Me too. Where are they written?You might want to read up on the latest changes coming.
ah deutsch , wir haben das gestoppt und sind zu obrigem Ergebniss gekommen der tag soll 2 Stunden dauern ist aber nach 66 Minuten vorbei.Are you referring to the time between noon and noon or the actual daylight itself ? I saw no errors with setting the daylength to 120 minutes. It needs 120 minutes then.
Code:<property name="DayNightLength" value="60" /> <!-- real time minutes per in game day: 60 minutes --> <property name="DayLightLength" value="18" /> <!-- in game hours the sun shines per day: 18 hours day light per in game day -->
I believe he is referring to his comments regarding crafting:Me too. Where are they written?
Np. I try.Okay did not know that. Thanks a lot man, again!
Great to see you respond so quickly to questions on here.
Well, if you REALLY want to do the INT build right:Every tree i believe has 3 weps except INT, maybe just had a small hand held gun type, hell, make it simple like a flamethrower eventually? all chemical/mechanical based weaponry
I feel like that is where it is lacking is a legit gun in the INT tree that doesnt give whip lash when firing from the hip
A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".When it happens to me I hear the sound of like hitting rock (?) on the edge of the road and the terrain. Or when the road has a bump (some sharp and not high elevation). Like the terrain 'looks' smooth but actually isn't.
Not necessarily. Try enabling this alpha 18 experimental feature with one of these two modlets:So many games do inventory "wrong". =) But yes, essentials, things you wan to keep in your pack, always go in the bottom right, since everything new is always dropped in the upper left. Much easier to keep track of things that way.
Faatal -- side note -- I assume you are aware of the problems zombies seem to be having with going down stairs? As in, they seem to prefer to dig instead of using stairs that are close by? I assume it is just a glitch in the patching that they don't see the stairs correctly, so you will be able to fix it fairly quickly? I hope?A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".
Seems like a good bandaid until the cause is found.
But it can happen when you are flying in a gyrocopter too, so I don't think "running something over" applies. I've reported on the bug track it happening while I was flying, and, to top it off, the motorcycle parked back at my base was also thrown up at the very same time. Log and video were made available.Yes it seems random but could be a specific thing, like hitting something breakable, or unity collision is failing. Like the hatch teleport, getting smashed between colliders in unity can cause something to get propelled. Maybe running something over that has collision the collider didn't get built in time, it turns on after the bike penetrated it, which propels the bike to the sky.
Will that bunny hop work on the gyrocopter too?A tester today reported my last fix now does "you do get a large bunny hop instead of catapulting to the sky box".
Seems like a good bandaid until the cause is found.
I also have this all the time when mining.Small bug report: I've been mining a 2x2 tunnel at bedrock layer underneath my base area for a while now. (Just a strip mine.) However, every time I mine down there, this visual glitch occurs every so often. It's not serious, just a little confusing of what you have mined and haven't mined. It happens when I'm mining stone, but it can be easily fixed by mining another block next to it or by placing a frame down over the "gap".
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Is this an A18 issue or has this visual bug been around for a while? I haven't mined at bedrock before A18, so...I also have this all the time when mining.
I don't mind difference in power and convenience. +/- 15% is pretty standard for gaming both electronic and not and was established long ago with the Jedi Curve/Mana Curve from Magic the Gathering and a touch more than that is acceptable. I'm more than happy to play something cool that underperforms a little. But there is a big difference between "this is 20% less good" and "this is 50% less good AND requires you to jump through more hoops".Making the turrets work so that they are just as powerful and just as convenient as an AK would make the two attributes progress to something that would feel almost exactly the same. I think it is great that they work differently and feel differently and play differently. If that means YOU will NEVER choose to go the route of intelligence because you like the most convenient and most powerful choice (even if it is the same choice) every time you play....well, I can live with that.
I'll happily play a time or two with the convenient and deadly AK47 and then the next time or two with the convoluted and interesting turret set up. It means my playthroughs will be different and challenging in a variety of ways instead of having the gun I'm holding looking like a turret but playing out exactly like as if it was an AK47.
I think it has been around for a long time but it seems to be a lot more frequent in A18 at the moment, probably because of all the new skins and textures.Is this an A18 issue or has this visual bug been around for a while? I haven't mined at bedrock before A18, so...