PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Okay, I am late to party but since we have Feature freezed, what we will be missing in A17, so we start ranting about it now? I mean will gyro make it, will there be any thing that were planned but not implemented due to time or whatever reason? i.e A18 stuffs

 
@faatal We will get some block physics update? i really need a better block to make big structures without having a lot of pillars inside of it.
Sorry, don't think any of that changed for A17, but I could be wrong.

 
Hey everyone, i got a question for all of you as it might just be my game and/or computer, but has anyone else had issues using the alternate ammo for the shotgun? The last bit as i was playing it seemed like it would not hit a target even straight in front of me, im just wondering if that is a thing or not.

@fataal - in regards to the spider zombies, will they get, as i call it "stupid stuck" in walls anymore? I just recorded an episode of my permadeath series and several spider zombies of all types got stuck in the wall, not damaging it, walking into it and their head was on the other side, just curious with your updated movements and pathing if that is something that is fixed.

 
I would be seriously disappointed if that was Tin’s best attempt at an alt account handle...
** ZZAPP!!! **

We are, currently, peaceful aliens who have taken the human, Aldranon, prisoner!

He has told us, that if we get the A17 password he will tell us the recipe for The Mc'Donalds "Special Sauce" which he says, can power our Krypton Star Drives for a 1000 years!

Give us the password or we will destroy every DMV in the world!

** ZZAPP!! **

 
The simplest fix would be to have spikes collapse if the block they are "stuck in" doesn't exist. They shouldn't be supported by blocks on the sides of them, nor the block below them if they are placed pointy-side down (unless both ends of the spikes are pointed). You shouldn't be falling into the bottom "flat-end" of the spikes in the first place. If the developers wanted you to be able to walk on the bottom of the spikes, they'd have to be nailed to a wooden board or something, so if the spikes were facing down you could use the top as a platform to walk on without taking damage. Otherwise just have them collapse imo.
I like this solution, because it would be more than a one-off for upside down spikes. A per-face block attachment check would also eliminate a huge number of nonsensical shapes, e.g. attaching a block to the open side of a ramp block, that in my view make the game look bad.

It really isn't a performance hit as big as you make it out to be. Then again, the other (simpler) option is to just prevent that block from being placed "upside-down" (meaning, with its base being in the air, standing on its tip) in the first place, making sure that its base is always attached to another surface.
Although that's a simpler option, it would prevent attaching spikes to the underside of a ceiling, and I see no reason why that design should be prevented.

 
(snip) e.g. attaching a block to the open side of a ramp block, that in my view make the game look bad.
There's one instance of this that I use copiously in my base design, and that's upside-down ramps on top of ramps. I use it to make angled murder holes / arrow slits / windows / whatever you want to call them while maintaining structural integrity. I build pillars on the sides for visual support but nothing is stopping you from building towers of wooden plates for example, which looks ludicrous lmao

 
I take back the pissing contest because you might get pissed :smile-new: . Sorry, now even a bad pun at your cost, but I couldn't resist.
Ok, for clarification: The forge bug is..., nah, just read eidobunny's post, he says it all. The problem was worse in A15.
No offence taken, all good. Just wanted to clearify, as i dont like those type of people who need to make said contests^^

And yes, now I understood that the amount of Forges does not matter, i did not know at the time of my comment

- - - Updated - - -

Hello tin33cro. Glad you like the game.
Sorry, but they are joking about the password. There is no public password currently available for A17.
I want to play it so desperatly i tried Dozens of Passwords within 30 Minutes.... Not one worked. My Heart is Broken.

 
I like this solution, because it would be more than a one-off for upside down spikes. A per-face block attachment check would also eliminate a huge number of nonsensical shapes, e.g. attaching a block to the open side of a ramp block, that in my view make the game look bad.


Although that's a simpler option, it would prevent attaching spikes to the underside of a ceiling, and I see no reason why that design should be prevented.
Nah, the first guy explained it better than me, it's exactly what I was trying to convey. I think spikes that are upside down but supported by a block in its base is fine.

 
Usually I use no more than 5 forges - 1 above ground , 4 under 30+ blocks undergournd/away from "base" and never had a problem,too. Game is played by lots of different configurations of hardware and bugs are possible.It is not optimised yet., you know :)
Yeah I usually do somthing similar...

 
This is what I did (I wanted a humorous way to make MegaCrush energy drink and snowberries were a key ingredient...I think gasoline was too...)
Paste in Blocks xml:

<block id="2031" name="plantedSnowberry1">

<property name="Extends" value="cropsGrowingMaster" param1="DescriptionKey"/>

<property name="CustomIcon" value="blueberrySeed"/>

<property name="CustomIconTint" value="ffffaf"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/blueberry_plant_sproutPrefab"/>

<property name="PlantGrowing.Next" value="plantedSnowberry2"/>

<property name="Group" value="Food/Cooking"/>

<drop event="Destroy" name="plantedSnowberry1" count="1"/>

</block>

<!-- n Free -->

<block id="2032" name="plantedSnowberry2">

<property name="Extends" value="cropsGrowingMaster"/>

<property name="CreativeMode" value="Dev"/>

<property name="CustomIcon" value="blueberrySeed"/>

<property name="CustomIconTint" value="ffffaf"/>

<property name="Shape" value="ModelEntity"/>

<property name="Model" value="Entities/Plants/blueberry_plant_growthPrefab"/>

<property name="PlantGrowing.Next" value="snowberry3Harvest"/>

<drop event="Destroy" name="plantedSnowberry1" count="1"/>

Paste in recipes xml:

<recipe name="plantedSnowberry1" count="1" craft_time="1">

<ingredient name="snowberryPlant" count="1"/>

My MegaCrush recipe:

<recipe name="megaCrush" count="1" craft_area="chemistryStation">

<ingredient name="snowberryExtract" count="5"/>

<ingredient name="blueberries" count="5"/>

<ingredient name="gasCan" count="100"/>

<ingredient name="coffeeBeans" count="5"/>

<ingredient name="bottledWater" count="1"/>

</recipe>

EDIT: Maybe this will work with A17, may have to adjust the block ids though.
Hey, thanks man! :) :)

I'll try it now.

EDIT: Must've done something wrong, main screen locks up on "loading blocks"

 
Last edited by a moderator:
** ZZAPP!!! **
We are, currently, peaceful aliens who have taken the human, Aldranon, prisoner!

He has told us, that if we get the A17 password he will tell us the recipe for The Mc'Donalds "Special Sauce" which he says, can power our Krypton Star Drives for a 1000 years!

Give us the password or we will destroy every DMV in the world!

** ZZAPP!! **
destroy dmv's? keep him, keep him

 
So if i understand the header correctly. The faster we get a hitler vid the faster MM shows gameplay, then we need a smells like Pic then we get a stream blitz which is a release candidate which gives us after that access to A17 experimental.

Right so who got the skillz to make a good hilter vid XD?

 
Status
Not open for further replies.
Back
Top