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Crater Creator

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Crater Creator last won the day on July 16 2019

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About Crater Creator

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  1. Wait, did we actually lose paintable textures? Do we not have all the ones we had in A16, except now they're all unlocked instead of gated behind books? Many have been redone, but I can't think of what ones we've actually lost.
  2. Please don't grave dig old threads. This is doubly confusing for readers, between that and the console vs. PC confusion.
  3. I'm pretty deep into my game now, and I have most firearms at a decent quality level. I'm shifting from a strength-heavy build to a more agility/stealth-heavy one. The bow weapons and melee weapons are great, but I'd like to use a firearm with a silencer* more, if for no better reason than it fits the cool spy guy role play. Phtup phtup! So which firearm works best with a silencer in your experience? Where's the best tradeoff between damage and stealth? For instance, the Desert Vulture is the 'best pistol,' but it still seems awfully noisy with a silencer. Are you having better luck one-shotting sleepers with something unexpected or crazy, like a silenced Blunderbuss? * The game takes place in a universe where there are "silencers" and not "supressors", so don't start with me.
  4. Gosh I hope they do modular clothing and/or body parts. And it's not even as important for human NPCs as it is for zombies. Zombies are and will be the primary antagonists of the game, we're told. So we expect to encounter more zombies than bandits, even when the game is finished. They've put so much work into having random worlds populated with a plethora of different POIs. But consider that we encounter hundreds of zombies for every POI over the course of gameplay: not just the sleepers inside the POI, but wandering/screamer/challenge/Blood Moon hordes. In other words, we'll see ten identical Zombie Steves, easy, before we see our second identical house_modern_04. In that light, it becomes clear that individual variation among zombies is where the real bang-for-your-buck is.
  5. Thank goodness for the trellis shape, right? I think using the couch end pieces as floor pillows is especially creative.
  6. It's best to ask a mod-specific question in the thread for that mod, which will be in the Mods section.
  7. I don't play PvP, but I agree based on the numbers that timed charges are likely the fastest way to break in.
  8. Well then I'm genuinely confused. Those spikes are on the ground, at waist height, rather than in the ground. That means they're in the way for AI pathing purposes, and the zombies would prefer to go around. This comes up often enough that I made my avatar to help spread awareness about it. So as soon as one spike breaks, there will be a way in where they only have to go through 7 spikes instead of 8. And it's my understanding that they will ALL switch to that easier path once created. Maybe a few do something random just for randomness's sake, but the A* pathfinding algorithm that they're all using recognizes the lower weight path within seconds of it opening up. In the long run, they should work their way in having only destroyed 8 spikes, plus whatever they destroy incidentally. Again, that's how I understand the current AI. I'm not disputing your results, but they conflict with my understanding.
  9. I'll move this to Pimp Dreams for you. I agree. I'd like beds to work as they do now, where the last one placed is your respawn location, except that you can place a bedroll as a temporary respawn point, and if the bedroll is picked up or destroyed your respawn point moves back to your bed. To reduce exploits, the spawn suppression feature could not apply to bedrolls. I can't think of any gameplay downsides to this setup.
  10. Yes, and to be clear you can search for a name even if that's not the name you see in the creative menu. For example searching for "ammo" will bring up all the ammunition types, because behind the scenes what's listed to the player as "Shotgun Shell" is in the xml as "ammoShotgunShell". This applies to blocks too, so don't be discouraged if you've manually searched through the entire creative menu and can't find what the F3 menu says a block is by name.
  11. I've said this before, but what I'd really like to see are block-based speed modifiers. Then we can drive full speed on asphalt, and somewhat slower on gravel or sand. Land with more blocks of tall grass could slow us down more than land with the grass cleared. And where it comes to debris, we would have an in between state between 'slam to a stop' and 'destroy the block instantly.' Because of how voxels work, there will be no pushing a pile of trash out of the way with your car. So allowing travel through 'soft' blocks with a reduction in speed, instead of going over them like a speed bump or destroying them like they're nothing, is the next best thing.
  12. I'm on day 107 in my A19 game, which I started in A19.0E b174. I'm on one hour days. I don't even want to think about how many hours per day or week that works out to.
  13. I know what you're saying. I'm getting used to it. It's tempered by this silliness where things get darker when you step inside, as if your pupils worked backwards. Also, on foggy days and in certain biomes it still looks dreadful.
  14. Obviously, this is how they limit how fast the zombies can run when you set it to sprint instead of nightmare. How else would they do it??
