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  1. Hello survivos! We are happy to release our Alpha 20.0 b238 stable version to all of you in time for the holidays! Alpha 20's release brings a truckload of new features with it, if you have not seen them yet, check them out here. If you have been playing during experimental, but dropped out at some point, you can read up here on what you missed in between builds. If you want to participate in bug reporting, consult the known issues list before posting, please. After Christmas break we will start deprecating 19.x betas on Steam. We do not like to do this, but due to Steam's limitations, we do not have further beta slots available. Please use this time to make sure your save games and/or mods run fine in Alpha 19.6 b8 since that build will be the only version of Alpha 19. We are keeping the public TFP3 server (steam://connect/185.209.179.61:25008) open for people to play on over the holidays to see if we can reproduce chunk or region problems. TFP wish all of you a Merry Christmas and a Happy New Year!
    23 points
  2. Changelog A20 b234-b237 Added Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values Block LODCullMin to override culling minimum (2% default). part_trader_tile_filler_03 Changed Adjusted AI destroy area values Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles Set landmines to .1% min cull Block shapes with 25% and 50% HP are now back to 100% Suppressors attached to pipe pistols now suppress Suppressors attached to .44 magnums now suppress, a little Reduced sleeper count in volume in rwg_tile_countrytown_intersection Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions Fixed Car block can throw error when exploded AI not attacking when blocked above a ladder Regression in vehicle headlight toggling with a controller Reduced AI trying to crouch when pushed into walls AI uncrouching when someone above them which could push them through colliders NRE ItemActionEntrySell HandleRemoveAmmo with a junk sledge when selling Rwg_tile_gateway_cap with new part_trader_tile_filler_03 Terrain and road bumps in Navezgane. Drone locks out owner, if anyone opens keypad window Holding E to take the drone and then spamming E will cause an XUI error On servers and MP sessions, drone repeats cut-out VO when shutdown Robotic Drone only allows the first mod to be added via Shift + Click
    20 points
  3. I am a long time player, I have thousands of hours invested in this game and that's because I love it. I love what you guys are doing with the scenery, textures, roads, cities, POI's, you have made a fantastic game. Having said that, I get very frustrated with being forced into a certain play or build style because you guys don't like the way I do things. You give me these tools and then you try and dictate how to use them. I'm pretty sure you already know what I'm talking about, the no more building underground, the block strength being changed on some blocks, the farming, the zombie pathing - please, stop stuffing around with this stuff. If I want to build a base underground out of poles that is my decision, it is not for you to decide that is not how I should play, I will play how I want to play and if I can't then I will look around and find something that I can. There are many other things you guys can stuff around with for example fix the blocks and items that go invisible. Sort out the optimisation. Fix the stability issue. Get the story line going. There are many things you could be getting on with without annoying me by telling me how I should build and play the game. Honestly guys, with the current world situation and our governments telling us what to do and how to do it how about you give us a break and just let us play how we want to play, not how you want us to play. I don't know how to make this any clearer - just please stop.
    19 points
  4. Today we deployed A20.1 b4 to EXP for you all to enjoy! Savegames should be compatible, but as always we recommend a fresh start. We have updated a few POIs that will only show up in a newly created world with A20.1 b5 To participate: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available ← you want THAT 5. select that and wait for the game to download. The changelog: A20.1 b5 Added Show Stability makes a clearly different green for max and darkens colors every 1m of world space Changed Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.) Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers aren't left behind, etc. Updates to remnant_skyscraper_01 based on QA feedback. Updated house_construction_01 and house_construction_02 with new art props Updated remnant_business_0205, updated with new art and shapes Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes House_modern_23 Changes made based on feedback Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback. Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent z-fighting. Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling Updated downtown_strip_10 based on player feedback. Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion House_modern_23: changes made after level designers meeting feedback Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest Slightly increased the probability of books found in book piles and crackabook shelves Enabled graphics jobs Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door. Updated loot probability and quality templates to better align with the new loot stage system Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game Reworked tiered chest loot to better reflect POI difficulty Reduced the amount of aloe cream found in backpacks Increased the chance to find acid in sinks and chemical sets Added another low chance to find vehicle wheels in Pass-N-Gas crates Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimeter wall ) Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before) Moved the storage crate and writable storage crate to their own recipes (same recipe as before) Moved the old chair out of the furniture helper and gave it its own new recipe Added produce baskets, pallets, and empty clothes shelves to furniture helper Updated preview thumbnail JPGs for part_loot_t1 through t5. Updated house_old_tudor_06 to new RWG standards. Updated house_old_bungalow_08 for new RWG country residential. Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door. Farm_08 locked front door. Added light pointing at the quest's entrance. Removed restore power quest from lot_downtown_filler_01 Cut Game Stage Achievements in half Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle Updated Localization for furniture helper blocks Drone description no longer references the ability to fight Reduced ammo loot counts by ~15 to 30% Reduced amount of ammo found in yellow zombie loot bags from large to medium group Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1 Fixed Remnant_downtown_12, mispainted textures Terrain density covers satchel in warehouse_04 Missing paint behind curtains in house_old_ranch_01. Missing paint in gas_station_07. In body_shop_01, loot room sleepers on rooftop spawn within players view Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds. Distant and/or low resolution reflections/lighting on arrows are pink Inaccessible cabinets in house_old_ranch_06. In POI oldwest_business_12 sleeper stuck between 2 bookshelves. In POI house_old_victorian_05 nightstand and bed clipping into window ledges. House_old_modular_06 z fighting on exterior. Diner_03 density issue on roof. Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.) House_old_modular_08 z-fighting on exterior windows POI canyon_gift_shop has extra blocks. Survivor_site_09 z-fighting on watch tower. Fastfood_04 terrain hole under car. Treasure maps calculate location from 0,0 Confuse does not affect vehicle controls. Drone can fall under bedrock and get stuck Junk Drone stay command sync error with clients that could cause multiple drones. Remove the "and fight" from the Robotic Drone's information localization Junk Drone case where teleporting away was not creating a nav object for the unloaded chunk. Handled a case where picking up the junk drone was not fully cleaned up from the player data. NRE caused by highlighted text in inventory search field UI button hover scale effect only playing once per button per game session Playtest and give feedback on countrytown_business_13 The Dead Rooster HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush Playtest and give feedback on countrytown_business_06 Ruby's Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory. Workbench duplication bug Can not shoot through bunkBedFrame Pathing incorrect ladder height check if open to sky SMG and Desert Eagle holosight location update. Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them Inconsistent resources and scaling on military armor recipes AK47 and Pump Shotgun holosight location update. Tactical AR holosight scope offset for dot alignment. Holosight dot position updates for Iron Crossbow and Compound Crossbow Holosight dot position updates for Lever Action Rifle and AutoShotgun Structural Integrity is not recalculating when block pillar is recreated Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun Playtest and give feedback on countrytown_business_13 The Dead Rooster Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback. Sniper Rifle holosight dot update. Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException Scrolling too fast in part selector causes NREs Show Stability could show old colors Playtest and give feedback on commercial_strip_01 Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception Cellar door and shutter open/close issue Explosion of water fix would cause chunk regen to never resume ChangeBlocks handling of clusters with recursion Farm_07 mispainted texture in kitchen cabinet next to stove Achievements aren't working Switching between Steam offline mode and online within one save game results in different player profiles/saves Restore power host melee desync Z-fighting on exterior windows at house_old_bungalow_11. In POI motel_01 sleepers in final room do not spawn until after player is inside room Door unlocked in house_old_victorian_01 House_mansard_06 unstable cellar door Z-fighting and missing paint at POI bank_01 Exit sign in courthouse_med_01 is too low. Floating TV's in bank_01. Bank_01 z-fighting Action_time_shift index out of range. Using Twitch teleports while in a workstation UI does not close the UI. Added missing IndexName property for chandelierLight to work with restore power quests Origin shift could cause objects to fall through world Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD Path node otherheight bad in cabin_11
    17 points
  5. Current Version: 20.0.20.05 The NPCMod is a community modding project. While initially started by Sphereii and Xyth back in A16, the team continues to grow in size every alpha. The goal of this project is to provide "Core" functionality and templates that can be reused by modders to add high functioning characters to their mods. There are 2 core modlets, both are required for this mod to work. The 0-SCore modlet contains C# code and the 0-XNPCCore contains the xml and templates. By design this mod encourages expansion through expansion packs. Character packs focused on a entity type, for example, a 1-soldier pack or a 1-spider pack add new characters to the 0-XNPCCore. A 2-soldierfactions pack might add different factions to the 1-soldier pack, reusing those same soldier models. The sequence 0-, 1-, -2 etc. indicates there is a dependency on another modlet with a lower number prefix. Other character modders have committed to contributing additional characters that leverage this mod pack like they do to the POI (Buildings) collection called CompoPack. If you would like to join this community team, or have some features or characters to contribute, we would love to hear from you! Features: This mod includes a Unity Tutorial Project (available separately) containing the mods controller and templates and scripts so making new characters is easy. NPC characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, which typically do not have ragdolls. NPCs use a new Artificial Intelligence system called UAI. Unlike zombie AI (EAI), this system allows for advanced tasks and real time decision making based on considerations. Should the NPC attack, run, loot, follow, backup to optimized weapon range? All tasks and considerations. Work very well as sleepers in POIs, respecting all of the POI volume properties. Can be setup to attack on bloodmoons! Spawn with vanilla or custom weapons just by editing xml. Can be hired, becoming loyal companions, sharing your adventures and challenges. Hired NPCs can be ordered to follow and stay, with new features like looting and guarding coming soon. Animals can also be hired, though don’t accept Dukes. Try meat. NPCs have factions. Some like you, some don’t. Beware of bandits! Hostile NPCs have additional AI so they will hunt you down more than zombies can, be warned! No more losing your NPC. They will