No as the devs feel it is better to have less clutter on screen to help with immersion, which I would have to agree with.Are there any plans to place hunger and thirst on the HUD somewhere?
I could see quest scenarios like:We talked about wandering traders or npcs you help you can trade with a bit before they despawn. Nothing firm yet.
I know the icon is there, but it doesn't appear until you're already very low (around 60ish I think). I'd rather know if I have "room" to eat right now so I can declutter my inventory. I don't think a couple little bars is really very much clutter. Plus, it's not clutter if the information it's displaying is important. Oh well, I guess I'll have to mod it in, though I still think it's a mistake to not include it by default, I think most players would want to know a basic piece of info like their current hunger/thirst in a survival game.No as the devs feel it is better to have less clutter on screen to help with immersion, which I would have to agree with.
FYI just in the case you did not know. When your thirst or hunger gets low you will have an icon pop up on screen informing you of those stats. You can also install a simple mod that will show hunger and thirst on the HUD.
Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.why yes, yes it is.
I corrected and rotated the two existing prefabs that are in A17.4 and then let the code of the random gen do the placing. Just needed some more water on the map (and if the prefab is not renamed this generated errors during creation).Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
Awesomesauce. Word on the street that was generated. Not sure if it was XML or dll that enabled it though.Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
You can find press releases that are looked over a few times so no spontaneous information directly from developers gets through over on the official site.It's funny as we were promised alpha 18 in the first half of 2019 first, then end of July, beginning of August, now when is done. Are these devs competing against Todd Howard for the "Liar of the year" cuz I really don't get it...
That makes sense. diff prefab, diff name but the code is there, well, parts of it anyway. Whoops.I corrected and rotated the two existing prefabs that are in A17.4 and then let the code of the random gen do the placing. Just needed some more water on the map (and if the prefab is not renamed this generated errors during creation).
Can confirm it spawns very rarely on 17 rwg maps. It will throw a null on world previewer.Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
it is quite rare though2019-07-31T15:14:10 215.861 ERR Loading prefab "rwg_bridge_end_01" failed: Block name to ID mapping file missing.2019-07-31T15:14:10 215.862 ERR Loading prefab "rwg_bridge_tile_01" failed: Block name to ID mapping file missing.
2019-07-31T15:14:10 215.862 ERR Loading prefab "rwg_bridge_end_01" failed: Block name to ID mapping file missing.
It is fun to play with though.That makes sense. diff prefab, diff name but the code is there, well, parts of it anyway. Whoops.