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
Status
Not open for further replies.
What is soil/block boundary?
I think they are talking about the farming thingy, but I still have too many infractions from that time I was framed for murder by Rahx, so pretend I didn't mention farming.

:dog:

 
What is soil/block boundary?
Where the soil dips at the edge when next to a normal block and creates a motorcycle trap.

You don't remember the conversation? Guppy posted pictures showing the hack to fix it, a hack which your prefab makers have apparently been using as a feature in some places. :-)

"At first it's a hack, then it becomes an accepted workaround, eventually it becomes standard practice."

- Unknown programmer

 
Thanks for the reply Madmole. I'm pretty sure you already answered this for me but I can't remember the answer (old man disease). Are all blocks able to be Advanced rotated in A18 or will there be some that can only be simple rotated? Also, are all blocks that are available for CM (beside the special Dev blocks) available in game or are some still "uncraftable" or able to be sold at the trader at least? There's a few blocks in CM that I'd love to have access to in game to build with, legitimately.

 
Where the soil dips at the edge when next to a normal block and creates a motorcycle trap.
You don't remember the conversation? Guppy posted pictures showing the hack to fix it, a hack which your prefab makers have apparently been using as a feature in some places. :-)

"At first it's a hack, then it becomes an accepted workaround, eventually it becomes standard practice."

- Unknown programmer
That divot has been around since hills stopped being blocky messes. You might be able to introduce something into the RWG algorithm, but it would still be there in anything player made, and I doubt it was a priority for A18.

 
Where the soil dips at the edge when next to a normal block and creates a motorcycle trap.
You don't remember the conversation? Guppy posted pictures showing the hack to fix it, a hack which your prefab makers have apparently been using as a feature in some places. :-)

"At first it's a hack, then it becomes an accepted workaround, eventually it becomes standard practice."

- Unknown programmer
Known shippable.

 
Thanks for the reply Madmole. I'm pretty sure you already answered this for me but I can't remember the answer (old man disease). Are all blocks able to be Advanced rotated in A18 or will there be some that can only be simple rotated? Also, are all blocks that are available for CM (beside the special Dev blocks) available in game or are some still "uncraftable" or able to be sold at the trader at least? There's a few blocks in CM that I'd love to have access to in game to build with, legitimately.
No idea, you can CM soon and see.

 
That divot has been around since hills stopped being blocky messes. You might be able to introduce something into the RWG algorithm, but it would still be there in anything player made, and I doubt it was a priority for A18.
I'd say fixing it should be prioritized given the new farming system. A fortified garden becomes crowded with the boxes thus making it hard to turn a motorcycle. Bury the boxes and you have channels everywhere that make it dangerous to turn a motorcycle.

 
@Mademole

What would you say is your favorite addition/change for A18?

What was the most challenging aspect you and your team encountered during the development of A18?

 
I'd say fixing it should be prioritized given the new farming system. A fortified garden becomes crowded with the boxes thus making it hard to turn a motorcycle. Bury the boxes and you have channels everywhere that make it dangerous to turn a motorcycle.
This use case is ridiculous. Don't drive in trenches, or just mod the old crap back in, or build a rooftop garden, or a greenhouse, or how about, not drive on your crops?

 
@Mademole
What would you say is your favorite addition/change for A18?

What was the most challenging aspect you and your team encountered during the development of A18?
I'd say all the looting is my favorite addition. Schematics, books, recipe cards, and items with random stats has turned this game into something that rivals Diablo from my perspective. 100 hours into a game and your still finding new / better stuff is amazing.

The most challenging part for me it was refining all the perks to make builds mostly viable by themselves. Coming up with rules for what can be crafted without a schematic, what with a perk, and what with a schematic, etc. Shuffling everything around to be governed/unlocked/etc was a lot of work. Books were a little challenging but mainly because its like ok, what does this archtype have, what would make him feel complete? Augmenting each archtype/activity with 7 books that are cool, building the lore etc was challenging but fun. So glad we did it, the books are a massive success. I feel like it is shippable. There might be a few books we edit but I'd say its 97% rock solid.

 
This use case is ridiculous. Don't drive in trenches, or just mod the old crap back in, or build a rooftop garden, or a greenhouse, or how about, not drive on your crops?
A driveway/landing strip flanked by an emergency overrun area otherwise used for crops is ridiculous? I'd say it's an efficient use of space.

I doubt I'm the only person to use this system.

 
This use case is ridiculous. Don't drive in trenches, or just mod the old crap back in, or build a rooftop garden, or a greenhouse, or how about, not drive on your crops?
I use sheets and plates myself.

 
This use case is ridiculous. Don't drive in trenches, or just mod the old crap back in, or build a rooftop garden, or a greenhouse, or how about, not drive on your crops?
ludacris sings the remix

"Move crops, get out the way

Get out the way crops, get out the way

Move crops, get out the way

Get out the way crops, get out the way"

Oh no! The crop's out

I'ma 'bout to plant these, seeds out

Get the zombies back, guard ya grill

There's somethin' wrong, theres to many to kill

I've been gardenin' and plantin' to

And I been thankin' of raidin' you

Upside ya bases drawbridge

And if your friends jump in, "Oh girl", they'll be mo' dead

Causin' confusion, disturbing the day

It's not an illusion, we running this game

 
Last edited by a moderator:
Raised gardens aren't meant to be placed in the ground.

They are meant to be above ground to control drainage and to maintain soil quality.

The character knows this, so even if we force him/her to go against this rule of (green) thumb, he/she will still provide a small trench for drainage and to help reduce contaminants from neighboring soils.

 
&lt;snipped for space&gt;
The reason for burying them is that it looks a bit more like a farm and a little less like an Ikea catalogue. True raised beds are only about knee high.

The reason we don't grow crops on roofs is that it rots the roof and makes your bedroom wet. :-)

 
The reason for burying them is that it looks a bit more like a farm and a little less like an Ikea catalogue. True raised beds are only about knee high.
The reason we don't grow crops on roofs is that it rots the roof and makes your bedroom wet. :-)
Since half blocks are in the game, perhaps those knee high planter boxes would work nicely. That, and the fact it may make a nice aesthetic having them slightly below full blocks.

Although they may need to adjust how plants sit, to stop them from floating 🙄

 
Last edited by a moderator:
Ikea, for your post apocalyptic needs, that and Remington firearms, for when you really have to reach out and touch someone, sorry at&t, you are obsolete.

 
Status
Not open for further replies.
Back
Top