PC V3.0 Dead Hot Summer Dev Diary

@faatal How much of the new Sandbox Settings will be accessible for dedicated servers? My buddy runs one, and according to him some of the current settings just aren't available serverside.
The generated sandbox code can be put in serverconfig.xml, which already has the entry:

<property name="SandboxCode" value="AAAJABJACJADJARFBNC"/>
<!-- Currently set to the default difficulty of Adventurer. This code can be changed by starting the new game screen, clicking on the sandbox options button, adjusting the options, and then using the copy code button to paste it here. Code example: AAAJABJACJADJARFBNC -->
 
Yes, that is one of my favorite sandbox features as well. With item degradation enabled, it incentivizes you to keep looting to have backup weapons. The new "lose x items on death" setting is also awesome to play around with it.

In one of my current playthroughs, I have repairing turned off except through the combine bench. Meaning, I have to find another of the same item to repair it. Alittle hardcore, but I find it forces you to play with multiple different weapon types aside from the one you are spec'ed in.
I think Guppy asked a question regarding this, Can a tag be added to other items or objects, in order for them to be
affected by degradation?

These two things used in tandem, are the ones, that give me the most ideas. Kind of like Crysis when you were
fighting the guys in the courtyards. Basically turning everything into disposables, like Christie's in Alien Resurrection.
Interesting possibilities for expansion.

It is too bad that Degradation can't be parlayed into a way to lower save and chunk data size, due to voxel default rules.
Consoles Cloud storage has limited data size, from what I have read and been told. If Degradation and destruction, could
be customized, it could regulate, save size, and possibly lower it. Like if attached to all of the garbage, and topological
loot containers after they have been looted, and or destroyed.
 
Not sure what you mean. The sandbox option will let you set skill points after the initial challenge to 0.
The points I am talking about are under attributes, and skills. There are some that are set to 1
automatically from logon. These also automatically set 100% + bonuses to the child skills.

I was asking if, just using a descriptive phrase, You could tell me how to 0 dark 30 those, from
the beginning, so if I have not invested any points in that tree then, my use of anything under it would
would suck.

Like this:
quickpoints.jpg
 
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The points I am talking about are under attributes, and skills. There are some that are set to 1
automatically from logon. These also automatically set 100% + bonuses to the child skills.
To try to help you flesh this out, you're asking to implement a new rank of Agility, 0/10, which will give .. no ability for decap, no additional headshot damage at all, etc ..? And same for every other attribute, ofc?
 
Was there any discussion about stability issues being addressed on console? Playing with two friends on PS5 and getting through a horde night without a crash is still a slim chance if you have max zombies above anything but 4 at a time it seems. I know we can go back to a hosted server, but was hoping new release might eventually improve performance. Love the game, but crashing drives you nuts and want avoid cost of hosting sites.
It could be running out of memory. We have some changes and are working on more that reduce memory use.
 
From what I've seen, there's a zombie rage mode option. That should be interesting on nightmare speed if the zombies are always in rage, because zombies with a faster sprint model can catch up to you even when you're sprinting.
I though so but just wanted to make sure
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Yes this is in 3.0. In the picture below, of a 4k map, you can see two separate areas of each biome.

View attachment 39389
Now this is pod racing!!!
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Ill be very interested too see in the far future about stuff like LBD
 
Yes, what @theFlu posted. and I added a pic. Even if not added as an option on the menu,
How can I do it for myself? I have not found a mod for it, hmmm. I have tried but could not
get it to function. This would give me a raw start, and make my choices, more critical from the
start.
 
So if traders can be disabled im assuming everything is obtainable another way?
Dew Collector mods used to be trader only, but those are now craftable since 2.something. Are there any other items that are currently only obtainable from the trader? The only thing I can think of is maybe the forgetting elixir? But I think that can be found in vending machines.

EDIT: Oh, I suppose solar cells are currently trader only. I never use them because I think they're pointless, but those would have to be made craftable.
 
The points I am talking about are under attributes, and skills. There are some that are set to 1
automatically from logon. These also automatically set 100% + bonuses to the child skills.

I was asking if, just using a descriptive phrase, You could tell me how to 0 dark 30 those, from
the beginning, so if I have not invested any points in that tree then, my use of anything under it would
would suck.

Like this:
View attachment 39390
I don't know without trying it and going through all the code that handles it. It could cause some bugs.
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This is cool, but I thought there would be differences in the assets or in how the biome looks
New assets or looks would technically be a new biome. A new biome would be a lot more work.
 
I don't know without trying it and going through all the code that handles it. It could cause some bugs.
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New assets or looks would technically be a new biome. A new biome would be a lot more work.
new trees would help tbh like birch, Maple and fallen trees maybe?

and tbh we don't need a ton of new biomes, because Arizona doesn't have many biomes IRL

maybe the plains, scrub biome and thats it really
 
@faatal
Thank you for the answer. I have tried off and on, to figure it out. I thought it might
be some other interlinked code blocking me. The reason I keep trying is, the attributes
are an RPG element, but the automatic boosts negate it.

If I don't invest in strength, then I want hitting an entity with a melee weapon that is a child
of that attribute, to be the equivalent of using a whiffle bat, or no strength investment, then
low backpack storage, and carry capacity, which would rollover to slower movement, until it
is compensated by points or built up over time. Sort of an interactive LBD hybrid, but I have
to make the foundation first.
 
Maybe someone already brought it up. But would like to see a option setting to adjust wandering hordes. Like how often and how many.... I know they put an option to increase zombies amounts in the world and how often they spawn but say I want to adjust that to a medium setting and such but would like a wandering horde to be large size with a chance to happen between 1 to 3 days or something along those lines. ... unless I miss understood the world zombies and that includes wandering hordes.
WalkerSim2 is a great mod for managing hordes and wanderers and all sorts of zombies. It's really quite amazing.
Check out https://community.thefunpimps.com/resources/walkersim2.14/
 
This is by far one of the coolest updates ever. I expected 10 or 15 settings lol. You would think all forum users, ( people who id think love to play thru more than once) if u bother signing up to post…. would rejoice with all these options. Im sure people like HanmerDano are still lurking tho lol
 
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