Stay out of the wasteland my boyIs it bad that I have six fingers on one hand?
So that's why you always count up to 11.Is it bad that I have six fingers on one hand?
As long as you have only 4 on the other then it all evens out. Good to go.Is it bad that I have six fingers on one hand?
Here's hoping. Some of the current pieces and sets could use a rework.that is totally fair~ mostly i was being pithy though. with, you know, the current way things go it is not an impossible monkey-paw wish
Hello. My name is Inigo Montoya. You kill my father. Prepare to die.Is it bad that I have six fingers on one hand?
You must be that little brat I taught a lesson to all those years ago. Simply incredible.Hello. My name is Inigo Montoya. You kill my father. Prepare to die.
Not really, it just makes you handier than most.Is it bad that I have six fingers on one hand?
3.0Sooooo, what's next?
I kind'a lost track of what we're waiting for next with all this joking and bantering...![]()
Seeing as how people complained about the Fun Pimps removing glass jars, and they have now returned dew collectors are useless.3.0
There’s a different thread about it. But here in the 2.6 thread we can get back to why they messed up the dew collectors of 2.6.
It’s inconceivable!!
good to see the city stutter finally addressed, that was easily the most noticeable issue for meView attachment 38878
Hello Survivors!
V2.6 Stable is here with a group of fixes, tweaks, and gameplay changes.
Here are some of the highlights:
We identified the reason for the severe hitches in cities and were able to address the issue.
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%.
Zombie XP has been re-balanced based on type, HP, and Damage.
Added tougher biome spawn zombies to the snow and wasteland biomes.
Changelog:
Added
Changed
- Discord friends' sessions now appear in server browser's friends tab
- Replaced properties list for zombie xp values at the top of entityclasses.xml
- Added Roaming sounds for animalChicken and animalChickenHostile
- RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles
- Radiated, charged and infernal mutated zombie's ranged attacks now have increased distance, speed and different patterns
- Enemy AI now play an alert sound when they run away from either an entity or being hurt
- RWG conversion of one L tile to a Cap per district group unless the group would split
- Stag and Doe now have roam and alert SFX
Fixed
- Removed the Bone Knife requirement from the Harvest Animals Challenge
- Updated loot list parameters to include ignore_loot_abundance="true" for construction crate, hidden stash, and buried treasure
- Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants
- Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants
- Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30
- Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50
- Adjusted the wasteland weather with new hot and cold events
- Refactored zombie xp progression based on zombie HP and Damage
- Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group
- Adjusted various zombie HP values to align better with other zombies in their group
- Increased player kill XP
- Removed legacy "Boss" EntityDamage passives from Radiated Utility Worker and Radiated Businessman
- Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage
- Updated loadingTipApiary to warn about closing the Apiary instead of when opening it
- Dew Collector requires jars as a "fuel type" to produce water
- Crafting jars no longer requires the crucible
- Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars
- Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)
- PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending
- Increased dire wolf and zombie bear hearing and sight ranges
- Increased mutated zombie ranged attack damage
- Bears can now fit through 1x2m openings
- Snakes now play footstep sounds
- Improved terrain blending where topsoil is removed
- Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone
- Updated harvest tags on several blocks for perkJunkMiner
- Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand
- Updated localization for armor perks to describe their loot boosted items
- Separated the dew collector and apiary fuel windows in code and XUI
- Dew Collector output now has 3 rows for a total of 9 slots
- Replaced old buff names used in logic for Stage 2 storm buffs
- Reduced completion requirements of several medical challenges to 5 - If the challenge cannot be redeemed, one additional cure will trigger the completion
- Updated comment for BiomeProgression property in serverconfig.xml
- Reasons for severe hitches in cities were identified and fixed
- Paint rotation on baseboard in hospital_01
- Switching Challenge tabs should no longer cause them to flicker
- Large Quest Generators now display their smoke particles correctly
- Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped
- Localization typo in some quest reward bundle descriptions
- Removed debug logging of friend IDs
- Vultures on a dedicated server would only attack once
- ChangeBlocks could set the wrong neighbor block’s topsoil to broken
- AI targeting range for nearest player was too short and inconsistent
- Bear attack was hitting before animation hit
- The spawner source was set after the entity was spawned in four cases
- RWG mixer was using mountains instead of burntForest_mountains
- Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active
- Apiary fuel is no longer lost when the apiary is picked up
- Progression bar no longer resets if fuel is removed from collector class workstations
- Shift-Click for "fuel" items in the collector class workstations is now working
- Set the default jar refund rate to 60%
- Floating platforms on growing trees are no longer possible
- Issues with adding/removing vehicle storage mods and item loss
- Large ragdoll forces no longer launches small animal corpses long distances
- Sleepers had too short of a kill off timeout официальный сайт казино
- Rogue Armor Set cowl would not show correctly
- Road texture blending on low settings when a new world is first loaded
- Third person character speed was affected by god mode speed modifier when it shouldn't be
- Improved quick swap slot assignment when scrolling through toolbelt on controller
- Issue resolved with hitches in big cities
It wasnt noticeable for me on pc but on console it got pretty bad mostly in down town wastelandgood to see the city stutter finally addressed, that was easily the most noticeable issue for me
I don't know how accurate this is, but sounds like the AI found the correct information:Who can tell me what the graphics setting called "LOD Distance" affects?
When i change the strip, nothing seems to change and the fps remains the same? unlike the option called "Object Quality" - i see the LODs changing when switching...and this really affects the fps...
I don't think he can be aware, because the settings of the 7dtd are not a common situation for everyone.I don't know how accurate this is, but sounds like the AI found the correct information:
I don't think he can be aware, because the settings of the 7dtd are not a common situation for everyone.
And it is unlikely that anyone discussed this earlier on the Internet where the AI gets information from..