If I wanted to scale down food consumption during the early levels I'd tie it into the newbie temperature protection buff.That's probably a much better idea. Make more food part of the starting kit, even as wolffblood suggests, meat stews. You could the starting kit adjust with difficulty if some folks thought that would be too easy.
Hmm. They supposedly fixed that, I had some in the previous build but none in the current.:rapture: my future base
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ok, so you are the one. 4 big sections on your plate. when you get the chance. please add additional documentation the the rwg xml. that way we arm chair quarterbacks can tweak it ourselves easier until you are able to get around to it. {i mean this for next alpha, you already gave us your order of operations for this one}To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch
and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
Thanks for that info, always good to know how resources are aligned so we know what to focus our Alpha testing time on. This isn't an easy problem to solve, so glad you will have time to dedicate to RWG once other things are addressed.To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch
and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
You tell 'em Guppy!A17 introduces the first iteration of a new random world generation system. People complain because it's not perfect the first time.
The devs explain they are working on it throughout experimental.
People complain.
The largest complaint was the biome placement (which for the record I liked).
The devs state they will return it to its former glory throughout experimental.
People complain.
Each build that comes out adds new random world changes.
People complain.
A new iteration of random world begins to bring back its "former glory".
People complain.
...if it was up to me I would either murder the lot of you, or ban you from playing experimental.
Clearly there is a large section of people that do not understand what work-in-progress means.
There is a huge difference between constructive feedback during experimental and complaining doing experimental.
Constructive feedback consist of stating what is changed, and why it does not play as well, and accepting an answer that states these features will be improved.
Complaining consist of stating what is not finished yet, and complaining that it is not finished yet, and expecting new systems to work straight out of the box.
Glad to hear my blobby image will one day be a reality! I will look forward to the more logical ordering of biomes. I will just set up a little chair and lean back enjoying the desert sun, and keep the beer nice and cold to my left cooling in the snow in the mean time.To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch
and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch
and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
HAHAHAHAHA hell yeah you tell 'em Roland!TFP: Welcome to the TFP kitchen. Today we are going to make French Toast.
-snip-
/condescending +20![]()
Yes. My motorcycle disappears whenever I park it and wander into a city on foot to loot. I don't know if it might happen as I stand right next to it. I just notice after some time looting, the icon disappears from the compass.Has anyone else been losing their vehicles during gameplay? I'm not sure if it's a bug or what. Running a dedicated MP server. Server has had 0 mods, completely wiped game folder with fresh install every build, and no saves since we have to start over at level 1 from the server wipe. Since B198 all player vehicles (bikes, minibikes, 4x4, motorcycles, gyro's) disappear. Sometimes showing up on the compass, then disappearing altogether upon log out and back in. Other times, just flat disappearing. LE will show the coordinates when it's still on the compass. Usually at some extremely high 1k number ****, 1026, **** for example.
Eat charred meat and drink from streams and ponds, the debuff for food/water poisoning only lasts a few minutes and is pretty mild.It's noon on day one, I've eaten twice and drunk my water. I've starving and dehydrated. My stamina is less than 50% and I've barely left the starting area. This doesn't seem well balanced to me.
There's even a chance to get a z to climb up on another. (or even a dog. bottom or top. usually bottom.) Have tried getting a pair of two tiered z's and get real close but not at same time yet. While I can get 3 tiered z's (z pyramid) near a wall/etc. I don't think that's possible while retreating/walking/etc. (Doesn't even seem to be able to work with a z already on a dog.)Yes. There is a chance a zombie will ragdoll another zombie in the way.