PC Alpha 19 Dev Diary

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I believe MM has stated no. Think it was concerns for MP.
Players can't craft prefab doors, and player doors almost never show up on prefabs -- the exception being secure wood doors on broken shacks and vault doors. Clearly a compromised could be made where POI doors are pickable, and player doors aren't. Vault doors should never be pickable, prefab or not, and those few secure wood doors -- and I'm honestly having a hard time recalling if there's actually any on vanilla prefabs -- could be easily replaced, even by identical but prefab-only doors.

You're kidding me? There's an autosort button? When did that get added in and how have I not noticed? 
Just the other day on this forum, someone was @%$*#!ing about there not being a way to sort your inventory :D
It's been there since I started playing, on alpha 15. It's the backpack icon next to "Inventory", and similarly on containers.

 
You're kidding me? There's an autosort button? When did that get added in and how have I not noticed? 
Just the other day on this forum, someone was @%$*#!ing about there not being a way to sort your inventory :D
here ya go


Spoiler



 
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The suggestion was to have a hint in text form (as in "somewhere in the kitchen"). Way more immersive, not much more difficult, search space would be one room instead of a 5x5x3(?) block space, with a small potential to go to the wrong room.

Without a hint at all even "hardcore enthusiasts" would loose their enthusiasm.
That could work.  One draw back though is that quest POI would have the fetch item always in the exact same place unlike the current system where it can randomly place the fetch item in multiple spots.

I guess both types of quest could coexist as well.

 
That could work.  One draw back though is that quest POI would have the fetch item always in the exact same place unlike the current system where it can randomly place the fetch item in multiple spots.
No. For each fetch location a different (fitting) text string has to be stored.

If currently the game has a list of fetch locations then that would just be another column in that list. If fetch locations are simply special blocks in the POI block data it would be more effort, as such a list would have to be added to the poi somewhere where name, dimensions and other nonblock data are stored, for example in the xml file that exists for each POI

Disclaimer: This is obviously not an idea TFP wants to implement, I just want to correct misunderstandings about a not too bad idea that could be implemented with reasonable effort.

 
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Yeah, there are a few things that not only stump new players, but even veterans often don't know about, like the ability to sort loot in your backpack and stashes by clicking the tiny, near hidden, auto sort button.

New players also basically never know you can hold R when placing a block and access the shape menu and advanced rotations etc. Haybales negating fall damage up to 16 blocks of fall height is another useful one.

We probably need to make a list of "Helpful / hidden features new players don't know about". Some should even be part of the tutorial or get a tooltip pop up with info on them as they are quite useful once you know they exist
I watch new streamers some times to get the new game high and I will often mention to them that most people skip over a fairly good source of info in the journals.

 
Good news that 'parts' will be more common in A19.

Not sure how/if the UI would handle it, but is there any way that we could choose to craft _lower_ Tier items?

Like when you buy high enough Int that you unlock Augers/Chainsaws, but you can only craft the highest Tier, because you're highly spec'd.

Both recent playthroughs I haven't had enough parts to craft an Auger when it got unlocked. I had a few Motor Tool Parts, just not enough for the high Tier.

Just my .02 cents but having an option to 'down-craft' might actually be more of a conundrum than current single option.

Example: this playthrough I was really jonesing for that auger. Think I had 9 parts but needed 12(?). Finally looted a green chainsaw. No-brainer, scrap it & make an auger.

If the option had existed to craft a lower tier, I likely would have done so, then would have regretted it upon looting that green chainsaw... :pout:

Would also add a wee bit of 'non-critical' complexity. Say you have 18 Steel Tool Parts & have spec'd to make blues; which take 15 parts(?).

Some might decide to down-craft two greens at 9 parts each(?) instead of the one blue, since one of those greens might have high enough stats to be 'better'.

 
to me it kinda seems like a toned down version of wellness.

i hope we can get some meds or even food that can help your max HP, yeah staim is good but i like to feel tanky!
I use the sledge. More mods for the hammer would also be nice. Like a spike mod for that. But thats Pimps dreams territory. I play like I'm a tank in the game so I agree max HP would be awesome, because I also die like a tank 🤣🤣🤣

 
It does already. The satchel icon with have an arrow on top of or below it, indicating what floor the satchel is on.
Yes, I know that but I was suggesting that it ONLY does that and not hone in on the horizontal as well.  No matter though as Gazz suggested an even better alternative.

 
I believe Games4Kickz also asked for this, I think 7 months ago?
Haven't seen that, was probably pretty funny, heh. :)

Mulling over Augers a bit more realized that part of it is that they're pretty much always 'better' than even a purple steel pickaxe.

Might be more interesting gameplay wise if augers weren't so rare, but also that steel picks could be competitive.

Unless you luck into the schematic early on, then your first auger (blue) is likely the only one you'll ever need. Purples are basically unicorns right?

Not saying nerf augers, but maybe pump up steel picks a bit, or mods, enough that the trade off is like half burning Food vs Gas & the other main trade off is the heat map generation due to auger use. Again, a bit of non-critical complexity that vets might enjoy & newer players don't need to be bothered by.

(obviously saying this in a vacume; a19 changes, a20/gold plans, legendarys etc :) )

{hope we get a launch & everything goes well today! -1- minute!!}

 
Except for all those bandits you guys are trying to convince us would love to live there. Lets forget the part where bandits have a tendency to loot everything that isn't nailed down.
So the bandits live in the wasteland.

The bandits loot everything that is not nailed down.

Would it not be logical then to think the bandits, who live in the wasteland, would store and cache their loot...in the wasteland?

 
Disclaimer: This is obviously not an idea TFP wants to implement, I just want to correct misunderstandings about a not too bad idea that could be implemented with reasonable effort.
I would have to disagree, as this would cause alot of work for Magoli. Have not seen him around in quite a while, so maybe not.

 
@faatal, have you seen this video ? 

https://www.youtube.com/watch?time_continue=1&v=mG459dKmKd0&feature=emb_logo

The Ramp one is fixed. The rest (besides the arrowslit floor overlook) are a little more ambiguous, but the game will be better without them. Meaning Zds should just break the closest  blocks to the player regardless of the block hp after 30 seconds, 1 minute, etc of don't being able to reach the player or after they are moving too much or hitting too many different blocks etc. Also, they shouldn't go over half blocks if there is no place to jump. Well some of them could be completely crazy, but at the end of the day, some of those cheesy things can be fixed by The AI God.

 
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