PC Forge Schematic

Dark_Shadow_231

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I've been trying to play where I specialise in a particular skill tree, not branching out into others.

One thing I've found, it seems quite hard to get a forge.

I've found workbench and chem station schematics in broken ones around, but I never see broken forges in any poi's (with the exception of the traders).

Is it just me?

If not, maybe they could add other things in poi's to find them in, maybe make those wood burners or fireplaces searchable for them?

 
I agree, it seems the first point in Advanced Engineering is mandatory at the moment.

Maybe having the chance of finding a forge recipe in ANY other destroyed workstation or at least in workbenches as well as forges could balance that out.

 
I've found workbench and chem station schematics in broken ones around, but I never see broken forges in any poi's (with the exception of the traders).
I know only one POI with a forge. It is a T4 POI but I don't remember the name. Your best chance to find the schematics are POIs with many bookshelves, like House Modern 05, or Crack a Book Stores.

 
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There is at least one normal house POI with a forge in it that I've seen recently (using it as an early base, coincidentally).  I remember others that have had workbenches and even forges in some of their garages.

 
I know it's not exclusive, I do know from previous plays there are some POI's with forges in.
The point is the tech tree development. You generally expect to find t1 weapons and stations before t2.

I expect to unlock the forge before the workbench or cement mixer..

If forge is the t1, there should be more of these than workbenches early game to search. Otherwise something needs to offset this.

Another idea, maybe add a small chance to find the schematic in an oven or something?

 
RnGeezus be with ya.....NOT!

My current playthrough I looted a workbench scheme but had to give in and spend a point for a forge.

 
which is why i am glad we have the reading for crafting in a21, now the t1 so to speak is the dew collector and then the forge and next and next and next..

so yes you will start at t1 and progress up as expected.

while some are complaining, i am 100% for the new way.

so far after weeks of new seeds and testing, i have always unlocked the t1 on the first day. its not as hard or complicated as some make it to be. :) (trust me.... ima doctor... oooops thats jen's line)

 
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Another idea, maybe add a small chance to find the schematic in an oven or something?
I have no idea how things will shake up in A21, but I think trash piles/trash cans are too often overlooked. In my current playthrough, I was incredibly lucky to find both workbench and chem station schematics in trash in the same POI I was questing in, day 1. One of the few times RNGeezus was looking out for me.

Although we're on the topic on Forges, the fact that I found the other two in the trash makes me feel like there might be just as good of a chance to find the forge that way as well, however low that chance is. I haven't looked at the xmls, so can't say for certain.

 
I've been trying to play where I specialise in a particular skill tree, not branching out into others.

One thing I've found, it seems quite hard to get a forge.
Same

However, I often make the an additional stipulation; that the 4 bonus skill points for the starter quest can go in any tree (but not the main tree stat).  That way I do not have to go without some of the QOL skills

 
I still don´t get the appeal of speccing into one attribute only. Playing this game is about surviving during a zombie apocalypse and i will do whatever is needed. Why would you put up with RNG luck when a single point spent solves your problem?

 
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Why would you put up with RNG luck when a single point spent solves your problem?
In the current setup, there's no real need to optimize anything, so anything goes. But why would I sacrifice a single shred of combat effectiveness for an unnecessary crafting station, which I will get in any case?

 
In the current setup, there's no real need to optimize anything, so anything goes. But why would I sacrifice a single shred of combat effectiveness for an unnecessary crafting station, which I will get in any case?


Well, if you don´t mind another week without a forge you wouldn´t propably. I have played games where i haven´t seen a forge recipe for more than 2 weeks. You really gotta like beeing dependent on RNG to do so. Wich i for myself really don´t like in the survival genre.

And do you really need every shred of effectivness in the current state of the game? Not really. I play on survivalist when playing vanilla and i can afford to spend points on crafting stations and vehicles easily. I even get a farm up and spend points for that too.

