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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I think there was a mod once that did that (you were always infected and had to continually stave it off).
Interesting premise, not sure I'd like to play that kind of game though.
Or ... we could be infected every new week and have 7 days to not die ^^.

 
With the introduction of the helper blocks we're not sure of the table saw's fate yet.
I prefer a super forge one where we can melt more metals at the same time and a table of sclergic alchemy (create positions, poisons, cures and bonuses in jars)

 
TFP, can you please don't hide the PERK information after we open it. We still are learning and trying to memorise it, but even if we have open it up we still can use that information. Since you already done it, just keep that tab like always. Just not default to it when learned.

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With the introduction of the helper blocks we're not sure of the table saw's fate yet.
I too feel it is up to deletion, unless you want to make some special ramp (for vehicle support, stairs in them). but in general remove it.

 
TFP, can you please don't hide the PERK information after we open it. We still are learning and trying to memorise it, but even if we have open it up we still can use that information. Since you already done it, just keep that tab like always. Just not default to it when learned.
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I too feel it is up to deletion, unless you want to make some special ramp (for vehicle support, stairs in them). but in general remove it.
The artwork would be a waste too lose. If its purpose is no longer needed, perhaps it can at least be converted into just a deco block.

 
You are infected, you just don't know it until the % meters pops up.
Not showing status information, similar to the food and health, until they have an impact its not really what many players like. That should be an option in the menu. Something like "permanent UI stats" and "reduced UI stats"

 
It seems as though once I grabbed the level 5 (Shadow Ninja) Zeds are now running at me from other rooms in POI's even though I am moving as quietly as I have ever moved.

There are moments where I have taken a single step, waited till sound dropped completely, then taken another step and even this is enough to trigger a bunch smashing their way out of things and barreling their way across the room towards me. Prior to taking level 5 I was able to clear whole POI's barely alerting anyone.
So I guess the stealth bar is not having bigger spikes when doing something than with level 4, right? It is only the zombie reaction that gives a hint that something is wrong?

 
Maybe make the table saw a workbench for the really crazy high-end structures, like drawbridges and garage doors and whatnot? I still feel like there's not really enough advanced recipes to make it worthwhile to keep though.

 
Maybe make the table saw a workbench for the really crazy high-end structures, like drawbridges and garage doors and whatnot? I still feel like there's not really enough advanced recipes to make it worthwhile to keep though.
or, add mods to the workbench including 1 being the table saw? calipers for specialized ammo

 
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I prefer a super forge one where we can melt more metals at the same time and a table of sclergic alchemy (create positions, poisons, cures and bonuses in jars)
An electric furnace and oven would be really nice to have. Also the potions are good idea.

 
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or, add mods to the workbench including 1 being the table saw? calipers for specialized ammo
These seem like great suggestions. Also I'd like to add that if workstation mods were rejiggered from particular mod per slot to generic slots like clothing/armor/weapon/tool mods have been, you could make for yourself a "weapons & ammo" workstation, a "building blocks" workstation etc. Bonus points if workstation appearance changes with the mods it has installed.

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An electric furnace and oven would be really nice to have. Also the potions are good idea.
Chemistry station would be the logical choice for chemical/medicine/poison/cure type things. Also fits the game's modern lore better than potions would.

 
These seem like great suggestions. Also I'd like to add that if workstation mods were rejiggered from particular mod per slot to generic slots like clothing/armor/weapon/tool mods have been, you could make for yourself a "weapons & ammo" workstation, a "building blocks" workstation etc. Bonus points if workstation appearance changes with the mods it has installed.
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Chemistry station would be the logical choice for chemical/medicine/poison/cure type things. Also fits the game's modern lore better than potions would.
i think more of a blast furnace could work for the forge!

 
i created ewith every test a new world and i tested it again today. i deleted all decorations from main-biome and in sub-biomes(except oaktrees). no tree is spawning.when im changing treeblock to another block(for example concrete-pillar), these blocks get spawned.(i tried with diffent blocks). i can show you an example ( i shortened it because of the survey with only one sub-biome).
"CRAZY ALIEN LANGUAGE"

did i something wrong??? i know i did something wrong :D but why other blocks get spawned and not trees. im trying to do a sub-biome with only birches. i like that birches and want a birchforest over a nitrate-subbiome.

greetings and thx for spending your time
my head just hurts looking at this

but its cuz im dumb so yeah!

 
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You have to create a brand new world to see the result. Navezgane works fine, just start a new game name each time you want to test it. SOme objects have a large deco radius and might not allow a tree to spawn near it, but very few, usually its trees that have that property.
i created ewith every test a new world and i tested it again today. i deleted all decorations from main-biome and in sub-biomes(except oaktrees). no tree is spawning.when im changing treeblock to another block(for example concrete-pillar), these blocks get spawned.(i tried with diffent blocks). i can show you an example ( i shortened it because of the survey with only one sub-biome).

