Suggestion: A series of one-shots at community POI's, like Voltralux's, or FNS. If we can inspire more users to make quality POIs, we all benefit from more/better POIs.
Short Answer: Shooting a barrel of beer or wine, or liquor even, will not cause it to explode. Expanded: High alcohol percentage fluids can BURN, and if properly mixed with atmosphere, can undergo deflagation. (subsonic burn propagation) Beer and Wine still do not fall into this category. In 7D2D, Moonshine and medical Alcohol could possibly both undergo this reaction (I think that's all in Vanilla). But they would have to be spread and mixed thoroughly with air before this could happen. POSSIBLY hitting something with a rocket, THEN igniting it, could cause such a reaction. With a firearm, even shooting up a barrel with an M60? ...no.
Depends on the amount in the barrel. Full gasoline barrel, not likely. Half full gas barrel, good chance if struck in the empty parts. Fun fact Japanese Zeros had a solid fuel tank and because of this they were highly likely to explode during dog fights. The US P40s has a bladder inside the gas tank that shrank with consumption, making them less likely to go boom.
@@WakkaWakka25 In real life no flammable liquid will explode if shot. None. Get your head out of Hollywood. It may burn but it will not explode. Gasoline has a very specific Air/fuel ratio where it is flammable, and an even narrower range where it is explosive. Unless you're shooting a compound designed to be explosive it just isn't going to do anything other than perhaps catch fire.
14:50 Deep Rock Galactic let's you fire mini nukes from a grenade launcher, and yes I agree that games that let you fire nukes are better than games that don't let you fire nukes.
27:07 it depends how much Alcohol By Volume is in the solution. Your typical beer and wine ranges from 4-12% ABV, and is not explosive. Higher ABV wines will catch flame, but a bullet probably wouldn't spark it, unless it sparked against metal in the vicinity. In restaurants, they use things like Brandy, fortified wines, and hard liquor for the flambe effect. There was a Portuguese restaurant I used to go to where they would grill the chorizo (sausage), then splash it in brandy, and light it on fire as the waiter brought it out to the table for a flashy presentation.
I would like to see more explosives. Not a series focused on them, just using them more. I find them fairly satisfying. I noticed you often open doors as an escape route before you fall into those "death rooms". Would it be possible to use a rocket launcher to create an opening to escape out of before you fall into those "death rooms"? I just don't see a lot of creative uses of rocket launchers and I would enjoy that sort of thing.
27:23 Regarding the "exploding barrel" question the sort answer is no. The alcohol volume in wine is typically 4-7%. Even drinks with "high" alcohol volume is typically up to 40%. Moonshine is an exception with a vol of at least 60% and they once used to check it's purity by lighting it up to check if they screwed the distillation process or the seller mixed it with water to sell more (it was a rare drink due to regulations) For examples sake let's say you shoot a barrel of moonshine (it's usually stored in jars but stay with me) with a tracer round (it contains phosphorus giving you the best chance of carrying and maintaining a flame). BEST case scenario the barrel will pop from the hot bullet and burning phosphorus entering and evaporating the alcohol that boils in 60°C(not sure of the exact temperature). Typically the the expanding fumes will just force liquid out the entry hole but it will not explode. The bullet will sink in the bottom and the highly flammable and rapidly expanding fumes will be at the top. Picture it as you farting while inside a pool. Yes, methane is highly flammable but you can't use a lighter underwater. For anyone saying that "chefs add wine and it sets alight", that its the methanol fumes that catch on fire. If a chef was to cook on an electric stove he'll never manage to see a flame, no matter how much wine he adds. Hope i was informative enough ❤️ *We'll need a chemist to verify for how long will the phosphorus burn in the barrel but that's not my area of expertise. I also used in this example a tracer and not an incendiary tracer round because they need to strike a hard area to properly work and they also rarely work correctly
Thank you for another fantastic series. Also, there is no altitude limit on screamer spawning because heat level is processed in a two-dimensional way.
Series suggestion: Any mods you want but you have to do every POI backwards no fetch only quests. Honestly, seems like going backwards is the best solution for all teir 5/6 POI’s 😂
If you really and I mean really want a challenge, how about a pacifist series were you can not kill any zombies. If you do kill a zombie, you turn yourself over to a cop. Lets just how that world view could honestly last in this world. PS - I do enjoy the brutally fair reviews and observations. Hope the FPs improve 7D2D just to show you up.
Without firing tracers or incendiary rounds, there is a very low possibility of catching wine on fire. It would not explode though, fumes might but again not firing ammo that would cause it to ignite. At least to my limited understanding of physics.
