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Posts posted by Red Eagle LXIX
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2 hours ago, Jugginator said:
Just checked this with crops growing on both sides of a chunk border and in the middle of a border and they all grew fine. If you have additional info let me know.
I had an issue with crops not always growing as well (posted a screenshot in the dev diary with some notes at the time). One thing I can say for certain is that once I started growing exclusively one type of plant in my garden for each harvest I have not since had a single plot fail to grow (ex I plant all 100 plots as hops, or all 100 as mushrooms, etc).
EDIT: To be clear the only time I had the issue was when I was trying to build my seed supply and my garden consisted of mixed crops of different plants.
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Shape of Cube 3x3x1 is good for clearing grasses if the terrain is flat. (that is still one of my favorite shapes from the menu).
As for the grasses themselves. I prefer the short grass since it feels to me based on my observations as though grasses only block vision of the player and not the AI. That was part of the reason I did a modlet that turns all the grasses in the game into short versions of themselves (except the left-over Snowberry plant that gives no berries which still blocks building but is treated otherwise like grass now).
I would also like to see the shovel mechanic changed so that using a shovel ignores the grasses on top of the block.
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Thanks to @NekoPawtato for pointing out there is already a bug report on this.
3 minutes ago, NekoPawtato said:I think someone may have already filed a bug report on that, unless I'm misunderstanding the bug report
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2 minutes ago, NekoPawtato said:
I think someone may have already filed a bug report on that, unless I'm misunderstanding the bug report
Yes, that looks like a match. Thank you for the link.
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Just dropping this here from another thread.
BUG regarding Drones and Storage Mod Stacking.
11 minutes ago, Red Eagle LXIX said:On 3/2/2022 at 8:40 AM, Vaxkiller said:I just tried this last night and could not stack storage mods. Are you running a mod to enable this?
No but I think you've found a bug.
If you drag a second cargo mod over it won't add.
If you SHIFT-Click it will add more than 1. Only seems to work for the Cargo Mod.
According to this post cargo mods are supposed to be able to stack but it appears that only works with SHIFT+CLICK.
On 12/15/2021 at 5:17 PM, Hated said:Fixed
- Drone mods of the same type stack. Cargo mods are allowed to stack.
I have seen nothing after that stating they removed Cargo mod stacking. Thus I think you have found a bug with the drag-n-drop of cargo mods.
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On 3/2/2022 at 8:40 AM, Vaxkiller said:
I just tried this last night and could not stack storage mods. Are you running a mod to enable this?
-Vax
No but I think you've found a bug.
If you drag a second cargo mod over it won't add.
If you SHIFT-Click it will add more than 1. Only seems to work for the Cargo Mod.
According to this post cargo mods are supposed to be able to stack but it appears that only works with SHIFT+CLICK.
On 12/15/2021 at 5:17 PM, Hated said:Fixed
- Drone mods of the same type stack. Cargo mods are allowed to stack.
I have seen nothing after that stating they removed Cargo mod stacking. Thus I think you have found a bug with the drag-n-drop of cargo mods.
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I've given up trying to find a Q6 Drone.
3 hours ago, Vaxkiller said:The only mods that seem useful for it are healing and extra storage. I don't think they stack either.
Storage mods stack. Tis all I use my little drone for.
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3 hours ago, Beelzebubs Ghost said:
Yeah the Devs seem quite behind in some aspects.
Look at the MD-500 chopper for example, the devs (Madmole specifically) were on about adding a helicopter which sounded amazing but no word since.
The MD is an excellent mod but came with horrendous controls. I'm clueless about modding but the heli aggravated me so much I committed myself to fixing them 😂
Once I adjust the lift a tiny little bit I will submit the mod to the original uploader with the new controls for everyone to use 😬
I prefer the mod called 'Helicopter' myself. It makes use of the TFP Helicopter code and flies decent enough. I just have to remember to keep it fueled since that code doesn't stop flying when fuel runs out which would be a bit cheaty.
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I'll pile on the ambient sound bandwagon again.
I've said it for years the ambient tracks have too many sounds that are not ambience in a post apocalyptic world. Many "ambient sounds" are music bits or sounds that would only occur in a world with other living and breathing to which those sounds should lead or be removed. Many of the sounds should only be playing if they have an actual source.
Those sounds and music in the ambient sound track have been a long-standing complaint from many. Ambient sounds should only be the generic noises you would normally hear at night in the environment. It is truly a shame those NON-ambient sounds and tunes are mixed in because it means the whole of the ambient sounds is damaged by them. Further as mentioned many times music even short little tunes should not be in the ambient track at all unless the ambient track was for a concert hall and the concert equipment was still running.
