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.
My shoulders are healed up fine. I do a few specific stretches that are great. I hang from the bar as well. I did 25 chin ups and 16 pullups I think a couple years ago when I was doing some gynmastics kind of stuff in between weight days before I got my ultimate home gym.
I like training to failure and leaving nothing left on the table. I even do partial reps. There is no risk going to failure if your form is perfect and the exercise is suited for a safe exit, like on most machines. Joe Rogan might know some things, but you have to try stuff and keep a journal and know what works for you. What works wonders on one guy is trash for the next. Everyone is unique.

The main thing is to listen to your body. I was high on strength gains last year and pushed through pain and ended up with chronic elbow and shoulder pain, and had to lift 0 pounds and go up in 2.5 pound increments for over a year. I'm still not as strong as I was, but my joints feel good so I'm happy about that.
You can try doing grease the groove by Pavel Tsatsouline, if you try to aim for maximum strength + endurance (because strength helps endurance a lot). You're working out as much as possible, as heavy as possible being as fresh as possible, it's pretty joint friendly.

 
Has anyone been experiencing any input lag in the inventory/crafting menus? It’s been most apparent in the chem lab. I can’t split a stack of wood in my inventory and have to hold left click to drag the wood into the chem lab’s output to split it. I also have to hold left click for .2-.5 seconds before the drag animation starts. I’ve also noticed this input lag to a lesser extent when moving items between my toolbar and inventory.
I get this, usually when I'm crafting things. It's not quite as snappy as it should be, like it'll take a half second of click-holding something on the item bar before the game registers I want to remove/rearrange it.

It can be when I've got things crafting in a workbench, when I'm crafting things on my person, or when I'm breaking things down (which counts as crafting, I suppose)--and usually when my inventory is half full or so. It usually goes away once all the crafting is over; possibly too many events happening at once and/or the CPU getting taxed?

 
For the new mining book: purification, makes a forge with a crucible get double the resources from raw ores. That'll help the guys building big, when Lens said he was going to mine for three days straight just to feed their basebuilding jones, it hurt a little to read that.
2x might be insane, and his base is ginormous.

 
For a mining book, how about one that increases swings per second? Stamina still comes into play so you’d need to be sure to buy into sexual tyrannosaurus.
I'm actually adjusting all the melee swings right now, a lot of them are a bit too slow, so some of the x% more damage should be more noticeable with more actual swings going on. Stamina use and damage will all scale to match the new speeds, but it should feel a little more exciting getting more hits. We're going to add random animations too so its not the same anim over and over.

 
well I'm about done with my fortitude and strength build. currently at day 63, level 75 and game stage is 187 on nomad difficulty. right now im going to do the day 63 horde night and stream it on twitch. I think once I reach day 70 and do the day 70 horde I will end this playthrough for fortitude and strength since I've gotten about everybook in the game and have become a bit OP since I just Melle through tier 5 quests. will probably do an intelligence build next and suffer my way through it.

also can the debuff for thirsty please be adjusted? I'm currently at 131/175 of water and the debuff for thirsty pops up. maybe if it dropped down to say 40% of max water when it pops up would be a lot better but currently it looks like when you drop to 75% of your max water it pops up.

 
MM said the reach is adjustable in the xml but when I went to look, damn if I couldn’t find anything but most of that stuff in the xml I don’t understand anyway. I’d love to tweak by xml but if I can’t figure it out, I’ll have to grab your modlet. The reach really needs tweaked because it does not match animations & hasn’t for several alphas....better than A15 but still needs adjusting.
Because the zombie hands extend from the player hand master. so there is no range present on a lot of zombie hands as it just uses one overall range. animals have their own hands. The modlet adds the line needed to each zombie hand so it does not impact player hands. You can even look at the modlet and set your own Range if you like on each zombie hand but right now its just 2 overall changes for them.

If you want to add your own and edit the xml yourself just add this line to every zombie hand:

&lt;property name="Range" value="1.65"/&gt;
That is the default range right now in vanilla. My modlet sets it to 1.25 but you can try other variations like 1.45 or 1.15.

Sorry for the mod talk in here. Wont pursue this any further in this thread. Feel free to message me and I will help in private if anyone likes.

 
Has anyone been experiencing any input lag in the inventory/crafting menus? It’s been most apparent in the chem lab. I can’t split a stack of wood in my inventory and have to hold left click to drag the wood into the chem lab’s output to split it. I also have to hold left click for .2-.5 seconds before the drag animation starts. I’ve also noticed this input lag to a lesser extent when moving items between my toolbar and inventory.
I’ve never experienced workstation lag like was reported in A16 but with A18, the lag in chem stations is horrid at times. Like you, last night I was having a heck of a time splitting a wood stack to fuel a batch of gunpowder. I gave up and just put 1000 wood in. At first, I thought I was suffering internet lag but quickly figured out it was just the chem station.

 
Existing buildings are your friend, so I look to find the best one in the area and make it home. Berserker Bills is sturdy and my best choice at the time.
I'm using an underground bunker under a beige house with a big cement deck. (I used it my last playthrough as well.)

You can use the shower as a mine entrance, and there is not only plenty of space, but it looks great inside, especially the kitchen/lab area.