Just do a series where you loose man. A alpha goodbye. Like a ultimate chalenge. Put every set possible the hardest possible. More hours on the night period, feral sense 300 % block damage, and just see how long can you survive or how far can you go. Play on navezgane where other people can play e compare, should be either a short séries or a very inpressive one.
the only time I keep playing a game where I died is when I get infected in the first day or two and can't find antibiotics--sometimes, not usually, but I sometimes 🤣do put everything in a box and go out nekkid to let a zamboni kill me to shed the infection
I've never been a big fan of TFP paths or zombie populations for POIs. I have lost count of how many times I've beaten down the front door for a tier 1 house and it holds 12 or so zombies in a 3 bedroom house. Or how I'm expected to fall in from the roof instead of trying the 2 doors. It's a sandbox game, I shouldn't feel like I'm being herded into a killing floor upon entry of any room
I've seen the "12 or so zombies..." in a tier 1 problem, but usually in community made POIs. Most of the vanilla tier 1 POI's have been balanced in 21. 4-8 zombies typically. I generally don't mind the trapped floor, except for times like the Shammway Factory, when if you fall through (as intended), there's no way to survive the stand up fight. That's crappy level design. Sure, some people will say "get gud", because it's high tier/biome. When I make POI with trapped floors, I give players the chance to get away, jump to a safe position, etc. A good floor trap should panic the player, but not brutalize them.
@@FlufferNutterSandwich I find at least the compopack tends to be more in line with my liking for POIs, where you can take any kind of path you want, and while sure, you have the few times where you walk in and 30-40 zombies swarm you, but in return, most of the poi is clear, except a few that might still be in a bathroom. And, that makes that bit of randomness more appealing compared to TFP POIs, where I feel like I either have to bust down a stupid strong door every 5 feet, an exaggeration I know, or be corralled along a path with some bs like what IzPrebuilt talks about, zombies spawning behind you from rooms you just cleared and whatnot.
@@mani21axe40 I've made several POIs, and I do try to mix up the layouts. There are only two major styles, Open, or lead-by-the-nose TFP style. Clears can be tricky on large Open POIs. Players get frustrated if they cannot figure out where the zombies are. Last night, I watched a random RUclipsr play through a few of my "pathed" POIs, and I do think many players prefer/expect some direction. He kept getting lost for a moment, then he would retrace his steps, and find the path again (by seeing lighting cues). I think the average player doesn't understand the limitations of the engine for POI crafting with zombie sleepers, and that's fine, they don't need to see how the sausage is made, but it does mean they can be a bit overly harsh in criticism. We all want the game to have elements of surprise, suspense, panic management, etc, but there are only so many ways to do this. Trapped floors, zombies dropping, zombies breaking through the walls, etc. Recently, I haven been experimenting with flooded basement zombies spawning underwater, and zombies using ventilation shafts.
Behind the scenes explanation for the 3 of you who might care... The zombies (sleepers) are set to spawn on trapped floor tiles. The zombies normally will not spawn until the player walks into the sleeper "volume" area designated for that group of zombies, then the trapped floor breaks, and they fall through. If you remove the floor before entering the volume, zombies cannot spawn without sitting on a floor block.
can you even complete an infested tier 6 with a melee only build? it seems like no matter the build it always ends up being an lmg/auto shotty finish lol
Spawning in out of view zombies/textures eat system resources most games do not render in what you can not see to save memory and processing cycles. Gamers nexus did a decent explaination in the last intel report from computex yesterday. But i doubt you or many other are interested to do any research, so i will not bother to reffer you to an old live stream the FP's gave about game optimizations or there there posts regarding the changes to rendering for the gold version. And yes i am taking the piss.
I think it's the fact that many times they only spawn in based on the one entrance to the room when there are two plus ways in and unless you do it the "right" way, they won't spawn. Hopefully the spawn conditions will be fixed more with the next update.
@@norvillerogers4047 Sleeper volumes are 4-sided boxes of variable size. As a POI crafter, I can set their size, zombie behavior in the volume, and triggers for each volume. TFP sometimes has multiple volumes in one room, but overly large, and overlapping volumes can cause problems. In a simple house, let's say one room is a 5x5x5 cube... and that room has 2-3 zombies spawn as Active (behavior) in a variety of spawn points when the player enters that space. It's best to make the volume box slightly larger than the room, so the volume populates as the player enters the threshold zone and sees the zombies. So the volume might be 6x5 at the "approved" entrance so the zombies load in as the player enters the room. But let's say the player nerd-polled to a back window... the zombies won't spawn until the player enters the volume. That's what sometimes causes the player to go "The zombies teleported out of nowhere!". And if the POI crafter makes the volumes overly large, that means zombies could "hear" you well before you enter the space, and that pisses off stealth players a lot. Updates won't fix this, volumes are just the way they are. I think POI crafters just have to be more careful with testing the volumes when play testing POI. I know I need to go back and fix some of my POIs that have this issue, where Tom Clark pops into existence out of nowhere.
