V3.0.0 b259 EXP Update

Thanks for the reference. I've been hesitant to use mods that have DLLs mostly because I sometimes get students who have installed questionable mods from other games and then have compromised computers. The last student had a nasty root kit. I don't know enough about Unity and associated DLLs to take one apart to check it. I've stuck with the XML modlets.
No doubt!

Nexus does a great job of quarantining questionable mods.

Anecdotally, i personally have never had an issue with any mod from there, but of course i understand the hesitation to use mods containing dlls.
 
Allot of great observations and points being made in this thread. I've enjoyed catching up to this point. One observation of my own, I see there are so many posts where the answer is "there is a mod for this and a mod for that" and I can't help but to snicker while the mods are being suggested as answers to fix or extend game function, they are also barriers when needing support. It's the irony of mod life I guess. ... Sir, please go install the basketball mod if you want to play basketball... Sir, I'm sorry, we do not accept bug reports about basketballs- please uninstall the basketballs then tell us if the basketballs are fixed. I'm not saying mods are bad, just saying I'd like to trust mods enough to use them and not pester the devs to accomplish everything.
 
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.
my bf and i have that issue sometimes and they kind of just fill a box up with readables x'''D sometimes i will just sit at base gorging on magazines to get one or two levels closer to them when we play together
 
Allot of great observations and points being made in this thread. I've enjoyed catching up to this point. One observation of my own, I see there are so many posts where the answer is "there is a mod for this and a mod for that" and I can't help but to snicker while the mods are being suggested as answers to fix or extend game function, they are also barriers when needing support. It's the irony of mod life I guess. ... Sir, please go install the basketball mod if you want to play basketball... Sir, I'm sorry, we do not accept bug reports about basketballs- please uninstall the basketballs then tell us if the basketballs are fixed. I'm not saying mods are bad, just saying I'd like to trust mods enough to use them and not pester the devs to accomplish everything.
Valid points for sure. I got started using mods a long time ago.

Once you know how they work they are a lot less scary. Most of them are made up of one or more simple text files (*.xml) that change game settings that are intentionally exposed by the game developers to facilitate this modding.

At the same time if you break something with a mod, it's entirely up to you or the mod developer to fix it, not the game developer.

Add multiple mods and the situation becomes even more complex, as they can each edit the same settings, sometimes conflicting with each other.

This is why the game devs can't help if you submit bug reports for a modded game.

Luckily we now have the sandbox settings, which all used to be only done by mods.
 
Legend: Green is abridged version, Yellow: is the I understand section.
White: is the descriptive.

Anyone that can figure this out for me I would be extremely
thankful.
It is not a problem, I don't mind a death spawn on the
other side of the world. For me it creates, a subgame of get back
across 10k of dark hostile territory if I truly want my "*" back. Plus
I forced to explore more of my map.

Yes, it is a throwback, og reference, a nostalgic itch being scratched,
enhanced by the options menu.


Mathematically I look at it as I have 40 episodes to get back to my
founding area. because at a full run and no company, i can only run
approx 220 meters before getting winded. But I have a very high
amount of company. Which becomes exponential, If i keep dying along
the way, and respawning kilometers away, in a loincloth, and no skills.

Here is the confusing part for me. If there is a solution already that
I missed let me know. I turn off map view, I kind of like the Magellan
vibe. But in doing so I can't mark a box, or POI, or a spot, this option is
linked to the map exclusively at the moment.
But I found a self defeating
option. I can set not to lose the bag with maps off, and my bag is on my
compass. In order to mark anything else, I have to go there and die.

That is kind of an "Edge of Tomorrow" catch 22 loop.
Is there a way to
set markers, if the map is turned off. So that they will show up on the
compass.
Pausing the game to write down coordinates, interrupts the
immersion for me.
I found another semi-solution, still very limited in it's use.
The skydrop if I add a thing I don't need before I manually remove the rest.
But it's an unpredictable fixed point.
The Neebs/Simon potato seed solution.
 
Legend: Green is abridged version, Yellow: is the I understand section.
White: is the descriptive.

Anyone that can figure this out for me I would be extremely
thankful.
It is not a problem, I don't mind a death spawn on the
other side of the world. For me it creates, a subgame of get back
across 10k of dark hostile territory if I truly want my "*" back. Plus
I forced to explore more of my map.