teleport to you if stuck, get too far away, or if configured, to your bedroll when you die. They will follow you on foot, keeping up with you, and if you get into a vehicle, they will hide and reappear once you exit the vehicle. They can heal themselves when its safe to do so, and there is a medic package for characters that can heal and mend others. Low maintenance, no need to feed or water these folks, but that is a feature that could be available later. Lifelike Idle animations while chatting and wandering were added to improve immersion. Many more will be added after initial release. When the player/leader crouches, so do the NPCs Scalable, modular architecture, so expanding character and new behaviors is much simpler. Customizable pathing per NPC will be available but requires implementation details not yet available. Stay tuned. There are craftable player commands that will control your hired NPCs as a group. You can craft these commands by typing in NPC in your crafting menu. Tutorial Video: NPCMod: Controlling Hired NPCs through Player Actions - YouTube There are currently three commands: Mode: This command is a toggle between various control modes: Hunting (default): In this mode your NPC swill automatically target anything that it sees as being hostile towards it or yourself. You have no control over their actions besides stay and follow. Threat Control: In this mode your NPCs will only automatically target entities that are not flagged as being threats. At the moment, all hostile animals (including zombie) are identified as threats. This will allow you to avoid having them fire at a dire wolf or bear, which can get you in quite a bit of trouble, especially early game. For anything seen as a threat, your NPCs will only engage if: a) you are damaged by one of these threats b) you attack one of these threats Full Control: In this mode the NPCs will not automatically target anything. It will behave as if all hostiles are threats and will only engage as per the above, if you are hurt or if you start attacking one of the threats. Stop: This command is a toggle and when paired with either Threat or Full Control will make your NPCs halt or resume attacking their targets. This becomes especially useful when you feel like you or your NPCs will not survive an encounter and you want them to simply follow you so you can avoid the encounter altogether. It is also useful when you wish to travel without engaging any targets. Help: This command is useful when you are Either in Threat or Full Control and want your NPCs to engage targets within 20 meters of you. If you are without ranged weapons, you want to be able to have your NPCs help you without having to either take damage or attack the hostile. FAQ's What happened to the CreaturePacks and NPC mod? They have been merged, combined and obsoleted. Now that code can be natively loaded by the game, there was no reason to keep those two separated. This version is simpler to load, maintain, and has more features than either one did. Can I run this with EAC enable? NO, EAC must be turned off. Can I learn how to add my own characters? Sure, its never been easier to learn to make characters. Lots of work went into simplifying the process, and scripts can do most of the work for you now. There are videos available to assist. I have great ideas for more features, where do i make suggestions? This thread works or on Guppy's modding forum in the NPC-mod channel I found a bug! Where do i post that? Please provide the info requested in the bug form found below, and post it here or on Guppy's modding Discord under the npc-mod-bug reports Does this work on dedicated servers? It should, the current version tested well on dedi. All mods, cores and expansion packs MUST be loaded into BOTH the Dedi and all client Mods folders. Have a good question? Maybe you will see it listed here soon! Known issues: Always use a fresh game if you update Score or NPCCore. Strange things can happen updating the cores on an existing game. The UI needs work, some overlapping text, Sirillion has volunteered to refresh it. Hired NPCs might Leroy Jenkins on aggressive animals, use the command interface to gain more control. Melee NPC detection of crawlers in the grass isn’t as good as ranged, but works. NPC ranged can sometimes not hit as well as other times. Let us know if you see a pattern. Might be debuffs accumulating. It’s a very new mod, expect bugs we didn’t find yet, and please report those. Bug Tickets: NPCMOD-SP-0034 Hired NPCs will despawn at times (ex: using vehicles) NPCMOD-SP-0037 Ranged Hostile NPCs stop being able to damage you when you are close and lower than them NPCMOD-SP-0039 Friendly NPCs spawned in "passive" sleeper volumes will not move if hired NPCMOD-SP-0044 Melee NPCs can properly hit crawlers when on the road but cannot always see them when in grass NPCMOD-SP-0048 NPCs can talk to the player while fighting, until they are hit by an enemy NPCMOD-SP-0049 Setting the respawn CVar to 0 still respawns NPCs next to their leader. Possibly change SCore so CVar value of 1 would respawn them. No CVar or value of 0 would not NPCMOD-SP-0050 NPC ranged can sometimes not hit as well as other times. Might be debuffs accumulating. NPCMOD-SP-0051 NPCs will use the trader voice set at times NPCMOD-SP-0052 NPCs in passive sleeper volumes turn to look at the player when they're not active NPCMOD-DEDI-0006 NPCs can be hired by another player after you've hired them NPCMOD-DEDI-0008 A hired NPC does not know who to focus on when two players are around them. Focus should be on the leader NPCMOD-DEDI-0015 NPCs no longer have the walking anim, float when walking away from you and you chat with them : Only occurs when you press "E" quickly before they enter chat action. NPCMOD-DEDI-0016 Hired NPCs will path to another player then path back to the leader BUG REPORTING FORM Summary: (a short description of the bug) Game Version: (A20 bxxx) Platform: (PC / Mac) Video Settings: (Low / Medium / High / Ultra / Custom (Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi) Did you start a new game? (Yes/No) Note: do not submit a bug report until you retest your issue in a new game. Did you validate your files? (Yes/No) Are you using any other mods? (Yes/No) Note: Please retest without any mods loaded in a new game. EAC off? Note: Needs to be Off. Bug Description: Detailed steps to reproduce the bug: Actual result: (description of what is occurring) Expected result: (what you expect to occur) Installation: Turn EAC Off! Option 1: Download 0-XNPCCore.zip and SCore