PC V3.0 Sandbox Siege Sneak Peek

smart rooster :D

i was watching A19 content and i completely forgot how easy you could tell which crates were cement, cobble and dirt. I find it hard to differenciate the new ones with the nitrate, cornstarch (i think it is)etc. Was there a complaint about that topic or do you all like the changes?
 
@faatal

The one option that I really want is the ability to toggle off zombie crouching (the kind added with the 2.0 update).

Prior to 2.0, and the crouching changes, for a zombie to get through a barrier (a wall on your base, etc.), they had to remove two blocks. They would attack the second block from the ground, then the first, allowing them to walk through. With the change to crouching, and how zombies now prioritize the ground-level block first, blocks effectively have half their previous health, since zombies need only to destroy one block in order to breach your defenses. I would love for that behavior specifically to be reverted to how it was prior to 2.0 (in the form of a toggle).

There may be a technicality interfering here: When zombie crouching was added, zombies where put into 1 square holes in POIs by POI designers. If TFP added the option and the zombies don't fit into those holes anymore they would probably clip through blocks and get stuck.
 
There may be a technicality interfering here: When zombie crouching was added, zombies where put into 1 square holes in POIs by POI designers. If TFP added the option and the zombies don't fit into those holes anymore they would probably clip through blocks and get stuck.
Yeah, that's true. Ugh... maybe make them target the second block first then, and not crouch other than that situation? If that's possible. I just don't like the new crouching thing, and I'd turn it off if I could. I don't even mind that they can dig (which will be toggleable), but the crouching... I don't complain about much (with regard to all the various changes and tweaks since 1.0 or so), but that's one thing I'm not a fan of.
 
Semi-unrelated, but it makes me wonder why engines don't have quality levels, but batteries do? If someone is in the know, can you explain this to me? Am I missing something or...?

I wouldn't say I was "in the know", but as a battery's charge is used the quality is a bar graph of how much is retained. I think the battery's capacity is a function of its quality. I'm not sure what the engine's quality might determine. Fuel efficiency? Acceleration? Top Speed?
 
No, unless you're stuck on the idea every dev works on a single update at any given time.

Considering the sandbox update is centered on game parameters, many of which were XML modifiable, I would assume the devs working on it are vastly different from the devs working on bandits as the main focus is enemy AI.

TFP staff can correct me if I'm wrong, but my outsider assumption is that the sandbox update didn't massively impact the bandits update work.

No assumptions necessary. :) Faatal already confirmed that the people working on the sandbox update are different than the people working on bandits and none of those people are taking turns at a single computer terminal. He also clearly stated that features scheduled for the new 3.0 and the new 4.0 are being worked on concurrently.

People should remember that Rick warned that bandits would be delayed until the concerns brought up at the town hall stream were addressed. A fair number of the options in the sandbox update directly fix what people were concerned about without changing the game defaults and forcing everyone to play the same way that the complainers wanted the game changed to.

If people will stop and think about it, most of the complaints stem from TFP moving hard into the RPG/forced progression aspect of their game. Bandits, reputation, story, etc are future developments that will continue the direction of the game into this area and without the sandbox options that are coming these changes would continue to irk people who don't want that stuff. So it makes sense to get this update in the hands of the players first to finish the changes TFP promised in their town hall AND to provide an escape from the default game for those who aren't enjoying the way the default game is heading.
 
Internally they surely have a list of features ranked by importance, they also surely know what has to be done first and what depends on other features or is easier balanced with other features. They also have estimates how long each feature might possibly take to develop and who can work on them, so they'll know which features can be done in parallel and might be ready at somewhat the same time.

Now tell me: Would it really be difficult to get from that to a **tentative** roadmap? When you don't have the aspiration to make it rock solid? Not really.
Respectfully....you are describing a problem of their own making.
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No assumptions necessary. :) Faatal already confirmed that the people working on the sandbox update are different than the people working on bandits and none of those people are taking turns at a single computer terminal. He also clearly stated that features scheduled for the new 3.0 and the new 4.0 are being worked on concurrently.

People should remember that Rick warned that bandits would be delayed until the concerns brought up at the town hall stream were addressed. A fair number of the options in the sandbox update directly fix what people were concerned about without changing the game defaults and forcing everyone to play the same way that the complainers wanted the game changed to.

If people will stop and think about it, most of the complaints stem from TFP moving hard into the RPG/forced progression aspect of their game. Bandits, reputation, story, etc are future developments that will continue the direction of the game into this area and without the sandbox options that are coming these changes would continue to irk people who don't want that stuff. So it makes sense to get this update in the hands of the players first to finish the changes TFP promised in their town hall AND to provide an escape from the default game for those who aren't enjoying the way the default game is heading.
wouldn't it be great if they themselves would say something to that effect?
 
They did. That's why I used phrases like "Faatal already confirmed" and "Rick warned". But I'm glad my recap of what they themselves said helped you.
Not what you meant but, for some reason, "Rick warned" reminded me of Joel and Lathan warning Rick not to give dates, but he would still do it and he was always off by weeks or months even. Rick seems enthusiastic, but Joel and Lathan are more realistic.
Hope to see these guys in a stream, showing us some of the new stuff... Soon™
 
You can make a working sink as well.
Using a 'Counter Hollow Top' shape (Must be a block shape not a crafted or POI counter) & fill it with a water bucket and put the square sink from pluming fixtures ontop.

Water can still be accessed using hands or jars from the front.

Note: 2.6 has a bug or issue where water clips into terrain blocks so make sure its completely surrounded by normal blocks.

View attachment 38775
I’m curious if you have any designs for a shower/bath for the smell mechanic. Currently just jumping in the creek behind the house lol.
 
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