PC Alpha 21 Dev Diary

Status
Not open for further replies.
Is it me or the traders only restock what i have bought? Not bringing new stuff or different quantities.

Made a base near trader Jen,  and i has the same inv from day one (i m on 27), no matter what i buy or sell.   Possible bug on my side or it works as intended?

 
Hiya. Not sure why the optimizer I am producing keeps getting discussed. I have requested the testers be quiet about it and remove all links. That should never have been distributed. Sorry for any confusion on the subject. This forum should remain for discussion of a21. A new topic will be created for the optimizer when it is ready for public distro. Hope you are all enjoying the awesome new alpha
Well at least we know who the mystery author is now…

 
Is it me or the traders only restock what i have bought? Not bringing new stuff or different quantities.
You might get that impression because many things are present all the time, but when you look at the weapons and tools you notice changes.
 

 
Are you still supposed to take damage from murky water when you have a water purifier mod installed in a helmet? I'm still taking damage with the mod installed in my helmet. 

Seems kind of pointless to have a purifier mod that claims to allow the player to "safely drink water" but you still take 5 damage per sip. Unless this is a minor bug (doubt it) I'm guessing the mods only purpose is to prevent dysentery. 
 

water.png


 
Last edited by a moderator:
Are you still supposed to take damage from murky water when you have a water purifier mod installed in a helmet? I'm still taking damage with the mod installed in my helmet. 
This should not happen. If I have the mod installed in the helmet and drink murky water then I get no damage.

The XML files confirm that you should not get any damage:

Code:
<triggered_effect trigger="onSelfAction2End" action="ModifyStats" stat="Health" operation="add" value="-5">
        <!-- <requirement name="StatCompareCurrent" stat="Health" operation="GT" value="10"/> -->
        <requirement name="!HasBuff"  buff="buffWaterPurifier"/>
</triggered_effect>
 
That is someone who has been part of testing a mod for quote a while now, even in A20.  It won't be released until stable.

I don't see any reason why they can't let those interested know how it is working on A21.  It is a third party and not TFP so it isn't hurting anyone's game or updates to the game or balancing of the game who isn't going to play on those servers.  Those who like those servers would want to know the status even if the rest of us really don't care.
That's not the point at all because its a sandbox game & the intentions of the pimps was to leave this game to the community for modding anyway.

It really sounds like he is making complaints that this XP build should support more than 8 players witch has always been the limit. I never ran more than an 8 man server but I had friends that did. I mean we are still in Alpha & the guidelines for testing & reporting bugs is not to exceed the parameter's listed by the Dev's. Witch they suggested not using creative menu or playing the game any other way than it was intended. We have always waited for a Stable Build for any long term gameplay & testing of mods.

 
Here's my thoughts on item progression. For the longest time, I have never bothered crafting a Q2 or Q4 item, as they never give an extra mod slot.
I would be more enticed to do so if Q1 - Q4 all have 2 mod slots, Q5 has 3 slots and Q6 has 4 slots.

Also, TFP have made the gap between T0 - T1 - T2 - T3 even worse now that each quality level gives a 15% boost compared to the 10% in the past. Example: a Q3 iron is weaker or on par with a Q5 primitive, making a Q1 and Q2 iron item a complete waste of resources to craft and use.

My suggestion, lower quality level bonus to 7.5% for a max of 30% at Q5, and Q6 adds 10% for total of 40%, but boost the mod bonus from 10% to 15%.
With this, a Q6 fully modded item will get a 100% boost.
A craftable Q5 primitive will max at 75% boost, whereas a Q1 iron will be able to get a 30% boost with the 2 mod slots, lowering the gap between item tiers.

 
Are there supposed to be potato items you can farm up in the wild? I only find potato in loot.  Flowers are abundant in the wild. Potato I have yet to find the plant.

 
Are you still supposed to take damage from murky water when you have a water purifier mod installed in a helmet? I'm still taking damage with the mod installed in my helmet. 

Seems kind of pointless to have a purifier mod that claims to allow the player to "safely drink water" but you still take 5 damage per sip. Unless this is a minor bug (doubt it) I'm guessing the mods only purpose is to prevent dysentery. 
 
I have the water purifier mod in my save as well and it works fine to me, i dont take any damage by drinking murky water. Maybe try to re-equip it ?

 
Are there supposed to be potato items you can farm up in the wild? I only find potato in loot.  Flowers are abundant in the wild. Potato I have yet to find the plant.
I haven't found any potatoes in the wild yet but there are farms with potato fields. The plants are sometimes a little hard to spot.
 

 
That's not the point at all because its a sandbox game & the intentions of the pimps was to leave this game to the community for modding anyway.

