7 Days to Die

7 Days to Die

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Mister Zero Nov 18, 2024 @ 6:09pm
FLAMETHROWER!
So I'm playing...a different game...one that....isolates you. It is very...alien...to the style of 7DtD. Hehe.

Anyways there is flamethrower in the game. Using it is very fun!

How fun would it be if this game had a flamethrower. I mean I guess it'd be useless on horde night, but plenty of weapons are useless on horde night.

This isn't really a big deal. I think it'd just be fun.
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Showing 1-15 of 17 comments
Ensign Toby Nov 18, 2024 @ 6:55pm 
If it's anything like Molotov's, I'd would just Set my Face of Fire Faster...

That is really NOT as Fun as it Sounds. Pretty soon, you burn sumthin' 'portant.
:welpface:
Last edited by Ensign Toby; Nov 18, 2024 @ 8:06pm
ChumSickle Nov 18, 2024 @ 8:35pm 
Only benefit I have ever seen of setting baddies on fire has been to make sure they are dead without having to check if my exp went up.
TheChoccoBiccy09 Nov 19, 2024 @ 12:14am 
I’m surprised the above two comments are saying it’s not as fun as it sounds (each to there own though).

If anything, this games needs MORE iconic/fun weapons. A badass chainsaw that shreds through zombies (one currently in game is lacklustre), a katana to decapitate every zombie you meet, a flame thrower to turn the hordes into rotten roast meat and so on so forth.

I’m not saying the ones we currently have are bad or anything, just a bit boring and forgettable. Though the intellect weapons do a good job of being fun to use.
pApA^LeGBa Nov 19, 2024 @ 12:44am 
Originally posted by ChumSickle:
Only benefit I have ever seen of setting baddies on fire has been to make sure they are dead without having to check if my exp went up.

Molotovs are a great way to kill them behind doors or walls. The fire spreads trough them, just throw it on the door and watch them burn while they can´t get you.
william_es Nov 19, 2024 @ 3:29am 
Setting zombies on fire is generally, not a good idea. They don't feel pain. So 10 seconds after you set them on fire, you'd have a zombie ON FIRE trying to grab and eat you.
onanonehand8 Nov 19, 2024 @ 4:36am 
How about light sabers?
Ensign Toby Nov 19, 2024 @ 4:40am 
NUCLEAR Hard Grenades... Fight Me! - if you DARE (I've got Nukes).
:welpface:
Brevan Nov 19, 2024 @ 5:20am 
There are already mods (e.g. Darkness Falls) that allow you to use flamethrowers, give one of them a shot. Just keep in mind that Fire doesn't kill nearly as fast as bullets, so it'll be similar in effect to surrounding your walls with campfires and having them all turned on (pretty terrible for horde night, since each campfire only has 100HP, so they die fast to grenades, cops, or stray bullets. It's a good idea to have the camp fires die out before morning... or there will be Screamers).
NHLreturns (Banned) Nov 19, 2024 @ 7:00am 
this game would benefit from a lot of cool things were added

but you know, they don't care so... gg
JoeSloeMoe Nov 19, 2024 @ 8:03am 
As a side note, in blocks.xml there is a hidden flamethower block:
<block name="flamethrowerTrap">
<property name="Extends" value="dartTrap"/>
<property name="CreativeMode" value="None"/>
<!-- <property name="StartSound" value="darttrap_start"/> -->
<property name="BurstFireRate" value="0.3"/>
<property name="AmmoItem" value="ammoGasCan"/>
<!-- <property name="UnlockedBy" value="craftingTraps"/> -->
<property name="DisplayType" value="blockElectricalHardenedMulti"/>
<property name="Model" value="Entities/Electrical/flameThrowerTrapPrefab"/>
<property name="ModelOffset" value="0,.5,.5"/>
<property name="MultiBlockDim" value="1,2,2"/>
<property name="WaterFlow" value="permitted"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="TraderStageTemplate" value="electricTier3"/><!-- flamethrowerTrap -->
<property name="SortOrder2" value="0020"/>
<!-- <property name="Tags" value="trapsSkill"/> -->
</block>
onanonehand8 Nov 19, 2024 @ 9:43am 
Originally posted by JoeSloeMoe:
As a side note, in blocks.xml there is a hidden flamethower block:
<block name="flamethrowerTrap">
<property name="Extends" value="dartTrap"/>
<property name="CreativeMode" value="None"/>
<!-- <property name="StartSound" value="darttrap_start"/> -->
<property name="BurstFireRate" value="0.3"/>
<property name="AmmoItem" value="ammoGasCan"/>
<!-- <property name="UnlockedBy" value="craftingTraps"/> -->
<property name="DisplayType" value="blockElectricalHardenedMulti"/>
<property name="Model" value="Entities/Electrical/flameThrowerTrapPrefab"/>
<property name="ModelOffset" value="0,.5,.5"/>
<property name="MultiBlockDim" value="1,2,2"/>
<property name="WaterFlow" value="permitted"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="TraderStageTemplate" value="electricTier3"/><!-- flamethrowerTrap -->
<property name="SortOrder2" value="0020"/>
<!-- <property name="Tags" value="trapsSkill"/> -->
</block>
Thanks for that, not skilled enough to implement that into a base design, Wish that I were.
JoeSloeMoe Nov 19, 2024 @ 5:21pm 
Originally posted by onanonehand8:
Thanks for that, not skilled enough to implement that into a base design, Wish that I were.
You can create a mini mod to do that or change the actual xml (not advised at it updates a lot and your changes wont be permanent).