  15. It seems that my base design is most similar to meganoth’s. It relies on giving the zombies no choice but to take a long, winding path to get to me, during which they’re exposed to me shooting at them the entire time. The primary purpose of my base is not to kill the zombies, or to have more block hit points than they can damage in a night, but to slow them down as much as possible. I never leave to chance what path the zombies will take to me, as I’d be doing if I camped out on a POI rooftop. This base isn't totally finished, but it's far enough along to share. I access the base via the wooden frames (it will be a drawbridge eventually), which of course I pull up before horde night. With the frames removed and me in the tower, the only way the zombies can approach is to jump down into the pit. There are ladders out of the pit, but they go extra high so that zombies can't use them to go down and avoid taking fall damage (yes, that's what they did before I fixed it). The pit is made deep enough that 'normal' zombies lose a third of their health to fall damage. I want my zombies weakened, so I can get the kills and XP myself. Then the zombies have a path to me in the tower, not by beating on any walls but by climbing the staircase. It's made of full blocks instead of staircase shapes, because zombies take longer to jump up on blocks. So do I, which is one reason I don't think my design is cheesy. They jump up six blocks, and then run across the flat portion to the next six block staircase. Across each of these flat segments is an electric wire and campfire. I could've made the base without the flat segments, but I opted for this design in order to have room to expand and try different traps (I used barbed wire pre-electricity), and so my sight lines from the tower wouldn't be too steep. Speaking of which... This is what horde night looks like for me in first person. I stand in the mostly-enclosed cage just next to the steel vault door that the zombies are ultimately trying to reach. I can shoot them as they run around the edge of the pit deciding where to jump in, and I can shoot the ones that have fallen in and are slowly making their way up. The open switchback design works even better than I'd hoped, because sometimes they overshoot the last jump of six and fall to the bottom again. Meanwhile I'm killing most of them before they get close. One corner of the cage is open so I can throw down molotovs, my explosive of choice because it doesn't do block damage. I've also recently installed an SMG turret on the outer wall, connected to a switch to shoot them in the back (hopefully not detonating demolishers) if things get hairy. The design is symmetrical, with the same staircase etc. on the east and west sides. Each side has a steel vault door, and outside of that an iron hatch. I can raise the hatch at any time to redirect the zombies to the other side. This way, even if something catastrophic happens, e.g. a demolisher blows up and takes out a staircase, I can shift the zombies to the other side. They still have a planned path up, so they still don't attack the bottom of the tower, and hopefully that gets me through until morning when I can repair the damaged side. The base is on 8 pillars of reinforced concrete, 4 of which go down to bedrock, and I intend to eventually fill it in to be a solid core of steel. But that's a just in case thing. This base is more finesse than brute force. I wanted this base to prove a few things. I wanted to show that you can have a 'real', plausible base that doesn't rely on some cheesy one-off shape that the AI can't navigate and will probably be patched out later. I wanted a base that offered protection, without doing all the killing for me. I wanted to show that you don't have to have a horde base separate from where you live, or sacrifice a POI every week. You can have one base that you both live in and fight in. The floors below the top floor of the tower have all my stations, supplies, and my bed. I even went with the ill-advised rooftop garden, to drive home that you can have everything at a single site. Because of this, I am not stranded on horde night. I am one with my base. If I need to go downstairs for a moment and get some pills to cure that concussion, I can. I can stay safe for a long time inside (the zombies have never even reached the vault door). But at the same time, it's not an AFK base, either. The base doesn't kill hardly anything, unless I hit the panic button and turn on the turret(s). It's up to me to get the kills. The pitfalls (ha!) of this base have been: Lots of digging up front. At least it was a lot for me, but then again people dig down to bedrock. I planned out exactly how to create the pit with the optimal amount of dynamite. If you do the edges first to create a moat, then you have something to withstand a horde night or two while the base is under construction. That is, you can stand in the middle island of land that you'll eventually remove anyway, and let the Blood Moon zombies do some of the work for you! There's no scenic view from the inside. I chose a base site with a nice view and put in lots of windows but, even though the pit is big enough you don't feel like you're in a cave, you spend your in-base time looking out at the concrete walls of the pit and stairs instead of whatever view you'd have. It's not a good design for close ranged weapons. I planned on specializing in shotguns since I've been doing a strength build, but it turns out the range on shotguns sucks. Like, if a zombie is just ten meters away, I'm using a full clip of pump shotgun rounds to kill it because the damage falloff is crazy. You can let them get closer, but then you're wasting the valuable space and time the design gives you when they're tied up in the traps farther down. You have less buffer. It doesn't fail very gracefully, with the single exit point. If zombies were to breach a door, it'd be difficult to get past them to the drawbridge, very difficult when the drawbridge is still a row of wooden frames, and very difficult & painful if neither is an option and I'm forced to get down in the pit to one of the ladders. I should probably do some sort of fire escape to get to the surface without letting the zombies jump in the same way. I laugh when people say there's only one way to play, now or ever. This is the first time I’ve used this particular design, and the third different base I’ve constructed during this long A19 playthrough. I’ve also tried running away on a vehicle, out of necessity. And while it’s not easy street, it’s not "forbidden" either, and neither are underground bases "no longer an option." If TFP really wanted to forbid these things, they'd have listened to the suggestions of some, and made vehicles not work on horde night, or turned stone into bedrock. But they didn't do that. They didn't remove gameplay, they added gameplay in the forms of vehicle-chasing vultures and digging zombies. Not because some horde night strategies were 'wrong,' but because the difficulty wasn't comparable to other strategies whose designs are more developed.
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