We get it dude you're the hardest of hardcore gamerz lol.
And somehow incase you missed it (which according to your post you did) this IS a zombie killing game...
oh really. why that dont make sense lolThey re-worked clothing. Check plant fiber clothing, it gives heat and cold resistance. Pop those on and a plant fiber hat and you'll get reduction.
I'm hoping they simply relocated the house I mentioned, because having that one big empty lot in Diersvill is actually really sweet, great spot to build your own house from scratch. Actually wondering if they did this on purpose, great idea if so. I'm in a creative game now playing with all the new blocks, wow, so many. I had a few go-to methods for perimeter walls, but now I am trying out a bunch of new block combinations.So in a couple of MM's videos there was this big neat house in the NW corner of Diersvill, the one where he saw a pig on the roof near a solar panel. Anyway, I wanted to check it out and now it's just an empty lot... Was it moved somewhere else or removed for some reason?
What graphics card are you using? It may not be compatible with vulkan which would cause the pink textures.Dear DEVELOPERS, Please fix VulcanAPI , if he enable - my screen in game is PINK and i cans see anythink.
Never mattered in the other experimental builds!!!!!! What about all the people who dont have the best of the best computers? We paid for the game also and haven't had a problem till now!!!! I have seen several that say the same thing, The concept is great but the game should have been optimized better so we all could enjoy it!two words for you.... experimental unstable............
<[color=#990000]level[/color] [color=#990000]skill_points_per_level[/color]="[color=black][b]4[/b][/color]" [color=#990000]experience_multiplier[/color]="[color=black][b]1.0149[/b][/color]" [color=#990000]exp_to_level[/color]="[color=black][b]20000[/b][/color]" [color=#990000]max_level[/color]="[color=black][b]300[/b][/color]">
If you hover over the lock icon on the right hand side it will tell you the requirements. You need to be level 20 and intellect 4 to unlock the forge.What are the actual requirements to build forge, I cant seem to figure it out. I'm player level 9, intellect level 3.
Loving Alpha 17 so far, 100% improvement, looks great and has so much still to do. Plus, the zombies are now a threat. Thanks guys.
Cool, thanks Kosmic. Just found this in another post as you answered. Phew, a bit to go so far. The hover over tool tips is good once you see it. CheersIf you hover over the lock icon on the right hand side it will tell you the requirements. You need to be level 20 and intellect 4 to unlock the forge.
Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.What are the actual requirements to build forge, I cant seem to figure it out. I'm player level 9, intellect level 3.
Loving Alpha 17 so far, 100% improvement, looks great and has so much still to do. Plus, the zombies are now a threat. Thanks guys.
So you are saying TFP is only allowed to have those bugs in experimental that they already had before? :cocksure:Never mattered in the other experimental builds!!!!!!
Actually the chance to find a working forge is really high at the moment. I find lots of working workstations,forges and chem stations at traders and in shops and garages. Actually I think it is a bug because the RNG values for workstations are not in line with the comment in blockplaceholders.xml on the first line. According to it the chance to have a working forge in a trader is exactly 50% !Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.
I think quite a number of us are trying to get used to having to wait until level 20 to get a forge,
Agreed. I liked that you could tell easily if they were damaged because they became bloody after being damaged. Maybe this can be restored?I think the Wood Spike Traps should be bloodless initially.
Thanks for the information Joonbug. Agreeded, trying to ramp up by mass zombie slaughter. Doubt I will make it to lvl 20 before day 7. I will just need to find a hide out building to sacrifice, don't want my base messed up. Its certainly a learning experience, but a good one. Getting pretty hand with melee attacks. Bandages are essential.Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.
I think quite a number of us are trying to get used to having to wait until level 20 to get a forge, considering some of us at level 15 were already getting cops and feral Wights due to screamers, but didn't have a good enough base to protect ourselves... hopefully the forge level is changed before stable is released. (to try to make better tools, bullets, etc)
onSelfItemCrafted
<triggered_effect trigger="onSelfItemCrafted" item="meleeToolFireaxeIron" action="AddBuff" target="self" buff="meleeToolFireaxeIronXP">