I think people are overly harsh on TFP for this. It's just ignorance. For what they are doing, with the engine they have, they are doing a great job. Sure, I'd like to see 200-300 zombies instead of the current 64 ceiling, but I understand the limitations. The worlds have so much going on, that they have to prioritize loading local areas to still be able to run properly.
@@FlufferNutterSandwich Hopefully the new setup that only loads in what you can see directly of the building rather than having to load the whole building and contents minus the spawns will help with city performance issues. And improve the fps overall.
I generally only use lockpicks on the big safes or hardened chests as bashing them with a pick is just as fast otherwise. They do save some time on the 5k+ durability containers. Early game lockpicks are great. Late game not so much.
I never get frustrated with pickaxes :) but the lockpicking mechanic is actually the worst implementation of lockpicking i have ever seen. I kinda wish there were keys that you could find within pois to open end loot and stuff. POI specific keys. A little treasure hunt and puzzles. but no, we get rng timer. zzzzz
Suggestion: A series of one-shots at community POI's, like Voltralux's, or FNS. If we can inspire more users to make quality POIs, we all benefit from more/better POIs.
Wouldn’t mind a “Horde Every Night” mini series. Run it until day 40 or whenever A22 comes out.
Short Answer: Shooting a barrel of beer or wine, or liquor even, will not cause it to explode.
Expanded: High alcohol percentage fluids can BURN, and if properly mixed with atmosphere, can undergo deflagation. (subsonic burn propagation) Beer and Wine still do not fall into this category.
In 7D2D, Moonshine and medical Alcohol could possibly both undergo this reaction (I think that's all in Vanilla). But they would have to be spread and mixed thoroughly with air before this could happen.
POSSIBLY hitting something with a rocket, THEN igniting it, could cause such a reaction. With a firearm, even shooting up a barrel with an M60? ...no.
Most barrels with flammable liquids won't explode when shot outside of hollywood movies and video games :)
Depends on the amount in the barrel. Full gasoline barrel, not likely. Half full gas barrel, good chance if struck in the empty parts. Fun fact Japanese Zeros had a solid fuel tank and because of this they were highly likely to explode during dog fights. The US P40s has a bladder inside the gas tank that shrank with consumption, making them less likely to go boom.
@@WakkaWakka25 In real life no flammable liquid will explode if shot. None. Get your head out of Hollywood. It may burn but it will not explode. Gasoline has a very specific Air/fuel ratio where it is flammable, and an even narrower range where it is explosive. Unless you're shooting a compound designed to be explosive it just isn't going to do anything other than perhaps catch fire.
@@WakkaWakka25 Keep in mind the Japanese zeros were being shot with explosive rounds. Entirely different scenario.
14:50 Deep Rock Galactic let's you fire mini nukes from a grenade launcher, and yes I agree that games that let you fire nukes are better than games that don't let you fire nukes.
27:07 it depends how much Alcohol By Volume is in the solution. Your typical beer and wine ranges from 4-12% ABV, and is not explosive. Higher ABV wines will catch flame, but a bullet probably wouldn't spark it, unless it sparked against metal in the vicinity. In restaurants, they use things like Brandy, fortified wines, and hard liquor for the flambe effect. There was a Portuguese restaurant I used to go to where they would grill the chorizo (sausage), then splash it in brandy, and light it on fire as the waiter brought it out to the table for a flashy presentation.
I loved this series, wasteland loot and most importantly constant z spawns to deal with, it's just nice to see this biome for a change
I would like to see more explosives. Not a series focused on them, just using them more. I find them fairly satisfying. I noticed you often open doors as an escape route before you fall into those "death rooms". Would it be possible to use a rocket launcher to create an opening to escape out of before you fall into those "death rooms"? I just don't see a lot of creative uses of rocket launchers and I would enjoy that sort of thing.
27:23 Regarding the "exploding barrel" question the sort answer is no.
The alcohol volume in wine is typically 4-7%. Even drinks with "high" alcohol volume is typically up to 40%.
