lord_king_bear
Refugee
Headshot finishers and explosion kills setting. Transfering characters to new maps if we can’t retrofit new stuff to existing maps. Combining station should just be apart of the workbench swore it was like it previously.
Would be nice. Everyone does craft from containers now. Stop fuel waste as well. Put a little timer and water spout on the campfire if you have to in order to accommodate the "realists."Craft from containers. I know there is a mod, and I use it, but it should already be in game.
or we could use captured bandits to snuff out the flames when neededWould be nice. Everyone does craft from containers now. Stop fuel waste as well. Put a little timer and water spout on the campfire if you have to in order to accommodate the "realists."I don't expect we'll see much in the way of QOL improvements, though. I expect players will just have to use mods for those. (Sorry, console players.)
Based on TFP's comments about 3.0, it sounds like craft from containers is something they want to add but didn't have time to do for 3.0.Craft from containers. I know there is a mod, and I use it, but it should already be in game.
Yes, roadmaps are good!I know this will go over like a lead fart in a balloon, but, I am not trolling.
I'd like to see: 1) the updated road map @madmole said, 6 months ago, they would put out.
2) the faster updates and better communication they said were coming too.
I have wanted a way to transition from one map to another for an RPG campaign purpose.Headshot finishers and explosion kills setting. Transfering characters to new maps if we can’t retrofit new stuff to existing maps. Combining station should just be apart of the workbench swore it was like it previously.
I support this request in whatever form it can be done. I have always gravitated towards larger game worlds that hold on to their mysteries and activities longer. Won't even bother with a game if the world seems smaller than the last similar game I tried. I know, peculiar requirement for a game but that is just the way its been. Moreover, I do really like procedurally generated worlds in some format so that even if the terrain is mostly the same, its still different per say. So, for me, slow as you go games are better and big game worlds slow it way down. Do give this option or some variation of it and the way its presented by transitioning is a great idea to keep the size of each place within voxel reason as it were.I have wanted a way to transition from one map to another for an RPG campaign purpose.
Start in an all forest map with a condition to leave that requires a vehicle being crafted. Then you get to the edge of the map and save your character and what you have in your current inventory and vehicle. Then allow you to import that character into a new map (burnt forest) that continues the campaign. Do that for every biome.
The admin can act as a gamemaster and spawn in entities/things. There are a lot of fun role playing possibilities.
What really is annoying to me now is how tiny the cities are in forest biome. So many forest cities have next to zero downtown. I didn't find a single Mo Power store in the forest biome this playthrough. 1 biome maps would allow you to get a lot more creative with your cities, and terrain.