V3.0.0 b259 EXP Update

eally? i would have thought the ugly glowing icons over every item that give the correct resource would be a super helpful way to see that the scrub could also give wood
The icon kind of bugged me after the first time so I never tracked after that. But when there are no stones or boulders,
I just go punch the street, till get one stone, then move to the next block and repeat. It would be kind of funny and fit
with the obnoxious jokes that are in game if. They changed the icon to that bouncing exclamation point, but reshaped
and an arrow, and used the sound byte from Predator 1, "over here over here over here over here". That wouldn't be too
offensive would it?

@schwanz9000
Can the Vulture gate of 80 percent player health, be exported to the xml, as a property.
From the time insta attack was removed from the game, it was also removed from the
xml. so I have always had to edit the dll to get it to work.
 
@schwanz9000 Is it possible to have an option where you can make the zombie density *not* increase biome zombie density? I really like the zombie density being higher, but the snowy forest and desert are almost unplayable because you're constantly being hammered by stones or bees. An option to spawn near where you die even if you have a bed/bedroll down would also be great. I prefer having one placed, but it's a real pain to die somewhere far from your bed and not have an additional vehicle yet to get you back there.

any updates to fix the main issue of "ArgumentNullException: Value cannot be null.Parameter name: key" that makes the game unplayable?
That's usually a problem with a mod that isn't compatible anymore. Check your mods or post your log for help with that.
 
Is it possible to have an option where you can make the zombie density *not* increase biome zombie density?

There is something already in the works for this. :D
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Can the Vulture gate of 80 percent player health, be exported to the xml, as a property.
From the time insta attack was removed from the game, it was also removed from the
xml. so I have always had to edit the dll to get it to work.

I'll see what we can do there.
 
Did anyone notice this strange behaviour? I play on Navezgane map and there are strange chunks of map where GPU usage goes to 100% and fps drops to ~30. There is literally nothing there, no buildings, just a few trees.
 
An option to spawn near where you die even if you have a bed/bedroll down would also be great. I prefer having one placed, but it's a real pain to die somewhere far from your bed and not have an additional vehicle yet to get you back there.

I am very sure this is already the case. I have a bedroll down and I can choose to respawn near my death location. It may be possibly that an option prevents this in your case or a server setting
 
I am very sure this is already the case. I have a bedroll down and I can choose to respawn near my death location. It may be possibly that an option prevents this in your case or a server setting
The problem is that there is no Respawn Near Death Location. The option is Respawn Near Backpack. If your Drop on Death setting is Nothing or Delete All then you don't produce a backpack and your only respawn option is at or near Bedroll.
 
The problem is that there is no Respawn Near Death Location. The option is Respawn Near Backpack. If your Drop on Death setting is Nothing or Delete All then you don't produce a backpack and your only respawn option is at or near Bedroll.

Oh, that explains why folks on my server are only ever respawning at base, where their bedroll is. We're playing drop nothing.

That's been counter-productive for my casual group as when one player who dies frequently gets sent back to base they fail the quest and then quit playing for a while. They lose progress relative to the rest of the group.

There are times when I'd like a "spawn near vehicle option." Maybe there would be slots on a vehicle for player bedrolls?

Maybe the ability to have a "permanent bed" back at base (crafted frame bed and matress) and a bedroll for out in the field.
 
I am very sure this is already the case. I have a bedroll down and I can choose to respawn near my death location. It may be possibly that an option prevents this in your case or a server setting
Hm. I'll have to look through settings. I'm the host and both myself and the person I play with only get 2 options... spawn on bedroll or spawn near bedroll. The only way to spawn near where we die is to remove or not place the bed/bedroll. But if you say that's possible, I'll look and try to find a setting for it.
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The problem is that there is no Respawn Near Death Location. The option is Respawn Near Backpack. If your Drop on Death setting is Nothing or Delete All then you don't produce a backpack and your only respawn option is at or near Bedroll.
Ah, so that's the problem. It would be nice if there was an option to spawn near where you died even if you don't drop a backpack.
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That's been counter-productive for my casual group as when one player who dies frequently gets sent back to base they fail the quest and then quit playing for a while. They lose progress relative to the rest of the group.
They'd still fail the quest if they die during it, but they could continue to help the rest of the group complete it and wouldn't be far away with no one around.
 
that would be grand! right now i have to choose not enough zombies in the burnt biome or way too many in the radiated biome which is kind of a bummer
Yep; even with the options, I still edit the "*" out of the xml. I just created, a config I call,
Go Touch Grass. Because all of the spawn points it seems are in every biome but the
forest, My whole goal is to make it to the forest, Just to be able to start playing. It is
unplugged. I only made it once, now I'm on top of a house with a pack of dogs tearing
up the house. I want to continue to play like this, but if real slider is added, meaning a
potentiometer that just changes the multiplier variable for a CVAR that would make it
perfectly adjustable, and less editing.

I'll see what we can do there.
Thank You
 
They'd still fail the quest if they die during it, but they could continue to help the rest of the group complete it and wouldn't be far away with no one around.

I'd almost prefer in our case the entire group fail the quest. I wonder if that might make for a nice option?

Right now, that player is a bunch of quests behind the rest of the group. While that maybe isn't a problem most of the time, it was a major divide when they didn't have a bicycle and the rest did.

