PC Alpha 21 Dev Diary

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According to an anonymous source one still undisclosed feature will be new safety measures for workstations. You will be required to wear safety gloves and a helmet when you work at one, and there will be a panic switch and protective covers on dangerous elements. Workplace safety has a high priority at TFP obviously


One of the bandit designs the team is working on is an OSHA inspector.  That's why bandits got pushed back to A22 as the team hasn't figured out how to trigger an infraction and send out the notice / fine for it.

 
One of the bandit designs the team is working on is an OSHA inspector.
Another good reason to keep them away from our bases, while building. 

Would actually building, create some sort of heat map and provoke the bandits spawn.

I know some of you guys, who find building ingame awesome and great could find it anoying, but .. sort of why not, as we are in their territory, invading? 

 
I also would love to see an airport POI one day.  However, I don't think it's in the cards for 1.0.  I would imagine the big blockers is art support and RWG code support.

Although we can hodge podge some airplanes and other airport assets with shapes, it wouldn't look good enough to stand toe to toe with our art standards.  

Regarding RWG support, we would need a way to spawn tiles in a way to support the foot print of a runway.

We don't have airports in A21 but there are a couple surprises in store yet...😉


I just checked and I didn't see anything to specify sides on a tile where no other tile should attach. I assume you mean that that is missing, right?

Yeah, I think that would be generally something needed for the tile system to get some interesting applications. Likewise you should be able to specify a group of tiles that can attach to some side of a tile exclusively. In fact such a feature would also make it possible to specify a no-attach side, solving two problems.
I know I posted an idea in Pimp Dreams, as did zztong for ways to link tiles in a specific way.  There are so many things you can do if you have control over what types can and cannot connect to one another.  This would be an amazing improvement, allowing for a great many new map features.  You can do airports, rivers on tiles that allow for riverside POI, train tracks, elevated roads, subway and sewer tunnels, etc.  Just adding a way to control how tiles connect in RWG would add so many options. 😁

Edit: upon consideration, I think the best option for this is to have a numeric or alphanumeric code parameter for each side of a tile.  Only tiles with matching codes on a given side can connect.  This allows control of what can connect together without a significant amount of work for the game developers or POI designers.  And unlike my original suggestion in Pimp Dreams, this is far easier to do and results in the same end results.  By using a code, you never have to change your tile if you want a new tile to be able to connect to it.  Just use the code on the new tile and you are done.  If you specify what tiles can connect by name, then you have to edit a tile to allow other tiles to connect, which increases how much work it takes to add new tiles.

 
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According to an anonymous source one still undisclosed feature will be new safety measures for workstations. You will be required to wear safety gloves and a helmet when you work at one, and there will be a panic switch and protective covers on dangerous elements. Workplace safety has a high priority at TFP obviously
That is true for A21 but then in A22 it will be streamlined and abstracted to a simple “safety meter” and the physical panic switches, protective covers, and protective gear will be removed. Those who felt that the safety gameplay (being a fundamental part of the game) is now trashed will make comments which will fuel the next Hitler video.
 

It’s all good. 

Another good reason to keep them away from our bases, while building. 

Would actually building, create some sort of heat map and provoke the bandits spawn.

I know some of you guys, who find building ingame awesome and great could find it anoying, but .. sort of why not, as we are in their territory, invading? 
“Hey Bill, did you hear a screamer?”

”Maybe…” *looks outside of base* ”Nooooo!!!!!!”

”Is it a screamer horde coming to beat down our base!?!?”

”Worse!  It’s the OSHA inspector! If they get inside we’ll never get this place done in time for the blood moon!!!”

 
I don't know if they will blow minds or not but there are few things that haven't been mentioned that I know of that are coming in the update. There are some surprises in store to be sure.


-A Motorboat has not been mentioned!

Of course, it's needed to travel to the other islands!

-A Radio has not been mentioned.

This is to listen in on Bandit plans!

-AIRSHIPS HAVE been mentioned, but maybe you didn't notice.

Launch your trained commando bears from ziplines and watch as they smite and bash those evil Bandits!!

 
Как новый зомби по имени Роланд, который все время пытается подобрать мины с помощью гаечного ключа? 😉
it would be interesting if they added a zombie spitting some kind of sticky goo. So that it does not cause damage, but significantly slows down. But about zombies with a wrench also sounds interesting) and it seems to me that zombie clowns are needed ...

- Моторная лодка не упоминалась!

Конечно, это необходимо для путешествия на другие острова!

-Радио не упоминалось.

Это чтобы подслушать планы Бандитов!

- ДИРИЖАБАЛЫ упоминались, но, может быть, вы не заметили.

Запускайте своих обученных медведей-коммандос с зиплайнов и наблюдайте, как они бьют и бьют этих злых бандитов!
The airship seems like overkill to me. Here I would like to see more functioning transport and an adequate helicopter in the game.

 
it would be interesting if they added a zombie spitting some kind of sticky goo. So that it does not cause damage, but significantly slows down. But about zombies with a wrench also sounds interesting) and it seems to me that zombie clowns are needed ...

The airship seems like overkill to me. Here I would like to see more functioning transport and an adequate helicopter in the game.


I like your ideas.

With the Airship, it's just a joke really.  They already tried making an Airship, but like the behemoth, the game engine didn't work well with large objects.  Maybe someday it will.

 
With the Airship, it's just a joke really.  They already tried making an Airship, but like the behemoth, the game engine didn't work well with large objects.  Maybe someday it will.
You mean the Joke Blimp? It was just a test vehicle to test the flight mechanics.

 
Can we please have added options in the base game to adjust wandering/roaming hordes? Size/Frequency. I know there are some mods/modlets out there that do this, however a lot of people also do not like to run mods. (especially on the server I run). I have seen many forum posts and comments on reddit looking for this option and some attempts at xml editing to do this. However, it is a giant pita and not a lot of information out there on how to do it.

It would be great to be able to see a couple slider options like we now have for the blood moon settings. This would then allow us to be able to set up worlds with Blood Moon disabled, but with high zombie count wandering hordes that frequently visit instead. (Another commonly requested feature).

 
I know a couple of things that could be added that are out there as mods now that I would really appreciate.

1.) The campfire/forge turning off when things are finished cooking/smelting.

2.) Being able to lock specific slots as I like certain things in certain spot in my inv and them not moving when batch moving stuff or sorting.
I like the idea that a lit campfire or forge just keeps burning until out of fuel(like in real life)  Otherwise you would just fill it up once with a ton of fuel and never worry about it again. We need more things to keep track of and do not less imo.

 
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