Moonshine is an exception with a vol of at least 60% and they once used to check it's purity by lighting it up to check if they screwed the distillation process or the seller mixed it with water to sell more (it was a rare drink due to regulations)
For examples sake let's say you shoot a barrel of moonshine (it's usually stored in jars but stay with me) with a tracer round (it contains phosphorus giving you the best chance of carrying and maintaining a flame). BEST case scenario the barrel will pop from the hot bullet and burning phosphorus entering and evaporating the alcohol that boils in 60°C(not sure of the exact temperature). Typically the the expanding fumes will just force liquid out the entry hole but it will not explode. The bullet will sink in the bottom and the highly flammable and rapidly expanding fumes will be at the top.
Picture it as you farting while inside a pool. Yes, methane is highly flammable but you can't use a lighter underwater.
For anyone saying that "chefs add wine and it sets alight", that its the methanol fumes that catch on fire. If a chef was to cook on an electric stove he'll never manage to see a flame, no matter how much wine he adds.
Hope i was informative enough ❤️
*We'll need a chemist to verify for how long will the phosphorus burn in the barrel but that's not my area of expertise. I also used in this example a tracer and not an incendiary tracer round because they need to strike a hard area to properly work and they also rarely work correctly
Thank you for another fantastic series. Also, there is no altitude limit on screamer spawning because heat level is processed in a two-dimensional way.
Series suggestion: Any mods you want but you have to do every POI backwards no fetch only quests. Honestly, seems like going backwards is the best solution for all teir 5/6 POI’s 😂
If you really and I mean really want a challenge, how about a pacifist series were you can not kill any zombies. If you do kill a zombie, you turn yourself over to a cop. Lets just how that world view could honestly last in this world. PS - I do enjoy the brutally fair reviews and observations. Hope the FPs improve 7D2D just to show you up.
loved this series!
Without firing tracers or incendiary rounds, there is a very low possibility of catching wine on fire. It would not explode though, fumes might but again not firing ammo that would cause it to ignite. At least to my limited understanding of physics.
It’s been a great series! 1.0 content to start soon?
I'd still love to see you do the Dishong Tower Challenge mod, but I know you hate playing with mods like that
Enjoyed this series!
A keg of alcohol when shot with a dragon's breath shell can make the keg burn but not explode
Just do a series where you loose man. A alpha goodbye. Like a ultimate chalenge. Put every set possible the hardest possible. More hours on the night period, feral sense 300 % block damage, and just see how long can you survive or how far can you go. Play on navezgane where other people can play e compare, should be either a short séries or a very inpressive one.
Alcohol is flammable only above 60-70% , i.e even vodka does not burn
the only time I keep playing a game where I died is when I get infected in the first day or two and can't find antibiotics--sometimes, not usually, but I sometimes 🤣do put everything in a box and go out nekkid to let a zamboni kill me to shed the infection
IDEA:
Alpha 17 throwback series, but seems it's too late since 1.0 is dropping this weekend.
It's the Final Tier 6!
I've never been a big fan of TFP paths or zombie populations for POIs. I have lost count of how many times I've beaten down the front door for a tier 1 house and it holds 12 or so zombies in a 3 bedroom house. Or how I'm expected to fall in from the roof instead of trying the 2 doors. It's a sandbox game, I shouldn't feel like I'm being herded into a killing floor upon entry of any room
I've seen the "12 or so zombies..." in a tier 1 problem, but usually in community made POIs. Most of the vanilla tier 1 POI's have been balanced in 21. 4-8 zombies typically. I generally don't mind the trapped floor, except for times like the Shammway Factory, when if you fall through (as intended), there's no way to survive the stand up fight. That's crappy level design. Sure, some people will say "get gud", because it's high tier/biome. When I make POI with trapped floors, I give players the chance to get away, jump to a safe position, etc. A good floor trap should panic the player, but not brutalize them.
@@FlufferNutterSandwich I find at least the compopack tends to be more in line with my liking for POIs, where you can take any kind of path you want, and while sure, you have the few times where you walk in and 30-40 zombies swarm you, but in return, most of the poi is clear, except a few that might still be in a bathroom. And, that makes that bit of randomness more appealing compared to TFP POIs, where I feel like I either have to bust down a stupid strong door every 5 feet, an exaggeration I know, or be corralled along a path with some bs like what IzPrebuilt talks about, zombies spawning behind you from rooms you just cleared and whatnot.
