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
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Seafood Chowder Recipe:

&lt;recipe name="foodSeafoodChowder count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodCanSalmon" count="1"/&gt;

&lt;ingredient name="foodCanTuna" count="1"/&gt;

&lt;ingredient name="foodCornCob" count="2"/&gt;

&lt;ingredient name="drinkBottledWater" count="2"/&gt;

&lt;ingredient name="foodCornMeal" count="2"/&gt;

&lt;/recipe&gt;

- - - Updated - - -

"Magic Mushrooms" Recipe:&lt;recipe name="Magic Mushrooms" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodMushroom" count="10"/&gt;

&lt;ingredient name="foodJarofHoney" count="1"/&gt;

&lt;ingredient name="foodCanofMiso" count="1"/&gt;

&lt;ingredient name="foodShamSandwhich" count="2"/&gt;

&lt;/recipe&gt;
jar of acid?

 
Regarding biomes...and I'm probably banging my head against a wall here but, the winter biome makes no sense. Like suddenly right beside the hot sandy desert, there's 1-2 metres of snow covering the ground? Nah. I realize it can snow it the desert, but it's either very light snow that burns off or it's found at higher elevations. So remove winter biome, and just make it snow when the temp gets low enough (has the added benefit of giving the player a visual clue that they should bundle up before going out), and/or make it a sub-biome that only gets created in the upper 25m before hitting the world ceiling.

 
If were talking recipes can we add these basic ones first:

&lt;insertAfter xpath="/recipes/recipe[@name=foodBoiledMeat]" &gt;

&lt;recipe name="foodONEBoiledMeat" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodRawMeat" count="1"/&gt;

&lt;ingredient name="drinkJarBoiledWater" count="1"/&gt;

&lt;/recipe&gt;

&lt;/insertAfter&gt;

&lt;insertAfter xpath="/recipes/recipe[@name=foodCharredMeat]" &gt;

&lt;recipe name="foodONECharredMeat" count="1" craft_area="campfire"&gt;

&lt;ingredient name="foodRawMeat" count="1"/&gt;

&lt;/recipe&gt;

&lt;/insertAfter&gt;

&lt;insertAfter xpath="/recipes/recipe[@name=foodGrilledMeat]" &gt;

&lt;recipe name="foodONEGrilledMeat" count="1" craft_area="campfire" craft_tool="toolCookingGrill" &gt;

&lt;ingredient name="foodRawMeat" count="1"/&gt;

&lt;/recipe&gt;

&lt;/insertAfter&gt;

&lt;item name="foodONECharredMeat"&gt;

&lt;property name="HoldType" value="31"/&gt;

&lt;property name="DisplayType" value="foodWater"/&gt;

&lt;property name="Meshfile" value="Items/Misc/parcelPrefab"/&gt;

&lt;property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/&gt;

&lt;property name="Material" value="Morganic"/&gt;

&lt;property name="Stacknumber" value="250"/&gt;

&lt;property name="EconomicValue" value="4"/&gt;

&lt;property class="Action0"&gt;

&lt;property name="Class" value="Eat"/&gt;

&lt;property name="Delay" value="0.3"/&gt;

&lt;property name="Use_time" value="..."/&gt;

&lt;property name="Sound_start" value="player_eating"/&gt;

&lt;/property&gt;

&lt;property name="Group" value="Food/Cooking"/&gt;

&lt;effect_group tiered="false"&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="water" operation="subtract" value="1"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/&gt;

&lt;display_value name="waterAmount" value="-1" /&gt;

&lt;/effect_group&gt;

&lt;property name="CustomIcon" value="foodONECharredMeat" /&gt;

&lt;/item&gt;

&lt;item name="foodONEGrilledMeat"&gt;

&lt;property name="HoldType" value="31"/&gt;

&lt;property name="DisplayType" value="food"/&gt;

&lt;property name="Meshfile" value="Items/Misc/parcelPrefab"/&gt;

&lt;property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/&gt;

&lt;property name="Material" value="Morganic"/&gt;

&lt;property name="Stacknumber" value="250"/&gt;

&lt;property name="EconomicValue" value="5"/&gt;

&lt;property class="Action0"&gt;

&lt;property name="Class" value="Eat"/&gt;