Yes, it is a throwback, og reference, a nostalgic itch being scratched,
enhanced by the options menu.


Mathematically I look at it as I have 40 episodes to get back to my
founding area. because at a full run and no company, i can only run
approx 220 meters before getting winded. But I have a very high
amount of company. Which becomes exponential, If i keep dying along
the way, and respawning kilometers away, in a loincloth, and no skills.

Here is the confusing part for me. If there is a solution already that
I missed let me know. I turn off map view, I kind of like the Magellan
vibe. But in doing so I can't mark a box, or POI, or a spot, this option is
linked to the map exclusively at the moment.
But I found a self defeating
option. I can set not to lose the bag with maps off, and my bag is on my
compass. In order to mark anything else, I have to go there and die.

That is kind of an "Edge of Tomorrow" catch 22 loop.
Is there a way to
set markers, if the map is turned off. So that they will show up on the
compass.
Pausing the game to write down coordinates, interrupts the
immersion for me.
I found another semi-solution, still very limited in it's use.
The skydrop if I add a thing I don't need before I manually remove the rest.
But it's an unpredictable fixed point.
The Neebs/Simon potato seed solution.
I don't know if I completely understand what you need, but my guess is maybe try using land claims as markers since you can have more than one active at once? :unsure:
 
I don't know if I completely understand what you need, but my guess is maybe try using land claims as markers since you can have more than one active at once? :unsure:
Thank you, i never needed to use them so I never thought about that.
So I can create a clone, just lower the claim area size, increase the amount I can create,
that should help me use them as location beacons. At night the visual would very slightly
resemble Enshrouded. I use those beacons vs the map to get around also. Thanks.
 
Thanks again Jost.

Did you know there is a loophole to the dead is dead. I found it by accident,
Since I play nomadic I store crap in cabinets until I manually find a Trader.
Well, I followed the same pattern, this was on a 2k world using Rolands config.
Only 2k so and had only one spawn point. So I went back to where I had died.

Zombie damage was the same, loot containers were still partially looted, so I
followed my pattern and went to the poi I was using.

I had found a trader early on, so I had temporarily unloaded in Jens little house to
the side. All of my dumped stuff was in the cabinets, no resets.

I would have to delete my save and start again for it to be complete, but the caveat
for that, and I have tested it a lot. I end up spawning at the same location more often
than an alternate ""Random"" spawnpoint, if I start with a new save. To get around this
I use the dead is deadish sequence, and I keep spawning all over the place.10 out of 10
it worked. Which led me to the above request. I am creating a new mode of play, I call
it unplugged survival. So far it is entertaining. I have to find a trader, to be stable with
water, looting only really helps in the upper biomes, but they live up to and surpass
expectations now. Free range water is in the wasteland only. I had no need for the club
for years, now pretty much have to use all ten slots, because of strengths and weaknesses,
and stamina usage. Biome progression is on, weather is off for now, till i work out some
kinks.
 
Allot of great observations and points being made in this thread. I've enjoyed catching up to this point. One observation of my own, I see there are so many posts where the answer is "there is a mod for this and a mod for that" and I can't help but to snicker while the mods are being suggested as answers to fix or extend game function, they are also barriers when needing support. It's the irony of mod life I guess. ... Sir, please go install the basketball mod if you want to play basketball... Sir, I'm sorry, we do not accept bug reports about basketballs- please uninstall the basketballs then tell us if the basketballs are fixed. I'm not saying mods are bad, just saying I'd like to trust mods enough to use them and not pester the devs to accomplish everything.

Good points. Though to be fair there is support for mods, it just isn't coming from the developer of the base game, it is the developer of the mod. Because of this mods in active development should be prefered
 
I'm curious... has anyone run into the issue of crafting stations randomly deleting crafts?

Example 1 -- solo game, i put on 10 Hobo Stews. checked my campfire about 2 minutes later, they're gone along with the ingredients like i never did it. nowhere to be found

Example 2 -- on a dedicated server, put on 17 murky water and 5 meat stews. go back after doing some base work, they're gone. no ingredients or nothing again.
 
