PC Alpha 21 Discussion Overflow

Yes, and thanks to Kinyajuu's confirmation I updated the first page. This feature is in fact already in and I generated a map yesterday that had a teeny tiny speck of forest surrounded by all the other tougher biomes.
Wouldn't low forest values lead to more chances of "NO TRADER" when doing tutorial quests? Unless that's been resolved in A21 to search for traders in other biomes?

 
Wouldn't low forest values lead to more chances of "NO TRADER" when doing tutorial quests? Unless that's been resolved in A21 to search for traders in other biomes?


You can already run into that by selecting no towns. I don't think its a big issue especially where the tutorial quest is concerned. Are new players going to remove all the forest on their first playthrough? By time they decide to try out an all desert world they won't really need the tutorial quest any longer. I cancel it as my first action after spawning.

 
You can already run into that by selecting no towns. I don't think its a big issue especially where the tutorial quest is concerned. Are new players going to remove all the forest on their first playthrough? By time they decide to try out an all desert world they won't really need the tutorial quest any longer. I cancel it as my first action after spawning.
Well the issue is what happens when you get to that quest in the chain if you DO have ocd and keep going; it's not pretty.  

 
The more customization we have the better. 


Never ever reduce equipment slots in a game. I get that the clothing properties would be available in the armor slots....but then your ability to mix and match is constrained.

I thank the zombie gods that this was delayed, and might even fall off a back-burner.

-Arch Necromancer Morloc

 
Well the issue is what happens when you get to that quest in the chain if you DO have ocd and keep going; it's not pretty.  


Well, I created a 100% snow biome world and did the tutorial quest. When I placed the campfire I got the message that there was NO TRADER. I opened the quest screen and canceled the tutorial quest and the NO TRADER message disappeared from my screen. I still had earned 4 skill points from doing all the tutorial business other than going to the trader and once I looked around a bit I found a Trader Hugh in the nearest city. 

So not really any bad consequences at all other than having to find your first trader yourself without the aid of a gps beacon which should be easy for any veteran.

 
Well, I created a 100% snow biome world and did the tutorial quest. When I placed the campfire I got the message that there was NO TRADER. I opened the quest screen and canceled the tutorial quest and the NO TRADER message disappeared from my screen. I still had earned 4 skill points from doing all the tutorial business other than going to the trader and once I looked around a bit I found a Trader Hugh in the nearest city. 

So not really any bad consequences at all other than having to find your first trader yourself without the aid of a gps beacon which should be easy for any veteran.
That's the problem.

First, if you found a trader with the NO TRADER pop up active then it's a bug.

Second, if there are in fact no traders in the whole world because the player chose not to generate any POI, then the quest should vanish once it reaches the point where the player has gained the 4 points and gets directed to a trader. Right now - if I remember correctly- it does not.

If we have to use the menu to cancel it, then it's a workaround for a bug. Akin to telling us that you could just type killall in the dev console if you want to kill a mini horde. Or we could just shut down our computer and play basketball instead, way healthier.

 
You can already run into that by selecting no towns. I don't think its a big issue especially where the tutorial quest is concerned. Are new players going to remove all the forest on their first playthrough? By time they decide to try out an all desert world they won't really need the tutorial quest any longer. I cancel it as my first action after spawning.
I mean, that's one way of giving yourself a negative handicap by intentionally losing 4 skill points ;)

 
That's the problem.

First, if you found a trader with the NO TRADER pop up active then it's a bug.

Second, if there are in fact no traders in the whole world because the player chose not to generate any POI, then the quest should vanish once it reaches the point where the player has gained the 4 points and gets directed to a trader. Right now - if I remember correctly- it does not.

If we have to use the menu to cancel it, then it's a workaround for a bug. Akin to telling us that you could just type killall in the dev console if you want to kill a mini horde. Or we could just shut down our computer and play basketball instead, way healthier.
Well “we” don’t have to do anything because A21 is still unreleased and WIP. Of course it is bugged along with half a dozen unfinished items not mentioned yet. I’m sure these types of things will get polished up before “we” can share “our” experiences playing alternate worlds “we’ve” tried generating. 
 

But the workaround I described is pretty simple and perfectly playable. 

 
Well “we” don’t have to do anything because A21 is still unreleased and WIP. Of course it is bugged along with half a dozen unfinished items not mentioned yet. I’m sure these types of things will get polished up before “we” can share “our” experiences playing alternate worlds “we’ve” tried generating. 
 

But the workaround I described is pretty simple and perfectly playable. 
Agreed. Nevertheless I do love me some basketball from time to time, as 7dtd has an impressive court that looks like it haven't been touched since the apocalypse. 

 
Well, I created a 100% snow biome world and did the tutorial quest. When I placed the campfire I got the message that there was NO TRADER. I opened the quest screen and canceled the tutorial quest and the NO TRADER message disappeared from my screen. I still had earned 4 skill points from doing all the tutorial business other than going to the trader and once I looked around a bit I found a Trader Hugh in the nearest city. 


I made a mod that fixes the "NO TRADER" error for a world with one non-forest biome. 👍

https://www.nexusmods.com/7daystodie/mods/1833

 
That's the problem.

First, if you found a trader with the NO TRADER pop up active then it's a bug.


Sorry, going to nitpick here.

That is not a bug.  If you look at the vanilla xml code, it only looks for traders in the pine forest for that quest.  So the game is running correctly in regards to the trader quest.  It would only be a bug if there was a nearby trader in the pine forest and it could not find it.

If you are running maps with little to no pine forests, then you have to modify the vanilla xml code for that quest for it to find a trader outside of the pine forest biome.

It's a feature that the TFP developers added to the game based on how they think the Find Trader quest should work.  This feature might have to be changed based on personal choices in map generation (and TFP might adjust it in the future also), but it is not a bug.

 
Sorry, going to nitpick here.

That is not a bug.  If you look at the vanilla xml code, it only looks for traders in the pine forest for that quest.  So the game is running correctly in regards to the trader quest.  It would only be a bug if there was a nearby trader in the pine forest and it could not find it.

If you are running maps with little to no pine forests, then you have to modify the vanilla xml code for that quest for it to find a trader outside of the pine forest biome.

It's a feature that the TFP developers added to the game based on how they think the Find Trader quest should work.  This feature might have to be changed based on personal choices in map generation (and TFP might adjust it in the future also), but it is not a bug.
An unfinished feature,  I agree. A minor annoyance for sure, as I'm sure it will be corrected eventually. 

 
............& What of skeleton prop??!! 

Are we dodging this part of the question Mr. Roland 😜

Oh and the damn skeleton better be symmetrical too....or we demand refunds!!
i think Roland have skeleton.... inside of him!

@faatal, I have a bunch of questions  regarding bandits and npcs in general:

1. Will they be able to jump? 

2. Will they be able to place items, like 1-block barricades for flexible covering or will they just cover and stuff like that?

3. Will they be able to drive vehicles/bikes? (I'm not sure if this one was already asked)

4. Will they have the same pathing functionalities as Zds in the pathing department? ("1-block" and "1 and 1/2-block" pathing)

5. Have you guys talked about dismemberment for npcs? If so, will they have it?

6- Can we see a sexy  brand-new WIP screenshot of bandits in progress?

Thank you very much for reading ! 
3.  I'm almost sure someone ask about that and answer was not

6. Better no. You know last time @SnowDog1942 almost die from.... "happiness" when he saw zombie in dark dress so...  it's better to avoid "sexy" things - better to see some "dark" or "edgy" 🙃

 
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