PC V2.3 Experimental

They could bring a cleanliness system into the fold making large quantities of water a requirement.

Making easy access to water more viable, maybe even adding in a plumbing system, seeing as pipe models are already in the game.
 
ATTN: Fun Pimps.
Just give em the jars back. Don't even worry about balancing them. Just put em back the way they were. Easy win!
It'll barely make a lick of difference in the overall gameplay but they'll be so happy. Look at Reddit's reaction to V2.3 Exp. I'm shocked on how easy that was.

Trust me.
Give em the jars. You know how a toddler can't fall asleep unless it has its stuffed animal in bed with them?

It's like that.
 
ATTN: Fun Pimps.
Just give em the jars back. Don't even worry about balancing them. Just put em back the way they were. Easy win!
It'll barely make a lick of difference in the overall gameplay but they'll be so happy. Look at Reddit's reaction to V2.3 Exp. I'm shocked on how easy that was.

Trust me.
Give em the jars. You know how a toddler can't fall asleep unless it has its stuffed animal in bed with them?

It's like that.

Imagine if the devs brought back jars, but the only use for them was target practice. 🎯
 
I really hope they don't bring back glass jars, they make no sence to have in the game. You wouldn't be able to carry heaps of jars way too heavy. If you really want container for water, maybe use plastic bottle like what is used for Pure mineral water?
 
They could bring a cleanliness system into the fold making large quantities of water a requirement.

Making easy access to water more viable, maybe even adding in a plumbing system, seeing as pipe models are already in the game.
Add a new status effect: Poopyness. It makes you smellier and attract zombies from further away.
Dysentery boosts it a lot, eating boosts it a little.
Bathing eradicates it, paper as a consumable reduces it (with chance of bleeding).
Jen won't talk to you above 5%.
Scratch that, she auto-ejects you from the trader compound.
 
The FunPimps’ logic is an absolute joke. For years, they’ve preached that players shouldn’t be self sufficient at their bases, shutting down requests for livestock to farm meat with a sanctimonious “we want you out exploring.” Yet, they hand us the dew collector, a brain-dead AFK water station that magically spawns jars, the very thing players supposedly “hated” collecting. People whine about jars returning, but they’re guzzling water from an endless stack of these mystical containers conjured right at home. Unlocking it? A laughable non-challenge. Just complete a few quick quests or have a buddy toss you 5 to 10 books, and boom, you’re set for life, never needing to leave your base for water again. Build 20 of these things, and you’re swimming in resources and XP, all while attracting screamers that spawn zombie hordes, forcing you to fight anyway. Meanwhile, they’ve nerfed mining XP at home and locked tool upgrades behind book scavenging, claiming it’s to “encourage exploration.” So, which is it, FunPimps? Force us to roam for meat and skills but let us sit pretty with a water factory that undermines the survival grind? It’s hypocritical, lazy design that mocks the exploration mantra they shove down our throats while spitting on the scavenging gameplay players actually enjoyed. Yet again I say make water gathering harder bring it back with jars still keep the water maker for players that like it.
 
Imagine if the devs brought back jars, but the only use for them was target practice. 🎯
Lol...or an easter egg billboard on side of road, "On sale today, jars, buy 2 get 500 free!"
Post automatically merged:

1.44MB for 3.5". 160kB, 360kB, or 1.2MB for 5.25". I still have disks of both sizes. There were also some 2.88MB 3-1/2", but they weren't very common.
Wow, you're right forgot it was MB. Man, all that storage. 😉
 
I'm glad to see you guys addressing the issues so soon after the town hall! Very keen to try this new experimental with my singleplayer world, I had to turn storms off they were just too annoying :^)

Edit: I was able to load in my V2.2 save with no issues, I'm liking the hazard gear a lot more than badges! I dig the new versions of the smoothies, keen to see what else you guys have in store.
 
Last edited:
I really hope they don't bring back glass jars, they make no sence to have in the game. You wouldn't be able to carry heaps of jars way too heavy. If you really want container for water, maybe use plastic bottle like what is used for Pure mineral water?
But somehow, carrying a hundred tons of concrete in your backpack is fine? 😇
I don't care whether jars come back or not, but sometimes, the logic of some players just escape me.
 
It's already been shown that their AI (or logic) is less of a performance hit than their physics calculations. The fact that they have all their colliders active and they're running at full rates, etc, at all distances is extremely expensive.

I will bet that those types of more complex optimizations would at best be seen in a sequel and never in this game.
Yes that is ONE of the bottlenecks, also it doesn't help that they check for collisions each frame rather than each tick, this is probably just to make it "smooth", not the first time that FixedUpdate vs Update was not correctly used.
 
Now imagine that something that was meh got changed and you liked the change, I mean, REALLY liked the change and you really hoped that TFP would keep moving forward to the next group of updates and content additions but then someone said, "Change it back, I don't enjoy it."

That wouldn't feel great, right?

I don't mind someone stating that they don't like it and they want it to be changed back, everyone has an opinion and has the right to voice it. What I don't like is when your opinion gets dismissed and they start to use derogatory terms or put you in a pre-defined group that they are implying doesn't matter. Things like Fanboy/fangirl, core player base, original players, etc.
 
