Recent content by dzxmsf

  1. dzxmsf

    The issue with weapon damage distribution that has existed since version A21

    I used shotguns merely as an example. This flawed damage calculation logic applies to every weapon in the game. I hope the dev team will not only adjust shotgun stats as a temporary fix.
  2. dzxmsf

    The issue with weapon damage distribution that has existed since version A21

    I also have several suggestions regarding mechanical reworks for tools such as wrenches. These tools only boost block damage in a crude manner, which allows Tier 3 wrenches to function as effective steel pickaxes. Therefore, I propose the following adjustment: set their base damage against...
  3. dzxmsf

    The issue with weapon damage distribution that has existed since version A21

    This is the revision solution I implemented via custom mods. Besides that, the newly added Item Magnitude stat variance system marked with star icons in Version 3.0 has triggered severe balance collapse. It is entirely possible for high-magnitude Knuckle Wraps to outdamage Iron Knuckles, which...
  4. dzxmsf

    The issue with weapon damage distribution that has existed since version A21

    TFP’s weapon damage distribution mechanic is crude and simplistic—it simply adds flat integer damage values, yet this creates a fundamental flaw. Take the Auto Shotgun as an example: standard buckshot ammo deals 10.1 entity damage per pellet and fires 10 pellets per shot. The Auto Shotgun has a...
  5. dzxmsf

    Modification Suggestions for Tools Such as Wrenches

    There is an unreasonable design with salvage tools in the game. They simply boost block damage in a crude way, which allows impact drivers to break doors and even mine blocks. Therefore, I propose a revision plan: set their block damage to a very low value, while greatly increasing their damage...
  6. dzxmsf

    I hope whoever adjusted the firing mechanics of robotic turrets in version A19 gets to see this post.

    The shooting animation for the trash turret when held in hand was designed to match a fire rate of 105.6 rounds per minute. However, when its fire rate is boosted, the animation still runs only at the original 105.6 rounds per minute pace. 1781276394 Furthermore, as a high-pressure air gun, it...
  7. dzxmsf

    I hope whoever adjusted the firing mechanics of robotic turrets in version A19 gets to see this post.

    It increases the firing rate when held, yet the firing animation is out of sync. Isn’t this shoddy workmanship, or simply cutting corners technically?
  8. dzxmsf

    JunkTurret operation logic issue

    I also want to report another minor issue that I don’t think merits a separate post. When the animation for pulling the grenade pin plays, it removes the safety lever as well, yet the grenade’s fuse timer doesn’t start counting down right away. The timer only begins after you throw it. The...
  9. dzxmsf

    Issues with the expert perk and skill books for the shock baton

    When you max out the Tech Junkie perk to level 4, the bonus from the book perkTechJunkie6BatonChargeLongDesc becomes completely useless. This design feels like a total waste of a skill book’s value. Even though the shock baton grows much stronger with maxed Tech Junkie, playing with it loses...
  10. dzxmsf

    I hope whoever adjusted the firing mechanics of robotic turrets in version A19 gets to see this post.

    【I find it quite amusing that the shooting mechanics were changed starting from v】 https://www.bilibili.com/video/BV1MbE16dEge/?share_source=copy_web&vd_source=25a8a5af2b54093d032223290c9ad1a7 In version A18, no matter how many times the fire rate was boosted, the handheld firing speed stayed...
  11. dzxmsf

    This is a feedback thread regarding errors in the Chinese localized translation.

    1:foodT2-5,progression,Attribute “第2级:牛牛排配土豆”,It has an extra character "牛". 2:perkPistolPeteCompleteName For-this book series, Volume 6 incorrectly translates the term as hollow-point rounds, when it actually refers to armor-piercing rounds. 3:Perk Tech Junkie skill line: In the skill books of...
  12. dzxmsf

    Regarding the strength relationship between shock batons and Junkturret

    Shock batons and robotic turrets were introduced in Alpha 18 as weapons scaled to the Perception stat. Stat-wise, the shock baton had a base damage of 10.8, while Junk Turret rounds dealt 11.8 damage. The Junk Turret was clearly designed to function as a firearm with firepower on par with the...
  13. dzxmsf

    JunkTurret operation logic issue

    1781253025 https://www.bilibili.com/video/BV1RfE16NEL4/ 1781253126 This issue has existed since version A19, yet surprisingly it still hasn't been fixed after all these years. 1781253203 1781253204
  14. dzxmsf

    Sound effect error of the stun gun

    Since the stun baton's charge mechanism was modified in the A21 version, there has been an issue that remains unfixed to this day. Before explaining it, we need to first understand its charge mechanism. Initialize charge progress <triggered_effect trigger="onSelfEquipStart"...
  15. dzxmsf

    perkTechJunkie7Hydraulics (+10%RoundsPerMinute)

    Tech Enthusiast Volume 7 – there’s a bug in the original code. TFP presumably intended the effect tag tags="perkTurrets" to only apply to handheld robots, while tags="perkTurrets,deployed" would exclusively affect deployed robots, with the two being mutually exclusive. However, it seems the TFP...
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