Laz Man
Fun Pimps Staff
I attached the image in this post for those who cannot see it in the twitter post.
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If that doesn't mean growable garlic and garlic-heavy recipes, I'm going to figuratively and amicably riot by way of frowny-face at some point.A new Smell System, watch what you carry or eat!
Not exactly planned. There was a raft model made a long time ago. I made a prototype raft with it years after which was years ago. I see no reason to finish and release it until there is better water in RWG.Was there ever a raft that was planned and never released? Would be nice for those water maps.
Should make this as a cave entrance poi. Yes I know I go bonkers in the editor sometimes.
That is not a giant piece of garlic in the picture....If that doesn't mean growable garlic and garlic-heavy recipes, I'm going to figuratively and amicably riot by way of frowny-face at some point.
Yes and we have talked about such events and also have prototype flat spot finding code. Another issue is road connections have match for POIs using roads, which they often don't. We have a design for bandit blockades along highways using small POIs, but I want to make RWG changes to generate those areas so the road blends better with them.@faatal
Roland suggested that I ask you this question here.
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 am not asking if you or TFP can change the code, I am asking is it hypothetically a modding possibility.
Looks like the most unappetizing piece of meat ive ever seen. But it terms if Smell i hope they just add more zombies to make Smell more impact full and increase animal spawns/types so hunting is a risk and reward.That is not a giant piece of garlic in the picture....![]()
Very cool changes. I hope the new suggestions didnt hinder progress too much but im excited for 3.0Yes and we have talked about such events and also have prototype flat spot finding code. Another issue is road connections have match for POIs using roads, which they often don't. We have a design for bandit blockades along highways using small POIs, but I want to make RWG changes to generate those areas so the road blends better with them.
What’s cooking in the TFP point release oven?
· Empty Jars are back, now balanced with less clutter.
· A new Smell System, watch what you carry or eat!
· A Bee-autiful honey of an Apiary workstation.
· Better storms with unique debuffs, mitigation & temp. pic.twitter.com/19XGIYHPOl
Yes! The classic image from years ago when a new alpha was getting close to release. I love it!
I attached the image in this post for those who cannot see it in the twitter post.
With the 2.0 release schedule being what it became, I always figured 3.0 would be 2026 as I know bandits will be a lot of work and I still plan on improving other areas while I work on bandits. Not that much of a difference to the schedule.You are wrong. The beehives will be in a 2.X update (since they mentioned "this fall").
3.0 (which will include Bandits) is nowhere near being done and still has lots of work that remains. 3rd person is also supposed to be in a 2.X update (2.4, 2.5...).
@faatal even mentioned in an earlier reply to me that 3.0 would be next year as a lot of work remains to finish what they have planned for 2.X to be completed, hopefully before the end of this year.
Remember that all the extra work on changes that people wanted did push back some of the other features TFP was going to work on next.
Disabling either has not been decided on. We are liking the smell dynamics in testing and something I have hoped for years we could add back.I really hope we can disable the jars and smell without having to use a mod to do it. I never wanted to see either return. Apiaries are fine, though they really weren't needed. They'll be helpful for the first few days, assuming you can build them that soon. After that, you rarely need honey. And if honey is added to certain foods, it's easy enough to just not make those foods. So it's a "meh" addition, but at least isn't one I don't like, the way jars and smell are. And storms/temp.... we'll have to see if it's been done well this time or not, so I can't really comment on it yet. It's too easy for it to be either good or bad... or "meh."
But it could be! Think of the Possibilities™! Garlic in food recipes for in-game versions of its health benefits at the tradeoff of being stinkier, or as a smell-based throwable bait! Giant mutant garlic as consumable to summon a special miniboss zombie? POSSIBILITIES™!That is not a giant piece of garlic in the picture....![]()
I mean, I think we all knew there was no way bandits were coming this year anyway.You are wrong. The beehives will be in a 2.X update (since they mentioned "this fall").
3.0 (which will include Bandits) is nowhere near being done and still has lots of work that remains. 3rd person is also supposed to be in a 2.X update (2.4, 2.5...).
@faatal even mentioned in an earlier reply to me that 3.0 would be next year as a lot of work remains to finish what they have planned for 2.X to be completed, hopefully before the end of this year.
Remember that all the extra work on changes that people wanted did push back some of the other features TFP was going to work on next.