using the links below. If the download is a .zip or .7z file like the 0-XNPCCore.zip is, then unpack that compressed file and place the mod found inside into your Mods folder. SCore isnt compressed, so download that folder directly. Then load as many expansion packs as desired, unpacking the file if needed. If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder. So copies in both the client side Mods folder and also on the server Mods folder. Option2: Use the modlauncher to load the 2 cores. Here is a helpful video to get you started: Terms of Use: You are allowed to use the NPCMod, its NPCCore, Unity Controller and expansion packs without any kind of direct modifications. All modifications and/or derivative works of NPCCore, controller and expansion packs are restricted to private use only unless those modifications are done in expansion mods that have a dependency on the unaltered Core mods being loaded. The mod and expansion packs contain purchased assets, including animations in the included character controller, so any derivative use of the models or controller is also contingent on purchasing those assets first. You are encouraged to use the NPCMod as part of your own mod, public or private. However, you must provide credit to the community team by adding the “Powered by Score and NPCCore” logo to your mods opening screen and forum posts. (Resize as appropriate) or The team is not responsible for any damage, including damaged savegames, by using this mod. Unity Tutorial Project Download: A20 Tutorial project: http://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing This is only needed if you want to teach yourself how to make your own characters. Core Mod Downloads: (also available on the ModLauncher) SCore: (0-SCore) https://github.com/SphereII/SphereII.Mods/releases/tag/score NPCCore: (0-XNPCCore) https://github.com/7D2D/A20Mods/blob/main/0-XNPCCore.zip Expansion Packs: By: Xyth 1-NPCXBirdPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXBirdPack.zip Adds birds to the sky 1-NPCXSpiderPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXSpiderPack.zip Adds giant spiders to hostile biomes 1-NPCXDogPack: Coming soon By: DarkStarDragon 1-RaiderGurlzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z Adds 50’s style Gansta gals 1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z Adds several nasty bandit type foes 1-SoldierPack: https://github.com/7D2D/A20Mods/blob/main/1-SoldierPack.7z Basic military types 1-VaultDwellerzPack: https://github.com/7D2D/A20Mods/blob/main/1-VaultDwellerzPack.7z Vault 99 is waiting... 1-RobotzPack: https://github.com/7D2D/A20Mods/blob/main/1-RobotzPack.7z Mechs and more! 1-ZombiezPack: https://github.com/7D2D/A20Mods/blob/main/1-ZombiezPack.7z DarkStar's first zombies, wasn't gonna happen until it did. By: Mr.Devolver 2-RaiderGurlzPack-Friendly: https://github.com/mrdevolver/7D2D_Alpha20_Mods/tree/main/2-RaiderGurlzPack_Friendly An expansion for an expansion pack! Adds friendly, hirable versions of DarkStar's RaiderGurlz. You need to load the cores AND the RaiderGurlz expansion when you load this mod. By: Arramus 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A20-NPCMod/raw/main/2-NPCXSpiderPack-ColonyExpansion.zip An expansion for an expansion pack! Adds more spider variety. You need to load the cores AND the 1-NPCXSpiderPack expansion when you load this mod. By: GanTheGrey 1-GansStandardZombies: https://dev.azure.com/pouellette25/_git/Gans Standard Zombies?path=/1-GansStandardZombies.zip Gan is back with some of his A19 favorite normal zombies 1-GansSpecialZombies: https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip Like zombie oddities? Look no further. By others: Coming soon, the team is growing! Meet the Team (Historic and Current, in no particular order) Sphereii: C# wizard and modding community teacher. Famous for his mod launcher and other code bits Xyth: Unity guy and modding community teacher. Not very famous. GuppyCur: Discord master and sometimes zombie maker. Hope to see him active in A20 TSBX: TFP tester and previously a zombie creator DarkStarDragon: Active creator of NPCs, maker of great expansion packs Sirillion: The UI master himself, creator of screens and menus. FuriousRamsay: Lead tester and contributor of NPCCore xml code Khzmusik: C# code contributor and local math wizard Mumpfy: Graphics and character retexturing guru Khaine: very helpful input on mod design Arramus: POI/sleeper tester and designer Mr. Devolver: longtime tester and advocate Magejosh: Tester GanTheGrey: Zombie maker I’m sure I’m missing several others who helped along the way, please let me know whos been missed! Videos that might be useful
    15 points
  6. Stability fix is done. The second issue we found was actually just a display issue with the show stability view, which is now fixed. All or most of the issues with players/zombies/turrets/vehicles falling through ground appear to be caused by the world origin shift. It happens about 4 times more often in a20, so these bugs are more apparent. It seems to be a random Unity physics update problem after the origin changes, causing physics casts to fail. I've tried a ton of stuff and added a rapid origin shifting mode to repro it quickly. I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it. I've not started on it yet. There are bugs that need fixing first for a20.1 and we are still sorting out what is going into a21 and who is doing what as we have added several new programmers to the team.
    14 points
  7. This is a weird thread, it's literally someone saying, "Develop your game specifically for me"
    14 points
  8. damn.... this close to Christmas and a20 stable is out for everyone to enjoy but there seems to be anger issues. any ways... Merry Christmas to whom celebrate/observe it in their own way and be safe thru the holidays. 🎄🎅
    14 points
  9. Posted this in the discord after I found out about A20 stable when I got home. So let me make something VERY clear. Yes, I am aware A20 stable dropped while I was doing some christmas shopping. This surprised me. I did not expect them to drop stable on a Tuesday. My 1-2 week estimate for DF was assuming they dropped in the new year, because that seemed reasonable. Not dropping it during the holiday period. As such, you are looking at mid january AT LEAST for DF. Because it's christmas for you lot and Yule for me. I will be busy. And then it's new year. And I will be drunk... visiting friends for the first time in months. So you're looking somewhere around 14th/21st for DF V4, as an ESTIMATE.
