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.
I'm pretty sure that was just Tin...
Nope. Ima US walker.. It will be funny if they keep posting and ppl believe it so.

.. Unless they end up being an asshat at some point then it won't be as funny. :faint2:

Hello @tin33cro. It'll only cost you $0.50 per post to sign off as me ;)

:playful: <joking>

Welcome to the forums.

edit: ..well, I'm sure some ppl think I'm an asshat so maybe they'll help my rep some xD

 
Last edited by a moderator:
If you stick spikes upside down and attach to roof how would the sharp tip not do any damage. Not a bug or exploit it is as intended......
Except that isn't what we are talking about. Dig a one deep trench and place spikes upside down in it. Now walk on the flat surface that is facing up and tell me what happens.

 
Except that isn't what we are talking about. Dig a one deep trench and place spikes upside down in it. Now walk on the flat surface that is facing up and tell me what happens.
You take damage when you collide with that block. It doesn't care what side of the block you collide with. So what you are asking is for TFP to add code to check for the one block face that should not do damage, and have that detection work reliably. And that check would have to run in the main update, always. Sounds like a significant performance hit for a minor cosmetic issue on one game block. I'd rate this a nice to have but probably not worth the impact on the game.

 
Nope. Ima US walker.. It will be funny if they keep posting and ppl believe it so.
Just because you are from the US doesn't mean that you wouldn't pretend to be from Croatia. I thought the ruse was just that elaborate.

I would be seriously disappointed if that was Tin’s best attempt at an alt account handle...
You would prefer for him to try "totallynotTin" or "Rin Not Tin" or "Stannum" or "Almost Bronze"?

 
You take damage when you collide with that block. It doesn't care what side of the block you collide with. So what you are asking is for TFP to add code to check for the one block face that should not do damage, and have that detection work reliably. And that check would have to run in the main update, always. Sounds like a significant performance hit for a minor cosmetic issue on one game block. I'd rate this a nice to have but probably not worth the impact on the game.
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.

 
Last edited by a moderator:
You take damage when you collide with that block. It doesn't care what side of the block you collide with. So what you are asking is for TFP to add code to check for the one block face that should not do damage, and have that detection work reliably. And that check would have to run in the main update, always. Sounds like a significant performance hit for a minor cosmetic issue on one game block. I'd rate this a nice to have but probably not worth the impact on the game.
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.

 
No it isn't! Just because some weirdo politics is going on on TV doesn't eliminate all the great places there are to go and things to see. Yellowstone Park isn't going anywhere because a man in a suit exists somewhere.
a few friends went to yellowstone and loved it, grand canyon was pretty amazing and im personally a fan of mt rushmore

 
a few friends went to yellowstone and loved it, grand canyon was pretty amazing and im personally a fan of mt rushmore
And Yellowstone is just one well-known place. There are tons of great nature sightseeing places all over the states, sometimes well-known sometimes a bit hidden. You just have to take the time to smell the flowers sometimes.

 
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.
The main reason people (well, myself anyway) place spikes point down is because if you place them point up, the ♥♥♥♥♥♥♥ zeds are constantly clipping their heads inside the spikes pointed end. This makes it impossible to do head shots. The temporary solution, until the Pimps fix the clipping problem, is to put spikes upside down so the zeds heads aren’t stuck in the spike.

 
1 Click Crafting - Say I have a ton of cement powder and small stones. Let me go to my cement mixer, craft max my Concrete Mix, and it will craft the necessary Small Stone to Sand, then craft all the components into the Mix.
Customizable Airdrops - Let us set types of airdrops we get from a list of options. Military, Medical, Food, Tools. Maybe we only want Food and Tool drops, or only Military, or everything but Military.

Ok... I think I'm done






I hope fun pimps release an option to costumise air drops too :)

 
The main reason people (well, myself anyway) place spikes point down is because if you place them point up, the ♥♥♥♥♥♥♥ zeds are constantly clipping their heads inside the spikes pointed end. This makes it impossible to do head shots. The temporary solution, until the Pimps fix the clipping problem, is to put spikes upside down so the zeds heads aren’t stuck in the spike.
I always found the zombies spinning around to be way more difficult than being temporarily blocked by a spike

 
The main reason people (well, myself anyway) place spikes point down is because if you place them point up, the ♥♥♥♥♥♥♥ zeds are constantly clipping their heads inside the spikes pointed end. This makes it impossible to do head shots. The temporary solution, until the Pimps fix the clipping problem, is to put spikes upside down so the zeds heads aren’t stuck in the spike.
I didn't know that was the reason people do that. I've always placed spikes normally and coped well with how crawling zombies become a bit harder to hit. If you don't like that, there's always the barbed wire, which slows them down tremendously while still allowing you to shoot easily.

This made me wonder if the new pathing AI that @faatal is coding considers things like spikes. I suppose zombies might be brainless enough to impale themselves, but that consideration aside, I think it would bring a lot to the table if they were mildly smart about avoiding spikes in their pathing even if it makes it a slightly longer distance to reach you (maybe a randomized tolerance margin?). So if there is, say, a corridor of empty space towards you that's a couple tiles longer than just walking on spikes, they would do that. If there are walls and there is a corridor towards you littered with spikes, they would still go over them, since despite the damage they might consider it better than attacking blocks.

 
Right now the zombies literally path into the spikes. I've watched zombies literally avoid a direct path to me and turn off in order to kill themselves on some wooden spikes. Great for me but kind of silly.

 
Right now the zombies literally path into the spikes. I've watched zombies literally avoid a direct path to me and turn off in order to kill themselves on some wooden spikes. Great for me but kind of silly.
Maybe...they just want to stick around!

or...they got the point?

 
@Devs;
I was just wondering, for A17, can we please make snowberry seeds?

I love making Snowberry juice (yum-yum) for those cold winter nights.

:)
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.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top