PC Alpha 20 Dev Diary

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Going to repeat an earlier question that I don't believe was answered. Are rebar frames gone in A20?

If so, I am not a fan of this change. One of the advantages of rebar frames is not having to go through the full upgrade cycle of wood (or flagstone)->cobblestone,->concrete-> steel. It also eliminates the wet concrete and reinforced concrete stages (which may no longer exist). In mid to late game I really don't want to have to deal with the wood->cobble->concrete->steel pipeline and just want to build in concrete. I would rather just focus on pumping out as much concrete as I can and not have to worry about crafting cobblestone rocks.

 
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Unity is the hold up on Vulkan compatibility. TFP have made Vulkan work as far as it is supported by Unity. Further advancements in getting Vulkan to work are dependent upon future releases by Unity that better support Vulkan.
Cool that TFP are keeping up with the latest Unity improvements!

It sounds like A20 is getting a Unity update since "Unity Update" is white rather than orange on the roadmap.  Will be interesting to see if A20 contains any upgrades and improvements to Vulkan support or performance. 🐺

 
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Is it possible to create tiles that have some kind of meta data that when generated in rwg always spawn a group of specific tiles, that always line up together in a specific way? Say to split a larger prefab than 150 into separate prefabs and have each section of the prefab in it's own tile always spawned together lined up.

true the 6700k has a boost of 4.2 and there is an all core optimisation option in the bios that runs all cores at that boost, but for that test it was running a manual 4.5 all core oc, so the clock speeds were capped at a maximum clock of 4.5, single dual or all core loads would never exceed that clock speed.
Nope, the towns are laid out in general tiles first, then the connections are built. It doesn't have any other function other than filtering out some prefabs based on rules in rwgmixer.xml. Now, you could abuse the rules to make sure that only certain ones spawn, but not on a per township basis.

 
Nope, the towns are laid out in general tiles first, then the connections are built. It doesn't have any other function other than filtering out some prefabs based on rules in rwgmixer.xml. Now, you could abuse the rules to make sure that only certain ones spawn, but not on a per township basis.
Are there conditions such as max per city, max per world and minimum distance between for tiles?

 
Are there conditions such as max per city, max per world and minimum distance between for tiles?
Even if what was asked isn't possible in the WAY they asked, what IS possible will likely be something they wanted and will give similar results. I will go into depth when I do the dev stream. I don't want to give away too much too soon. ;)

 
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People might hate me suggesting this , but can we delay pushing alpha 20 until the bandits are in? The update is filled with quality life improvements but them bandits was what stood out for me. I'll be happy with a tick box saying enable buggy bandits :) 

 
People might hate me suggesting this , but can we delay pushing alpha 20 until the bandits are in? The update is filled with quality life improvements but them bandits was what stood out for me. I'll be happy with a tick box saying enable buggy bandits :)


If they delay A20 for bandits then it will arrive at about the same time that A21 would anyway. So if you feel strongly about your suggestion you can keep playing A19 and ignore A20 and then when A21 releases you can pretend that that is A20 and it was delayed for bandits. It's not like bandits are almost done and they just need to delay things a month or two.

So no hate. You do you and we will play A20 this year. :)

 
@Kinyajuu 
Will the method of generation or placement (relative to the surface) in the wilderness area somehow change?

(right now, prefabs are spawned on sockets that have a square shape)

 
Going to repeat an earlier question that I don't believe was answered. Are rebar frames gone in A20?

If so, I am not a fan of this change. One of the advantages of rebar frames is not having to go through the full upgrade cycle of wood (or flagstone)->cobblestone,->concrete-> steel. It also eliminates the wet concrete and reinforced concrete stages (which may no longer exist). In mid to late game I really don't want to have to deal with the wood->cobble->concrete->steel pipeline and just want to build in concrete. I would rather just focus on pumping out as much concrete as I can and not have to worry about crafting cobblestone rocks.
Yeah I'm worried about that too. The best part about them is, that you can pick them up when placed wrong...So what If I do a mistake? Will I have to destroy every misplaced block? :(

 
Yeah I'm worried about that too. The best part about them is, that you can pick them up when placed wrong...So what If I do a mistake? Will I have to destroy every misplaced block? :(
Can you imagine Madmole doing that while building? ... I don't.

