PC general Questions about A18

THX for the answers.

Now 2 more questions:

1.) How do I get Quality 6? It is not written at the maxed crafting skill for each weapon, so you can not craft Q6 I guess. Then how else do you get those items other than random loot? Only as a Quest Reward? Or not by question, because Questing only goes to Tier 5 and this means only Tier 5 rewards?

2.) I never see my head gear on - I just see the head light levitating in front of my head. When I had the mining helmet I did not see it, just the light from it, now I have a leather coif and I just see the light of it.

Is this a bug?

 
Tier 5 "clear" and tier 5 "fetch&clear" quests will give you a tier 6 item guaranteed.

tier 5 fetch quests should have a high chance for tier 5 items, but I'm not sure about that.

 
First TFP needs to add cats to containers, then we can talk about quantum effects
Actually every mailbox contains a cat. Or not.

so you can not craft Q6 I guess
That is correct and it is a game-breaking bug that proves TFP does not love me.

WHAT DO WE WANT?

"Tier 6 crafting!!"

WHEN DO WE WANT IT?

"Now!"

 


<picks up torch & pitchfork>
ALRIGHT WHO'S WITH ME?!?

<runs alone at the gates of TFP>


<finds ramp leading to the top of the wall>



<falls off ramp>



<runs around to base of ramp to try again>


 
First TFP needs to add cats to containers, then we can talk about quantum effects
And this, boys and girls, is how the zombie apocalypse got started. Schrodinger threw a quantum cat into a box, found it to be both dead and alive, and here we are...ready to start the next American Civil War over toilet paper. Personally, I'm siding with whoever controls the Cottonelle.

 
Personally, I'm siding with whoever controls the Cottonelle.
Way down south in the land of Cottonelle...

My money's on Charmin though. He who controls the Charmin controls the apocalypse [bears].

 
And this, boys and girls, is how the zombie apocalypse got started. Schrodinger threw a quantum cat into a box, found it to be both dead and alive, and here we are...ready to start the next American Civil War over toilet paper. Personally, I'm siding with whoever controls the Cottonelle.
This also suggests a way to end the apocalypse. We just have to collapse the wave function on zombies. It seems posters in the Dev Diary are already trying this by inspecting the new Arlene in hairsplitting detail

 
Way down south in the land of Cottonelle...

My money's on Charmin though. He who controls the Charmin controls the apocalypse [bears].
ROFL! Well played, sir. The Cottonelle wasn't even intentional wordplay, it's just my favorite brand. BRAVO! :D

 
Next question is:

1.) what is this?

The yellow thing on the map. I'm doing a FETCH & CLEAR Quest.

Does it reveal where the last Zombie is remaining?

What happens if there are 2 last Zombies - does it not appear then until the second last is dead? So it is like a help to finalize the quest, but what if I cant find the last 5 of them? Or does it work different?

was is des.png

WTF why is this so small? How are you supposed to see anything here?

2.) Then why are SOMETIMES enemies red marked on the compass when doing a CLEAR Quest, but only SOMETIMES. I enter a room and no zombies are marked, then I enter the next room, then all are red on the minimap, then the next one they are not. Why?

 
Last edited by a moderator:
Next question is:
1.) what is this? The yellow thing on the map. I'm doing a FETCH & CLEAR Quest.
Well as you noticed your picture is very tiny so I can't quite see what you're pointing at. You might want to upload it to Imgur or Dropbox or something and then link to it. Or attache the .jpg directly to your post perhaps.

During any fetch quest, there ought to be a yellow/orange marker on your compass showing where the supplies are. It will have a little up or down arrow on it if it's above/below you in the POI and it will start flashing when you are very close.

2.) Then why are SOMETIMES enemies red marked on the compass when doing a CLEAR Quest, but only SOMETIMES. I enter a room and no zombies are marked, then I enter the next room, then all are red on the minimap, then the next one they are not. Why?
I'm pretty sure sleepers are not marked. Active zombies will be marked in red.

