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euclid

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  1. Thanks for the info, It is skyscraper_14 which has a crane close to it (not in the middle). You can use the crane to move up to the skyscraper levels but there are also ladders which are accesible by jumping on crates and over broken planks. And yes, there is a small enclosed room high up which you can only enter via a hatch on top. I've used the "normal" ways (ladders, the crane etc.) to search&clear the building. Only after I could not find anymore targets I've used the fly mode to check for anything I've missed. Visited the skyscraper again and now suspect the problem are the vultures. There is a group on lvl 5 (I think, could be 6) and if you shoot one, the other fly up and sometimes leave the quest area. If you sniper them there it doesn't count for the quest. I have not yet verfied it but will one day (did this mission too often ) Cheers Euclid
  2. Got a similar problem with a T4 quest to clear all zombies in a skyscraper under construction. It's a difficult climb with jumps and navigate a crane. I've spent hours trying to complete that quest and it just does not complete. Reloaded from a backup saved game several times, even used god mode to "fly" throught the various levels but no avail. The le command did not show any zombies. That is very frustrating. No fun! Cheers Euclid ps: It's skyscraper_04
  3. That is very interesting! Thanks for the info. Cheers Euclid
  4. According to vedui42's test Zombies can spawn up 100 blocks from the player's position. I was able to verify his results doing an own test of similar setup (yes, they still cannot spawn in/on water). I'm now confused as to why the BM horde in particular (see Roland's reply above) has these problems: "Unfortunately, the BM zombies currently spawn the furthest away that they can without it causing issues with them falling out of the world or unable to path. This was tested extensively and their current distance is set at the limit." But it may be some technical issue related to the tracking the player's position. And yes, one day I will try some mods but atm I'm still on the vanilla gameplay 😉 Cheers Euclid
  5. @BFT2020: I'm using the console command settime (st). All my games have the same day length setting 120 Min. so I can get things done 😉 However, Sometimes during decorating I've used +/- in god mode to slow down movement of the freecam but as it turns out, it acually slows down time. Cheers Euclid
  6. Thanks for your input, Concerning the test I've made a new game (same map), approached the POI with AI turned off, noted the sleeper spots, went back in the original game and marked the spots. Then I left the area, advanced the time (7 days in my case) and went back to the POI with AI off. I did that twice with only a bedroll and with only an LCB. Only in the latter case the sleeper had respawned (exactly at the marked spots). Of course you (and others) are right that using ST to advance the time may bias the result. However, since there is no official statement from the developers on this issue I cannot be sure it qualifies as a bug. In any case, I'm on day 6 now (no artifical time advance) and soon will be able to check the LCB only case. Cheers Euclid
  7. Thanks both for the feedback, Some great news there but: Is that a new feature with A21? Because my tests (A20.6 build 9) suggests that only the bed (roll) prevent sleppers to respawn, not the LCB alone. Cheers Euclid
  8. I got this game as a Christmas present (they knew I like building stuff) and enjoyed it a lot. After 300ish hrs of gameplay I thought it's time to provide a feedback as this nice game still is WIP after 10 years :d Even with the LCB down you are not able to pick up many (mis)placed blocks. Had to destroy lot of iron bars, doors etc., grinded for new iron, smelted etc. just because I could not pick up the misplaced one. Some shapes have sparse content (letters for example) and it is difficult to see where they have been placed. Of course you can figure it out by trying to place another block but an option to highlight the cube of a placed block would help here. I love to flip POIs, transfoming them into a horde base or into a home to stay overnight. But I do not like the sleeper respawn destroying everything I've built. Placing a bedroll will prevent the respawn but as you can only have one it doesn't help if you flip more then one POI. Either allow more then one bed(roll) or remove the sleeper blocks once an LCB has been placed. BM horde spawns closest at about 30 blocks from the player's position. If you want to prevent them to spawn in you base then you are restricted to a 29x29 (28x28 to be safe) building area. That is a shame as I'd love to build big. A setting for the