So if HE wouldn't like it, it's probably NOT like that.  :smokin:

 
@madmole

@Roland

Guys, an important question regarding the random world generating:

Is there going to be a tool for generating worlds? I play with buddies online and because we're not in the same timezone, I tend to leave a dedi server on my home rack -  that way we can just join in at anytime, but the linux-based dedicated server has always felt a little weird to operate...

...so is there going to be a tool to use to generate a world which I can then just export and put the server to load it up? (or maybe a tool for the linux server that does not require a gazillion tetabytes of RAM to generate one 😀 )

Thanks!

 
I noticed with autoturrets, the 4 settings, self, allies, etc... but they dont target passive entities? why is that and can a setting be included for it or sent to xml se we can do it ourselves if we so desire? I mean they shoot bears and wolves and even coyotes, not sure on snakes, but completely ignore rabbits, chickens, and deer. I mean if you want them to target every thing that moves, shouldn't they be able to then target EVERY thing that moves?

 
@madmole

@Roland

Guys, an important question regarding the random world generating:

Is there going to be a tool for generating worlds? I play with buddies online and because we're not in the same timezone, I tend to leave a dedi server on my home rack -  that way we can just join in at anytime, but the linux-based dedicated server has always felt a little weird to operate...

...so is there going to be a tool to use to generate a world which I can then just export and put the server to load it up? (or maybe a tool for the linux server that does not require a gazillion tetabytes of RAM to generate one 😀 )

Thanks!
I’m not sure what you’re asking. There has always been a tool for generating worlds. It now has some extra sliders for choosing things like more or less cities, plains, mountains, hills, rivers, lakes, etc but it is the same tool. You would then set up your dedicated server using that world the same way you always have. I don’t think there is a change to how you set up the server. World generation seems faster to me. 

 
...so is there going to be a tool to use to generate a world which I can then just export and put the server to load it up? (or maybe a tool for the linux server that does not require a gazillion tetabytes of RAM to generate one 😀 )


You can generate a world on your desktop and copy it's directory/folder to the server. Does that help? That's current functionality. I doubt A20 changes it. Or, do I misunderstand?

 
@madmole

@Roland

Guys, an important question regarding the random world generating:

Is there going to be a tool for generating worlds? I play with buddies online and because we're not in the same timezone, I tend to leave a dedi server on my home rack -  that way we can just join in at anytime, but the linux-based dedicated server has always felt a little weird to operate...

...so is there going to be a tool to use to generate a world which I can then just export and put the server to load it up? (or maybe a tool for the linux server that does not require a gazillion tetabytes of RAM to generate one 😀 )

Thanks!
As someone who has been highly interested in the RWG for many alphas, this question confuses me.

You can generate a world on the dedi. You can also generate a world on SP and copy it to the server and have it load it up. What is missing for you?

 
@madmole

@Roland

Guys, an important question regarding the random world generating:

Is there going to be a tool for generating worlds? I play with buddies online and because we're not in the same timezone, I tend to leave a dedi server on my home rack -  that way we can just join in at anytime, but the linux-based dedicated server has always felt a little weird to operate...

...so is there going to be a tool to use to generate a world which I can then just export and put the server to load it up? (or maybe a tool for the linux server that does not require a gazillion tetabytes of RAM to generate one 😀 )

Thanks!
Are you wanting the GUI's RWG map preview before generating the world?  If so, then first run the full game someplace and use that graphical tool, then once you've selected the seed you want or created the world, run it headless.  Simple.  Why have an extra tool that does the same thing when you can just launch the GUI / full game for that?

 
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