Let’s focus remarks on 2.6 gameplay topics please. The devs started this thread to gather feedback on the current experimental version. Other topics are off topic for this thread
Come on dude. Jars are a big part of 2.6 with the changes to the dew collector and the new default setting for jar return.
So no. Jars are on topic for a 2.6 experimental feedback thread. Stop trying to derail legitimate 2.6 topics. This is the last time I want to read a post from you trying to stifle 2.6 topics.
when they hired pockketninya, at that time i thought she was going be that bridge to the community that would pass along key udpate info and such to everyone, Instead all ive seen her do is promote youtubers. View attachment 38578
Dude...you have no idea what is happening on this planet, we all can bet on that and that post proved it. Enjoy the game, but don`t try to implement your demented world among us.
Dude...you have no idea what is happening on this planet, we all can bet on that and that post proved it. Enjoy the game, but don`t try to implement your demented world among us.
actually it isn't useless at all. probably makes it a bit more useful since you can generate 9 jars at a time now and both the mods for collection seem to speed it up. and it's a good place to store your empty jars in any setting (even with 0% return you never run out)
Reading a few comments here gave me a bright idea: Pitchforks!
This game needs pitchforks, I know someone who would use it as his personal favorite all the time.
Let’s focus remarks on 2.6 gameplay topics please. The devs started this thread to gather feedback on the current experimental version. Other topics are off topic for this thread
On that note - I noticed this about 2.5 as well, but after you quit the game, for a moment, the screen shows the last time you were in the world. (Meaning, not in the loading screen or anything like that.)
I'm not even sure it rises to the level of a "bug," but it's kinda weird. Thought I'd mention it.
Let’s focus remarks on 2.6 gameplay topics please. The devs started this thread to gather feedback on the current experimental version. Other topics are off topic for this thread
And chemistry stations should require empty gas cans to be loaded inside them and campfires should require empty bowls and plates to be loaded inside them for stews and steak dinners.
Man, I hate it when campfires generate bowls and plates and stumps generate jars and chemistry stations generate gas cans. How does that even work…?
Oh! And gee…we should really be loading empty glue squeeze bottles into campfires and chemistry stations because my immersion….
I insist on an:
80% return on glue squeeze bottles
40% return on candy wrappers
90% return on acid containers
20% return on oil containers
50% return on bowls and plates
60% return on gas canisters
and…10% return on empty syringes as default settings.
Since you mentioned adding containers, can we be allowed
to collect liquor bottles specifically for Molotov Cocktails.
Smell has opened up a whole new way for my personal amusement.
Crouch on a roof, shoot a wolf, Now waiiiit for it, mollies away.
A real crowd pleaser. Of course you could use rocks too, but that's not
as efficient.
But we break liquor bottles, instead of collecting them. Then when you
make a Molotov recipe , from the plastic gas can and cloth. You get a
liquor bottle back.
@faatal I've been testing random gen maps for a few hours (a few minutes each) in this exp (2.6 b10). This is my feedback:
All I can say is that the changes added to the tiles and district conditions made the generator way more flexible and it shows: You can create a 2k map with 4 TRADERS! Which was impossible before. There are some quirks and issues with elevation in some places, but they are -most of the time- minor. Still testing on that area.
There are several things that are needed and -in my opinion- are a must have for a good generator going forward:
1- The ability to set how the map borders end: Two options, Mountains or Water.
2- The ability to set or force a number of towns into a map I noticed that some seeds in 2.6, like FGY (all caps no spaces, just 3 letters) or NASA (same, 4 letters) for 2k maps just have no towns, so the option, (set to "many") is useless in those (and many other) cases. Of course that requires a more flexible set of Tiles, with smaller ones that are more cost-effective and can populate very small areas and with a good gameplay feeling.
3- The ability to force a number of traders into a map (within reason) , like minimum of five maximum of whatever per map size: (requires even more flexibility to tiles, but yeah).
It would be cool and I reiterate the need for killable and destroyable traders, with wandering traders that inherit every single ongoing quest for every player on the server in real time plus an updated location and also it would be a must to be sure that they don't stand for boolsheet exploits of the kind: " I built my base on top of you and you are my trader now" but instead delete exploiters with gameplay ( they refuse to give quests or sell anything to players with landclaims nearby or they outright delete player-made blocks each night in an area with a warning, unless they pay X fee or they could even try to kill the player or hire goons to do the job (that exploit could -in a way- compel another player to kill the trader as an strategic move to make him spawn somewhere else.... humans Imma right? but fun!)
4- Craters, Rivers, Lakes, and Cracks are bad. Extremely bad. Why? because they lack variety. Only 1 crater with tunned elevation, only 1 river, only a couple of lakes (may also be 1 with tunned elevation lol), cracks? you guessed it. Just the one. With. Tunned. Elevation.
They need more variety. How many? Ok, I would say that 3 different ones per 1 square km would be the absolutely best end to this discussion. So we really need exactly 30-31 of each for endless variety, as 10k is the norm for "populated" servers.
@faatal
I like that they added the jars as fuel for the dew collector. Joel once mentioned a jar-breaking feature. Has this feature been considered? When the player takes damage from zombies or falls, they receive a "jar-breaking" debuff, which causes a random number of jars and drinks to break in their inventory. Something similar is implemented in this mod:
I put some points into lucky looter, and noticed that you don't actually search any faster while you're crouching. For example a car takes 5 seconds while crouching, and 3 seconds while standing. Makes me wonder if the loot bonus is also not working while crouching... anyone else experiencing this?
I don't know if this is new (2.6) or even if it's a bug, but does anyone know if water should allow you to jump safely from the top of a bridge and splash into the river below?
I tried it today and I hit the bottom of the river immediately breaking a leg. It was, however, shallow water (2 blocks) but I'm curious to know if anyone can confirm if this could work (no fall damage) with deeper lakes/rivers, like it does with straw blocks.
Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.