PC Bring back ammo quantities, or a close approximation.

Thinking about it some more -- perhaps you could try

  • Increasing how long each day lasts
  • Increasing loot abundance
Or if modding is fine

  • A mod that disassembles ammo you don't need into it's base parts so you can re-use it into ammo you do need, I think there are some of those floating around. For example https://7daystodiemods.com/ammo-disassembly/
  • You mention wanting to get rid of super z's, so maybe consider replacing zombies you don't want with something else, this thread explains how: https://steamcommunity.com/app/251570/discussions/5/364042703866683247/
  • Increasing just ammo quantity -- I dont know if there's a mod for that already, and im not an expert with the xmls but if you want to try you could look at loot.xml and adjust the quantities, for example increasing quantities for anything tied to ammo762mm so that when you do find that type of ammo, you find more of it
 
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If none of those appeal to you, you could also change the horde to be every 10 or 14 days, or whatever you prefer. 

Having more days between hordes will give you those exploration days you have lost.

 
That sounds tough -- Doesn't this eventually force you into going farther and farther out for supplies (and thus take up more time just to travel?)


Yes, I am an explorer open world type player.  I play on 10k map, and have only looked at 1/4 of of it.

Thinking about it some more -- perhaps you could try

  • Increasing how long each day lasts
  • Increasing loot abundance
Or if modding is fine

  • A mod that disassembles ammo you don't need into it's base parts so you can re-use it into ammo you do need, I think there are some of those floating around. For example https://7daystodiemods.com/ammo-disassembly/
  • You mention wanting to get rid of super z's, so maybe consider replacing zombies you don't want with something else, this thread explains how: https://steamcommunity.com/app/251570/discussions/5/364042703866683247/
  • Increasing just ammo quantity -- I dont know if there's a mod for that already, and im not an expert with the xmls but if you want to try you could look at loot.xml and adjust the quantities, for example increasing quantities for anything tied to ammo762mm so that when you do find that type of ammo, you find more of it


Didnt think about day length.  Might actaully do that one as it does not distort the parameters too much.

I think I will mod eventually.  Thanks for the links.  They are on "the list" of things to try eventually.  

If none of those appeal to you, you could also change the horde to be every 10 or 14 days, or whatever you prefer. 

Having more days between hordes will give you those exploration days you have lost.


I would like, if at all possible keep the 7D2D theme :).  I will have to mod the Romero mod if I try it before doing my own.  I know Khaine has explained how on his thread, since his mod omits the horde night.

 
That day length is pretty key. It seems innocent, but it really changes things, I would always mention day length if I've changed it from default. Long days are great for builders and chill playing, short days make for a lot more hectic cycle.

Most people I hear going for shorter days is because "the night is too long and I get bored". While that technically works to speed up the nights, you basically lose more time in a day that way. Any time you spend not being effective is taking twice as large a part of a day. Travel time etc.

You have hordes twice as often; they're not as long, sure, but you probably get more overall zeds as you never finish one within half the time.

If that's your reason, seriously consider longer days, you'll get more done between. If you go for longer days, also learn to use the nights well, that gives you plenty extra time still. At some point even questing at night isn't that different, half the zeds are ferals and thus running anyways; if you can handle them, you can handle running normies as well.

And ignore my tip about selling stone; if you have a box full, then sure, but I thought you were mining for an underground base or something like that - it's not really cost effective to intentionally mine for. If you have an accidental influx of extra stone, then go for it. Bake it into concrete otherwise.

 
The easy answers:

Day: 219

Lvl:  60

Stage:  144

Iron Pick Axe #5

Strength 7/10

TRex 3/4

69r 5/5

No traps on horde base, that is extra mx, which I dont have the time for.  It takes a game day to fix horde base, sort loot and travel to a couple of traders on bicycle.

I havent bought ammo from traders, might start.  I really only use traders to sell what I dont want/need and use dukes for brass.  I will see about selling stone for ammo.

Unsure about ammo loot qties, havent kept count.

I may have to resign myself to using traders for more stuff or questing, but I kind of dont like the concept.

I think if I have time next year I will learn how to mod.

If i get rid off super Zs I wont need that much ammo if at all.  The "Romero Mod" is enticing, but it has a bunch of stuff I dont want.

Anyways, ammo was not an issue prior to "the fix" for me :).


First let me say that I'll give some advice here but just ignore it if it harms the way you want to play. Mod the game it if that better suits you. But one thing is safe to say: The game does not force you to mine for days, not even in vanilla A20.

Turning brass into dukes is the most inefficient way to turn dukes into ammo (AFAIK). Even buying stuff that scraps into brass gets a better ratio (though I don't remember if trophies are still buyable at the trader). Even better is to buy casings or complete ammo at the trader.