 
Well the picture is actually not small, it is 936 x 500, but it seems that the attachement function may be trash - I uploaded another picture and it was just as tiny Oô

So here is that picture:



So do you know what that yellow thing is? It is not the item that I need to retrieve. Also you said that non-sleepers are marked red. But when I enter the building in the beginning I do not see any red markers. If they are not sleepers then they would be marked as soon as I start the quest - and this would mean that entering the shotgun messia facility I would get 100 red dots on the map, but I get 0. It's just when I enter a room. When I enter other rooms then they zombies mostly dont cause a red marker. This makes me thinking as if it would be just random...

 
the yellow marker is a sleeping enemy, it'll turn red when it "wakes" even if it doesn't know where you are (in my experience at least that what it is) I have never seen a sleeper in sleep state as a red dot, just yellow...maybe a bug, maybe not

 
I always thought that the yellow dot was your final enemy. I don't think sleepers show up at all. Also, the line underneath the yellow dot tells you the enemy is below you. When you get horizontal to that enemy that line will disappear. If you descend too far and end up below the enemy, the line will appear above the dot.

 
the yellow dot appear when you have 2 o 3 enemies left and point up or down to guide you to them

the red dots appear when the sleeper spawn, usually when you are very close to them

 
I learned from this thread, thanks! I now remember seeing yellow dots (not the yellow satchel icon), but didn't remember when they popped up. We just did a clear & fetch quest the other night, too - we must've just blazed through the POI without me ever even looking at the HUD.

 
In my games, sleepers are marked with a red dot but it shows up when you sort of trigger their presence, for the lack of a better phrase to describe it, when you enter their zone.

Similar thing seems to happen with the yellow dot, pointing you to the last trigger spot where sleepers still await. I had it turn into up to 4 individual dots upon entering a room.

 
Good to know. I knew the yellow dot always came at the end but your description of it sounds right: Last spawning trigger area.

 
TileEntityLootContainer class:

Code:
public override void UpdateTick(World world)
{
base.UpdateTick(world);
if (GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays) > 0 && !this.bPlayerStorage && this.bTouched && this.IsEmpty())
{
int num = GameUtils.WorldTimeToHours(this.worldTimeTouched);
num += GameUtils.WorldTimeToDays(this.worldTimeTouched) * 24;
if ((GameUtils.WorldTimeToHours(world.worldTime) + GameUtils.WorldTimeToDays(world.worldTime) * 24 - num) / 24 < GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays))
{
if (this.entList == null)
{
this.entList = new List<Entity>();
}
else
{
this.entList.Clear();
}
world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList);
if (this.entList.Count > 0)
{
this.worldTimeTouched = world.worldTime;
this.setModified();
return;
}
return;
}
else
{
this.bWasTouched = false;
this.bTouched = false;
this.setModified();
}
}
}
The part that answers the question:

Code:
world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList);
if (this.entList.Count > 0)
{
this.worldTimeTouched = world.worldTime;
this.setModified();
return;
}
So the worldTimeTouched of the lootcontainer (which is used to check if loot should respawn) is set again when an entity of type EntityPlayer is within the bounds of the lootcontainer + 16 blocks.

Cheers

 
TileEntityLootContainer class:

Code:
public override void UpdateTick(World world)
{
base.UpdateTick(world);
if (GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays) > 0 && !this.bPlayerStorage && this.bTouched && this.IsEmpty())
{
int num = GameUtils.WorldTimeToHours(this.worldTimeTouched);
num += GameUtils.WorldTimeToDays(this.worldTimeTouched) * 24;
if ((GameUtils.WorldTimeToHours(world.worldTime) + GameUtils.WorldTimeToDays(world.worldTime) * 24 - num) / 24 < GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays))
{
if (this.entList == null)
{
this.entList = new List<Entity>();
}
else
{
this.entList.Clear();
}
world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList);
if (this.entList.Count > 0)
{
this.worldTimeTouched = world.worldTime;
this.setModified();
return;
}
return;
}
else
{
this.bWasTouched = false;
this.bTouched = false;
this.setModified();
}
}
}
The part that answers the question:

Code:
world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList);
if (this.entList.Count > 0)
{
this.worldTimeTouched = world.worldTime;
this.setModified();
return;
}
So the worldTimeTouched of the lootcontainer (which is used to check if loot should respawn) is set again when an entity of type EntityPlayer is within the bounds of the lootcontainer + 16 blocks.

Cheers
Did that change in A18? I think it used to be like 6 instead of 16?

 
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