PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
Status
Not open for further replies.
Hey, I've mentioned this before, but not sure if any devs have seen my request, so I figured I'd ask again.
Can you make items useable in the inventory by holding shift and right clicking?

Pretty please?
By default it is "A". I believe you can remap it now tho.

 
@faatal How feasible would it be to allow entities to sometimes 'lead' the player in 7dtd? When I say lead, I mean that if one entity is chasing another entity, and the chased entity is going in a straight line, then the chasing entity will also travel in a straight line, as opposed to the pursuit curve we have currently.

I can implement it in open areas with a few lines of code, but I can imagine it would be harder to integrate it with the A*-based pathing system.

I've heard fourm members say that it's too easy to outmanuever zombies outside, and, well, leading enemies are a lot harder to outmaneuver.

 
Last edited by a moderator:
I am rewording perks at the moment as we have more space for long descriptions. While doing it I'm improving some perks. If there are some farm related perk ideas I'm game. I don't want to change how you plant or harvest though in this conversation.
Sure, I'll bite...kinda stupid of me since I really don't know the full extent of the mechanics but hey-ho :D

Tier 1: You've really gotten better at this tilling business and can prepare the soils to become the perfect home for your seeds. (+50% yield from crops planted in tilled dirt.)

Tier 2: Your knowledge of seeds and planting of crops are next to none and as such you can stretch your resources even further. (Double the yield when receiving seeds.)

Tier 3: One harvest what one sows, you on the other hand seem to harvest more than you sow. (Add an extra harvest cycle with half the yield of the first one, rounded down ... if possible with the current mechanics)

Tier 4: Water is the source of all life, you discovered a way to make your plants thrive even further by building an irrigation system. (A new model of a barrel with some feet on it, two blocks tall, with a piece of pipe with a valve sticking out of it and angles 90 degrees and into the ground. Fill with bucket of water and use the same system as refilling vehicles with fuel. Consumption depends on connected tilled earth slots. This irrigates connected tilled earth slots and decreases growth time by 50% and yield by 50%)

Tier 5: You've discovered that fertilizers will really put some sprout into your...well...sprouts. (New recipes opens up in the Chemical Station adding a way to create some liquid fertilizer that can then be mixed with the water bucket and create fertilized water to put into the irrigation barrel. Increases yield by 100%)

...just of the top of my head here ... I am sure I am swinging a miss but hey, at least I am swinging :D

 
I am rewording perks at the moment as we have more space for long descriptions. While doing it I'm improving some perks. If there are some farm related perk ideas I'm game. I don't want to change how you plant or harvest though in this conversation.
*cracks knuckles*

Chance on pickup to harvest mutated crop. These crops would be used in high level recipes like "Grandpa's Scr-o-tum Sweat". Very low chance to harvest. Could be tied to your drug system nicley and would add more incentive to farm.

Could aslo be tied to other systems easliy like high tier ammos, dyes, foods, and medical trees. This is mad scientist type stuff I'm talking about.

 
Last edited by a moderator:
MM

Just want to remind You, that You got a LOT of fans when You didn't have "20-hour gameplay".

And very few people had problems with it.

 
Last edited by a moderator:
It would be nice to have a perk that lets me have an underground farm. By buying the perk, you'd be able to either craft seeds that can be grown without sunlight, or be able to craft lights that act as sunlight. Faster hoes would be nice too. Just a thought.
I like this idea for underground farming. But I’d like to see a speed increase on ALL the zombies and not just the strippers...

 
I am rewording perks at the moment as we have more space for long descriptions. While doing it I'm improving some perks. If there are some farm related perk ideas I'm game. I don't want to change how you plant or harvest though in this conversation.
Hey!

Besides adding new Plants and recipies, I am very happy with the farming as it is. I love, that you don't have to replant everything.

I don't know what kind of outbreak there was lore wise in the game, but I could imagine that some plants might also be infected. This could result in some special plants actually being alive and flinging their tentacle like branches at the player. This attack could cause the player to get stunned and go ultra slow for a few seconds, or make the aim go wonky as if the player had a beer. Those plants could also get the "puke gun" that the zombiecops use. But this makes you go blind for some seconds.

As for farming those infected plants - that would be more complicated, becuase you need to combine those seeds with something else to make it plantable. The fruits of those plants could be used as venoms for special crossbow ammo. -&gt; stunning, blinding... etc

Warning: Dont go into the forest, its very old and full of memory and anger! ;)

 
In all seriousness for farming perks I would like to see a return to the game’s roots and make it so that crops will only grow if adjacent to a water block. It was like that in Alpha 6.

THEN there could be a perk called Irrigation that would allow you to plant without the need for an adjacent water block. Also, the growing lights recipe for interior farms would be great as Chikorina pointed out.

Any noob coming from Minecraft would EXPECT crops having to be planted near water blocks so it would be intuitive as well for new players.

