Thecolours
New member
I had a quest to clear an area in a small poi, but before I started the quest I went to kill all the zombies and loot everything. When I started the quest it reset all the zombies and loot containers. Seems like a bug?
Ok, so alphado did a test and made a 16x world... Go to the advance screen and you can set the preview number higher, which apparently does generate a world.It's always going to be locked.Madmole: "We disabled it (at least I think we did) because generation of a 16k map was either stalling out or maybe takes longer than we were willing to wait to see (+1 hour) "
Sure it works. Just click the button. But too much hassle with players expecting that to be instant...Ok, so alphado did a test and made a 16x world... Go to the advance screen and you can set the preview number higher, which apparently does generate a world.
...he did a 32x and said it took hours, fyi.
It unfortunately may get a even weaker unless they get more compatible mods added or balance tools a bit better. Joel said earlier that dye isn't actually supposed to add damage so we'll go from 2 max mods to 1 for pickaxes once that's fixed..... I'm level 300, with a level 6 Pickaxe loaded with Mods.. it takes me 10 swings to break one rock.. ;f
I know these settings. We have set it already to 120 min and 18 hours. But would like to be able to make the daytime longer........You can change the length of day and night before you start a game:Just set day length to 18 or 20 hours and you have nearly the whole day.
Don't know if there is a restriction to the number but you can alos change the xml file
<property name="DayLightLength" value="18" />
The night always starts at 10 pm, so if you do this value to 20, the night will last from 10 pm to 2 am. Not sure if the daylight depends on this value or if this just set if the Zs are running or not....You have to try
Osteoporosis.Has anyone from TFP said anything about why they changed the Y offset of crouch? XML's still say 0.65 but in game its only about 0.25 now, and that is reducing the vertical melee range by about 0.3m.
ergonomic grip, fortyfing grip and dye. did not find anything else for toolsdid anyone find a mod for tools? I'm messing around with creative and so far nothing that works with shovels and stuff
Yeah, I figured out how to do it last night. It's ridiculous. lol I now know why they did it. But, at the same time, with some optimization, they could have left it the old way and had it work just fine. Or, maybe give us the option on whether we want it to generate like Nav, or like A16 did it. That way, those of us would want large maps for our 50 player servers can still do so.Ok, so alphado did a test and made a 16x world... Go to the advance screen and you can set the preview number higher, which apparently does generate a world.
...he did a 32x and said it took hours, fyi.
Having 2 completely separate branches of code to do the exact same thing is the absolute worst thing you can do.Yeah, I figured out how to do it last night. It's ridiculous. lol I now know why they did it. But, at the same time, with some optimization, they could have left it the old way and had it work just fine. Or, maybe give us the option on whether we want it to generate like Nav, or like A16 did it. That way, those of us would want large maps for our 50 player servers can still do so.
Oh come on.Yeah, I figured out how to do it last night. It's ridiculous. lol I now know why they did it. But, at the same time, with some optimization, they could have left it the old way and had it work just fine. Or, maybe give us the option on whether we want it to generate like Nav, or like A16 did it. That way, those of us would want large maps for our 50 player servers can still do so.
Yeah, and the file size for the map files. OUCH. lol My only problem is to have it playable with the new generation system, you are forced to have a smaller map than A16. MUCH smaller. This doesn't work for the dozens of servers that have 50 or more players on at once. A 64 sq. KM map i just not big enough. It would be nice to have an option to use Nav type generation or A16 type generation. Depending on what the server is going to be set up for. Smaller maps (201 sq. km smaller than A16 default) is going to kill a lot of servers. And these people have put years and countless hours of their time (for free) into building up their player base and giving everyone a great experience. The new map gen system is going to just take that all away from them. It's a shame really. Would it really be that hard to give us a choice?Sure it works. Just click the button. But too much hassle with players expecting that to be instant...
Of course I do. But like I said in another response, it also will kill any server that has more than a 25 person limit to have such tiny maps. Some of these people have spent thousands of dollars to purchase a computer just so other people can play for free on it. Now, it's just going to be a paper weight for them...Having 2 completely separate branches of code to do the exact same thing is the absolute worst thing you can do.
Don't you realise that it is faster to pre-generate the map?
It's a non existent issue that quite a lot of servers are going to shut down and people will stop playing because the max server count will be 20 or something with such a tiny map? Then again, what do TFP care, right? They already got the money from these people.Oh come on.
You had a gripe, were told why, were given a solution and are still griping. About a non existent issue.
...you HAVE to see what that's doing for you...
I agree about the separate branches of code but currently it's impossible, as far as I know, to generate a map the size of the old RWG using the new RWG. In that case the old RWG will generate a playable map of sufficient size faster since the new RWG completely lacks the capability.Having 2 completely separate branches of code to do the exact same thing is the absolute worst thing you can do.
Don't you realise that it is faster to pre-generate the map?