 
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I agree with @pApA^LeGBa.  It's just a choice to go into combat perks early.  I start out a little tougher as I cancel out the starter quests (so no free 4 perk points at the beginning).  I typically will spend my first points in more survival perks (master chef, cardio, Huntsman, Living off the Land, Iron Gut, Pack Mule, etc.) as I want those bonuses early on as I am struggling initial game.  I can adjust for having less stamina to swing my melee weapons early game or deal not as much damage with them if I can ease up my survival aspects of the game.  That means if I think I need a forge (and haven't found the recipe yet), then spending a point in Advanced Engineering is not out of the question.

Though in my playing, finding a forge schematic hasn't been the issue.   Typically the time I get hung up on a workstation has been the workbench.    I have had several playthroughs where I had a working forge and have unlocked schematics for the chemistry station / higher tier items but yet to unlock the workbench through the schematic.

But that is what makes 7D2D fun to play, as you can emphasize or deemphasize any of the perks based on how you want to play.  I modded out the option of unlocking crafting recipes via the perks (so you have to find the schematic) which makes it even more interesting at times.  However, even with no recipes unlocks via perks, I was still perking into survival perks first before I even thought of combat perks.

 
which is why i am glad we have the reading for crafting in a21, now the t1 so to speak is the dew collector and then the forge and next and next and next..

so yes you will start at t1 and progress up as expected.

while some are complaining, i am 100% for the new way.

so far after weeks of new seeds and testing, i have always unlocked the t1 on the first day. its not as hard or complicated as some make it to be. :) (trust me.... ima doctor... oooops thats jen's line)


That's one of the reasons I am looking forward to the A21 crafting changes.  It always got me that I could find perk books in the PopNPill and Shotgun Messiah crates, but never have a chance to find a schematic under those themes (like medicine schematics in the PopNPill or weapons in the SM crates).

 
And do you really need every shred of effectivness in the current state of the game? Not really.
That was the point in my first sentence; the game doesn't demand either so it's just up to whatever a player chooses to do; either optimize something as I gave an example for, or faff about in various ways as most of us seem to do for the most of the time. Faffing about with an AGI-only build isn't exactly a weird thing at that point.

I've tried plenty of styles myself, the purists are pretty appealing for their power. For a forge, the first thing I might want one for is a tier 2, quality 5 melee weapon, which is usually some five hours into a game. By that time I should be able to either buy or wrench the Forged Iron, or have a "lucky" forge already (schematic, coin or quest). If none of the above, I might consider the skill point, but I'll probably do fine with the Tier 1 melee for a first horde anyway.

 
I still don´t get the appeal of speccing into one attribute only. Playing this game is about surviving during a zombie apocalypse and i will do whatever is needed. Why would you put up with RNG luck when a single point spent solves your problem?
Trying different playthroughs, doing things differently. A game like this that goes on endlessly needs things like this to keep fresh.

Also by doing things like this you start to see balance issues, like this.

That's one of the reasons I am looking forward to the A21 crafting changes.  It always got me that I could find perk books in the PopNPill and Shotgun Messiah crates, but never have a chance to find a schematic under those themes (like medicine schematics in the PopNPill or weapons in the SM crates).
That I am looking forward to as well.

Gas stations will frequently have a forge in the back. that's all I can think of
Hmm, will check this. Good tip, thanks.

 
@Dark_Shadow_231 Balancing issue? No it´s not a balancing issue, you deceided to play in a certain way, restricting yourself a lot and that made it a problem. It´s a selfmade problem. The game absolutly shouldn´t be balanced to comfort pure builds.

I played 7k hours since 2013, i know what you mean with keeping things fresh, but purely skilling one attribute is no fun to me. Luckily there is a ton of overhaul mods to keep things fresh for me.

 
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Side note, is lvl 10 AGI worth the the points?
That's highly a matter of playstyle and preference. After the 7th point the attributes get pretty weak per point, but they're also the only things that will make your default loadout better; especially if you're playing strictly with the designated gear.

 
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