Instead of bringing jars back how about we get that Steam Workshop and then it will be really easy for people to add their jars back rather then using a third party site for their mods
 
jars jars .... , and the fact that they "killed" the very idea of mandatory biome progression if it's enabled, apparently no one cares, now you just have to craft and sell or give it away for free, maybe in co-op it's still playable, but for dedicated servers it ruins the whole point
 
They could bring a cleanliness system into the fold
A cleanliness system would be interesting. After a fight the more you
get hit the higher the contaminants. And over time if smell were re-added,
it could gradually build the feral\smell distance. It would abstractly explain
the disease icon requiring antibiotics.

There is already a poopy system, once a day you should have to drink funky water,
and have a debuff to run and jump speed until you are finished. To speed up the timer
you would have to stand still and squat for a while then jump in a lake. Just need to
add smell to it and you are complete. It would give an extra use for finding water.

If you don't do it at least once a day, your swing run jump speed degrades until rectified,
and your vision gets a bit blurry.
 
View attachment 36320
Hey Survivors!

Today we have V2.3 experimental for you all.

We have a lot of changes that were talked about in the Town Hall Stream with more to come at a later date.

Disclaimer:
While we worked hard to make sure save games continue without issue, please make a back up of your current save before starting the game in V2.3
We've also added a runtime function that will automatically convert the old badges to the new survival gear.
Some challenges will remain completed, while others will be optional for those that choose to complete them.
If the badges were previously unlocked, the recipes for the new survival gear should also be unlocked.

Highlights:
  • Biomes and their Challenges can be explored and completed in any order to unlock Survival Gear recipes
  • Recover from biome hazard effects while sheltered allowing players to explore deeper into each biome
  • Recover from biome hazard effects in any other biome
  • Smoothies were updated with unique names and icons
  • Biome Badges have been changed to Survival Gear with updated icons to look more thematic to the game's style
  • Survival Gear will be dropped on death with those settings enabled
  • Players are allowed to craft additional gear items in the case of death or even for other players
  • Even without Survival Gear, storms no longer require players to escape the biome they are in while taking shelter
  • Plague Spitters no longer cloak
  • Lower chance of infection from Plague Spitter Insect Swarm
  • Tree stump bees have been changed to a non-infecting version
  • Tree stump harvest event has been updated to guarantee honey "IF" bees are spawned
  • Several zombie types will now target animal or player corpses that were previously ignored
  • Added a 2nd column of icons to use for custom map waypoints
  • Several tweaks to zombie AI
  • Dew Collectors have a lower activity heat value

Here is how you participate:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download

Have fun!


Here's what changed since V2.2 stable:

Added
  • Bee Swarm entity variant for tree stump game event
  • Bee Swarm hand item with non critical debuffs
  • Updated icons for Biome Survival Gear
  • WornItemMods min effect requirement
  • HonkEvent for vehicles to allow game events to fire based on honking the horn.
  • AI wander and look are more active while alert
  • AI randomly turns during look while alert
  • Second column of icons to use for custom map waypoints

Changed
  • Removed erroneous second set of tags from ammoCrossbowBoltExploding
  • Disabled biome Wear, Loot, and Time challenges
  • Biome Badges are now separate weather items per biome.
  • Removed RepairItemsMeshDamage property from jail doors since they don't have a door frame stage
  • Taking shelter without survival gear will recover biome hazard effects
  • All biome hazards now have 3 minutes of survival time without gear
  • Survival gear is now dropped on death with drop on death settings
  • Updated icons for biome hazard reducers
  • Removed food and water stats from Black Lung Serum and Fallout Flush
  • Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
  • Increased water stat on Sunstroke Tonic
  • Updated the recipe for Scorcher Stew
  • Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees.
  • Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
  • Reduced dew collector activity value
  • Replaced plague spitter fade with a low rate of wandering
  • Storm messages will no longer say to leave biome
  • Biome Hazards recover in any other biome
  • Improved AI wander position variety
  • Increased AI alert time after investigation point reached
  • Increased rate AI interest distance returns to the default value
  • Updated shotgun shell icon to match other shotgun ammo icons

  • Fixed
  • AI ranged projectile attacks would start when the target was dead
  • Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
  • Water is not visible through glass
  • Distant water seam if near water is to the side
  • Underwater distortion could be clipped at certain angles
  • Trader Bob VO Trade 17 line cuts off
  • Air drop marker still shows when setting has it off
  • NRE when spawning insects after destroying tree stump using vehicle
  • Icon background textures not cleared when switching between containers - second issue
  • AI wander random range was 1m too short and only used 1m increments
  • Biome spawned AI move speed increase from storms did not happen at night
This is all really exciting! BUT!!! I want nothing to do with it if you can’t promise me I won’t get locked out of another one of my own servers, still trying to recover from the last two hits I’ve had to take. I’m getting tired of putting tons of effort into something just for it to get deleted/destroyed because you thought finally that “bees should live in the stumps now”.. (for example). Cause I’m not interested in starting over every other day, can we find a way to update without forcing a server into extinction please? This to me is predominately a building game. So forcing a full server reset every update is absolutely BONKERS. This game is the only reason I bought the Xbox series x, and I appreciate it if you were a little more considerate of my time and energy spent playing. Stop deleting my server
 

Attachments

  • IMG_5807.jpeg
    IMG_5807.jpeg
    2.5 MB · Views: 13
  • IMG_5814.jpeg
    IMG_5814.jpeg
    2.5 MB · Views: 13
  • IMG_5811.jpeg
    IMG_5811.jpeg
    3 MB · Views: 13
Back
Top