    13 points
  10. There has been more than enough simplification over the years. They are new players, things are supposed to be confusing. Hell, we already have glowing symbols floating over rocks and nests. Why not just have the game autocraft what it thinks you need at that time as soon as you have the resources in your inventory. Why even have different resources? Just have everything scrap to "scrap material" and you can craft everything from frames to vehicles with this same resource. The game already progresses too fast as it is. If you don't even have to wait for things to smelt anymore, it just gets that much faster. I do not think that is a good thing.
    13 points
  11. It was not a large amount of work. I was the only one who worked on it and I probably just spent a few days on it. I work on a lot of different stuff, so it gets hazy over the years. Digging is also not just for horde nights. It is useful to the AI in POIs when you get below them and down would be the best path. We don't spawn hordes so they can do nothing. The intent is for them to reasonably try to get to you and you to reasonably try to defend against it. If you don't want to interact with hordes, then turn them off, which is why the setting is there. One of our devs was even playing a game with them off recently, since he was trying something different. Shooting a crossbow is quiet, not silent. Feral sense makes it 2.5x as loud to zombies (dog and zed bear are slightly different multipliers), so your quiet is not that quiet. It was OP, so you should have to put points in stealth and use appropriate gear to be effective. It is. Things falling through world and stability issues (half fixed) are my top two bugs.
    12 points
  12. AHHHH, YOU SUMMONED ME! Too bad that the developers want to make the game they themselves want to play. Too bad that they have to decide on exactly one game that is vanilla, not a hundred, and leave the hundred games to modders. They are as stubborn as you, but they own the game and you just want to get your perfect game without programming it yourself. I don't like zombies giving XP as you do but I know I won't get my perfect game if I don't mod myself. And I know that I might not even know exactly what game I really want, fun is a very ephemeral thing. So I won't rail against decisions where I clearly see the developers have made up their mind. Obviously me having still fun with the vanilla game means I can live with that. I'm sure there are a lot of players who can't but this game can't be the perfect game for everyone. They really look at how games are played and adjust things when they see some blocks being too powerful as zombie shields for example. This is how beta balancing for other games work as well. Those beta players are not getting invited for their fun as you perfectly know, they are there as guinee pigs doing extended balancing testing. And that goes double for us alpha players. To the original poster @Desmondbratcat: Now this "let me play how I want to play" style is commonly know as a sandbox. Probably minecraft is a relatively pure sandbox, 7D2D is not. It has big elements of survival and RPG in it and both these elements demand balance for your game play options and what you get from what effort. This is best illustrated by underground building. If zombies have no way at all to reach you then there is a balancing problem in the game, it would work as a sandbox, but not as an RPG or survival game. Since the developers want an RPG and a survival game this will not change, simple as that. In reality you can just reduce block damage on zombies to the lowest available value or turn off zombies at horde night and at other times (and turn them on again if you want to smack some) without even mods and be safe if you build sufficiently deep, i.e. on rock bottom. Do either that, look for a fitting mod, or yes, look for a game that says it is just a sandbox.
    11 points
  13. Once an alpha is stable, we won't break saves for that alpha unless it is some major issue we can't work around. Our goal was to get it out before Christmas and it was close. January should see a 20.1 addressing bugs and other issues. In the future, keys or some such mechanism will address that.
    11 points
  14. When I wrote those words, I figured I would be hearing from you. 🎄
    11 points
  15. Its the fact that it requires 10 grass. Sleeping bags are thinner than full blocks. Should be reduced to 5 grass!
    11 points
  16. The confusing HP / resources changes are just a smokescreen to distract us from the REAL ISSUE: TFP make another game-breaking decision; now I can't pick up those sleeping bags at the trader any more? That was an integral part of my gameplay, I'm going to be unable to enjoy the game now, they've ruined it for good.
    11 points
  17. We didn't have a really good way to display the HP in the shape menu and decided to pull it for now.
    11 points
  18. Listen up Pimps! I like to poke fun that this game is "The Alpha that Never Ends", but honestly, I don't really care. Keep pumping out updates that I may, or may not, like. It used to bother me but then I sat back and thought: I paid $20 for a game that has given me almost thousands of hours of game-play and have never been charged for updates. Also, you made it so modders have easy access. I'll still have opinions, but I can always choose when stop/start playing too. Thanks for content, looking forward to more. PS: I like the the RNG
    10 points
  19. Im confused about what you consider required for progression? You dont need any specific items in this game to continue to survive. Are there things that make it easier? Sure absolutely, but are they required, hell no. Half the game is overcoming challenges caused by not getting a specific item. No chem station? Better hit up traders more often for ammo or ammo crafting items. If they make certain things a guarantee the replayability of this game will disappear, at least in my opinion.