I largely agree with this, but with honey becoming more reliable, I'm hoping maybe we can see a buff to higher level Z's having a greater possibility to infect you. I have loot dialed back to 66% and within the first week I'll have more than enough meds to ever put a meaningful dent in the stockpile.. I feel with recent changes to stumps and the addition of bees, honey has become even easier to obtain early on, and if we're getting a way to replenish our supply, I sure hope it's because it's expected we'll be needing to use more of it as well.Apiaries are fine, though they really weren't needed. They'll be helpful for the first few days, assuming you can build them that soon. After that, you rarely need honey. And if honey is added to certain foods, it's easy enough to just not make those foods. So it's a "meh" addition, but at least isn't one I don't like, the way jars and smell are.
If smell really is only tied to raw meat, I don't really care if it can be disabled because I normally don't carry raw meat anyhow. So it wouldn't really affect me. I'm not sure what a "smelly" food is - hobo stew, maybe? - but if it goes away quickly after eating, I'm also not too worried about it. I just don't want to see normal food (stews, etc.) in inventory causing some kind of smell effect.Now that the cat has left the bag, I will say that Allan and I have the new smell system mostly done, so I hope it will be in 2.5.
It works how sound does, with zombies or animals investigating near you, except is emitted by carrying raw meat. The range grows or shrinks over time based on how much raw meat you carry up to the cap and meat can be wrapped to stop it smelling. The old smell system was still actually in the code and updating but nothing used the data, so we end up at about the same performance level with the new system replacing the old.
We are also emitting smell when eating smelly food, which stacks, has a cap and fades away fairly quickly. Immersing yourself in water clears it, but meat would still stink when you surface. You cannot stealth away your smell, but its range is greatly reduced when sheltered.
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Disabling either has not been decided on. We are liking the smell dynamics in testing and something I have hoped for years we could add back.
Water is currently handled in a way that does not change the balance of how much total water you have, so you would still want dew collectors.
We'll see if anything like that happens. Though based on posts about infection, I don't think you'll find a very good reception to increased infection rates regardless of how easy it is to get honey. They already had to dial back the bees on stumps because of the complaints about them infecting people too much, not to mention complaints about the plague spitters. There could be better options if they want to make honey useful or they could make it so you have to craft an actual antibiotic using multiple honey rather than just using a single honey to cure 5%. But no matter what they do, you'll have way more honey than you'll ever need. After all, someone could build a dozen apiaries and have hundreds of honey in no time. Trying to balance that in any meaningful way without making it so that you are required to have multiple apiaries just to survive will not be easy (probably not even possible). But we'll see. I doubt I'd bother with more than one just because of this, and I might not use them after the first game I play with them if they just make honey way too easy, which is my expectation.I largely agree with this, but with honey becoming more reliable, I'm hoping maybe we can see a buff to higher level Z's having a greater possibility to infect you. I have loot dialed back to 66% and within the first week I'll have more than enough meds to ever put a meaningful dent in the stockpile.. I feel with recent changes to stumps and the addition of bees, honey has become even easier to obtain early on, and if we're getting a way to replenish our supply, I sure hope it's because it's expected we'll be needing to use more of it as well.
Honey is already quite plentiful mid-game. Once you find a book that allows you to harvest honey from trees, you'll have nowhere to put it.We'll see if anything like that happens. Though based on posts about infection, I don't think you'll find a very good reception to increased infection rates regardless of how easy it is to get honey. They already had to dial back the bees on stumps because of the complaints about them infecting people too much, not to mention complaints about the plague spitters. There could be better options if they want to make honey useful or they could make it so you have to craft an actual antibiotic using multiple honey rather than just using a single honey to cure 5%. But no matter what they do, you'll have way more honey than you'll ever need. After all, someone could build a dozen apiaries and have hundreds of honey in no time. Trying to balance that in any meaningful way without making it so that you are required to have multiple apiaries just to survive will not be easy (probably not even possible). But we'll see. I doubt I'd bother with more than one just because of this, and I might not use them after the first game I play with them if they just make honey way too easy, which is my expectation.
Yes, and adding more that is even easier to get doesn't improve things.Honey is already quite plentiful mid-game. Once you find a book that allows you to harvest honey from trees, you'll have nowhere to put it.
For working with databases, it makes more sense to use a DBMS rather than a chat.For instance, entitygroups. There are over 30k lines with a wide variety of groups and gamestages for each group. I tried having ChatGPT do it but it's horrible, especially since they got rid of the model that actually would make some progress.