I'm curious... has anyone run into the issue of crafting stations randomly deleting crafts?

Example 1 -- solo game, i put on 10 Hobo Stews. checked my campfire about 2 minutes later, they're gone along with the ingredients like i never did it. nowhere to be found

Example 2 -- on a dedicated server, put on 17 murky water and 5 meat stews. go back after doing some base work, they're gone. no ingredients or nothing again.
Confirmed bug. Set sandbox option "Backpack crafting" to on instead of limited and it should be good again.

 
@Riamus
Not long ago, I reported several Sandbox bugs and asked that additional Sandbox features be put on hold until the existing problems were fixed. I raised those concerns before release and received considerable push back from you.

Now, more players are reporting and confirming additional problems, including crafting stations deleting queued crafts and materials when Backpack Crafting is set to limited.

So my question is simple: do you still believe Sandbox has no bugs, or do you now accept that these reports were valid?

Server owners also need a maintained reference for Sandbox issues—confirmed bugs, known workarounds, completed fixes, and problems still under investigation. That would reduce duplicate reports and make it easier to distinguish known issues from newly discovered ones.
 
@RiamusServer owners also need a maintained reference for Sandbox issues—confirmed bugs, known workarounds, completed fixes, and problems still under investigation. That would reduce duplicate reports and make it easier to distinguish known issues from newly discovered ones.
Sorry Grandpa, but what you're asking for is literally a link to the top of this forum page:
 
So my question is simple: do you still believe Sandbox has no bugs, or do you now accept that these reports were valid?
He never said that, you dunce. The push back against you is that you think people simply suggesting new sandbox options somehow means TFP will work on those instead of fixing bugs, which of course isn't how it will work. But since you can't seem to form an opinion without AI guiding you I guess I shouldn't be surprised.
 
So my question is simple: do you still believe Sandbox has no bugs, or do you now accept that these reports were valid?
I'm really starting to think you're just here to troll. Reread what I said. I never said there weren't any bugs. I said that the bugs were either already being fixed per TFP's own statements or that they were minor and that they were not a reason to not suggest new sandbox options or to add those options to the game.

Maybe ask your AI for some comprehension of what is being said.
 
I'm really starting to think you're just here to troll. Reread what I said. I never said there weren't any bugs. I said that the bugs were either already being fixed per TFP's own statements or that they were minor and that they were not a reason to not suggest new sandbox options or to add those options to the game.

Maybe ask your AI for some comprehension of what is being said.
Riamus — if I read your position wrong, then it's on record now: Sandbox has bugs, and they're worth reporting. That's all I was after. We agree.

On the rest: I don't need help forming opinions. Two weeks ago I reported the Sign Tech ArgumentNullException, traced it to an uninitialized ErrorSignId, and sent TFP the fix. It shipped in V3.0.1 — it's the first item under "Fixed" in the patch notes. I've since sent them two more (TriggerManager.TriggerBlocks and CheckPowerState), with stack traces and root cause. That's what I do here.

My actual request still stands and has nothing to do with any of this: server owners need a maintained known-issues reference for Sandbox — confirmed bugs, workarounds, what's fixed, what's still open. A bug forum is a firehose, not a reference. It would cut duplicate reports and save TFP time. That's the whole ask.

If anyone wants to argue about that, I'm here. If it's just going to be name-calling, I'll pass.
 
My actual request still stands and has nothing to do with any of this: server owners need a maintained known-issues reference for Sandbox — confirmed bugs, workarounds, what's fixed, what's still open. A bug forum is a firehose, not a reference. It would cut duplicate reports and save TFP time. That's the whole ask.
Oh, so you wanna a guarantee eh?
Why don't you try at Shamway? :sneaky:
 
My actual request still stands and has nothing to do with any of this: server owners need a maintained known-issues reference for Sandbox — confirmed bugs, workarounds, what's fixed, what's still open. A bug forum is a firehose, not a reference. It would cut duplicate reports and save TFP time. That's the whole ask.

If that's your whole ask then I think it is a good request. I'm glad you decided to drop the part about waiting to add more options until after all current bugs are fixed. Today's whole ask is much better than yesterday's whole ask. I'm with you today.
 
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