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
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Madmole,
I love the aesthetics of the torch and candle but as of right now it's counter intuitive to use a bunch of them because of heat and screamers. I'm not gonna suggest remove heat from them but make a book series or schematic to remove heat from them or recipe for "survival torches/candles" that produce no heat.

The book series could be small footprint or something and each book would remove heat from small producers and slash the amount of large producers, like forges.

For me it's an aesthetic choice. Some play throughs I'll go electric lighting, others I go for that Dracula castle feel.

Just something to consider if you want to make more schematics or books.
I may have found a nasty bug with torches creating more heat than forges and campfires.

 
Since a few responded to me and other have posted with same issue, dug a bit deeper on missing backpack issue. To recap: After death and backpack drops on death, the backpack is not located yet backpack compass indicator is working . MM suggested using god mode, that didn't work to locate the backpack. Someone else suggested using "LE" command in console.
"LE" in console (along with god mode to get there easy) does help, but the conclusion of this deeper dive into the problem is that the backpack is not recoverable at all. In fact, the backpack appears to be moving. Screen shot in link below showing LE command.

EntityLootContainer must be the backpack. The first coordinate is the West-East coordinate, with negative number meaning West. When standing on the compass backpack icon location, that first coordinate number for the EntityLootContainer is about -1053 with the player pos first number around +360. So travel straight west to reach -1053, but can never get there because when the player WestEast coordinate(first number) reached about -800 the EntityLootContainer first number changes from -1053ish to the current visible number of -2031. And if I keep flying in god mode towards -2031 west, the EntityLootContainer will also change to be -3000 something.

conclusion, the backpack is moving somehow based on how close the player is?

Conclusion right or wrong, there is a definite bug with backpacks disappearing on single player, permanently disappears.

Original death spot (1-2 squares below current spot, this is up in the air god mode:

https://steamcommunity.com/sharedfiles/filedetails/?id=1889746540

Trying to reach the backpack, shows EntityLootContainer has moved if compare POS with first picture:

https://steamcommunity.com/sharedfiles/filedetails/?id=1889735919http://https//steamcommunity.com/sharedfiles/filedetails/?id=1889735919
Faatal has a ticket.

 
Besides, this is a good reason for someone to get into the electricity part of the game.
Yes exactly.

- - - Updated - - -

I may have found a nasty bug with torches creating more heat than forges and campfires.
Torches HeatMapStrength in XML seems a bit high compared to the others.

campfire

"HeatMapStrength" value="1.5"/&gt;

forge

"HeatMapStrength" value="1.5"/&gt;

Torch

"HeatMapStrength" value="4.05"/&gt; &lt;---- :miserable:

 
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AWESOME NEWS, faatal has found some good gains already, and I was combing through lots of new models and discovered texture streaming wasn't enabled on tons of them so the vram issue will either be dead or drastically improved in the next patch :)
Which build? We are are at b143 now, so hopefully soon? I hate playing at half texture quality but it's the only thing i can do atm to keep playing.

 
I may have found a nasty bug with torches creating more heat than forges and campfires.
Augers seem to get screamers within a matter of minutes perhaps a mod for the auger/chainsaw that cuts the Heat/activity out put by 25%/50%

call it "Powered Tool Coolant System"

a mod for A19 idk

 
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Torches HeatMapStrength seems a bit high compared to the others.

campfire

"HeatMapStrength" value="1.5"/&gt;

forge

"HeatMapStrength" value="1.5"/&gt;

Torch

"HeatMapStrength" value="4.05"/&gt; &lt;---- :miserable:
Oh dear, what should that value be for torches? 0.5? I only have 4 torches lighting up my base, i only get screamers if I have two workstations running (2 forges, or 1 forge, 1 campfire)

I guess Cement mixers, and workbenches don't contribute to the heatmap?

 
Some little touches I love in A18 that set the mood.
Flies at certain Dumpsters, small thing but highlight the decay in the world. (need more flies) :)

Zombies emerging from the water (sounds fx as well) kind of a scene from a zombie film I forget the name....

This game needs more gore set about the world, like hanged zombies or heads on pikes etc....

Also as there lots of easy ways to get fresh meat, you should make it that we have to store it in coolers, (thats behind a perk or book) else it becomes rotten meat....
We have all new dead corpses that are disgusting I need to set up the prefabs on then the level designers can start using them.

 
@madmole
how about

dye + oil + glass jar +electrical component = lava lamp (colour=dye colour)
No recipes slow the game down. At best we could get a colored light slider for electrical lights.

 
The title of this picture: "I Own This World."
Sort of majestic, don't you think? :p

Or grungy. It depends on one's taste, I suppose.

OeWYo8b.png
Awesome!

 
do you ever plan to make helmet-mounted lights, candles, torches, consumables.

to make sense to use electricity.

electricity for me, a very important part of the game, making the game attractive

p.s

I love to lay cables in 7dtd.

 
Augers seem to get screamers within a matter of minutes perhaps a mod for the auger/chainsaw that cuts the Heat/activity out put by 25%/50%
call it "Powered Tool Coolant System"

a mod for A19 idk
or perhaps just a muffler

 
@Fun Pimps
The Chemistry station, Workbench, and Cement mixer all feel super slow compared to the Forge with the Advanced Bellows, would you consider adding an upgrade slot and acceleration item to make them faster?
Planning on some mods for workstations, 18's forge mods weren't slated until 19 but slipped through the cracks.

 
Yeah, I used to pop a bunch of forges on the hill next to my base, I would burn them 24/7 and potshot the screamers from a leisurely distance.
Yeah it always baffles me to see people have issues when we give you ample tools to be creative to solve problems. I enjoy screamers coming to visit, I let her get a scream out to summon her mini horde unless I'm low health and low ammo I will smash them with melee for some practice and xp. If I get tired of them I'll build a turret and it will rattle off a couple rounds here and there and thats the end of it.

 
oh lord please no. Lets not dumb down/remove stuff just because its actually a challenge and not a walk in the park. Players need to adjust there strategies and if they are not capable of doing so, thats there fault. Game should not be dumbed down for the few. Just my opinion *shruggs* :)
No but torches shouldn't be doing 4x the heat of a campfire in nearly half the time intervals.

 
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