PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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A question about electricity. Is there a project to have the possibility to operate the drawbridge and gates via electricity ?
Prime expressed interest in this but he has been busy developing the quest system so its doubtful much advancement on electricity will happen for A17.

 
Prime expressed interest in this but he has been busy developing the quest system so its doubtful much advancement on electricity will happen for A17.
Thanks a lot for your answer

I did not expect of course not for A17 but it is something that would be very interesting. Have control over the doors, remotely. I think about it by creating a trap, and this ability "misses" me to make my trap perfect :)

See you soon !

 
Random question: Is the throw distance of the mobile spotlights still pitifully short in A17? I can sorta get not necessarily wanting it to be like the minibike headlight, but it really needs to be closer to minibike in terms of throw distance if you're going to call it a spotlight... because 1/3 to 1/2 mining hat throw distance makes it only marginally better than a candle or a torch.
As it stands, we were better off spending the time creating a circle of pillars to light the approach to our base and plopping candles on them than wasting the resources putting spotlights up on our base. When we tried spotlights on the walls, they barely illuminated 3-4 blocks past our spikes... and our spikes are only 3 blocks deep.
Agreed.. I hope they fix them. I modded putting the working streetlights back in in a16 and used those instead of the spotlights. IMHO, the mobile spotlights should be just as strong and have the same distance as the streetlights.

 
Prime expressed interest in this but he has been busy developing the quest system so its doubtful much advancement on electricity will happen for A17.
I respect Prime and TFP, but I will stress him a ton on electricity during his live stream of A17 ;) (in a positive way)

 
They are pitifully weak, but don't they not contribute to heat maps, or something?
If their contribution to the heat map was directly modified by their intensity then... problem solved? Not sure if this is possible or desired by the devs.

 
And maybe we can get better torch support so they don't axe server resources since they're oddly disruptive to FPS and lag (in larger numbers). My base ends up having candles everywhere since, as mentioned, electric lights are disappointingly weak lol

 
I know one game that has over 15,000 mods registered in the steam workshop!

Can you imagine the near infinite replay-ability of 7D2D with even half that number?

 
I know one game that has over 15,000 mods registered in the steam workshop!
Can you imagine the near infinite replay-ability of 7D2D with even half that number?
Sir, have you ever heard of a little game called Minecraft? ;)

 
a magic mod? end up going all shadowrun on this?
lol modern day guns and spells minus the cyberware
Would love a Cyberpunk Mod/ skin. That mix of Victorian and Steam tech is a very cool thing.

 
mostly waiting on world building tools, make custom maps to share. urban sprawl, minus the overly tall buildings. sewers, a large oldfashioned dungeon/maze crawl with bedrock walls so they can't cut through them. we needs dem tools!

 
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