The other source of brass is looting. If you don't use a wrench to at least wrench down anything that looks reddish in the game (for example those orange pipe connectors or candleholders) you are ignoring free brass.  

No traps on a horde base means you need the maximum amount of ammo and the horde does maximum amount of damage meaning a lot more time wasted for repairs EVERY week. Bulding some traps takes time as well, but that is only a one-time expenditure and when they work well they save you time for repairs and ammo scrounging every single week!! 

I view traps not necessarily as a means to make damage, but as a means to slow down the horde, make them waste time coming to me. Means less zombies to kill (less ammo) and less time to damage blocks (less repair). And more time to get in head shots because you don't have to deal with all zombies at once (more ammo efficiency. The most simple form of a trap by the way is just a one block deep trench that they have to jump into and out again. And if you have some narrow accessway for the zombies you save a lot of time to build trenches because they don't need to be all around your base.

Each week you travel to lots of traders but don't want to utilize them fully (to buy ammo for example). Why then even travelling to all of them? Sounds like forcibly wasting your time, especially since you use the bicycle instead of a faster vehicle. After 219 half-days you should have got ample opportunity and money to buy yourself a motorbike, or build any of the advanced vehicles as you should have found the recipes to complete at least one advanced vehicle by now.

You have miner69er and sexrex fully perked but don't use a steel pickaxe. Another inefficiency. Do you at least drink coffee if you have read the book that gets you more resources when you have the coffee boost? Anyway, with a steel pickaxe you have to drink coffee anyway to manage your stamina.

 
Turning brass into dukes is the most inefficient way to turn dukes into ammo (AFAIK). Even buying stuff that scraps into brass gets a better ratio (though I don't remember if trophies are still buyable at the trader).
That sounds a bit off... spinning up a game, brb.

So, you get 112 brass from a scrapping brass candlestick (150 smelting), you can buy one for 324. (no skills involved, had a cigar on, 360 for non-buffed (I hope)) Not worth to buy until you have hefty bonuses for trading.

The other stuff seems to wary, the worst I saw is: you're better off selling a "short" faucet and smelting the dukes than scrapping it (17 dukes or 12 brass)

Casings cost 27 per 10, so 2.7 brass each = clearly worth a buy.

EDIT: Oops, that's with a cigar (10%), can't remember them all ... :)

 
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That sounds a bit off... spinning up a game, brb.

So, you get 112 brass from a scrapping brass candlestick (150 smelting), you can buy one for 324. (no skills involved) Not worth to buy until you have hefty bonuses for trading.

The other stuff seems to wary, the worst I saw is: you're better off selling a "short" faucet and smelting the dukes than scrapping it (17 dukes or 12 brass)

Casings cost 27 per 10, so 2.7 brass each = clearly worth a buy.


Yes, the info about buying brass items is what I remembered from an earlier alpha and might not be true anymore. That is why I added the AFAIK. Always good to do the math yourself to check such information is still valid.

But isn't the ratio for smelting 3 dukes to 1 brass? Or am I totally off here?

 
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First let me say that I'll give some advice here but just ignore it if it harms the way you want to play. Mod the game it if that better suits you. But one thing is safe to say: The game does not force you to mine for days, not even in vanilla A20.


@Rotor

I feel like I was summoned

https://github.com/BFT2020/IncreaseAmmoModlet.git

This modlet will easily increase the quantity of ammo dropped.  I have it set to double right now, but instructions are in the progression file on what to change to tweak it to your desires.

At the start of a new game, a schematic will be loaded into your toolbar.  Read it and it will globally increase ammo quantities.  It is based on the Lucky looter ammunition book.

If you want it in an existing game, go to creative menu and search for note_IncreaseAmmoDrops

Didn't get any errors in game and I set it to 5 (500% increase) to check.  Got over 150 7.62mm in a locked chest.

 
@Rotor

I feel like I was summoned

[/QUOTE]


Hehe

https://github.com/BFT2020/IncreaseAmmoModlet.git

This modlet will easily increase the quantity of ammo dropped.  I have it set to double right now, but instructions are in the progression file on what to change to tweak it to your desires.

At the start of a new game, a schematic will be loaded into your toolbar.  Read it and it will globally increase ammo quantities.  It is based on the Lucky looter ammunition book.

If you want it in an existing game, go to creative menu and search for note_IncreaseAmmoDrops

Didn't get any errors in game and I set it to 5 (500% increase) to check.  Got over 150 7.62mm in a locked chest.


Interesting.  I will try longer days first, if not this.  Mucho grass.

 
Personally I feel there is too much ammo. 

Ammo should be way more rare than a can of food. 

 
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