PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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# No, no glue but sturdy block. Gate

I need a block with no (or under 10) glue value that is not pickupable and has over 1000 HP

Cant find anything sensefull

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Personally I consider the current form of RWG to be bugged and I think it would be great if it was fixed before the release of 17.2. I know it isn't a top priority right now but each time you all release a new version there are new bugs to fix which basically creates a Catch 22 situation. He can't fix RWG because of the bugs, bugs get fixed release next alpha, Oh wait now we have more bugs no time to fix RWG.
I think you are doing a great job so far my only complaints are the fact that forge houses seem to be gone , level gating and the RWG issues. I look forward to what is to come in the future thanks for listening.
I should of said "high priority" bugs or features. Improving RWG is a high priority for him.

 
I just like running a public server that anyone can join on a whim and not have to even understand how mods work or to install them.

I like to keep the bar as low as possible so people can just connect and have fun. Most of my mods are about making harvesting and crafting less tedious so one can easily focus on base building and management. In previous alphas it was very easy to build a large steel base by the 3rd or 4th week. Now it’s basically impossible with vanilla settings. Mind you I’m not complaining at all, just stating a fact.

Since 75% of the game for me is base building and terraforming the area around it, I focus my mods on making it easier to do so without it taking hours and hours. Simple tasks like lawn mowing are tedious at best without a mod. Replacing stone blocks or even dirt is painstakingly slow without modding the auger.

Adding new items and blocks helps keep the variety there and for some people they love to hoard. If I can make stuff pretty with custom icons or textures, that’s just a bonus for emersion.

 
# No, no glue but sturdy block. Gate
I need a block with no (or under 10) glue value that is not pickupable and has over 1000 HP

Cant find anything sensefull
Bulletproof glass. Weight 10, holds 60. HP 3k.

 
Bulletproof glass. Weight 10, holds 60. HP 3k.
problem is that 60 is allready too much.

Since the zombies cut through Steel like butter i try to make a si that will not collapse by loosing too many foundatation blocks.

The problem is that with every pillar you add you add the same time Weight that kill the si if the pillar is lost.

Hay, Sand , Gravel are not really a good idea (imagine a griefer pickup a complete layer of hay = bye bye basis)

 
problem is that 60 is allready too much.Since the zombies cut through Steel like butter i try to make a si that will not collapse by loosing too many foundatation blocks.

The problem is that with every pillar you add you add the same time Weight that kill the si if the pillar is lost.

Hay, Sand , Gravel are not really a good idea (imagine a griefer pickup a complete layer of hay = bye bye basis)
Just use the floating base trick and defeat SI ;)

 
problem is that 60 is allready too much.Since the zombies cut through Steel like butter i try to make a si that will not collapse by loosing too many foundatation blocks.

The problem is that with every pillar you add you add the same time Weight that kill the si if the pillar is lost.

Hay, Sand , Gravel are not really a good idea (imagine a griefer pickup a complete layer of hay = bye bye basis)
If you make the pillars out of steel (heavier then R-concrete) , bulletproof glass will hold only 3. Closest i can

think of.

edit: You could also use halfblocks back to back to double weight.

or quarterblocks (poles).

 
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my problem is that if i dont want to build "a Brick" i allready go into the border regions the SI can support.

3 more per pillar = 1 Block less i can use to escape the brick shape

And that with zombies that

Utility worker fearal versus my undestroyable 7000hp door

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On Scavenger 4 of them need 10-15 seconds to destroy the 7000hp door

On Nomad 4 of them need 11-17 seconds to destroy the 7000hp door

On Insane 8 of them need 4-7seconds to destroy the 7000hp door

(took arround 10 Samples for each)

 
I am one of those nasty players who don't like the nights of the red moon. Whatever the version of the game, I always preferred to take refuge in high building or ride my bike while waiting for dawn. But I do it because the game allows me to do it.

Now, let's imagine something: if, at each red moon, the air became poisoned (continued loss of health) except in the range of the keystone ... we would have to stay close to the keystone and our base.

I hope no dev will read that.

 
I am one of those nasty players who don't like the nights of the red moon. Whatever the version of the game, I always preferred to take refuge in high building or ride my bike while waiting for dawn. But I do it because the game allows me to do it.
Now, let's imagine something: if, at each red moon, the air became poisoned (continued loss of health) except in the range of the keystone ... we would have to stay close to the keystone and our base.

