Zombie Dog eats Screamer, Screamer scares away Zombie Cop, Cop steps on Feral, Feral gores Roland, Roland kicks Zombie Dog, Zombie Dog dismembers Feral, Feral backhands Screamer, Screamer proposes to Roland (runs), Roland takes away Cop's badge, and as always... Cop sends Zombie Dog to the pound.
You're starting to make Roland appear handsome. Stop it.Imo Roland should be assigned to the lizard symbol. Just have a look at the slit pupils of his avatar and compare them to putin's or cumberbatch's eyes (see below). He clearly belongs to the lizard people.[/img]
Imo Roland should be assigned to the lizard symbol. Just have a look at the slit pupils of his avatar and compare them to putin's or cumberbatch's eyes (see below). He clearly belongs to the lizard people.
New avatar both confirms and reverses.You're starting to make Roland appear handsome. Stop it.
---Edit---
*More handsome... Sorry Roland.![]()
The ground when generated since with current generation is solid to bedrock, I think tunnels/caves are added later, an exception may be gravel or sand with no SI? Should not add to the generation time significately I would expect depending on many variables, I don't know what their data structures are like, I would expect that ever type of ground could be loaded as a bulk load for most initial variables.All blocks are stuctually sound not sure when you calculate this to set this tag on world build or on the fly when a block is altered ?
If it is on world build and SI checks verticaly at every square metre and the map size can be 20000 length width then 400000000 square metres.
But it builds regions on the fly so you would only need generated regions and i am guessing you need what is generated as a hub in the previewer and there are 144 of them.
So ~27777778 SI checks
Yes a vertical hole should be trivial.So if you built a prefab then all its blocks would have this flag set at the start of the world build unless you reset.
What happens when you start digging a 1m square hole i am guessing that TFP SI check is run on surrounding blocks and tags them.
All the time a hole is dug straight vertically there is only continuous SI check of the destroyed block and the one time primary extra 4 checks and tag routine at the start.
I would say that the explosion happens so fast (as they do in real life), that the SI would only be calculated for the whole holSo maybe use this test
Locate a prefab placed in the centre of the map.
Dig a 1 block hole straight down 20m in the middle of the prefab building fill it with frames.
Five columns now down to bedrock tagged with SS.
Throw a stick of dynamite down though the frames.
Blows a 3*3*3 hole 20 m down.
Now i have not thought about what happens here regarding if the first block destroyed starts calculating SI or if all blocks that are destroyed are within a time that SI is calculated simultaneously.
Could be optimized to make sure that if a location of a block is already on the list then it is not re-added. Depends on checking against queue versus checking the actual block.Some type of order cue would avoid race conditions and you could start with closest to origin.
So there is 5*5 area that is on my checklist to start.
3*3 area are air blocks so SI checks are run.
I am a programmer and when ever I see a system that interests me, I try to see how I would program it, and I can not stop myself! I really don't see it adding too much overhead system, mostly because most of those check happen one at a time, ie digging the hole and placing the wood frames, these checks the overhead is not that high for an individual check and it is also the number of these checks per second would be limited by your dig or place block rate. The effect of the explosion would definitely have increase things since there is a sudden increase in checks that are happening. Also if we are playing multiplayer then the client side could do the checks, if the players were significantly far apart. This may have other implications with allowing cheats and things but that should be able to be mitigated. Or just have the cheats shot.So what has been run.
20 checks to dig hole vertically
4 extra checks for surrounding blocks at the start.
20 checks to block hole up with wood frames.
16 extra checks for surrounding 3*3 area.
So i it has run 50% overhead of SI checks without adding the tagging implementation.
I can see the point of possibly saving checks further on but they could easily be negated or added to.
I am not a programmer but i am guessing that overhead is not viable even if you get gains out of it later on.
Happy to have holes dug.You could also run this test with a well prefab in the map and throw a stick of dynamite down it to create a different test to a open hole.
I hope you dont mind me making a hole in the concept but i tried to make a realistic stress test for your concept and you need to break these things to improve them.
I think I would use the lighting rules. So if a forge has light then it has a vent. May need a change to account for glass.No, a range maybe, but straight vents = Lift to enter a Bunker
Actually, I didn't think this game had a win condition. Happy to win, just don't know what it is.Shouldn't you be allowed to "win"? What's wrong with winning?
Sounds great, one of the big mods has something like this. I see the NPCs as quests. Something like:Yep.
Give me a settlement, village, etc to build up and protect along side the NPC's. You'll get a lot more traction with this carrot as opposed to "kill them anywhere they are!" methods.
I dream of this. Me and NPC's blasting away hordes of zombies.
Dreamy Clare NPC to protect.
Annoying Susan and Paul NPC's to tell to shut up.
And the infamous Leroy to yell at, "YOU HAD ONE JOB! GROW POTATOES! ONE JOB LEROY!"...
I would prefer to have to avoid them, but I don't care that much.Bless you. Stupid Yucca!!! I can drive straight again come A17! WOO!
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What if we just turned this whole game into a Zombie Romance game. You actually spawn as a zombie and have to win over your bride/groom before some crazy redneck with a baseball bat bashes in their head. I think it would resolve the SI and Digger issues.
Or is this too much? Maybe next game?
Yuccas never stopped zombies in my games, they just destroyed them and walked on.all 4 metersI liked to fill the gap with yuccas ^^
(no real issue for me, never used that really productive, only joking)
Well since the world is based on Arizona (Navezgane is in AZ and the RWG is based on Navezgane), alligators would not really fit. The wildlife so far is based on real AZ wildlife even to the extent that the “boar” is clearly a Javelina.I had an idea for another animal, what about alligators, ...
We've all DONE that Roland. Eeevery single release... Wait...Win = Starting over to play from Day One yet again.
Well then... I guess you just missed a golden opportunity to be a winner.I did not bother restarting for 16.4 works fine, there are some 30 meter cliffs every now and then, but it is not a problem.
Doing that all my life!!!!!!!!!!!Well then... I guess you just missed a golden opportunity to be a winner.![]()
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Dead is Dead Mode = 7 Days to WinWe've all DONE that Roland. Eeevery single release... Wait...
WE'RE ALL WINNERS! WOOOOOOOO!