In a way, even something like a "Group Level" might be best for us. That is, everyone on the server is the same level all the time. I'm sure there are complications there that would make this awkward.
 
I'd almost prefer in our case the entire group fail the quest. I wonder if that might make for a nice option?

Right now, that player is a bunch of quests behind the rest of the group. While that maybe isn't a problem most of the time, it was a major divide when they didn't have a bicycle and the rest did.

In a way, even something like a "Group Level" might be best for us. That is, everyone on the server is the same level all the time. I'm sure there are complications there that would make this awkward.
Yeah, I think that would be a good sandbox option so everyone fails together. The alternative is the others all doing low level quests with the person who's behind to get them caught up without pushing the others too high (1 point on a T1 quest instead of 2+ points for higher tier quests). The others would still gain on that unless you also have a limit to how many quests you can do per day for points, but it wouldn't be quite so bad and you could push through for at least the bike pretty quickly.
 
Yeah, I think that would be a good sandbox option so everyone fails together. The alternative is the others all doing low level quests with the person who's behind to get them caught up without pushing the others too high (1 point on a T1 quest instead of 2+ points for higher tier quests). The others would still gain on that unless you also have a limit to how many quests you can do per day for points, but it wouldn't be quite so bad and you could push through for at least the bike pretty quickly.

The player dynamics between who has time to play and when are interesting. Then when they are playing what they do matters too. Our lagging player has limited time and enjoys hanging out at the base farming and cooking, but then gets discouraged when they are way behind everyone else. We can't address real life availability, which is what had me thinking if the active players were earning XP for everyone then our lagging folks wouldn't be behind in level at least. They're not usually lagging in gear as folks craft or hand-down gear for the lagging players.

As for how a group would get defined, that's likely a UI thing. I mean, you would have to know the group even when a player isn't present. If it were group XP, I guess you divide the XP earned by the number of players. So if it were a group of 5 and I kill a zombie on my own worth 1,000 XP then the group gets 1000 / 5 = 200 XP. If lots of people are playing, then we'll get XP at a normal rate. If I'm on alone then I'm still playing and I'm not outpacing the laggers.
 
@NoMan nailed it — there's no "respawn near death," only "respawn near backpack." Respawn location depends on your backpack existing, so with drop-on-death set to None or Delete All, no backpack spawns and there's nothing to respawn you near except your bedroll. That's why no-drop servers send everyone back to base.

@zztong — you can fix your quest/rage-quit issue right now. Drop-on-death has five settings, not just everything/nothing:
0 = None, 1 = Everything, 2 = Toolbelt Only, 3 = Backpack Only, 4 = Delete All.

Only None (0) and Delete All (4) leave you with no backpack.
Everything, Toolbelt Only, and Backpack Only all spawn a backpack — which is what near-death respawn needs.
So if you switch from None to Toolbelt Only or Backpack Only, players drop just that portion instead of everything, but a backpack spawns, so they respawn right where they died instead of getting yanked to base.
They'd still take a small hit on death, but they'd stay with the group and could keep helping finish the quest. That solves the die-once-get-sent-home-and-quit cycle directly.
 
@Laz Man

I finally saw the Inn from the snow again. Didn't get to go in was too busy dodging
boulders. But that is one helluva visual change, in comparison to the splash screen.

After seeing it I started looking at the pictures and paintings. It gave me a thought.
Pictures in game are just textures, cut to specific sizes. What would be interesting
is if there was a folder for those images, and a specific amount of cloned frames
were used when you create the POIs. label id from 1 to 100 or more. just like block IDs.

They are templates looking at them in their simplest form. If a folder was created
to contain them the same way as the ItemIcons, then players could either leave them
defaulted, or put their own pictures, to customize visuals in the POI without too
much trouble.

Also they could help with lore or a story. Not everything needs to be overt. It could
be expanded to the OG style posters, paintings, and picture framed images seen in the
world, working in tandem with the New signage.

If added to the crafting menu, players could create their own frames, take snapshots
in game. And post them in their POIs.

A secondary use would be, player to player vanity and social snaps, or added images to
customize their created world. If there are some that devs want to keep static, they could
be transposed to an atlas, and called from there.
 
The player dynamics between who has time to play and when are interesting. Then when they are playing what they do matters too. Our lagging player has limited time and enjoys hanging out at the base farming and cooking, but then gets discouraged when they are way behind everyone else. We can't address real life availability, which is what had me thinking if the active players were earning XP for everyone then our lagging folks wouldn't be behind in level at least. They're not usually lagging in gear as folks craft or hand-down gear for the lagging players.

As for how a group would get defined, that's likely a UI thing. I mean, you would have to know the group even when a player isn't present. If it were group XP, I guess you divide the XP earned by the number of players. So if it were a group of 5 and I kill a zombie on my own worth 1,000 XP then the group gets 1000 / 5 = 200 XP. If lots of people are playing, then we'll get XP at a normal rate. If I'm on alone then I'm still playing and I'm not outpacing the laggers.
IDK if you use mods, but there is a mod on nexus which does exactly what you need, I am using it in all my servers, and it so far works VERY well to address the "always onine player" vs the "limited time player" disconnects: it's called Level Together, Highly recommend! https://www.nexusmods.com/7daystodie/mods/11075
 
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