&lt;property name="Delay" value="0.3"/&gt;

&lt;property name="Use_time" value="..."/&gt;

&lt;property name="Sound_start" value="player_eating"/&gt;

&lt;/property&gt;

&lt;property name="Group" value="Food/Cooking"/&gt;

&lt;effect_group tiered="false"&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/&gt;

&lt;/effect_group&gt;

&lt;property name="CustomIcon" value="foodONEGrilledMeat" /&gt;

&lt;/item&gt;

&lt;item name="foodONEBoiledMeat"&gt;

&lt;property name="HoldType" value="31"/&gt;

&lt;property name="DisplayType" value="foodWater"/&gt;

&lt;property name="Meshfile" value="Items/Misc/parcelPrefab"/&gt;

&lt;property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/&gt;

&lt;property name="Material" value="Morganic"/&gt;

&lt;property name="Stacknumber" value="250"/&gt;

&lt;property name="EconomicValue" value="10"/&gt;

&lt;property class="Action0"&gt;

&lt;property name="Class" value="Eat"/&gt;

&lt;property name="Delay" value="0.3"/&gt;

&lt;property name="Use_time" value="..."/&gt;

&lt;property name="Sound_start" value="player_eating"/&gt;

&lt;/property&gt;

&lt;property name="Group" value="Food/Cooking"/&gt;

&lt;effect_group tiered="false"&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="2"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="3"/&gt;

&lt;triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/&gt;

&lt;/effect_group&gt;

&lt;property name="CustomIcon" value="foodONEBoiledMeat" /&gt;

&lt;/item&gt;

&lt;/append&gt;

Its ... please can we just do something with all that meat that is not ( X % 5 = 0 )

trying to not get anyone's hackles up here.

 
Seafood Chowder Recipe:&lt;recipe name="foodSeafoodChowder count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodCanSalmon" count="1"/&gt;

&lt;ingredient name="foodCanTuna" count="1"/&gt;

&lt;ingredient name="foodCornCob" count="2"/&gt;

&lt;ingredient name="drinkBottledWater" count="2"/&gt;

&lt;ingredient name="foodCornMeal" count="2"/&gt;

&lt;/recipe&gt;

- - - Updated - - -

jar of acid?
Good idea, changing it now

 
Not sure if this is done, but when you do post screenshots or do a video of RWG, could you let us know the seed name/type? Whenever it comes to map generation it would just help to have a starting point (particularly if you find a good town or city) that could be explored and built upon.
I don't think it will matter as much IMO.

 
no Shepard pie is typically ground lamb under a bed of mashed potatoes. people then add corn or carrots and other things to the meat section. It has also become popular to used ground beef instead of lamb.
We do have that can of lamb yet I think so it sounds like a winner.

 
Okay mm, we decided

Forest

-subs

Pine, maple, burnt, wasteland

Snow

-subs

Wasteland

Plains

-subs

Desert, wasteland

...you're welcome. :)

 
Dear, Joel...(I'm addressing You this way because i want to emphasize that i don't want to make You angry about the language barrier in any way).




Maybe, You just have not enough imagination :) ?

With respect!
It's not really a case of imagination. Depending on how you categorize it there are only between six to twelve basic terrain types in real life, everything else is either a variation or mix of these.

It's been a while so I'm a little rusty but shaders like to work with groups of four textures for technical reasons, adding another group of four textures makes the shader about twice as slow. A decision was made to drop two textures to speed up the terrain shader.

The decision was entirely practical.

 
Regarding biomes...and I'm probably banging my head against a wall here but, the winter biome makes no sense. Like suddenly right beside the hot sandy desert, there's 1-2 metres of snow covering the ground? Nah. I realize it can snow it the desert, but it's either very light snow that burns off or it's found at higher elevations. So remove winter biome, and just make it snow when the temp gets low enough (has the added benefit of giving the player a visual clue that they should bundle up before going out), and/or make it a sub-biome that only gets created in the upper 25m before hitting the world ceiling.
We don't have the dynamic snow shader anymore, it caused about 10 million bugs. We're keeping the snow as surviving in the snow and cold is interesting.