    10 points
  20. Lately, I've been playing with Living off the Land level 3. My feedback:
    10 points
  21. Both the OP and the author of the first linked video are confusing (deliberately or not) being "forced" to play one way, or fixing the game so they "can't" do certain things anymore, with what has actually happened: changes so that certain things are no longer more effective than alternatives they may or may not have tried. You can build underground. You can farm. You can use pole blocks, wedge tips, or any of 1300 shapes you want now. The Fun Pimps didn't remove any of those things from the game. They don't brick your computer if you try. The things you're objecting to are really changes to balance. Just because it's not as effective as it used to be, doesn't mean you can't do it or are forced to do something else. And this is directed more at the author of the video, but I reject the assertion that, because there are more players than developers, they'll always find some other exploit so patching them is a waste of time. The developers are the 'gods' of the game universe - the dungeon masters - because they literally define the rules of the game. They could hard code it so the player character just dies instantly when the Blood Moon begins, if they wanted to. It wouldn't be interesting or fun, but the point is looking at this as an arms race that either the devs or the players will 'win' is silly. The devs are creating both the obstacles to survival and the tools to overcome them. I think the devs have been adjusting for things that work too well, but I don't believe they've set out to take away anything that works in an effort to 'beat' the player. The goal is to engage the player in a challenging, balanced way.
    10 points
  22. Lol, people debating food spoilage again? I'm pretty sure the devs have very explicitly said "Nope. No way. Not happening. Nada, nope, nah" like 4 or 5 times to food spoilage. It just adds a bunch of annoying anti-fun mechanics that are really punishing to new players, require a lot of dev work to set up, and are a non factor late game. Food is never an issue in any survival game past early game, that's just the nature of survival games. Which is how it should be. Balancing your food bar isn't fun. Having it be a risk if you ignore it or get stranded somewhere is good, having it be a never ending struggle for the entire game to the point where you can't even go clear a T5 PoI because all your food will expire in your bag and you'll starve to death isn't fun, it's annoying in fact and actively stops you from being able to enjoy the rest of the game because you are playing a food bar simulator I play almost nothing but survival games, but I still can't think of a single one where food is relevant past early game, for good reason. Stamina is the same way. It's essentially just a limit on how much fun you are allowed to have before the game says "nuh uh uh, take your hand off the keyboard and stand still for 10 seconds before you can play the game again!" , and usually is mitigated as you progress to a point where you can finally actually play the game without playing the green bar simulator. They are there for the early game challenge, but then are mitigated as you advance because they are annoying and tedious later on when you are trying to actually do something beyond just scrounge in the dirt in the early game
    10 points
  23. Bravo Fun Pimps, bravo! Spawned into a new game, turned around, and this:
    10 points
  24. We have 60,000+ people playing at the same time! 15 place in the top 100 best steam games!
    10 points
  25. I did and then my daughter and I just finished 5 hours of 7dtd. On day 14 now.
    10 points
  26. We have some new engineers coming on board in January hopefully optimizations will be robust enough for you guys to enjoy larger servers again. In the meantime, have you tried disabling the new dynamic meshes? I imagine 50 castles being erected at the same time and viewable from miles away could cause a hit in performance. Can you guys describe how you play the game with 50 players? Is it pvp... or coop? Is it a large building community? What is the typical use case for servers this large? How many total players and how many are online when you start seeing FPS drops?
    10 points
  27. Weird. Two of the doors in my base kept opening and closing for no reason!!!
    10 points
  28. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). Lockable Inventory Slots - Adds the "box" that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense. TERMS OF USE. Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets. Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence. Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702 Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
    9 points
  29. Nope, as far as I can tell this is a Unity bug with the internal physics collision data. Origin shifting moves all the transforms at one time, there are no delays. It works most of the time, but when it fails, all physics casts in parts or all of world fail repeatedly frame after frame until something changes that causes the physics collision state to update. Even the editor Physic Debug mode won't highlight the collider when you mouse over it. Strangely, rigid bodies, their colliders and world colliders still collide fine, which is why a vehicle would not fall through the world, but the raycast to check if a vehicle fell into or off the world would fail and try to fix it. It appears I now have it fixed by detecting failed raycasts and shifting again and checking again. I did move the shift to FixedUpdate, but that alone did not fix it.
    9 points
  30. I just want to know why my character doesn't sleep. My running story has been that my character is just in a rough neighborhood with a crippling meth addiction so I never sleep and only get crazier and all the zombies are normal people but I'm just so sleep deprived it's all a hallucination
    9 points
  31. What is amazing to me is that in at least half a dozen different threads you have had people tell you that your theory that zombies dig down to you on a regular basis is false and that if you were to actually dig a bunker deep underground you would be perfectly safe on all nights except one. And for that one night you could have an above ground horde base to fight them if you don't want them digging down to you or you can turn off horde-nights. I really don't understand your anger over the non-issue of zombies digging down to your base. If you put in the time and effort to go as deep as you can you get what you want. There are existing options available to you in order to not have horde night zombies dig down to you. You are guilty of ignoring evidence given by actual experience from players who have dug deep bases and have assured you that you are safe. The option that you want which is a toggle to disable zombie digging sounds like it isn't going to happen since @faatal basically said it isn't an option that would be good for the game in other instances besides zombies digging down to deep bases on horde night.
    9 points
  32. It's not option material because for zombies to be any threat at all they need to be capable of getting to the player - both out in the wild and in POI. Digging down 3 blocks and putting a frame above your head can not provide 100% safety. That only makes the game look bad. If you do not want any threat in the game then turn off enemies. That's exactly what the option is for.