If you dont know how to create your own mod, there is a brief description in this thread:
https://community.7daystodie.com/topic/36099-mod-request-more-stagdeer-spawning/#comment-559729

Create a file called recipes,xml put the following into it:

///begin code///
<config>
<append xpath="/recipes">
<recipe name="flamethrowerTrap" count="1" craft_area="workbench">
<ingredient name="resourceForgedIron" count="20"/>
<ingredient name="resourceMechanicalParts" count="6"/>
<ingredient name="resourceElectricParts" count="4"/>
<ingredient name="resourceOil" count="5"/>
</recipe>
</append>
</config>
///end code///


The above code makes a recipe for the flamethrower block - it is generally the same as the Dart Trap recipe except the name is changed to the flamethrower block.

If you create a mod shell then add the above code, put the above recipes.xml file in your [mod]/config directory.

When you run the game, look in you crafting menu (or the workstation crafting list) and the "Flamethrower Trap" recipe will be available for build in the workstation. (it costs the same as a dart trap but you can modify the recipe any way you want.

cheers
EDIT: Disclaimer! I have no idea if the Flamethrower Trap works, but this one way to add it to the game based on the game's existing code.

EDIT2: removed passive perk effect as the flamethrower is not linked to a perk in the recipe
Last edited by JoeSloeMoe; Nov 19, 2024 @ 5:53pm
onanonehand8 Nov 19, 2024 @ 8:55pm 
Originally posted by JoeSloeMoe:
Originally posted by onanonehand8:
Thanks for that, not skilled enough to implement that into a base design, Wish that I were.
You can create a mini mod to do that or change the actual xml (not advised at it updates a lot and your changes wont be permanent).

If you dont know how to create your own mod, there is a brief description in this thread:
https://community.7daystodie.com/topic/36099-mod-request-more-stagdeer-spawning/#comment-559729

Create a file called recipes,xml put the following into it:

///begin code///
<config>
<append xpath="/recipes">
<recipe name="flamethrowerTrap" count="1" craft_area="workbench">
<ingredient name="resourceForgedIron" count="20"/>
<ingredient name="resourceMechanicalParts" count="6"/>
<ingredient name="resourceElectricParts" count="4"/>
<ingredient name="resourceOil" count="5"/>
</recipe>
</append>
</config>
///end code///


The above code makes a recipe for the flamethrower block - it is generally the same as the Dart Trap recipe except the name is changed to the flamethrower block.

If you create a mod shell then add the above code, put the above recipes.xml file in your [mod]/config directory.

When you run the game, look in you crafting menu (or the workstation crafting list) and the "Flamethrower Trap" recipe will be available for build in the workstation. (it costs the same as a dart trap but you can modify the recipe any way you want.

cheers
EDIT: Disclaimer! I have no idea if the Flamethrower Trap works, but this one way to add it to the game based on the game's existing code.

EDIT2: removed passive perk effect as the flamethrower is not linked to a perk in the recipe
Thanks again, I do appreciate it.
🎇TYPHOON🎇 Nov 20, 2024 @ 4:09am 
If you don't care about your base completely burning down, then a flamethrower sounds like fun.

If you want to use it to clear houses, you should expect to having to search for loot in the ashes of the ruins you created.
pApA^LeGBa Nov 20, 2024 @ 5:34am 
Originally posted by 🎇TYPHOON🎇:
If you don't care about your base completely burning down, then a flamethrower sounds like fun.

If you want to use it to clear houses, you should expect to having to search for loot in the ashes of the ruins you created.

There is no fire spreading in the vanilla game. You literally can´t burn blocks. Sure you can break them if it has blockdamage but there is no fire spreading.
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Date Posted: Nov 18, 2024 @ 6:09pm
Posts: 17