It is truly a shame that the environmental ambient sounds which I would like to be able to hear have to be disabled because of the sounds that also play which should not be occurring as part of an ambient track.
I try each version to put the ambient track on, but by day 3 I have had it with noises that do not belong and it ends up disabled.
It is the reason I have played with Music and Ambient sounds disabled for years with this game.
There have even been suggestions in the past to make the ambient sounds that do not belong part of a madness track and make that start to play more often as you fail to interact with people or maintain proper health (such as a madness or loneliness buff). This would be nice and better than the always occurring ambient sounds that should not exist without a traceable source.
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As mentioned here in the Dev Diary:
You asked for the details after.
First: oldwest_strip_01
In this screenshot I am downstairs. I have clearly shot out the doors of the 2 monster closets and they are empty. They do not populate till you are more than half way up the stairs. So you see empty cabinets, start up the stairs and magic zombies.
https://steamcommunity.com/sharedfiles/filedetails/?id=2752939475
Second: house_old_ranch_06
The zombies do not populate in this room that the path indicates you are to drop into until AFTER you have fallen at least 2 meters. So you look in, see an empty room, drop down and suddenly magic zombies.
https://steamcommunity.com/sharedfiles/filedetails/?id=2752939403
https://steamcommunity.com/sharedfiles/filedetails/?id=2752939442
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My top 3 useless perks:
3 - Animal Tracker - I'm not blind. The lowest level at least makes spotting small stuff easier but the upper levels are even less useful.
2 - Lockpicking - It takes between 0-5 picks unperked and it still takes between 0-5 with all 3 levels. Thus a virtually useless skill.
1 - Charismatic Nature - This co-op only skill has no purpose to me. Thus winner for the skill I will find least useful.
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2 hours ago, Star69 said:
For as long as we’ve had farming, there has always been an issue with some plants not growing past seedlings but it used to be pretty uncommon and isolated and usually fixed by not planting in the same spot again. Your issue is pretty darn common and definitely a concern especially with the increased difficulty added to farming. Hopefully someone takes a look at some point.
Guess I've been lucky, till A20 I haven't had this issue. I can certainly plant in all those plots, in fact my most recent harvest was all 100 hops with no failures to grow. Now have another round of corn in as I need some more stew.
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It should be noted that the seeds that failed to grow were not all in order. I always plant from the back/far side to front/close side. So in that screenshot the first 30 planted coffee grew, then the 10 planted hops failed, then 6 planted hops grew, then 4 planted hops failed, then the remaining crops grew.
Another way to say that, the 10 hops that failed to grow in row 4 were planted before the 6 hops that grew in row 5. The 4 hops that failed to grow in row 5 were planted after the 6 hops in row 5 that grew. It wasn't a case of consecutive planted crop failure.
Also, how about a drone whistle to call your parked nearby drone?
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So, I'm going to complain about farming but not in the usual way.
The A20 Farming changes are fine - Except for the randomly not growing crops which increases the difficulty.
I've got a 10x10 farm (so 100 plots).
About half the time all of them will grow just fine.
The rest of the time one or more random plots will just not grow. It is not the same plots either, or the same number.
Example my last planting , just one single potato never made it out of seed stage.
However in my current planting 14 Hops never left seed stage.
It has been increasing the difficulty of trying to raise my seed supply.
Here you can see the layout and the 14 that never left seed. I waited till harvest (this screenshot was while growing forgot to take another with the full-growns) and they never grew. Seeds were planted 30 coffee, 20 hops, 20 mushroom, 20 pumpkin, 4 coffee, 2 hops, 2 mushroom, 2 pumpkin. As can be seen 14 of the hops in the middle were not growing but plants both before and after did. It will be a different plots though so it is not like the same plot fails each time. In the prior run only the very first (left, back) crop failed to grow.
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I posted an experience similar to this the other day:
On 1/29/2022 at 9:37 PM, Red Eagle LXIX said:Well, that was interesting. Game crashed while I was about 50m from my base on my bike riding home from a POI.
Made a backup of the save before trying to load. Restart and I'm about 75m away but no bike, no bike on compass.
Ok, no problem, cheat myself a new bike, deposit my loot back at base. Start riding to POI to finish getting loot. about 300m from my base and 400m from the POI game bugs out, me and bike seem to teleport and rubber band all around. Try to get off bike, see empty bike keep moving and even get hurt but cant move myself (can steer empty bike which I seem to be standing on).
