KingSlayerGM
Refugee
faatal is it 88 radius around each zombie, or 88 is the length of the side?Was 88, but moving down to 80.
faatal is it 88 radius around each zombie, or 88 is the length of the side?Was 88, but moving down to 80.
I think its radius from the playerfaatal is it 88 radius from each zombie, or 88 is the length of the side?
Of course, you will never be able to please everyone, but the key is just how many people are affected by each change. Making underground more threatening does not prevent people from building underground bases. Making characters only able to carry two rebar frames at a time just destroys the entire balance of the game (in fact, how are you planning on building underground bases that way?). Like, 100% of the playerbase would be affected. It would alter the pace so much that it'd become a completely different experience, especially considering that time is a big factor in the game!This was my point entirely. What a few want is not necessarily good for the whole. Why do they feel they have to make underground harder after all this time, but it's still ok to carry 500 rebar frames in your backpack. I understand it's their game and they can do what they want. I am just butthurt that they may change my underground base in the desert where I can dig to bedrock with a stone shovel and curl up in the fetal position and suck my thumb on horde night.![]()
I think the idea of having to having a working generator, fuel source, and the skills required to obtain those makes it have a skill requirement almost in the game before you can reliably attempt to build a bunker.to be honest an underground air system would be trivial to maintain in most cases and be a non issue thus making underground bases no more difficult then they are now.
if you want a real threat they would need to add some threat you cant control like earthquakes, tunneling zeds(not likely due to pathing), underground poi's like crypts you may encounter while you dig,
they could consider having generators malfunction sometimes and fill a local volume with gas forcing you to repair
or have a forge do a check to see if it has a path to air within a short range. this would only be done once when its placed so not to add load to the server and set a flag called closedspace. if closedspace = true then the forge would fill that space with fumes. the player would need to add an air scruber to clean the air. However this would only add another management item to maintain the base and not really add any difficulty.
adding air quality or flooding doesnt make the game more difficult. it just adds more micro management.
Pretty sweet Roland! Thanks for the stuff you've been posting, it makes the waiting for A17 much easier.
I assume you're talking RWG maps here, in which case this should be fixed as they're pre-generated like Navazgane now.hey devs, about those trees. you know, the little dead ones that while on the mini bike dont render until you hit it, stoping you dead in your tracks 500,000 times on every trip? could you remove the collision on those? that would be great.
Well like you were saying it would be nice if the biomes were determined by the elevation. There's a mod that does that, GNA Mod? Can't remember the name, but it would make more sense and it would get rid of the desert bordering the snow issue. I wouldn't mind seeing a biome selection choice when generating a new random gen map. It would be kind of a fun challenge to have a map only desert or only snow."The Rocky Mountain maple is mostly in Utah and Arizona while the other is throughout many western and mountain states."
I get what you are saying though. Everyone thinks desert when they think AZ and Joshua trees are desert plants. I just wouldn't trade biomes for plants. I don't set up shop in the snowy biome, but I do like seeing it pop up for a change of scenery/challenge.
not sure what that means in terms of them rendering while driving at speed but Im getting a little tired of picking branches out my teeth every time i go for a ride.I assume you're talking RWG maps here, in which case this should be fixed as they're pre-generated like Navazgane now.
Until TFP fixes do this:hey devs, about those trees. you know, the little dead ones that while on the mini bike dont render until you hit it, stoping you dead in your tracks 500,000 times on every trip? could you remove the collision on those? that would be great.
sweetUntil TFP fixes do this:
Go to blocks.xml in data/config and open with notepad. Ctrl f then search treedeadshrub.
Add <property name="Collide" value="melee"/>
Where ? And yeah, for sure, my snowboard is begging me to step on it.are we there yet ? winter is coming
with the new physics you should be able to waste them on impact, if you can take down a tree those dead bushes shouldn't be a problemhey devs, about those trees. you know, the little dead ones that while on the mini bike dont render until you hit it, stoping you dead in your tracks 500,000 times on every trip? could you remove the collision on those? that would be great.
I hope there's an option to turn that off. My wife gets headaches from that sort of thing in game (ARK Survival had flickering torches and refused to play during in-game night)
are we there yet ? where we suppose to be going somewhere and we haven't arrived yet?are we there yet ? winter is coming