PC V2.6 EXP

Just wanted to say that requiring jars for the dew collector is a dumb idea. Why even use a dew collector if you are going to use jars that you could just immediately fill from a water source? It makes the dew collectors pointless and forces people to use jars when they don't want to.
The game needs loot dumps, adding jars for dew collectors helps get them off a server.
 
Adding jars as a requirement for dew collectors to work renders dew collectors completely obsolete.

I get that "the argument" was "I want realism in my realism survival game", but I can currently craft a bucket, right-click a water source, bring that bucket home to a 1x1x1 "sink", and infinitely fill jars with murky water.

Making dew collectors require jars as a fuel source renders dew collectors obsolete. I know I said that as the first sentence, but I feel it needs to be said again to hammer the point home.
 
Everyone plays differently-- but in my game it's RIP dew collectors from a pragmatic standpoint. I just craft jars, fill them up in my in-base water source, and boil them in a regular campfire. No need to read 15 magazines, build dew collectors, acquire the mods, or any of that. I get the same exact result with a water source and a campfire. It's fine. The dew collector is there as an option for folks who want to build one and I probably will build one for roleplay purposes if nothing else.

It is nostalgic crafting jars again. It gives you that old time 7 Days feeling without needing to find clay deposits under rivers and lakes to make the jar mold....haha. I've been playing the default 60% jar return and it isn't bad. Seems like the 40% jar nonreturn chance happens way more anyway...lol

I'm not an efficiency player by any standard but not even I can justify putting the effort needed for a dew collector when a campfire + well inside my base is already the established way of making drinkable water way before I can even get the recipe for a dew collector.

I congratulate the jar heads around here on their victory. :)
 
I think the change of the zombies spawn types in the snow and wasteland is great!!!! I think the desert should have the same but just ferals
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Also I think removing the crusable needed for the jars is a bit unneeded
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congratulate the jar heads around here on their victory. :)
Next March is too LBD!!!!
 
Can we get bandits, and some recruitable NPC's thanks!

Bandits are coming in 3.0.

TFP have repeatedly said they're not going to create recruitable NPCs. (At least not human ones.) If you want more than the drone, you'll have to go with mods.

Also:
  • Dew Collectors now require jars as "fuel" to produce water.

Thank you for this.

I was going to make a mod to do that, but it wouldn't be easy without the dew collector and apiary fuel windows being separated in the code, which I thought would not happen until the chicken coop was added.
 
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so let's find a way to make everyone have to use it" type of thing.
For the play through I just finished (50+ days) I had jars recovery set to 0% and I didn't make a dew collector. I had no issue with thirst and hunger and no issue crafting anything requiring glue. And when it came to infection (which was happening a lot to me on this run), I had no need to make an apiary.

All other settings were default.

Between loot and traders, I had everything that I needed. But I guess it all depends on one's play style and if you're solo or with friends.

From my perspective, (and you're going to love this) I would like it if crafting, farming, cooking, etc was a lot more of a necessity. All I need is a forge, workstation and campfire. I get tons of gas from trader rewards. I get tons of ammo from infested quests. I get tons of food and drink from loot, traders and vending machines. So many features go unused for me because there really isn't any need for them.
 
With the changes of biome spawns to the wasteland and snow biome, has adding dynamically evolving (to your game stage) wandering hordes been discussed at all? :) Regardless if you mod in larger wandering hordes or leave it at vanilla levels, it's a bit underwhelming past the first few weeks to continue to experience hordes of bog standard zombies that you can effectively curb stomp for XP. Having them slowly introduce ferals and elite zombies could be cool?
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Everyone plays differently-- but in my game it's RIP dew collectors from a pragmatic standpoint. I just craft jars, fill them up in my in-base water source, and boil them in a regular campfire. No need to read 15 magazines, build dew collectors, acquire the mods, or any of that. I get the same exact result with a water source and a campfire. It's fine. The dew collector is there as an option for folks who want to build one and I probably will build one for roleplay purposes if nothing else.

It is nostalgic crafting jars again. It gives you that old time 7 Days feeling without needing to find clay deposits under rivers and lakes to make the jar mold....haha. I've been playing the default 60% jar return and it isn't bad. Seems like the 40% jar nonreturn chance happens way more anyway...lol

I'm not an efficiency player by any standard but not even I can justify putting the effort needed for a dew collector when a campfire + well inside my base is already the established way of making drinkable water way before I can even get the recipe for a dew collector.

I congratulate the jar heads around here on their victory. :)

I probably won't craft dew collectors again personally, but I can theoretically see them getting a minor use if the player is lazy and doesn't want to manually fill up dozens of jars every time?
 
  • Dew Collectors now require jars as "fuel" to produce water.
  • Jars no longer require the crucible to be crafted.
  • The default jar refund chance is now set to 60%.
  • Dew Collector output now has 3 rows for a total of 9 slots
These are some very positive changes regarding water balance. However, I believe that the Dew Collector should also get at least some small advantage, something like "33% chance to collect clean water instead of murky water", but it's not essential. The most important thing is that now it has become not the main source of water, but rather a convenience at the base, which is what it should have been from the very start imo.

  • Added tougher biome spawn zombies to the snow and wasteland biomes.
  • Radiated, charged and infernal mutated zombie's ranged attacks now have increased distance, speed and different patterns
  • Increased mutated zombie ranged attack damage
Mutated zombies are finally a threat! I tested them, and the Radiated variant already seems like living artillery — it's so cool!!

You've outdone yourself, one of the best balance updates in recent times🔥
 
Disappointed the opaque glass being tied to occlusion setting is pushed to 3.0, will be sitting out this update and any further 2.x updates as I would like to see out my windows in my base and not a solid grey color.
 
2 nice pvp updates, definately want to see more in the future.
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Yea, PVP needs more love
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Just wanted to say that requiring jars for the dew collector is a dumb idea. Why even use a dew collector if you are going to use jars that you could just immediately fill from a water source? It makes the dew collectors pointless and forces people to use jars when they don't want to.
I suggested previosly to make dew collector clone which could require jars with name " Dew collector (jars)"
 
  • Dew Collectors now require jars as "fuel" to produce water.
  • Jars no longer require the crucible to be crafted.
  • The default jar refund chance is now set to 60%.
Will cans be returned when fired from the grenade launcher? Or will I now have to craft half a crate of empty cans for each Blood Moon?
 
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