FileMachete
New member
Yikes! I honestly thought these were a bug. man. So there's a bunch of them somewhere, -&- they're worth killing, but tough like z-bear; good to know, thanks!

According to Joel, there are no damage mods for mining yet. Based on other comments he's made I expect a large balance pass and some new mods to be added during experimental.did anyone find a mod for tools? I'm messing around with creative and so far nothing that works with shovels and stuff
I know game has changed, though every death in game I had is my own fault, I mean I go on to fight 2 Green bore who need 40 bullets to get killed, with my wooden club will get me kill. But I don't think game get any difficult to a16, the only difficulty it has is POI. The Pawn shop I looted had 2 wolf, 2 boar, 2-3 dogs, at level <10 you cannot kill them easily. But I know at least one way to survive is that I don't go to big building just yet. Go in small house and we are good until we can fight those with better weapons. So please don't make it easier than it is already. There is way out without been dead. I know because I can survive it without much fuzz. It is good to be like this.Yes I was saying the same thing, in a month the same people will be "its too easy", so we're not changing the difficulty. We are looking at boss rooms, those seem to be too difficult. However once firearms are fixed it might not be so bad.
You might come around on the perk system. The perks are way better/more interesting but some people are fixed on skill grinding. I like playing how I want, crafting ONLY what I need and not jumping through hoops to build my character. People complain about level gates but skill gates are worse... who wants to fall 5000 times to level up your agility? Or run on foot 200k miles when you have a perfectly good motor vehicle sitting there?
The caveats of skill grinding are not as great as you think. Now you just play and focus on survival and the rest comes together. I'd rather focus on real NEEDs like food/water/shelter/scavenging/fighting than be forced through artificial mechanics like falling to get better at parkour, taking damage to get better at light/heavy armor etc. Those systems are impossible to balance and more frustrating to most players IMO.
just realized that as I'm looking at the xml files nowAccording to Joel, there are no damage mods for mining yet. Based on other comments he's made I expect a large balance pass and some new mods to be added during experimental.
If that was a bug it should be promoted to feature, it was a great quality of life improvement.b199 the repairing a tool 'jump to the head of the line' is gone. very sad![]()
Thank you for the explanation! I finally kinda understand how the new RWG is made!Okay, this warrants some explanation.
RWG, and the changes that were made.
Old.
RWG would be made, and all of the data would be put in the save folder, and as you explored chunks, "region" files would be created. The calculations were done as new chunks were loaded, so the game didn't know that it would be say, a forest biome with an ore cluster until you entered the new chunk.
New.
Rwg creates a world. A height map (DTM), splatmap images (biomes) and a prefabs.xml, just like Navezgane uses. The files are stored in the game folder, under data/worlds, and are NOT AFFECTED BY SAVE GAMES. They simply "exist", like a Nav map does.
Now, when the user enters a new chunk, the game already KNOWS what data to expect, so creates the region files faster.
THE GOOD NEWS IS:
Because the map is literally a DTM file (grey scaled height map file) you could literally load mars and use it as a map. Like, it's been done.
You can also use an image edting program to CREATE YOUR OWN MAP. You can specify which biomes go where by editing the splat map. You can put specific prefabs by telling the prefab.xml where to put them. You can SPECIFY SPAWN POINTS. Where water goes. Roads. Radiation. Entities. Spawners.
So, although this is the first iteration (although I think it's rwg v4.0) of this method, can you start to see the potential now?
Look familiar?
![]()
...that's nav's biome mapping.
Want some snow in the south? Edit that .png file, throw in some white at the very bottom. Save the file. Then load the map.
That easy.
I still have it. Works with stone axes and wooden clubs that I know of. It's been doing it for me all day. I think it's the ones that are so quick anyways, that it just does it. Haven't tested it with iron or steel yet, the ones that actually take time to repair.If that was a bug it should be promoted to feature, it was a great quality of life improvement.
The only time I've seen rain is in the burnt forest biome. No other weather patterns since.I've seen rain for sure but haven't been in the snow much.
I've had rain in the forest quite a few times.The only time I've seen rain is in the burnt forest biome. No other weather patterns since.
Man, sounds awesome. I would love to get in here with my son, but he needs a better laptop/computer for this game.I started a new game with my son last night. 4 days done. Level 12. 0 deaths for me and 1 for him. We did one quest and bailed on a second. Got crippled in desert by heat and no water, but make it out next day back to our church roof base where we hole up each night, except for that night in the desert, where we hid on a building roof.
I just found a small sturdy tool store, not far from the church, that we will be using for our day 7 day BM.
The challenge is real, but if you pay attention, plan ahead and don't go blundering about, it can be done.
Sneak attacking sleeper dogs in the head with an arrow for a one shot kill is sweet. I'm doing x2.8 with perks.
I also got to test doing a simultaneous sneak attack. Each of us line up for a head shot and fire at the same time and since there is a small delay in zombies going alert, we both get x2 (or better with perks) damage plus the bonus if you hit the head. We one shot a wolf doing that and use it on boars.
Hope you had a good Thanksgiving!
When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.Thank you for the explanation! I finally kinda understand how the new RWG is made! Few questions,
When I make new worlds, they all have names on them, like Xuhave Territory and Juyifu Mountains.
Where all these different worlds designed and named by someone? Or were they randomly made and randomly named?
I see 7 folders with names like these in the Worlds folder, are these all of them?
So the reason that those names exist is to keep the real seed name private? So when my friend made that embarrassing seed name, nobody saw it on the list of servers:smug:When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.
Guppy, Any idea what happens to those worlds when a new version releases? DO I need to delete them to take advantage of any bug fixes for RWG?When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.
My friend and I found 3 of those chilling near some tents and we thought it was a bug or something - they didn't move no matter how close we got to them while fighting nearby zombies. Since it was the first time we encountered such a beast, we decided to do the sensible thing and engaged them. After a long session of running, kiting and shooting (we unloaded about 40 shotgun shells and twice as much 9mm bullets on them) we managed to down them. One of those can net you 109 pieces of meat with Huntsman lvl2. I can't recall how much leather I got from them.I killed three of them and got around 250 meat (had some harvest perks tho) and around 150 hide.Actually it might have been a 250 stack and a 90 something stack of meat.
The /idea/ is that the worlds can be kept between builds (but use new saves), but of course during experimental they want wipes.Guppy, Any idea what happens to those worlds when a new version releases? DO I need to delete them to take advantage of any bug fixes for RWG?
Thanks, I was pretty sure it worked that way but wanted to make sure. I assume the new download will automatically replace Navezgane?The /idea/ is that the worlds can be kept between builds (but use new saves), but of course during experimental they want wipes.
Think of it like picking nav each time a new build comes out.
The plating, insulation, the bushings that make you quieter, the stuff that reduces stamina cost, to name a few. We'll get night vision in soon for helmet mods too. Press and hold F to toggle between light modsACK - Coolness!
I just discovered I can put a light on my army helmet! what other mods work on helmet? I would love to get rid of the speed/agility issues.
also has the headlight reflection been reduced? if you play PVP and your mining helmet was off you could still see the player from far away due to the reflection