PC V2.0 Storms Brewing Dev Diary

I mean the break as in run out im just using a in game item as an example
Ah, that makes more sense. I thought you were referring to durability/breaking. :)

I have not heard of that.
I sure hope not. I don't like empty jars as it is, but I think I can mostly ignore them right now. If I can't ignore them when I have a dew collector, then my only option is to mod the dew collectors to not need them. Not difficult to do, but I think it is better to have alternate options available for water and not force people to always have to use empty jars. That's basically a 180 degree swing from not allowing jars to requiring jars. A middle ground is at least not so bad.
 
All the people choosing 100% on jar return now need a jar sink and so will probably be interested in a mod to legitimize throwing away all the empty jars they end up with.... ;)
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I also hate microwave ovens for health reasons. We don't even have one in our kitchen.

Now we know why all the microwave ovens are busted in the game!!!
 
Same here. I don't mind because I like this one but seems something is missing in this build or maybe it was just teased and not planned for this one?
(But it's advertised in the patch notes.)
It's in the patch notes for you to read:

New Trader Jen Model

We added a brand new Trader Jen model coming to your Apocalypse. Note: This may come in a bug fix patch after 2.5 stable.
 
Hello, @faatal ! I have a few questions about textures, could you tell me if you have any similar changes in your plans or just what do you think about it?
1. For now, many models have different colors that change according to the mask in the engine through tinting (well, or something like that). Are there any plans to do the same with textures for blocks? For example, to make a mask for concrete and use tinting to make different colors, rather than separate textures for yellow, green, black concrete, and so on? Is it even possible?
2. Are there any plans to let modders change the textures of blocks and (especially) terrain themselves through xml and asset bundles? Well, so that the modder can create a texture and upload it to the game?
Thank you for your work 🙏
 
2. Are there any plans to let modders change the textures of blocks and (especially) terrain themselves through xml and asset bundles? Well, so that the modder can create a texture and upload it to the game?
This is already possible. Take a look at the Pyro Paints mod on Nexus. It isn't XML only, but you aren't going to change the textures using only XML.
 
@faatal Do you know if it has ever been talked about or considered to add a "large fuel tank" mod addition for generators? When you use a good percentage of the available power from one the fuel drains at an alarming rate. If it hasn't do you think it ever would? No idea if this is even in your dept, but thank you for any insight.
 
Hello, @faatal ! I have a few questions about textures, could you tell me if you have any similar changes in your plans or just what do you think about it?
1. For now, many models have different colors that change according to the mask in the engine through tinting (well, or something like that). Are there any plans to do the same with textures for blocks? For example, to make a mask for concrete and use tinting to make different colors, rather than separate textures for yellow, green, black concrete, and so on? Is it even possible?
2. Are there any plans to let modders change the textures of blocks and (especially) terrain themselves through xml and asset bundles? Well, so that the modder can create a texture and upload it to the game?
Thank you for your work 🙏
1. Not exactly. We have talked about block tinting, but not as a mask. Blocks use texture arrays, which cannot stream, so masks for blocks would use a good amount of memory that we do not want to use. The tint would be of the whole block using some mechanism to pass color data like a vertex color component as a lookup into a colors texture.

2. Adding textures to the blocks texture array would eat memory, which is where the tinting comes in as it would save memory by remove duplicates that are just a different color. There is no time frame for when we would attempt that change. Terrain is a completely different issue as we use Microsplat which has specific limitations and increasing textures there will reduce render performance.
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@faatal Do you know if it has ever been talked about or considered to add a "large fuel tank" mod addition for generators? When you use a good percentage of the available power from one the fuel drains at an alarming rate. If it hasn't do you think it ever would? No idea if this is even in your dept, but thank you for any insight.
Never heard any talk about generator fuel. That is a design issue, which I would not be involved with working on unless there was a code issue.
 
This is already possible. Take a look at the Pyro Paints mod on Nexus. It isn't XML only, but you aren't going to change the textures using only XML.
Mods can do things we would not want in the base game for performance or memory reasons. Consoles have little memory to spare and we want feature parity between platforms. We are working on entity and player clothing dynamic loading and unloading from bundles which may free up more memory someday.
 