 
I get this, usually when I'm crafting things. It's not quite as snappy as it should be, like it'll take a half second of click-holding something on the item bar before the game registers I want to remove/rearrange it.
It can be when I've got things crafting in a workbench, when I'm crafting things on my person, or when I'm breaking things down (which counts as crafting, I suppose)--and usually when my inventory is half full or so. It usually goes away once all the crafting is over; possibly too many events happening at once and/or the CPU getting taxed?
I've noticed this lag, too. And I most notice it when I'm in my base and leaving the area seems to help, so I think the crafting theory is legitimate. I'm playing another world where we haven't gotten as far and I'm surprised at how silky smooth transferring items is.

 
that would be cool and some things when scavenging.
example: you find a level 3 iron club and it has 28 dm and 56 heavy damage but it has lower durability. but you own a level 2 iron club and i has less damage , more attack speed and more durability!

i also think that a book called "Tinker's workshop" or something like that.

wear you can learn how to make say tool boxes for your workbench so it increase a weapons durability when crafted on there!

and more! ill have to make a part 2 with my book ideas

- - - Updated - - -

well at least you can do that many squats!

today during PT we ran a mile then did the bleacher on the football stadium. i was tired but it was fun! lol
Imagine its horde night and your running away from zeds....just dont go firing off rounds....lol

 
well I'm about done with my fortitude and strength build. currently at day 63, level 75 and game stage is 187 on nomad difficulty. right now im going to do the day 63 horde night and stream it on twitch. I think once I reach day 70 and do the day 70 horde I will end this playthrough for fortitude and strength since I've gotten about everybook in the game and have become a bit OP since I just Melle through tier 5 quests. will probably do an intelligence build next and suffer my way through it.
also can the debuff for thirsty please be adjusted? I'm currently at 131/175 of water and the debuff for thirsty pops up. maybe if it dropped down to say 40% of max water when it pops up would be a lot better but currently it looks like when you drop to 75% of your max water it pops up.
Yeah, a Fortitude/Strength build is very strong as the two attributes work well together.

For me:

-M60 primary/shotgun secondary/club for normal zombies.

-Fast mining resources for ammo hungry M60 and shotgun when brass is low.

To the zombies, you're the Bogeyman. :)

 
I have a very unexpected new favorite hobby: building new mines.
I have 4 in my world now(SP, day 37, 120 min days, Navezgane) and each one is unique.

I seriously had so much fun building each one, the choose-a-block menu is such a huge QOL improvement for more than just the block shapes, heading into a new mine with a stack of catwalks and logs(support beams) gets me excited now. The walkways and supports I build along the way are both useful and super neat looking afterward, makes them all feel like legit mines.

And it's not just the awesome system building upgrade, it's also the way the new ores work. I've made a habit of clearing out the sand within a deposit first thing, once that is done the mines are so freakin neat looking I almost don't want to mine it out... almost;) End up with such cool looking caverns, the new ore textures are so well done.

And yes multi-mines rock. Took me forever to find a nitrate deposit in the forest biome, finally found one and immediately noticed I was in the rad zone, of course. But nearby I found not one but two nitrate rocks near each other, built a large mine between them, and now aside from being buried in nitrate I found an iron seam in it too that I've spent multiple nights pounding on and still have yet to diminish.

Made a super cool low profile mine entrance for my oil shale mine in the desert... nvm that I turned on CM for the first and only time in this game just to spawn a second tablesaw(always make my first legit) just so I could make the wood wedges I needed. Please, please add the wedge to the menu, spoiled an otherwise CM free game(which is a good thing overall for this alpha imho). Anyway that mine is super neat, walls of oil shale are so sweet looking, took some furniture helpers and made myself a sweet little home-away-from-home in a pocket of shale for the long nights I spend there.

My coal mine is the cutest tiniest little cabin made all out of logs on the surface snow that turns into an elaborate deep super mine below, so cool.

And I never, ever, mine the initial surface rock, usually surround it in bars to protect it, make my building/entrance around/down from there. Serves as a great entrance piece and obvious label for that deposit.

That's it, just a major shout out for Mining in A18. I had no idea I would be so impressed by these changes, it rly is one of my new fav things now. Kudos TFP.
I demand pictures since you made it all sound so damn cool...😅

 
somebody suggested a perk that reduces screamers when you are mining. please don't. the zeds really break up the monotony, if enough players actually want this maybe implement it as a visible noise level like the sneak so those players can back off to avoid screamers and other player can BRING OUT A 2ND AUGGGUEERR!!!
Put down a turret if you don't want to hassle with screamers.

 
It would be nice to have a density tool for terrain shaping.
Omg this!!!!!!! Its such a pain in the ass to do custom prefabs on elevated terrain blocks without that. Please say robert is already working on this.....😅

 
Madmole, are you planning on overhauling the weapon mods in a future alpha? What we have so far is a nice first pass, but I would like to see more min-maxing with them. Ideally, Here's what I would like.
-Remove flat damage increase from mods.

-Mods can come in quality from grey to purple.

-As the mods increase in quality they get stats like accuracy, crit chance, dismemberment chance...etc.
They don't need quality because they do not degrade. They simply need random stats.

 
I'm actually adjusting all the melee swings right now, a lot of them are a bit too slow, so some of the x% more damage should be more noticeable with more actual swings going on. Stamina use and damage will all scale to match the new speeds, but it should feel a little more exciting getting more hits. We're going to add random animations too so its not the same anim over and over.

This sounds amazing. Hopefully, this is coming soonish?

 
Status
Not open for further replies.
Back
Top