I hope no dev will read that.
Hehe. In A16 I got fed up with trying to make it challenging, so I made it a rule that every other horde night I couldn't leave my base for a week until the next bloodmoon. Then on off-weeks, I could only leave on the 5th day. I also never turn off any of the 6 forges inside the base. Never made anything fun -.- lol

 
I am one of those nasty players who don't like the nights of the red moon. Whatever the version of the game, I always preferred to take refuge in high building or ride my bike while waiting for dawn. But I do it because the game allows me to do it.
Now, let's imagine something: if, at each red moon, the air became poisoned (continued loss of health) except in the range of the keystone ... we would have to stay close to the keystone and our base.

I hope no dev will read that.
Nothing would surprise me at this point.

A18 7 Days to Zombie Fortnite

 
+1 Jugginator ;)

Gen-Eric, I read your review on Steam: I'm surprised you're still on this forum. Nostalgia?

For this poisoned night story, I'm sure it would be a great thing and that would make sense of basic defense. Of course, players could turn off the red moon as the devs have talked about it, but at least there would be a real challenge for the others.

Just for information, I defended my base on the seventh nights hundreds of times, but today I miss a real constraint to do so.

 
Steam may not always be with us. At least have a backup system so future retro gamers can still use mods.
How about if you sell the game somewhere other than steam? Do those players miss out on mods?
Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game.

Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it.

 
Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game.
Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it.
Maybe we modders should offer a non steam download in our steam downloads. Maybe other follow this example

(is there a provider that allow me to offer downloads and count how many download them ?)

 
my problem is that if i dont want to build "a Brick" i allready go into the border regions the SI can support.3 more per pillar = 1 Block less i can use to escape the brick shape
Thought you wanted a pillar with destroyed bottom pillar to autocollapse, to reduce the

load on the remaining stuff.

Used bulletproof glassplate. Hitting a yellow part of the pillar makes that pillar+the glassplate

crumble , leaving no excess hanging load on that pillar.

20190114224700_1.jpg

 
Case in point: Recently bought Stellaris on sale at gog.com. Recently went looking for mods, found a bunch, but they're all in-Steam only. Non-Steam game has no modding community, or at least nothing for anything anywhere near the current version of the game.
Happy to have another non-Steam game in the stable, but now I see I can't put a better saddle on it.
If Steam has the game also than all you need to do is find the key and add it to steam and you can then use the workshop etc...

If you can not find the key contact the site you bought the game and if they cannot help... You can always get a key from the game creator.

You just need proof of purchase...whether it is a E-mail or link to your page on the site where it says you bought the game.

I know all of this for a fact as I went through this same process myself

 
For this poisoned night story, I'm sure it would be a great thing and that would make sense of basic defense. Of course, players could turn off the red moon as the devs have talked about it, but at least there would be a real challenge for the others.
I like that idea :)

The game Darkwood has a similar mechanic where your base is the only place where the 'red fog' can't get to you, so you have to stay there and defend if from the monsters.

I still think some kind of reward would be a better solution to make the players want to deal with the horde. Maybe horde night zombies could have a chance to drop special loot, unique items that you can't get anywhere else, idk...

 
Thought you wanted a pillar with destroyed bottom pillar to autocollapse, to reduce theload on the remaining stuff.

Used bulletproof glassplate. Hitting a yellow part of the pillar makes that pillar+the glassplate

crumble , leaving no excess hanging load on that pillar.

View attachment 27130
yeaa that look more like what i search. So at least for pillars its a sollution.

But for massive bases i thought about something like this

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But that is a uncomplete idea i need to work more on. The idea is simply that every pillar can collapse by itself without adding extraweight to the floorplate

 
On the whole getting mod files pushed, I can explain how games running Unreal Engine do it. You can have the game server push all mod files but it's extremely slow, slow process if the files are large. So what they did was create a tool to compress all files including large custom maps. You then put those files on a 'redirect server' that sent the compressed files to the player, the game engine then decompressed and installed each file into the correct folder. Unreal hosted their version of a redirect server and allowed anyone to put their modded files there or you could rent a server, etc. Unreal never looked into/worried about modded files, copyright, etc. Many many had nudity, pornography etc. So this issue about copyright, assets, etc is not part of the picture as far as unreal engine goes. I don't know anything about Unity so don't know if it has that kind of capability to use and deal with compressed files and redirect servers. If it does, it makes getting mods to players a breeze. No player has to go find mods....unless the server is configured wrong or the redirect goes down.

 
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