Phoenixshade35
New member
So with tallow removed does this mean candles can be crafted in a different way?
yup... 2 simple ingredients and can craft them on your character.So with tallow removed does this mean candles can be crafted in a different way?
Awesome to hear, simplifying it is a nice change, i like my candle lit base hahayup... 2 simple ingredients and can craft them on your character.![]()
after you kill something for fat that is...
Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!@Modmale
Any progress on bridges in RWG? This would be amazing if you could pull it off, no biggie though if there are more important things to do.
So was the above just a mockup that hasn't actually been implemented?I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.
Yup me too. Always wanted to make a base on a bridge, reminds me of the fallout 3. I can wait though.Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!
I wouldn't say it is just a mock-up. If you augment the current terrain gen to produce more water (by a lot), it will send object references, that are trying to place rwg bridges section tiles. The tiles them selves aren't really available to be placed (hence the object references) in 17.4, The map will end up building just fine, without the bridges.Yeah, I feel like most of us forgot that they showed "New RWG bridges" back in January. They're one of my most anticipated features!
So was the above just a mockup that hasn't actually been implemented?![]()
Oh well, guess you'll just have to add ziplines to get across instead...
Its possible, even with a bad internet connection using Transactions and Record Locking requiring all clients to respond every time anyone clicks on any item in a chest.Sharing containers would require a more authoritive networking solution so probably not.
Not 100% sure about the campfire. Probably get rid of the grill and do some heat exchange for faster cooking or something.
With posts like this one, people might think that such feature is ready..I haven't seen any, and I think there would need to be some work to be shippable IMO. I'd rather we wait and get a basic stable RWG out then embellish it after all the bugs are fixed.
I am glad someone mention this. It happens to bridges that are on navezgane and after a while you can no longer drive up them because they have been destroyed by the vehicles going up and down itSo I do have a question, when building a ramp up to the base, will it be looked into for driving vehicles up? Everytime i try my truck damages the blocks instead of simply driving up? is this intended?
That's why I reinforced the bridges at Navezgane.I am glad someone mention this. It happens to bridges that are on navezgane and after a while you can no longer drive up them because they have been destroyed by the vehicles going up and down it
I don't know how far we can take this conversation without looking at some actual code but here goes nothing.It is A* on a grid of linked nodes, but grids don't work how you think.
There is one grid for each player (grids will merge if players are close to each other) and extra temp grids in certain AI spawning cases. Grids are aligned to the blocks of the world, each grid node is 1x1m and does block testing to determine the block type and what blocks are around it, so it can't be rotated or it would not match the blocks. Once a grid is created, it does not change until the player moves about 10m or a block inside the grid changes, which causes an edge or partial update. Paths are then created from the grid the path in going through, so a thousand zombies could all make a path without the grid changing.
AI tend to follow the same path, because certain paths are generally going to be cheapest. The main variation is dumber AI will tend to not follow longer paths and just destroy blocks. There should be more tweaks to how it works later, but probably not A18.
Dupe bug? Nah... I'd say the motivation is that everyone that's played coop with shared resources knows the pain ofIts possible, even with a bad internet connection using Transactions and Record Locking requiring all clients to respond every time anyone clicks on any item in a chest.
Of course, to make it better than it currently is, the server would need a large number of clients with chests that are being constantly accessed by many people.
It just sounds like someone wants the dup bug back.![]()
Since weapon mods in 17A allow installation of sniper scopes on all weapons, the Marksman rifle lost its main feature and although the Dead Eye appeared, in my opinion, the rifle lost its relevance.
Are there any plans to upgrade existing rifles or add new ones?
For example, Ruger Deerfield Carbine 44 Magnum, Beretta C × 4 for 9 mm or .50 cal rifles?
I dont mind the fun gameplay that comes with a cool melee change. But this melee change will make the game harder on default difficulty. I think alpha 17s default difficulty was spot on. This is my problem.In this scenario that point works, because the discussion is about a feature which makes the game harder, but also more fun.
Good point lol. It's been fixedAfter sitting here with a confused face for 5 minutes..."Anyone that thinks it's too hard can just turn up the difficulty"
Who would say, "it's too hard, let me make it harder?"
Waaaah, they posted work-in-progress. How dare they do that? We want to be kept in the dark after all, right? :cocksure:With posts like this one, people might think that such feature is ready..
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