PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

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So, I noticed ALL of the spikes still have blood on them as the default texture. Still illogical, seriously, they never did before, only after they'd been damaged 1 level, which made actual sense. So texture #2 and onward would have blood, which does make sense, and was very useful for repairs and seeing what locations Z were messing with defenses.
Anyway, I thought you did, or were going to, fix this. Does not seem all that difficult, I dunno, think it can/will still happen before experimental?
In 19 or 20.

 
Soo from the last video are small boulders no longer pinatas out stone, coal, lead and nitrate?

This always made mines not really something I needed.

 
Can you rephrase the question? I don't understand.
Sorry. If I am not mistaken, we are still only having 1 land claim block per person, right? If so, would it be possible to implement a system for a smaller radius land claim or something like that more specifically around mines since we can no longer get resources from the small top side boudlers only?

On multiplayer servers, for example, I can imagine that the mining node areas around traders (since people like to build there) would get exhausted very quickly. This would allow people to expand beyond their limited protected area and build a mine without fear of their specific find being ransacked by others, even if it is just for a short period of time.

Come to think about it, this may really be more for new people joining an established server in some cases....I may have just talked myself out of this idea.

 
God good luck man, In all my time playing A17 I only ever found 1. I always had to spend days visiting the trader or trading with someone online.
Have seen them drop in airdrops occasionally, but yeah a17 is stingy with the damn beakers.

 
MM how ya liking the int build?

Feature Request (that'll be ignored)

Either menu option or prefab XML option to turn off repeat sleepers/set delay (0 is never respawn).

 
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In 19 or 20.
Good to hear the spike textures are getting some attention. Have you given any thought to making them tessellate better in 3D? A simple bar that looks like support would work and prevent the floating spikes you get from multiple layers.

That's literally the only thing that prevents me from skinning my base in more than a single layer of spikes :-)

 
you guys did fix the zombies just attack and blowing up cars for no reason i hope
Hope not, I love it! Hell I plan to make a barrel that's full of gas that has 1hp so you can shoot and destroy it.

Strategically place them on bm's...

...I'd love it if only flaming arrows exploded it, but I'll take what I can get.

 
MM how ya liking the int build?
Feature Request (that'll be ignored)

Either menu option or prefab XML option to turn off repeat sleepers/set delay (0 is never respawn).


I, for one, like the idea of clearing a Point of Interest and going back to it to clear it again. Its a fluid world (where zed's re-populate buildings and locations due to 'migration patterns' and hordes moving across the acreage of Navezgane), but I could see the benefit of turning off repeat sleepers. I'd think that would take a lot of changes and setting up to create that kind of a feature, though. That might be challenge for a Mod Creator, however.

- - - Updated - - -

you guys did fix the zombies just attack and blowing up cars for no reason i hope
I love the Exploding car mob stuff too, and with the Demolisher Zed, that will be increasingly more interesting!

 
There's modding and then there's code modding. Unless it's exposed in XML it's a LOT harder for us normal modders to change.

 
They only drop stone now, so yes they are massively reduced. They aren't even needed but look cool so we kept them. You'll have to find a mine of every type now to get started, but its not too hard. No more walmart rocks.
It's great to hear they are still in the game. They do look pretty cool.

But what isn't cool are these, imo. :p Are these dreaded things still in the game? :p (No offense, but these are the bane of my aesthetic-chasing existence. Lol (Note: Take this post with a lighthearted manner :) )

7QW9L9j.jpg


 
It's great to hear they are still in the game. They do look pretty cool.
But what isn't cool are these, imo. :p Are these dreaded things still in the game? :p (No offense, but these are the bane of my aesthetic-chasing existence. Lol (Note: Take this post with a lighthearted manner :) )

7QW9L9j.jpg
You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.

 
Hope not, I love it! Hell I plan to make a barrel that's full of gas that has 1hp so you can shoot and destroy it.
Strategically place them on bm's...

...I'd love it if only flaming arrows exploded it, but I'll take what I can get.
but not pathing around cars in order to get to me and instead tear through a single car. that is bad. means something is wrong with the pathing. and attacking cars when I am not around. makes no sense

 
Sorry. If I am not mistaken, we are still only having 1 land claim block per person, right? If so, would it be possible to implement a system for a smaller radius land claim or something like that more specifically around mines since we can no longer get resources from the small top side boudlers only?
On multiplayer servers, for example, I can imagine that the mining node areas around traders (since people like to build there) would get exhausted very quickly. This would allow people to expand beyond their limited protected area and build a mine without fear of their specific find being ransacked by others, even if it is just for a short period of time.

Come to think about it, this may really be more for new people joining an established server in some cases....I may have just talked myself out of this idea.
You can set how many land claim blocks each player is allowed in serverconfig.xml. Open the &lt;property value="1" name="LandClaimCount"/&gt;

Change the number to however many landclaims you want. On larger 16k server maps, I currently set ours to 5. You can also adjust the size and how close they can be put as well in the same area of the serverconfig.xml file.

 
You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.
Those things are great... but those also have a very bad LOD model and the good one doesn't load until you are pretty close. It's either just bad, or it's missing a stage. They look like blurry smudges and once you notice them, that's all you see.

 
You know, I used to hate those things with a passion, and now they are my main source of wood. Anywhere I'm walking I slightly veer to the left or right and I can get free and easy one hit wood... It adds up, and I'm never short handed past the first few hours.
Agreed, if I recall only takes 1 hit. When travelling it's a nice harvesting option without having to slow down too much.

 
I see them at dusk/dawn and always have to check twice that they’re not a zed, but as Gup says, a great source of wood while you’re running along...

 
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