Mods can do things we would not want in the base game for performance or memory reasons. Consoles have little memory to spare and we want feature parity between platforms. We are working on entity and player clothing dynamic loading and unloading from bundles which may free up more memory someday.
I really wish console had some more power. I do wonder if the new generation that's coming (im not getting it)

But the series S is probably the biggest issue due to its lack of power
 
Mods can do things we would not want in the base game for performance or memory reasons. Consoles have little memory to spare and we want feature parity between platforms. We are working on entity and player clothing dynamic loading and unloading from bundles which may free up more memory someday.
Right, but the question was about modders doing that, not TFP. :)

I understand the limitations that consoles cause, but I'd just point out that building is a pretty big part of this game and a lot of people like to decorate. Having more textures/paints might be worth more than some other things if you have to cut things because of memory. Of course, making more decorations craftable would also go a long way towards improving building for players, and that doesn't require more memory. I've mentioned before that if the issue with some decorations is people spamming them and causing problems on servers, you can easily add those to a special category similar to the dev blocks category and then have a game setting to enable or disable those in the game. If enabled, you'll see the recipes for them, and if disabled, you won't. Then single players and multiple players who aren't going to spam stuff (such as friends) can have it enabled, while servers can disable it if it becomes a problem for those specific servers. Having to use the creative menu just to get more decorations for a base instead of crafting them isn't great, imo.
 
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I really wish console had some more power. I do wonder if the new generation that's coming (im not getting it)

But the series S is probably the biggest issue due to its lack of power
Yeah, it's too bad they released for console when they did instead of waiting for the next gen consoles. Then maybe they wouldn't have to support the S Series and it's limited hardware.
 
@faatal Do you know if it has ever been talked about or considered to add a "large fuel tank" mod addition for generators? When you use a good percentage of the available power from one the fuel drains at an alarming rate. If it hasn't do you think it ever would? No idea if this is even in your dept, but thank you for any insight.
Generators seem to last weeks/months for me on one tank. I have 6 engines in them. Eventually switch over to solar power and it's free/endless. I've never seen a situation where they run out of fuel unless you abandoned the place for a long time.
 
Generators seem to last weeks/months for me on one tank. I have 6 engines in them. Eventually switch over to solar power and it's free/endless. I've never seen a situation where they run out of fuel unless you abandoned the place for a long time.
For an example I have one Generator (I have been splitting their workloads to other Gens to conserve fuel) running 10 turrets, 1 spotlight, 2 interior ceiling lights and 10 industrial lights, and factoring in the 1w used by wire relays the generator load is 193w of 300w. from full the fuel last ~ 30 to 40 minutes. They are base defense so are just left on permanently.
 
Generators seem to last weeks/months for me on one tank. I have 6 engines in them. Eventually switch over to solar power and it's free/endless. I've never seen a situation where they run out of fuel unless you abandoned the place for a long time.
You must not hook much up to it. A horde night, which uses a generator at almost full capacity, will use 10-20% of the fuel for the one night (I haven't looked at the exact amount, so that's a rough estimate). Now, you aren't usually using as much at a regular base when it isn't horde night, but if you're hooking up a lot of stuff, you can easily go through a tank of fuel in a pretty short amount of time. I've been in the habit of placing a manual door on any base just in case I run out of gas before I return to refill it. A trip to another town/biome for a couple of days can leave my base without power by the time I return, depending how much is connected to the generator.

That said, I don't really care about a fuel tank mod for it. It wouldn't hurt to have one, but I don't think it's that big of a deal. I also switch to solar when I can afford it just for convenience. But solar has its own issues - expensive solar panels (you'll pay tens or hundreds of times more for solar than for a generator), solar panels aren't worth having unless they are high quality and finding high quality solar panels is a pain, you can't craft the solar panels, each solar bank is 3 blocks long instead of the 1 block of a generator and you have to also include a battery bank to handle nights, which makes it 4 blocks versus 1, each solar bank only has about half the power of a generator, meaning you can need more banks than you'd need of generators. For an endgame item, it is kind of backwards. You normally get better stuff at endgame, but the negatives for solar make it not really worth getting unless you just like it or don't want to hear the generators or you don't want to have to keep refilling the fuel. Fuel itself is extremely cheap by the time you have a choice to get solar panels, so it's not really a cost savings to use solar, especially considering how much extra you pay for it to begin with. I would really like to see solar get some "love" so it's actually worth getting. I think most people don't use solar because of the negatives.
 
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