&lt;biome name="pine_forest" topsoil_block="terrForestGround" biomemapcolor="#004000"&gt;

&lt;weather&gt;

&lt;Temperature min="-35" max="15" prob="1"/&gt;

&lt;!--&lt;Fog min="0" max="0" prob=".9"/&gt;--&gt;

&lt;!--&lt;Fog min="100" max="100" prob=".1"/&gt;--&gt;

&lt;CloudThickness min="0" max="0" prob=".3"/&gt;

&lt;CloudThickness min="10" max="70" prob=".6"/&gt;

&lt;CloudThickness min="100" max="100" prob=".1"/&gt;

&lt;Precipitation min="0" max="0" prob=".0"/&gt;

&lt;Precipitation min="50" max="100" prob=".75"/&gt;

&lt;Wind min="10" max="20" prob="0.9"/&gt;

&lt;Wind min="20" max="100" prob="0.1"/&gt;

&lt;/weather&gt;

&lt;subbiome prob="0.4551"&gt; &lt;!-- Ore Sub Biome: * leadOre --&gt;

&lt;layers&gt;

&lt;layer depth="1" blockname="terrForestGround"/&gt;

&lt;layer depth="3" blockname="terrDirt"/&gt;

&lt;layer depth="1" blockname="terrStone"&gt;

&lt;resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/&gt;

&lt;/layer&gt;

&lt;layer depth="*" blockname="terrStone"&gt;

&lt;resource blockname="terrOreLead" prob="0.6500" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/&gt;

&lt;/layer&gt;

&lt;layer depth="1" blockname="terrStone"/&gt;

&lt;layer depth="3" blockname="terrBedrock"/&gt;

&lt;/layers&gt;

&lt;decorations&gt;

&lt;decoration type="block" blockname="treeOakLrg01" prob="0.1" rotatemax="7"/&gt;

&lt;decoration type="block" blockname="treeOakMed01" prob="0.1" rotatemax="7"/&gt;

&lt;decoration type="block" blockname="treeOakMed02" prob="0.1" rotatemax="7"/&gt;

&lt;decoration type="block" blockname="treeOakSml01" prob="0.1" rotatemax="7"/&gt;

&lt;/decorations&gt;

&lt;/subbiome&gt;

&lt;!-- Block layers: Pine Forest, Local ore: leadOre --&gt;

&lt;layers&gt;

&lt;layer depth="1" blockname="terrForestGround"/&gt;

&lt;layer depth="3" blockname="terrDirt"/&gt;

&lt;layer depth="*" blockname="terrStone"&gt;

&lt;resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreSilver" prob="0.00030" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreGold" prob="0.00020" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreDiamond" prob="0.00010" rwgGenerationType="all"/&gt;

&lt;/layer&gt;

&lt;layer depth="1" blockname="terrStone"&gt;

&lt;resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/&gt;

&lt;/layer&gt;

&lt;layer depth="10" blockname="terrStone"&gt;

&lt;resource blockname="terrOreLead" prob="0.6500" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreSilver" prob="0.00030" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreGold" prob="0.00020" rwgGenerationType="all"/&gt;

&lt;resource blockname="terrOreDiamond" prob="0.00010" rwgGenerationType="all"/&gt;

&lt;/layer&gt;

&lt;layer depth="1" blockname="terrStone"/&gt;

&lt;layer depth="3" blockname="terrBedrock"/&gt;

&lt;/layers&gt;

&lt;!-- Decorations Main: Pine Forest --&gt;

&lt;terrain class="Mountains"/&gt;

&lt;/biome&gt;

did i something wrong??? i know i did something wrong but why other blocks get spawned and not trees. im trying to do a sub-biome with only birches. i like that birches and want a birchforest over a nitrate-subbiome.

greetings and thx for spending your time

 
SUGGESTION: Please, enable the shape selecting screen to close by pressing the same key to open it (by single press of "Reload", holding down is for the entire radial menu). Right now it doesn't do anything once it's opened, we have to press ESC or "Close all windows" key to confirm the shape selection and close the window.
Shift+Left Click selects block shape and closes menu.

 
Maybe make the table saw a workbench for the really crazy high-end structures, like drawbridges and garage doors and whatnot? I still feel like there's not really enough advanced recipes to make it worthwhile to keep though.
Na, I want my draw bridge right away, and not waiting around on a dumb workstation gate for it. It will make texture space for the industrial forge, deleting it is a no brainer.

 
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