Roland's Top Ten Ranked: Items that have been added

@Roland @Laz Man
I have a left field question, If accepting a quest at the marker, can instantly reset a POI lot, and a buried supply area.
Without changing too much code. Is it possible to have an empty lot or a destroyed lot, that becomes potentially
an alternate poi upon accepting? As long as they have the same length width dimensions.

I am asking because I was randomly thinking, of event placed POIs. I know the quest mechanic was not built for that
but I was curious regarding the possibility of tying events to the reset mechanic.
 
@Roland @Laz Man
I have a left field question, If accepting a quest at the marker, can instantly reset a POI lot, and a buried supply area.
Without changing too much code. Is it possible to have an empty lot or a destroyed lot, that becomes potentially
an alternate poi upon accepting? As long as they have the same length width dimensions.

I am asking because I was randomly thinking, of event placed POIs. I know the quest mechanic was not built for that
but I was curious regarding the possibility of tying events to the reset mechanic.
I’m more of a right fielder….sorry. (I don’t know the answer to that). Maybe pose it to Faatal on the dev diary.
 
Without changing too much code. Is it possible to have an empty lot or a destroyed lot, that becomes potentially
an alternate poi upon accepting?
It sounds like it should be .. possible, but not necessarily easy. I'm no faatal, so just thinking out loud here (■■■■ nerd snipes :) ).

The current reset basically deletes the region file (save files) and reloads the area from the "base map". Having it load a random POI at that point should be possible - but it might need a new handling for the region file. It'd have to cover the entire delta between the two versions. So it wouldn't just delete the saved region, it would write a new one with the whole new POI.

Or the "loading from base" -part would have to remember which version is loaded, that would add another layer to the loading algo (base map => changed POI => save delta). Not necessarily any heavier, but I can't say.

Another route which should work is to actually alter the base map after the original generation, so the normal reset would wipe it; but that might break support for multiple games on the same map: you'd change the POI on all saves and the save files won't match the new one. If the region file actually covers Everything in the chunk, it'd work, but ... I don't think it does. And the map files seem "holy", they're not altered after generation, probably for a good reason (like manual edits).
 
The fact that the zombie AI can detect the cheapest shortest path to the player allows that portion of the horde that has that ability activated in that moment to be a threat. In A17 that was the entire horde but in V2.3 it is only some at a time and others are destroying nearby blocks, and others are following longer pathways, and others are just befuddled brain rot zombies. So it is a lot more obscurred in the current game but everyone who hates the mechanic acts like it is still A17 and all the zombies are going right to the weakest point even seeing through walls to do it. Maybe in A17 average players might very quickly notice the behavior but I seriously doubt that in 2.3 many players not already in the know would very quickly notice anything like that.
I started playing right around A17. After building a Horde base on the doors, I got so bored that I stopped using Blood Moon altogether. The zombies would cluster together, and I'd calmly toss grenades at them. No excitement, no threats, just sit there and throw grenades.
 
I started playing right around A17. After building a Horde base on the doors, I got so bored that I stopped using Blood Moon altogether. The zombies would cluster together, and I'd calmly toss grenades at them. No excitement, no threats, just sit there and throw grenades.

I don't know what a "Horde base on the doors" is.
 
It's probably the old door exploit. You build your base on top of open doors, and zombies won't attack them. That exploit was patched ages ago.
Right. It was fixed in either A18 or A19. But the main difference is the behavior of the zombies themselves. They no longer just stand in a group and do nothing. They started moving even when they couldn't find a way, making them much harder to destroy with explosives.
 
Right. It was fixed in either A18 or A19. But the main difference is the behavior of the zombies themselves. They no longer just stand in a group and do nothing. They started moving even when they couldn't find a way, making them much harder to destroy with explosives.
Not if you build a pit for them to fall in. But all of this just goes to the point Roland was making. You get to choose how you play. It’s up to the player to maximize the fun—not minimize it.
 
Not if you build a pit for them to fall in. But all of this just goes to the point Roland was making. You get to choose how you play. It’s up to the player to maximize the fun—not minimize it.
This method won't work. They run along the edge of the pit and don't jump in. There are ways to force them to jump in, but a simple pit won't do the trick.
 
They run along the edge of the pit and don't jump in.
I thought so too, but I did a quick test in 2.2 (I think) and they happily just jumped down my simple pit. Might have changed (again).

I was at the bottom of the pit myself; didn't test getting them to jump down a pointless pit as the regular dropper designs of course work still.
 
I was at the bottom of the pit myself; didn't test getting them to jump down a pointless pit as the regular dropper designs of course work still.
They run toward you. But when you're above a pit, they seem very reluctant to jump into it, usually by accident. It seems as if, as they approach the edge of the pit, they realize the distance between them and you will increase after the jump, and they start looking for another way.

This behavior made me rethink the Horde base. It was quite an interesting puzzle.
 
But when you're above a pit, they seem very reluctant to jump into it, usually by accident.
Ye, that's still true (afaik); but if you want to gather the crowd for EXPLOOSIONS!, using yourself as bait at the bottom seems sufficient now. A bit Mad Max maybe, but fine for the purpose ;)
 
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