    9 points
  33. Also vehicles. There is a reason the top speed of the vehicles are where they are at and part of that reason is the calculation speed of rendering the chunk ahead of you as you drive so that you don't end up driving off the edge of the existing world. Cave systems add more complexity and would slow down vehicles even more. Also very much engendering a "meals on wheels" mentality towards zombies. Of course, XP for kills also does this.... The microsplat technology they switched to for the terrain carried with it some limitations. Terrain texture is now forced within a biome. If you place snow in the forest it will transform back to forest terrain texture once you leave and then re-enter the area. Therefore, farmed ground texture was no longer supportable and farming had to be done in containers which is why the switch happened. In my opinion they should make the outfit pieces all purely be clothing and make armor be mods that can be inserted "under" the clothing. Then there will still be some customizing and choice for light vs heavy armor independent of the outfit types you are wearing. I can wear a farmer outfit but have heavy armor insterted in the mod slots.
    9 points
  34. You may not know this but I have about 20 buddies who are senior software programmers, level designers, and play testers for a little old game known as 7 Days to Die. So listen up. with all due respect to your gf, my buddies told me that the code for land generation was completely overhauled and there is no old code from Alpha 1 that anyone is twitching around with as far as how the world generates and interacts with objects and entities. Also my buddies did some complex calculations probably using internal data your gf doesn’t have access to and they came up with 8 years in development rather than 10 years. Weird. While your gf was chuckling about the QA guy, I asked my buddies what is meant by the term “stable” within the context of early access and they said that it means it is simply good enough to play without undue fatal crashing occurring on a wide scale basis. As long as game corrupting crashes are marginal so that the majority of players can test and report, the game is considered stable for their purposes. Your gf probably doesn’t deal with early access for public testing of her indev software so “stable” might mean to her something completely different. My buddies and your gf probably have different standards of quality that they feel satisfy “good enough”. My buddies say that if a software company is willing to spend the time and money to polish and improve quality rather than just add more mediocrity in additional forms and models, the customers will appreciate it. We hit 70K + concurrent players this weekend which indicates a record breaking group of customers that are willing to play the current version in the manner it was delivered. Maybe your gf has some perspectives relevant to her industry but for the context of this game in Steam early access and still being an alpha product— my buddies really seem to understand what is going on with 7 Days to Die.
    9 points
  35. Wouldn't it be nice if you could only repair a weapon if you know the schematic for that weapon? It occured to me that that would have a few advantages, like 1) schematics for non-perked weapons would still be useful to you 2) durability mods would actually be worth using 3) A lucky find of a high tier weapon would have to be used sparingly until you also have found the schematic (just wanted to throw out this idea to see how others think about it)
    9 points
  36. This is probably the best anti-rant there is against threads like this that also don't want to mod. TFP makes their game and includes the tools to make it OUR game, if we want to put in the effort and/or wait for someone else do it.
    9 points
  37. This is a good point and when changes are made everyone should remember that it wasn’t because TFP succumbed to a group of whiners but because they felt it important to fix unintentional behavior. When @faatal ended the steep slope exploit, he didn’t do it to stop players from enjoying their play style nor due to the excessive complaints that were posted about the exploit. He did it because it was a pathing bug and a collision issue that needed fixing— pure and simple. When plates were reduced to 25% hp the floating base people were pretty unhappy and many of them even said the change would be the end of that type of base. If TFP decides to go forward with that plan it will be because it is how they intend the blocks in the game to function and not because they are at war with players and their strategies.
    9 points
  38. Today is the official birthday of Darkness Falls. 25th December, 2017 is when I started working on the mod and had functional classes in (if missing localization). So it seems appropriate to give you all my current development build of Darkness Falls V4 for Alpha 20. Plus I figured some folks could do with the distraction over the holiday period. Just be aware, this IS a development build of Darkness Falls. It will have bugs. It will have missing icons or localization. It will likely have loot imbalance. Any future versions could wipe your save. There might be NRE's. Only download and play if you are OK with this. Happy Holidays. These files will also work for servers for anyone who wants to run one. No more seperate builds! RWG "works" but POI's do not obey biome restrictions. It is highly recommended to stick to the test maps. MANUAL INSTALL ONLY. Just copy the mods folder from DF-V4-Build in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF. Download Link: https://drive.google.com/file/d/1W2lSi2_VaQAmn6555Y_UfeBJC5QJH1Xk/view?usp=sharing
    9 points
  39. Alyeska wishes you a very Happy Mousemas. It's her first one. 🐭 Merry Christmas to all of the devs and everyone on these forums!
