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Maharin

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Posts posted by Maharin

  1. 2 hours ago, theFlu said:

    Tell me "you've lived next door to a supermarket your whole life" without saying "supermarket"... :)

     

    Butchers are people too, and they're butchering critters for about 7 billion people to feed on daily; anyone learning the skill upon necessity shouldn't be all that surprising.

     

    You might be surprised how many people would have an issue doing one or more of the steps involved.  Killing the live animal.  Gutting it.  Skinning it.  And unless you plan on putting the whole thing on a spit over a fire you'll also have to cut it up into smaller pieces.  Not everyone is cut out for life in an apocalypse, pun intended.  :p

  2. 12 hours ago, Riamus said:

    Considering you can grill meat and boil water, sure.  Would I want to survive on some other other food in the game?  It depends.  Some of the foods are normal (Spaghetti) and some don't sound appetizing.  But yes, I could... as long as it isn't all radiated.

     

    But could you kill and process the live critters and make food out of them?

  3. On 4/23/2024 at 6:19 PM, SylenThunder said:

    Truly though, the responsibility lies on the end user. The game is likely played by the majority in a co-op setting with people who pay attention to the settings they are configuring. As such, the default settings are just fine for most people. Which is very likely why they are the defaults.

     

    But why not let us set the defaults for our own style of play?  That was an option until very recently.

  4. 1 hour ago, SylenThunder said:

     

    This is stuff that gets added when the game is in early Alpha. As you get closer to the end of Alpha and enter Beta development, your aren't adding content, but polishing what you already have.

     

    Which is basically where TFP is right now. Not much content is left that needs to be added to the game. They are getting to the polish and optimization phase. This means that the development stage is nearing and end, and the game is getting very close to the final release.

     

    So basically, you aren't really aware of how development works, and just want them to keep adding things for the sake of adding things. You are also quite fond of older systems that were known to be temporary. Luky for you TFP has been forking out oodles of money to Steam to allow all the previous Alpha versions to remain available. You can go and play the one that suits your fancy.

     

    Not entirely true in this case.  They will still add bandits and a story, which will mean lots of quests and such added as well as bandit specific POIs (I would assume) at the very least.  But that will likely be the end of "new" content until release (except that they will occasionally be adding things like POIs to the game as time goes on, even after release).

  5. I actually miss some of the glitches that used to happen with the RWG.  At one point it created sheer cliffs where one step you were following a road through a town and the next you were staring down at the rest of the town below you some 50 meters below.  Grand times trying to figure out how to get down there without dying.  I don't remember if that overlapped caves but it made for some interesting hiding places for night time.

  6. 3 hours ago, beerfly said:

    I used to download Unforgiven by Metallica for about 2 days and burning a CD with 9 songs took about an hour, including not touching my PC.

     

    Good, very good times that I am thankful we were part of :)

     

    I can't remember the name of it but there was a game I played in high school that you had to sit there and watch it draw each screen, like that program The Designer's Pencil.  It was a mostly text game with a graphical image for each "room".  It took 30 seconds or more to draw some of them.

  7. 7 minutes ago, Max Headroom said:

    Can do something similar with Teragon. But the traders serve another purpose ... they are an indication of where town is when you spawn out in the woods somewhere.

     

    Or you could just follow the lag.  :p

  8. The easiest way I've found to remove traders from maps is by editing rwgmixer.xml.

     

    Find this line at the end:

    <prefab_spawn_adjust tags="trader" bias="20" min_count="10"/>

     

    And change it to this:

    <prefab_spawn_adjust tags="trader" bias="0" min_count="0"/>

     

    Maps will now generate without traders and you don't have to edit prefabs.xml for each map (like I used to do).

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