It really sounds like he is making complaints that this XP build should support more than 8 players witch has always been the limit. I never ran more than an 8 man server but I had friends that did. I mean we are still in Alpha & the guidelines for testing & reporting bugs is not to exceed the parameter's listed by the Dev's. Witch they suggested not using creative menu or playing the game any other way than it was intended. We have always waited for a Stable Build for any long term gameplay & testing of mods.
He is not complaining in any way.  He's posted similar details on how it is working before, even in A20.  It isn't a complaint and is only a notice of how well it works for those interested.  Personally, I think such things are better in the mods forum so they don't get lost in this thread but regardless it isn't a complaint and there's no reason they can't comment on it (other than that the author stated they don't want it to be commented on).  What you're suggesting is the same thing as saying that a mod author cannot update their mod for A21 yet and must wait until stable to do so.  If they want to make an update, even if it might need updated again between builds or at stable, they are welcome to do so and welcome to let people know it's available.  I doubt people would be happy if their favorite overhaul mod like DF or UL wasn't started to be updated until after stable is released and then had to wait for it.  They'd prefer to have it ready to go once stable is released.

Are there supposed to be potato items you can farm up in the wild? I only find potato in loot.  Flowers are abundant in the wild. Potato I have yet to find the plant.
Potato plants should be possible to find in farms but are very hard to see if you're not really looking hard for them.  Not all fields will have a chance of them, which makes it more difficult to find them.  Finding potatoes in fields or garden plots on POIs is not a very good way to find them.  They are far more rare than corn or even blueberries.  It's like finding pumpkins or mushrooms.  They are there but are very rare.  The best option is to buy them whenever you see them for sale and use that to get your seeds going for farming.  Otherwise, it's up to luck looting and luck finding a POI that has them.  Also, in most cases, the chance of them being their changes with each POI reset, so even if you have them there, if you reset the POI for a quest, you might not have any after the reset (or vice versa).

 
It has to equal 100% though...  60% of the map you want won't have a biome? 
yes I know it needs 100%. you didnt add very well did you. the current map with in game settings only went to 99 and not to 10% each... to the 10's% you are better than this Dwall

 
For me gas is starting to be a bottleneck in my vehicle progression

I managed to buy the motorcycle parts and assemble it, but since gas is so scarce from vehicles I'm having a hard time just keeping it topped off.

Been wrenching any vehicles I see, but the more I wrench the farther out I'm going to have to go for gas.

And you can't make gas until you have a chemistry station, which needs 50 books 😕 + finding a beaker, or get really lucky with trader

I wouldn't mind if gas amounts from wrenching vehicles were increased, or do something like gunpowder and let us make gas without a chem station, but less efficient (maybe campfire + beaker if it makes sense?)

 
Last edited by a moderator:
For me gas is starting to be a bottleneck in my vehicle progression

I managed to buy the motorcycle parts and assemble it, but since gas is so scarce from vehicles I'm having a hard time just keeping it topped off.

Been wrenching any vehicles I see, but the more I wrench the farther out I'm going to have to go for gas.

And you can't make gas until you have a chemistry station, which needs 50 books 😕 + finding a beaker, or get really lucky with trader

I wouldn't mind if gas amounts from wrenching vehicles were increased, or do something like gunpowder and let us make gas without a chem station, but less efficient (maybe campfire + beaker if it makes sense?)
We definitely struggled with gas.  Thankfully I had found the schematic for fuel saver mods before needing it so I could make that immediately for the minibikes we started with.  It was probably the only thing that kept us in gas-powered vehicles before getting the chem station built.  I also think the gas loot needs bumped back up a bit.  Maybe not as high as A20 but at least more than it is now if you're going to make the chem station take so long to get.  Or at the very least, make it so you can get gas from broken vehicles as well as that would at least make it less difficult to find gas nearby than skipping all the broken vehicles.  Either option would really help.

 
For me gas is starting to be a bottleneck in my vehicle progression

I managed to buy the motorcycle parts and assemble it, but since gas is so scarce from vehicles I'm having a hard time just keeping it topped off.

Been wrenching any vehicles I see, but the more I wrench the farther out I'm going to have to go for gas.

And you can't make gas until you have a chemistry station, which needs 50 books 😕 + finding a beaker, or get really lucky with trader

I wouldn't mind if gas amounts from wrenching vehicles were increased, or do something like gunpowder and let us make gas without a chem station, but less efficient (maybe campfire + beaker if it makes sense?)


But I think that is the whole point. before alpha 21 you could very easily sustain your fuel almost exclusively on salvaging cars and raiding gas stations  which kinda made making your own at scale in the chem station a bit redundant unless you wanted to make some crazy power heavy base which also meant going to the desert biome for shale was also a bit unnecessary. 

And that last point i feel is particularly important because I feel the various biomes need to have more stuff that is unique about them. we only have a handle of them in a universe where most other survival games will come with a dozen or so distinct biomes. 

 
Status
Not open for further replies.
Back
Top