Ok, restore backed up save from after crash, rinse and repeat, same thing, same spot.Try it again, but this time I do NOT ride the new bike, I walk. At the 300ish meter point that kept bugging out, I am suddenly teleported onto my missing bike. After that the chunk no longer had any issue for me. I got my bike back (threw away the brand new one) and all seems fine since.
EDIT: I should note the crash was due to my old PC being a bit unstable. They get cranky after 11+ years overclocked and now running an out of spec amount of RAM.
5 minutes ago, Sithdarth said:That's super crazy. It almost seems like something is wrong with how vehicles get attached to player entities. (I recently dug through the DLLs to see how vehicles are handled.) Like something about the crash created a game state where the vehicle thinks there is still an entity attached but there isn't. Not sure how that would survive a crash and restart of the game though. I've never tried to log out when inside of a vehicle but maybe I should to determine if the game actually saves your state as attached to a vehicle.
More how the vehicle gets re-attached to the player and vice-versa when you enter the chunk where the game thinks it was lost is what I am thinking.
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I brought this up in the dev diary thread. As have a few others who've noticed random triggered doors either open or opening when no one did it (including in SP).
Unfortunately found no way to make it reliably repeatable so I feel it may have been dismissed.
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Well, that was interesting. Game crashed while I was about 50m from my base on my bike riding home from a POI.
Made a backup of the save before trying to load. Restart and I'm about 75m away but no bike, no bike on compass.
Ok, no problem, cheat myself a new bike, deposit my loot back at base. Start riding to POI to finish getting loot. about 300m from my base and 400m from the POI game bugs out, me and bike seem to teleport and rubber band all around. Try to get off bike, see empty bike keep moving and even get hurt but cant move myself (can steer empty bike which I seem to be standing on).
Ok, restore backed up save from after crash, rinse and repeat, same thing, same spot.Try it again, but this time I do NOT ride the new bike, I walk. At the 300ish meter point that kept bugging out, I am suddenly teleported onto my missing bike. After that the chunk no longer had any issue for me. I got my bike back (threw away the brand new one) and all seems fine since.
EDIT: I should note the crash was due to my old PC being a bit unstable. They get cranky after 11+ years overclocked and now running an out of spec amount of RAM.
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NEWLY ADDED:
RELXIX_Items_NVTweak
With an already restricted FOV the added restriction on the NV Goggles just felt too much. By combining 2 filter sets I was able to get a faded feel for nightvision without the goggle blockage but retain a bit of color. I felt Bright effect as an alternative to the NightVision effect alone made it too much like daytime so added the VibrantDeSat to dull the colors some.Some Screenshots:
RELXIX_EagleEyeShadesAndNightVision
Adds a new set of shades combining the function of Shades (perception), Tough Guy Glasses (fortitude), Lucky Googles (loot level + treasure radius), Ski Googles (agility), and Nerd Glasses (Int, Crafting time, XP) Requires 1 of each to craft. Also adds a new NightVision goggle set that can be has all of those functions. Requires Nightvision Googles and Eagle Eye Shades to craft. - Recipes require advanced engineering level 4-5 respectively, crafted at workbench.
These use the Night Vision as displayed by my NVTweaks mod. Just like Lucky Goggles these have a range of 3-5 for Loot Bonus.
Note: Perception does not show in the list of Stats due to display limitations. Perception can be confirmed on the Skills screen where it will be green/boosted.Some Screenshots:
Eagle Eye Shades - Effects (showing low end of Loot bonus Range). Note: Perception is added but not shown due to number of display lines.
Eagle Eye Shades - Effects (showing high end of Loot bonus Range). Note: Perception is added but not shown due to number of display lines.
Eagle Eye NV Goggles - Effects (showing middle of Loot bonus Range). Note: Perception is added but not shown due to number of display lines.
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18 hours ago, Mungo said:
Remember reading this the other day and I know Joe's checked the switch config and as Red Eagle has mentioned - it's not repeatable enough, but I did want to throw in another experience I just had along the same topic.
Driving past the larger COC Chemicals factory in the wasteland city - the one with the twin larger roller doors at the back and heard a garage door open. I play solo, and hadn't explored this part of the map yet, so the area/POI would have freshly loaded. I flipped around to see the garage door opening by itself. Was freaky, seeing as I play Solo. Got out of the 4x4, wandered up and sure enough - it was open. Walked in, killed the zombies and then pressed the button on the inside and the garage door began to close. Thankfully it's a slower one and I made it out or I would have been locked inside seeing as these switches are a 1 shot deal.
So there's definitely something funky with the electricals on these new button/key setups - just not super common. This was on day 41 of my playthrough (2hr days, so 82hrs in) and that's the 1st one I've experienced.
