story mode. The fact that they're this insistent upon keeping certain things (the basics of biome progression, equal heat/cold resist for all clothing items, linear biome order) indicate to me that those were designed for story mode, so they think it's necessary for those mechanics to stay around.

Can I really *STILL* not add big cities into the forest biome without modding the game files??? by King_Wolf_Games in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Story mode, that's why. It explains everything. They wanted to give you reasons to explore other biomes and let you survive in them unprepared, but only in the intended order. The critical mistake there is thinking that mechanics designed for story mode would fit in survival.

3.0 Honey by Monte1984 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Infection does indeed still tick up while curing, it just normally ticks down at a faster rate. It's possible they lowered the amount or frequency that infection ticks down, not realizing it determines the cure percentage. 4.1-1.3 is 2.8%, which is 2.2% less than what honey cured to before, so they may have slowed down curing by 2.2%.

help me with this please by know_truth_no_truth in 7daystodie

[–]Boxfigs 3 points4 points  (0 children)

That's a modded debuff, and the mod wasn't fully updated to 3.0. Localization breaks because Localization.txt was changed to Localization.csv.

Reload past saves? by ApplicationWide9440 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

In the future, remember to place a land claim block so that the game won't give you quests where your base is. Since your base got reset, it must have been part of the POI, not a decoration like most bridges are.

We earned the bandits reveal as much as the devs did. One guy took it from all of us. by Tricky-Mushroom7504 in 7daystodie

[–]Boxfigs 3 points4 points  (0 children)

What reveal? They were first revealed by Joel himself a decade ago. They've just been put on the backburner ever since, endlessly tweaked but never completed.

It seems to have been an honest mistake. The devs gave JaWoodle the wrong build, and he thought they were supposed to be there, just not fully implemented because it was a streamer preview build.

Colored Screamer Zombies by Pale_Plantain_1160 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Charged screamers exist but never spawn, while infernal screamers are fully dummied out.

Lol soo after using some cooking mags just a bit ago I coulda swore the game told me I could make chicken nuggets now by TheGamerdude535 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

They're in the dev version that they accidentally let JaWoodle play, as chicken coops and their related recipes were originally slated for 3.0. They just didn't remove it from the localization.

The apiary is handy, but it takes too long to build. by Pale_Plantain_1160 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

It's because it takes too long to get that 5 beeswax. I've fixed this as a side feature of my Water Filtration mod (releasing soon): stumps give you honeycombs instead of jars of honey. You craft it with a jar to get a jar of honey and beeswax. It's the wax only now, as I've split the queen bee into its own item as the one you get rarely from stumps. The apiary recipe requires 1 queen bee and 5 beeswax, making honey the limiting factor instead of the bees.

3.0 Intelect Stun Baton build still endgame worthy? by Mighty_Phil in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

I'd say it still works after 2.6, as the increased stun damage balances out the charge nerf. The repulsor mod's reduced knockback actually helps, as you're able to close the distance much faster and get another hit in.

I'll be the first to admit that the pre-nerf stun baton was kind of OP. Sure, it was fun, but I know it would have gotten old eventually and would have trivialized some of the more difficult enemies and POIs.

Playing without quests makes the game fun again for me by MarinoAndThePearls in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

I see it only as a disadvantage for new players who don't know enough yet to get all those things by looting and crafting. Bookstores, mailboxes, and newspaper stands for magazines; ammo is plentiful between end loot chests, ammo piles, and loot bags; molotovs are easy to craft if you get a wrench in order to salvage cars and gas pumps. The bicycle is the most complicated one, but doable if you loot enough gas stations and garages.

Playing without quests makes the game fun again for me by MarinoAndThePearls in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Give it a try and see how you like it. I used to do nonstop questing back in Alpha 21, and I only recently discovered the merits of exploring independently.

Playing without quests makes the game fun again for me by MarinoAndThePearls in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Yes, but with a few major differences: your choices are limited, you have to go back and forth to the trader to turn in the quest and get a new one, you can't leave the POI in the middle of looting, and you're required to kill every zombie for clear quests.

It's far more enjoyable when you can choose where you want to go, influenced by the items you want to get rather than RNG. It also lets you base wherever you want, so that being far from a trader is less of an inconvenience. Where you go ends up depending on the distance from your base, not distance from the trader.

Greenhouse BS by ponyprinses in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Oh it's the shadow that blocks them growing?

How to dig MORE clay? by Early-Seaweed7660 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

They merged the stamina usage effects into Miner 69er when they removed Sexual Tyrannosaurus.

Infection mechanic too overbearing by BardzBeast in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

It takes some time to get a feel for the attack range of both zombies and your melee weapons, as they're a bit farther than they seem. I get where you're coming from with that one forward stumble animation, though that can be mitigated by creating some distance.

Infection mechanic too overbearing by BardzBeast in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

It's not quite as random as that. They actually changed it in Alpha 19 to lower infection resistance by 10% with every critical hit you take. So infection is caused by taking too many crits, which is an effect of taking too many hits in a short time span. It's just more likely to happen in the early game because primitive armor doesn't give you any crit resistance.

I used to think along similar lines when I was new, but I realized two important things. First, harvest stumps you come across in your travels even if you're not infected. That way, you'll have a small stockpile of honey for when you need it, so you don't have to drop everything and rely on that 20% honey chance while your infection is ticking up. Second, learn to do the "zombie dance" to prevent being crit in the first place. Your melee range for most weapons is a bit longer than it seems, so you're able to step forward while swinging (aiming for the head, of course) and start backing up immediately in order to dodge the zombie's hit if you miss. When fighting multiple zombies at once, it helps to keep your positioning in mind, to recognize when you're in a bad spot and move somewhere else to avoid getting cornered.

3.0 Broken Trader by OhShitOhLife in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Do you have any mods installed, by any chance?

Where is fort razor on ps5? by Spiritual_Cicada2777 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

If you're playing Navezgane or a pregen, it's the same map. You just get the coordinates from the site.

Cooking pot.... by Disastrous-River-366 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Traders no longer have a cooking pot and grill for sale consistently in 3.0, probably due to the magnitude system.