 
It's not really a case of imagination. Depending on how you categorize it there are only between six to twelve basic terrain types in real life, everything else is either a variation or mix of these.
It's been a while so I'm a little rusty but shaders like to work with groups of four textures for technical reasons, adding another group of four textures makes the shader about twice as slow. A decision was made to drop two textures to speed up the terrain shader.

The decision was entirely practical.
Where do they work slower, at the junction of biomes or underground? Can this cause performance drops?

In any case, there are already more than four.

I collected an asset of 40+ textures for Terrain. I didn't see any problems.

https://7daystodie.com/forums/showthread.php?86145-HDHQ-Textures-Lighting-Environment&p=958645&viewfull=1#post958645

I may have looked the wrong way, but then that's the reason i'm here.

No, i don't think that's the reason.

 
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Fruit Leather Recipe:

&lt;recipe name="foodFruitLeather" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodCanPears" count="1"/&gt;

&lt;ingredient name="foodCropBlueberries" count="8"/&gt;

&lt;ingredient name="foodCropYuccaFruit" count="4"/&gt;

&lt;ingredient name="resourceCropSnowberryPlant" count="2"/&gt;

&lt;ingredient name="foodHoney" count="1"/&gt;

&lt;/recipe&gt;

 
Awesome Knuckles. Seems like a block animation. Can't wait till bandits and the human npc's comes into the game. I'm hopeful for the future but right now I'm burnt out on doing the routine zombie killing. The potential of having human enemies is pretty exciting. Hopefully, you'll have molemen or something like gools from fallout aside from your basic humans. Love you guys.

 
Okay mm, we decided
Forest

-subs

Pine, maple, burnt, wasteland

Snow

-subs

Wasteland

Plains

-subs

Desert, wasteland

...you're welcome. :)
Its more like forest is thinned 80% and moderate grass.

Sub biome of thick trees like now but with less grass.

Sub biome of open spaces with lots of grass and shrubs and very few trees.

Desert like now

Sub biome of plains grass.

Snow like now

Sub biome with snow forest with denser trees.

Burnt, no changes. Maybe patches of some new green growth.

Wasteland no changes.

City masks: add more zombie spawning.

 
It's not really a case of imagination. Depending on how you categorize it there are only between six to twelve basic terrain types in real life, everything else is either a variation or mix of these.
It's been a while so I'm a little rusty but shaders like to work with groups of four textures for technical reasons, adding another group of four textures makes the shader about twice as slow. A decision was made to drop two textures to speed up the terrain shader.

The decision was entirely practical.
The old shader had limits of only 3 adjacent textures too, otherwise blending disaster. The new shader will be much better.

 
@adreden no. Its too much recipe clutter in the menus for what? 1 calorie?
ok well worth a try. No worries I have my own modlet for it :)

Maybe then just convert the portions of meat from 5 to one overall, so it doesn't seem like the player is wasting as much?

 
Fruit Leather Recipe:&lt;recipe name="foodFruitLeather" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="learnable"&gt;

&lt;ingredient name="foodCanPears" count="1"/&gt;

&lt;ingredient name="foodCropBlueberries" count="8"/&gt;

&lt;ingredient name="foodCropYuccaFruit" count="4"/&gt;

&lt;ingredient name="resourceCropSnowberryPlant" count="2"/&gt;

&lt;ingredient name="foodHoney" count="1"/&gt;

&lt;/recipe&gt;
What the hell is fruit leather?

 
Its more like forest is thinned 80% and moderate grass.Sub biome of thick trees like now but with less grass.

Sub biome of open spaces with lots of grass and shrubs and very few trees.

Desert like now

Sub biome of plains grass.

Snow like now

Sub biome with snow forest with denser trees.

Burnt, no changes. Maybe patches of some new green growth.

Wasteland no changes.

City masks: add more zombie spawning.
Of course, new sub-biomes will add attractiveness.

Judging by the description - it should be better than it was!

Well, let's see what happens ;)

But sub-biomes add attractiveness - to biomes, and biomes - to the whole world!

There you really squeezed themselves to the imagination in a 2x2 square.

(Yes, Yes , of course - you're struggling with low performance - that's understandable, ok...ok...I feel like I'm interrupting your work...).

 
Last edited by a moderator:
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