Frankieworldonline
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Not as offensive as saying first half of the year... Checkmate....This is offensive.

Not as offensive as saying first half of the year... Checkmate....This is offensive.
Time is relative.Not as offensive as saying first half of the year... Checkmate....![]()
The only better deal I ever got in my entire life was marrying my amazing and gifted wife. All I did was give her a ring... and access to all my money.So how can I get a copy of A18 as EEA - Early Early Access!? :smile-new: Alpha 18 looks so much better than 17 was and I still played 17 for many hours but no where near as much as 14 through 16.
The $20 I spend on the EA for this game has been the best value I have ever purchased for any game in my life! Looking forward to A18!
Can you explain the issue better?@MM I’m curious about tfp’s thoughts on how to handle the activation of quests. At one point you mentioned maybe the quest goes active when you get it from the trader. The issue with that is currently once quest becomes active, you can’t invite friends. The only thought I had would be activating at the site as it is now. Instead of the exclamation point, maybe use the localization that you use when looking for your satchel in a quest, so when you’re at the correct building, you get that “Quest nearby” or maybe a text popup saying “Start ‘x’ quest Y for yes, N for no”. What ideas are you guys bouncing around?
1 I'm not sure what the fascination is with caves, they are super rare IRL, and would be a horrible place to go looting in a setting similar to TWD like our game is. Maybe people have played too much minecraft, but to me caves are really pretty boring when there are POIs and a full world to explore. Any cave generation system would have to be coded by someone. There is nothing to expose to modders if it isn't written.Madmole: Regarding RWG: would it be possible in a future release to expose a way for external tools to generate caves? Something as simple as a dedicated color in the appropriate file (splat map maybe?), with the alpha channel controlling depth, might even work. I haven't looked too much at the RWG stuff, but did look at the Nitrogen World Generator recently and came away with 2 immediate takeaways:
1) Caves could be generated using A* or a similar algorithm. You can even have spawners or POIs in caves. Imagine a true dungeon crawl involving battling your way down to the deepest depths of the cave and fighting several ferals or a boss or something. Then you get some nice loot. Those caves could even have deadend branches, so things get REALLY interesting. Or multiple treasure rooms. Or maybe just a ton of ferals leading to a dead end. Best of all, since they are randomly generated, players would never know where to look! It becomes quite a bit harder to dig all the way down to find treasure rooms since it's all RWG based.
2) It should be possible with blocks or prefabs to add bridges that allow roads to go over other roads or over rivers. This wouldn't affect the roads themselves outside of some possible rule/algorithm changes to ensure that some bridges get generated. This would make the terrain interesting and more dynamic.
3) Maybe modify that road texture a bit and add some faded paint.
Just a few thoughts.
Yeah I did a video showing the perk overhaul a while back.Is there any summary anywhere of which tree unlocks which weapons / special abilities ? There's been bits of info in a lot of posts but I didn't mark them down.
You'll thank me when you feel the balanced fun glory of A18.I suggest you inmediately cease testing so that the amount of MFs doesn't increase anymore.Seems to be the only way to speed up
the KRAKEN
People are starving. MadMole is cooking a build almost every day, only to eat it alone!
You are soooo mean!
Kind Sir, there is no such thing as "too much Minecraft"SNIP. Maybe people have played too much minecraft, SNIP.
As far as I know the major issues with adding caves are SI and placement, feel free to correct me on that. Solve those two and you have an entirely unique biome to play with for relatively little extra work. This would also open the way for artificial underground systems such as sewers, something that has appeared in TWD as both a character crucible and a plot device. Even sketching out a working system will give the modders something to hook into and then the ever faithful cry of "just mod it" can be used.1 I'm not sure what the fascination is with caves, they are super rare IRL, and would be a horrible place to go looting in a setting similar to TWD like our game is. Maybe people have played too much minecraft, but to me caves are really pretty boring when there are POIs and a full world to explore. Any cave generation system would have to be coded by someone. There is nothing to expose to modders if it isn't written.
So if I were to craft a bacon and eggs every day, I would have a new stack of food for each expiration date? How would you handle that?What's really crazy is that is completely different from how it works in life. Vitamins don't do ♥♥♥♥ against food poisoning or the plague. Food poisoning rarely kills you and you rarely get it unless the food hasn't been cooked right. A17 got the mechanics right for canned foods and stuff giving food poisoning: most of that stuff would have been expired by now. For the fresh meat though (Regarding the A18 comment)? As long as you cook it properly and eat it without it sitting in the fridge for weeks at a time, you won't get sick. We really just need food spoilage. A simple timer on the item and then it turns rotten. Without working refrigerators, it'd go from good to questionable to spoiled within a few days.
I think what I'm getting at here is fix the problem: Food lasts forever. Instead, ensure the player always has to eat bad quality food unless they killed that boar, cut open it's carcus, and cut out the meat within the past 2 days or so. That along with a reduction in meat (I got 55 meat from a boar last night in A17) that each animal gives would make it feel more survivalist. The user shouldn't be allowed to see the spoilage timer either, and it should be randomized a bit to be unpredictable. Between that and tying hunger to game hours and thirst to how active you are (and hence: how much you sweat), you'd have a pretty interesting system where most food would be questionable at best or bad, and the only good food you can eat would be fresh off a bear's ass. (or boar, or deer, but bear sounded better)
To be fair, a spoilage timer doesn't necessarily need to know the creation time of an object, only the decay rate of a stack.So if I were to craft a bacon and eggs every day, I would have a new stack of food for each expiration date? How would you handle that?
Of course I will. I already put 1300+ hours into this game and convinced a friend to play this game with me. We are eager to play another 200+ with A18.You'll thank me when you feel the balanced fun glory of A18.
There is a game (I think NEO Scavenger) which solves this the way you say. There is a spoilage counter which decomposes only one piece of the whole stack. If it's spoiled, then the second starts and so on..To be fair, a spoilage timer doesn't necessarily need to know the creation time of an object, only the decay rate of a stack.
Not a perfect system, two stacks of 50 will decay twice as fast as a single stack of 100, but sufficient to act as a food sink.
This system would also encourage players to get into electricity, as a powered fridge could be used to slow down or even remove food spoilage.To be fair, a spoilage timer doesn't necessarily need to know the creation time of an object, only the decay rate of a stack.
Not a perfect system, two stacks of 50 will decay twice as fast as a single stack of 100, but sufficient to act as a food sink.
Just a question. Let's say you have 50 meat, and you place them in a container in such a way so that every slot as at least 2 meat in them. Since there would theoretically be no place for the spoiled food to go, would the countdown continue, or would it cease? Just wondering, since this could be an exploit, unless the food spoiled the moment a free inventory spot was made available.There is a game (I think NEO Scavenger) which solves this the way you say. There is a spoilage counter which decomposes only one piece of the whole stack. If it's spoiled, then the second starts and so on..So if you have a stack of 10, and every 24hours one spoils, the stack lasts 10 days but constantly depletes.