srusright.blogg.se

7 days to die base schematics
7 days to die base schematics





  1. #7 DAYS TO DIE BASE SCHEMATICS INSTALL#
  2. #7 DAYS TO DIE BASE SCHEMATICS MOD#
  3. #7 DAYS TO DIE BASE SCHEMATICS MODS#

Then require books for the ability to do do something you'd do a lot of: repair a type of weapon, build medical supplies, concrete, do farming, different paint types, etc. I'd say require rare items\parts for things you would normally build few of: crafting stations, vehicles, turrets, generators, etc. Requiring rare items is best for rare events otherwise it becomes a grind.

7 days to die base schematics

Whereas requiring an item to have the ability to repair guns would be a rare, but one time, thing. Gun repair happens pretty frequently and it would be grindy to need to stockpile rare items for that purpose. Take gun repair for instance, requiring a rare item to fix a gun is totally different than requiring a rare item to have the ability to fix a gun. I agree, though it doesn't seem to fix the whole problem. That would be sufficient for me at least. So you can learn craft skill through perks, but still need that rare/legendary drop to actually craft it. Think of engine to make a bike instead of crafting literally everything. Rare loot-able parts would be sufficient to me. How is a17 going to keep looting fun and playthroughs unpredictable with this new system? We were really hoping the loot\schematic based gating was going to be expanded, but it seems to have been mostly eliminated instead. (Gating meaning something that prevents the player from crafting\repairing certain items until they find or do something to unlock it.) It looks like a17 is going to transition from unpredictable non-linear loot\schematic based "gating", to predictable linear perk\xp based "gating". We generally get bored pretty quickly after we get all the "critical" items\schematics and start a new playthrough to bring that thrill back.

7 days to die base schematics

It makes new playthroughs exhilarating and keeps the game from becoming stale. You don't know how long you're gonna be stuck with basic weapons, unrepairable guns, lack of transportation, etc.

#7 DAYS TO DIE BASE SCHEMATICS MODS#

I can only think of 5 mods that are useful in pickaxes and the burning shaft is probably not needed by the time you find both of schematics because of helmet lights.My friends and I have played the hell out of this game for years now, and one of the things that keeps us coming back is how fun the unpredictable loot-based crafting is.

#7 DAYS TO DIE BASE SCHEMATICS INSTALL#

But I guess if you have a lot of mods you want to install it could be interest. I also noted you had an item called "Iron Bunker Buster" but your recipe unlocks an item called "modIronBunkerBuster".īy the way I don't think anyone would want to combine the mods, since having them installed as two separate mods gives you a bigger damage boost.

#7 DAYS TO DIE BASE SCHEMATICS MOD#

Based on the code I downloaded from GG2015's mod which seems to use a different name than then the recipe you posted. I figured I'd try write and test the idea Gazz suggested, this seems to work. Maybe this will be useful for anyone else that wants to create items and or schematics. Then made that schematic unlock the item (item_modifiers.xml): I created a schematic for it (items.xml): That wheel schematic using a dummy item is something I'll try to remember going forward, great tip!

7 days to die base schematics

Both schematics should be read then the (edit)item(/edit) would be available for crafting. is there some way to implement 2 schematics unlocking a recipe?" and "not unloc kable by 2 schematics given the code listed above" would communicate the idea, however language is not my strong suit so I do apologize for confusing language.

7 days to die base schematics

They don't seem to be developing it anymore and I'm not entirely sure it ever worked.Īs for clarifying what I'm requesting, I thought the title, "Can you make 2 schematics unlock a recipe?" and lines like, ". Hi meganoth, I thought I had listed the code in question, however if you want to see the entire modlet that I'm attempting to get working, it is GC_IronBunkerBusterCombined at.







7 days to die base schematics