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Maharin

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Everything posted by Maharin

  1. Yes please... for those of us that like to create new games semi-frequently this particular change from past alphas is insanely annoying.
  2. Rather than tell you directly... make a map with the defaults and check out the map_info.xml file. That will tell you what the defaults are and, hopefully, allow you to learn something.
  3. Summary: Map Generation Issue Game Version: A21 b313 OS/Version: Linux CPU Model: Intel© Core™ i5-10300H CPU @ 2.50GHz × 4 System Memory: 16 GB GPU Model and VRAM: GeForce GTX 1650 Ti Mobile Screen Resolution: 1920x1200 Video Settings: N/A Game mode: SP RWG Did you wipe old saves? YES Did you start a new game? YES Did you validate your files? YES Are you using any mods? NO EAC on or off? OFF Status: NEW Bug Description: Generating a RWG map with the settings below does not produce the results expected, some biomes are missing. <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="6144,6144" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.0.313" /> <property name="Generation.Seed" value="Melthia6k" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="Default" /> <property name="Generation.Lakes" value="Default" /> <property name="Generation.Rivers" value="Default" /> <property name="Generation.Cracks" value="Default" /> <property name="Generation.Craters" value="Default" /> <property name="Generation.Plains" value="5" /> <property name="Generation.Hills" value="2" /> <property name="Generation.Mountains" value="1" /> <property name="Generation.Snow" value="4" /> <property name="Generation.Forest" value="8" /> <property name="Generation.Desert" value="2" /> <property name="Generation.Wasteland" value="2" /> </MapInfo> Detailed steps to reproduce the bug: 1) Choose settings above and generate RWG map in previewer 2) Notice bug Actual result: Some biomes missing (desert and wasteland) Expected result: All biomes should be present in generated map, not just two Log file: https://pastebin.com/yPPnvMJd Hopefully I didn't miss anything.
  4. There's still the 10 second rule if you can dig the chicken out of the dead zombie... Just sayin'.
  5. Map is supposed to have desert and wasteland but has none of either. <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="6144,6144" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.0.313" /> <property name="Generation.Seed" value="Melthia6k" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="Default" /> <property name="Generation.Lakes" value="Default" /> <property name="Generation.Rivers" value="Default" /> <property name="Generation.Cracks" value="Default" /> <property name="Generation.Craters" value="Default" /> <property name="Generation.Plains" value="5" /> <property name="Generation.Hills" value="2" /> <property name="Generation.Mountains" value="1" /> <property name="Generation.Snow" value="4" /> <property name="Generation.Forest" value="8" /> <property name="Generation.Desert" value="2" /> <property name="Generation.Wasteland" value="2" /> </MapInfo>
  6. I've played most of my A20 time with no traders. For me they make the game far less enjoyable. So I'd be modding in a recipe for them and/or adding them to the loot tables (and for everything else that is trader-only).
  7. If you use them at high altitudes they become Mt. Dew collectors. Now THAT is something special in the apocalypse.
  8. So... I'm the only one wanting the world to end?
  9. You should ask this in the mods section within the thread for that mod.
  10. It's not done yet... so it really isn't lacking anything. I used to play all the time and now I play for a few weeks each new alpha, depending on the changes. Having a discussion about what the game lacks before release is kind of a moot discussion. If you're asking about what people want to see added before release then there are only a few realistic options since TFP has pretty much clearly stated what will likely be in by release and what will likely come after by them. A short list of things I hope people create after release, in no particular order: Specialized map generation tools that allow for variations that TFP does not allow for All city map Central city Ring maps (like a dart board) with the center being wasteland and going out from there I could spend an hour on this list easily More POIs... so many that I can keep finding new ones in each play through. An option to play dead is dead... but for the whole world. So that you can clean out a town and it will stay clean. Add in options for wandering hordes and mega hordes that might stick around in your area for a long while or move on without pause. But once all the zombies are dead you "win" or if you die they win. EDIT: So the thought here is to pick some number as the victory kill count (1000 for example) and that number would be spread throughout the world. Once you kill that number the game is over. If you want blood moon hordes then those zombies don't count toward your goal. A blueprint system so that you can make and share building designs with other players. This should also allow you a more streamlined way of building something to a set of blueprints within the game. Better building collapse physics that would allow for chunks of a building to survive and tumble some distance away to become a POI in its own right. Remove one side of a POI base and watch it topple over, not just collapse vertically to the ground. Yeah, I'm dreaming big with this one.
  11. Most games don't give you enough to even get 1000 hours out of them. So consider yourself lucky to get such value from so small an investment. Having said that, after you get all the stuff you can from the vanilla game, the way forward is, and always will be, mods. Learn it, live it, love it. And for what it's worth I have 6700+ hours so I guess my opinion isn't quite worth the time I put into this thread.
  12. TFP only has one developer that can work on one thing at a time. In order to get them to change what they're working on they have to change what they feed them. Their primary food source is Twinkies and Mt. Dew which allows them to do bug fixes. In order to work on new content they need to slowly transition them to truffles and red wine. For architecture changes they feed them apples, dried whole corn, and water flavored with lime and chili seasoning.
  13. Snakes should give you a concussion, based on past animal wounding efforts.
  14. So long as it isn't that useless dry stuff that some places call cornbread.
  15. Make a cooking stove station that has about 30 different mods with up to 4 burners (starts with one and can add up to 3 more, allowing for two mods per burner at any given time). Then make a bazillion cooking recipes all dependent on a certain number of burners with specific mods and an ingredient list. 7 Days To Chef?
  16. In Jimmy's world, there are mammoths but no mastodons. In Jimmy's world, code can be debugged but not profiled. In Jimmy's world, liquids can simmer but not boil. As I learned it, Jimmy's World was a fun drinking game.
  17. I realize this could be taken two ways. It was supposed to be stressed as Stew-art.
  18. Jimmy's new first name is Stewart.
  19. Jimmy was killed by Rekt and buried inside a hollow tree. You know the one. Just left of the fork in the road in the middle of the wheat field that used to grow beans. You can't miss it.
  20. If you find a zombie egg, do NOT let a chicken sit on it for 3 minutes. /shudder
  21. It's a good thing I boil my air before I breath it. Could we get air collectors in the next alpha?
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