@@mani21axe40 I've made several POIs, and I do try to mix up the layouts. There are only two major styles, Open, or lead-by-the-nose TFP style. Clears can be tricky on large Open POIs. Players get frustrated if they cannot figure out where the zombies are. Last night, I watched a random RUclipsr play through a few of my "pathed" POIs, and I do think many players prefer/expect some direction. He kept getting lost for a moment, then he would retrace his steps, and find the path again (by seeing lighting cues). I think the average player doesn't understand the limitations of the engine for POI crafting with zombie sleepers, and that's fine, they don't need to see how the sausage is made, but it does mean they can be a bit overly harsh in criticism. We all want the game to have elements of surprise, suspense, panic management, etc, but there are only so many ways to do this. Trapped floors, zombies dropping, zombies breaking through the walls, etc. Recently, I haven been experimenting with flooded basement zombies spawning underwater, and zombies using ventilation shafts.
Ty enjoyed it a lot.
Food storage room = the pantry stocked with staples hopefully.
staples are not edible :)
...not safely edible.
@@firesayer23grumpybuns75 good for your blood iron :0
The M60 is like fighting an avalanche with a fire hose...
late game, it just becomes an m60 hose simulator.
If you break the boards at the top of the missile silos the soldiers do not spawn
Behind the scenes explanation for the 3 of you who might care... The zombies (sleepers) are set to spawn on trapped floor tiles. The zombies normally will not spawn until the player walks into the sleeper "volume" area designated for that group of zombies, then the trapped floor breaks, and they fall through. If you remove the floor before entering the volume, zombies cannot spawn without sitting on a floor block.
can you even complete an infested tier 6 with a melee only build? it seems like no matter the build it always ends up being an lmg/auto shotty finish lol
Spawning in out of view zombies/textures eat system resources most games do not render in what you can not see to save memory and processing cycles. Gamers nexus did a decent explaination in the last intel report from computex yesterday. But i doubt you or many other are interested to do any research, so i will not bother to reffer you to an old live stream the FP's gave about game optimizations or there there posts regarding the changes to rendering for the gold version. And yes i am taking the piss.
I think it's the fact that many times they only spawn in based on the one entrance to the room when there are two plus ways in and unless you do it the "right" way, they won't spawn. Hopefully the spawn conditions will be fixed more with the next update.
@@norvillerogers4047 Sleeper volumes are 4-sided boxes of variable size. As a POI crafter, I can set their size, zombie behavior in the volume, and triggers for each volume. TFP sometimes has multiple volumes in one room, but overly large, and overlapping volumes can cause problems. In a simple house, let's say one room is a 5x5x5 cube... and that room has 2-3 zombies spawn as Active (behavior) in a variety of spawn points when the player enters that space. It's best to make the volume box slightly larger than the room, so the volume populates as the player enters the threshold zone and sees the zombies. So the volume might be 6x5 at the "approved" entrance so the zombies load in as the player enters the room. But let's say the player nerd-polled to a back window... the zombies won't spawn until the player enters the volume. That's what sometimes causes the player to go "The zombies teleported out of nowhere!". And if the POI crafter makes the volumes overly large, that means zombies could "hear" you well before you enter the space, and that pisses off stealth players a lot. Updates won't fix this, volumes are just the way they are. I think POI crafters just have to be more careful with testing the volumes when play testing POI. I know I need to go back and fix some of my POIs that have this issue, where Tom Clark pops into existence out of nowhere.
I think people are overly harsh on TFP for this. It's just ignorance. For what they are doing, with the engine they have, they are doing a great job. Sure, I'd like to see 200-300 zombies instead of the current 64 ceiling, but I understand the limitations. The worlds have so much going on, that they have to prioritize loading local areas to still be able to run properly.
@@FlufferNutterSandwich Hopefully the new setup that only loads in what you can see directly of the building rather than having to load the whole building and contents minus the spawns will help with city performance issues. And improve the fps overall.
thanks:)
26:54 Uh Framerate. im on a 1060 6gb i know the pain of low frames in the city/ higashi or dishong towers.
Maybe you should try Ark: Survival Ascended for a few videos? Lots to do and you can mod the shit out of it.
Here's to hoping a new game comes out so PB can stop bitching about 7D2D! :D
Subnautica: Below Zero when?
this game def worth 44.95 lmao
Yup. Worth the full price.
what is better, Lockpick or chest open with a pickaxe?
whichever is faster lmao
I generally only use lockpicks on the big safes or hardened chests as bashing them with a pick is just as fast otherwise. They do save some time on the 5k+ durability containers. Early game lockpicks are great. Late game not so much.
I never get frustrated with pickaxes :) but the lockpicking mechanic is actually the worst implementation of lockpicking i have ever seen.
I kinda wish there were keys that you could find within pois to open end loot and stuff. POI specific keys. A little treasure hunt and puzzles. but no, we get rng timer. zzzzz
🙂👍
play some ark
2nd comment