minimum horde spawn distance would help here. BM horde attacks are too predictable. They always attack form one direction. Well, they are "stupid" zombies but wish they would be a bit smarter, like attacking from one direction (as a distraction) while sending a small team of spiders and demolishers from the opposite direction. At least allow them to attack from multiple directions simultaneously. There are many nice decoration options which I do appreciate. However most of them are eye-candy only. I'd like to sit one chair, sleep in a bed(roll), drink water from a sink, take a shower etc.. Adding some animations would be nice. Clothing/armor option for female charaters are missing. There is only one skirt and no armor for females. I wonder what the female developers of the Funpimps team think about that Repairing used items (tools, weapons, armor) is fine and contributes to the immersion. But running around for hours checking every single block of your base after a horde attack is not cool and a waste of time. It would help immensely if there is an option to highlight (color) damaged blocks. I do like all the electrical features but do NOT like the spaghetti of wires in many of my buildings. I'm aware that by placing relays in a smart way you can reduce that but most of the time it is not feasible and each relay drains addition power (which is hard to maintain). Please remove the visuals of wires unless the wire tool is used. Some of the above can be "fixed" with mods but that should be a "last resort" imho. Cheers Euclid
  9. I've removed the LCB and just left the bedroll then used st to advance 7 days, no respawns. Same test without bedroll and 7 days later the sleeper are back. And yes, could be the use of st but I'll know soon. LCB is now gone (bedroll still there) for 3 real in-game days. Cheers Euclid
  10. Update: Loot respawn works fine, in my case every 7 days but the sleeper respawn seems to be somewhat random. Either there is a random deviation (like the BM range) or you are right with your "buuuut..." and advancing time via console has/can have a different effect than real in-game time. I've did several reloads and sleeper respawned earliest 24 days later, latest 43 days later. Got bored testing Cheers Euclid
  11. Thanks for the fast feedback 🙂 Appreciate the confirmation. There is so much misinformation out there 😉 And yes, you are right, I should test it the other way round, i.e. clear a POI, leave and advance time to the loot respawn setting. Then repeat the entire test with only a bedroll and then again with only an LCB. Cheers Euclid
  12. After reading various different claims I've decided to test it myself. Flipped (think this is the common notion for it) a nice house near a lake. After killing all sleepers there, slightly changed the inner layout, upgraded the block materials, painted and refurbished it, placed a nice fence around and placed the land claim block and the bed. Then I left the house, moved to my BM base about 2Km away and backup'd the saved game. Then I've used the console to advance time by 5, 7*, 30 and 60 days, always starting from the backup'd saved game. No sleeper respawn. Now I could continue but it's a tad boring and thought it's better to ask here for advise/clarification. So, is my test flawed, did I miss something? *(7 days because I read somewhere that the respawn time is connected to the loot respawn which is 7 days in my game). Cheers Euclid
  13. Update: The land claim block did the trick. Just place one and then removed it again (if another needs activation elsewhere). Turrets are now friendly to player. Cheers Euclid
  14. Thanks for the quick reply 🙂 It makes some sense although I had hoped that there's a difference in ownership between POIs generated in the prefab editor and then placed in a world and a structure built by a player and then exported as prefab. But apparently they do not have an owner tag. Shame, have to dismantle and replace all my turrets but maybe it's sufficient to take them in my bag and then place them again. Will try. Cheers Euclid
  15. Took me few days to build a turret defense station and thought it would be nice to have that at another location, too. So I've exported it as a prefab, fired up the world editor and placed it at the new spot, saved and went back into the map, found the spot and imported it with cr f. That worked just fine. Of course I has to load the solar generators and battery stations with panels and batteries, load the turrets with ammo and rewire all of them, no problem. However, once loaded and energized my turrets stated shooting at me. Only way to stop them was to set them on attack zombies only., It seems I'm a stranger to them. Is this "normal" or did I miss something else? Cheers Euclid
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