    9 points
  40. I can definitely confirm that new players / casual players do not understand the current forge at all. My friend with 600+ hours still never touches the forge beyond knowing not to destroy mine or I'll screech at him If he needs forged iron or steel for a weapon or mod and there's not any in the box, he just walks to the trader to buy some or asks me to make some, and wouldn't understand the crucible / clay / iron stats in the forge. There's a basically zero chance he'd sit in a mineshaft for 20 minutes IRL mining iron and stone and clay etc either. I'm not going to outright say that run and gun players have severe ADHD but I'm going to imply it
    9 points
  41. What?!?! Nooooooooo... please keep it in. And btw, the reason for you saying this is probably not "to eliminate confusion for new players"... Not everything has to become 'easier' or faster, I think that thought sucks. Having to discover how things work as a new player with a little confusion is a good thing (well, personally I didn't understand how a forge worked in the very beginning but that would make things interesting to discover HOW they then would work, adding mysterious things which is very fun if you then discover it). Not everything has to be easy to understand in the beginning, because it would be boring if you would understand everything when you first boot up the game. When I just discovered Minecraft like 6 years ago I didn't even know how to craft a pickaxe. But that doesn't mean it made me quit the game, it made me especially more excited to play the game to want to discover how it worked Omg exactly!!! Thank you
    9 points
  42. A thing of beauty... -Arch Necromancer Morloc 💀
    8 points
  43. They have told him this was one way to have practically the same result as zombies not digging on horde night. And I thought that "have underground base" was the way he wanted to play and nobody told him not to do that. Naturally in a strict nitpicky way you are absolutely correct: A: "I want to shoot zombies in the head but I always hit the torso" B: "Point the gun a little higher" A: "Don't tell me how to play the game" 😉
    8 points
  44. What the topic starter describes is exactly one of the main mechanics that makes the game replayable and fun, no? Basically you ask for a game like having a list of things to execute: - Go to POI xxx --> find guaranteed 20 sewing kits; check - Go to POI yyy --> find guaranteed 5 beakers; check - Go to POI zzz --> find a guaranteed auger schematic; check - Go to POI www --> find a guaranteed crucible; check - You are hungry? Go to POI ggg to find guaranteed food for several days; check How boring would that be? Every playthrough would be exactly the same?! Yeah, maybe you could not find or craft a steel axe until now. But do you really need a steel axe to survive? Maybe you have an absolutely fine level 5 fireman's axe instead so this is your playthrough with the red axe. Cool, never had that before. Maybe you could not find a beaker yet. So you have to check traders more often for ammo crafting stuff, disassemble more cars for fuel etc. If you never had that before this is a unique playstyle for that particular savegame. Cool. I didn't know that sewing kits are so rare with A20, therefore I have carelessly used my first six for double pocket mods. Lots of ingame days later I could not find any more sewing kits, no headlight mod (but the schematic) nor a miner's helmet. Still using torches and flashlights and relying more on light designs from the developers. Is it challenging? Yes. Does it make the game unplayable? No. Do I feel the need to open a topic here, ranting about how impossible it is to find sewing kits or headlight mod? No. I accept this uniqe challenge this specific playthrough throws at me and enjoy it nontheless. With RNG you get those random moments while looting where you feel like a small child on Christmas when you finally find those items you have been longing for a long time. Don't want to miss that.
    8 points
  45. There is nothing to stop someone from building a base underground. No one is forcing players to play a particular style. Utter hogwash from OP and the whine video from Saven. Totally agree with this and I used to do underground bases the same way. The OP and other whiners about underground bases are omitting a key fact in the whine statements: They want a base that is 100% safe from harm. In a15, my first bug report was "Zombies won't dig down to me on horde night. " In fact, back in a15 you could simply dig a 4-5 block hole straight down 1hour before horde night and stay safe all during horde. Applaud digging zombies and any exploit fixes by devs that prevent 100% safe environment for my game.
    8 points
  46. SI (Structural Integrity) and base stability I've noticed my bases seem to be collapsing more frequently in A20 than previously. Even after full repairs are made. It looks like stability is not getting auto recalculated after replacing missing/broken blocks. (Like after a horde attack.) I did some checking and it isn't (for me). Here's how to check and fix: Enable Command Console. [F1] Enable Debug Mode. Type dm and hit [Enter] Exit Command Console. [Esc] Show Debug Tools. [Esc] Enable Show Stability Select {Show Stability} Anything vertical from ground (not 100% correct, but...) should be bright green. (Changing to yellow/orange/red the further you horizontally traverse from a supporting column.) But if you take blocks out and replace them, it does not go back to as originally built. To fix: Select {Recalc Stability} in the Debug Tools menu. The structure should return to original build stability. To exit the Debug Tools Menu hit [Esc] You can also now also disable Debug mode by performing the first 3 steps above.
    8 points
  47. So I feel like I owe you guys an apology. I was just in a really bad mood I guess when I tried out A20 dev, not to mention after a long hiatus the game is briefly very difficult as I have to relearn all the things that are muscle memory after playing a few hours. I have changed my Steam review. This is not to say that I don't feel my many criticisms are valid (although some things I was a bit over the top with), but all in all you guys continue to put in the effort and even with the things I dislike about the game, there are still many things to like about it. I still liked the game better when it was more FPS and less RPG but I realize this isn't going to change and shouldn't keep me from otherwise liking the game that does continue to evolve. A AAA game that I get maybe 80 hours out of I tend to be happy with because I play through it once or twice and pretty much shelve it, but a sandbox I spend hundreds upon hundreds of hours in it becomes easy to dwell on the bad instead of the good. Familiarity breeds contempt as the old saying goes. Yeah, that's kinda a lame apology I guess, I seldom apologize for anything so I'm not very good at it 😛 Anyway, enjoy the thumbs up on Steam from me, because I rarely give them out. Merry @%$#ing Xmas you buncha Ho ho hoes!
    8 points
  48. Weeell, did you developers think of that when you changed farming in A20 so you need to replant even the harvested seeds ? 😉 One positive about the smelting is that it is a unique mechanic (someone correct me if I'm wrong here and other survival games do something similar). Another positive, you actually need to plan ahead what you want to smelt. I often have the situation that I smelt X but then really needed a lot of Y smelted and have to wait longer for my mistake. I don't see how this can be simulated with longer crafting times.
    8 points
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