Schrodinger hisses intensify!First TFP needs to add cats to containers, then we can talk about quantum effects
Schrodinger hisses intensify!First TFP needs to add cats to containers, then we can talk about quantum effects
Actually every mailbox contains a cat. Or not.First TFP needs to add cats to containers, then we can talk about quantum effects
That is correct and it is a game-breaking bug that proves TFP does not love me.so you can not craft Q6 I guess
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.First TFP needs to add cats to containers, then we can talk about quantum effects
Way down south in the land of Cottonelle...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 detailAnd 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.
ROFL! Well played, sir. The Cottonelle wasn't even intentional wordplay, it's just my favorite brand. BRAVO!Way down south in the land of Cottonelle...
My money's on Charmin though. He who controls the Charmin controls the apocalypse [bears].
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.Next question is:
1.) what is this? The yellow thing on the map. I'm doing a FETCH & CLEAR Quest.
I'm pretty sure sleepers are not marked. Active zombies will be marked in red.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?
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();
}
}
}
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;
}
Did that change in A18? I think it used to be like 6 instead of 16?TileEntityLootContainer class:
The part that answers the question: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(); } } }
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.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; }
Cheers