 
What have you got against the strippers?
Wait, nevermind. I don't wanna know.

:cower:
You have to carefully read the second to last line of the post I quoted to get the joke... :)

 
People really need to stop focusing on Madmoles comments on the "20-hour gameplay". It doesn't mean that they made a magic line in the sand and stopped focusing on other aspects of the game and ONLY focus on the first 20 hours. I simply means they want to focus on polishing up the first 20 hours of gameplay so that they can get the game out of EA and hopefully attract more poeple into their game which will enjoy it and as such increase sales which in turn means more stuff added for the +1000 hours guys in future updates.

It is called a sound business model. Have anyone stopped to think what would happen if they do not polish up the first 20 hours of gameplay? I would like to ask everyone here, if you were not involved in modding, if you did not know of mods, if you picked the game up today knowing nothing of it...would you stick around? Would you refund?

The logic is simple, no funds = no game. If the game doesn't sell well the pimps would have to move along to new projects or worst case scenario, go out of business. The team has grown since the start and no one of sound mind works for free, the cost of developing the game would also have increased with the team.

 
I paid £15 for my copy. I've played 1,200 hours.

No game has ever given me such value for money. I don't play much anymore but I'll always be thankful for the fun I've had. And who knows? I keep trying the new alphas. I may yet be re-rengaged.

 
Sure, I'll bite...kinda stupid of me since I really don't know the full extent of the mechanics but hey-ho :D

Tier 1: You've really gotten better at this tilling business and can prepare the soils to become the perfect home for your seeds. (+50% yield from crops planted in tilled dirt.)

Tier 2: Your knowledge of seeds and planting of crops are next to none and as such you can stretch your resources even further. (Double the yield when receiving seeds.)

Tier 3: One harvest what one sows, you on the other hand seem to harvest more than you sow. (Add an extra harvest cycle with half the yield of the first one, rounded down ... if possible with the current mechanics)

Tier 4: Water is the source of all life, you discovered a way to make your plants thrive even further by building an irrigation system. (A new model of a barrel with some feet on it, two blocks tall, with a piece of pipe with a valve sticking out of it and angles 90 degrees and into the ground. Fill with bucket of water and use the same system as refilling vehicles with fuel. Consumption depends on connected tilled earth slots. This irrigates connected tilled earth slots and decreases growth time by 50% and yield by 50%)

Tier 5: You've discovered that fertilizers will really put some sprout into your...well...sprouts. (New recipes opens up in the Chemical Station adding a way to create some liquid fertilizer that can then be mixed with the water bucket and create fertilized water to put into the irrigation barrel. Increases yield by 100%)

...just of the top of my head here ... I am sure I am swinging a miss but hey, at least I am swinging :D
Thats not bad, but its just a more complicated version of what we have already. You can already get more yield with each perk without doing extra steps. I was thinking more along the lines of having some stuff you can't get seeds out of that is powerful until the higher ranks.

 
I was thinking more along the lines of having some stuff you can't get seeds out of that is powerful until the higher ranks.
I like this idea quite a bit.

While we're back on the subject of farming - I know there are currently no plans to make certain crops grow only in certain biomes. Fair enough.

Instead - can we request that TFP make this easy to mod in?

(When I say "easy" w.r.t. modding, I pretty much mean "XML only, no SDX required")

 
*cracks knuckles*
Chance on pickup to harvest mutated crop. These crops would be used in high level recipes like "Grandpa's Scr-o-tum Sweat". Very low chance to harvest. Could be tied to your drug system nicley and would add more incentive to farm.

Could aslo be tied to other systems easliy like high tier ammos, dyes, foods, and medical trees. This is mad scientist type stuff I'm talking about.
That would be possible with no code, so ideas like that are more plausible. I've been thinking about some fictional alchemy for the game. Boost stats, damage resistance, zombie juice so they can't smell you, etc. To me expanding farming is what we should do, not reinvent the wheel with clunky irrigation systems. Maybe what you make c4 from is gp and a rare plant to make plastic explosives.

 
MMJust want to remind You, that You got a LOT of fans when You didn't have "20-hour gameplay".

And very few people had problems with it.
While that may be a true statement, we'd have twice the fans if the game was polished up and easier to get hooked on. We're not going to gut systems and dumb it down, just improve everything, fix bugs and take some half finished ideas and make them shippable. Better art and anims, alpha is alpha, gold will be much better.

 
Maybe:

Put in a random roll requirement so the crop has a 5% chance to fail, even if you have all 5 points spent. Even life long farmers have crop failure here and there.

Could even be a bit more slick and on your last point in the perk, have it roll twice.

First random roll to check for a failure.

Second random roll to check for a bumper crop chance.

edit: Seems plausible with what I looked at quickly, but I haven't tested it out.

been busy as of late and haven't gotten around to do much twixing.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top