EDIT: 2nd POI in the same playthrough above. Dude Bro's building, same wasteland city. Hadn't been into that POI either, but as I went past I noticed all the loot on ground floor through both doors wide open. Walked in, killed Z's, looted and then checked the keys. Yup - grabbed keys, both doors shut, locking me in. I went out the bulletproof glass right next to where the key button is....structural integrity on that is not great.
I'm gunna load this same seed up on my laptop and fly to both coordinates of the POI's I've found above and see if I can replicate the experience.Going add that I just had the same thing happen (garage door opened as I approached) POI house_old_ranch_01. I had been by the POI many times before, but as I rode by today the garage door opened.
There definitely does seem something odd about these new triggered doors. Not that I mind the occasional quick into the loot room but I don't think that is intended behavior.
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41 minutes ago, unholyjoe said:
i reported the back door issue. the hatch is tagged and tied to the switch below and is locked in my builds in editor, playtest and in navezgane.
sorry
Exactly my point it isn't repeatable enough. It is as if sometimes a POI will load wrong and the door ends up in the wrong state. I've been through this very same POI on this map at a different location and it was correctly closed. Just something to watch for.
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So I'm not seeing this enough or repeatable enough to do a bug report but today was yet another occasion where I came upon a POI with the back door already open making it a straight simple down the ladder to the treasure room. Today was in in house_old_victorian_01. I did my quick walk around and noticed the vaultHatch was open.
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It only changes the towns indirectly because it changes the terrain.
Just going to copy this here from a post I did on Steam:
It introduces a Random chance for one of the 3 terrain types (Plains, Hills, Mountains).
https://steamcommunity.com/sharedfiles/filedetails/?id=2712406902
https://steamcommunity.com/sharedfiles/filedetails/?id=2712406736
https://steamcommunity.com/sharedfiles/filedetails/?id=2712406840
Notice that default world with no values is basically the same as a world with all Plains. Setting a value for plains is for forcing some to be created.
Also notice in the below shots that even with all Hills & Mountains both at 10 some spots do not get chosen and are left as the default plains even though plains are set to 0.Random introduces a chance for plains, hills, or mountains. As can be demonstrated by these screenshots.
https://steamcommunity.com/sharedfiles/filedetails/?id=2712406864
https://steamcommunity.com/sharedfiles/filedetails/?id=2712428382
https://steamcommunity.com/sharedfiles/filedetails/?id=27124070800 -
2 hours ago, Jost Amman said:
I think that part could be addressed by the POI designer (at least partially).
But if you could decide a change, how would you handle "surprise spawns"? Any ideas?
Increase the sleeper volume sizes such that at least any area the designer expects the user to come from is covered and causes the spawn before they enter the area. Some examples: In the old west towns there is often saloon with 2 sleeper closets at the top of the stairs. you can "open" those sleeper closets and see nothing in them from downstairs. That should either mark those volumes cleared, or have already spawned the sleepers when I walked in the door to the saloon. However, it does not, and the spawn don't occur till you are at the top of the stairs with an off-angle view that can't really look into the closets. Solution is more cheese, go up the stair rails so you can watch them spawn as you go reach the top.
Another example, I have to walk through a second floor room into another second floor room, then drop back down to the first floor (as the designed path of the POI. The sleeper volume for the room I drop into should be at least as tall and wide enough to spawn the sleepers before I can look down the broken hole and see nothing in the room. If I look in the room and see nothing, then nothing should be there when I land. I should not have to lower myself by 2 full meters before the spawn occur.
1 hour ago, Syphon583 said:If it's the desire by the designers to have "ambush rooms" then those rooms need to be designed in a way where zombie spawns are hidden. That can be done by cleverly-placed objects or a wall/ceiling that breaks. If zombies are popping out of thin air, it kinda breaks the immersion.
Honestly, I've never experienced anything like this prior to A20. I'm not sure what changed, but stealth definitely feels broken. They should either find a way to fix it or remove stealth as a mechanic. These are two separate issues, though. Zombie surprise spawns should be fixed.
Exactly. I find the ceiling droppers more acceptable then looking and seeing an empty space until I cross an invisible line.
EDIT: and just to be clear I am only speaking when following the intended path of the POI. I find it acceptable not following the path to see such events. They should not be visible though following the correct/designed path.
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I'm enjoying A20 quite a bit, but one thing is really bugging me (even more than distant meshes not removing placed items as they get removed).
Stealth.
Virtually all the new POIs have danger close spawns. Some are so bad they don't spawn till you are in the room and then do it right in front of you.
All are willing to spawn even though you have already made sure the area was clear (which is bulldung IMHO).
This makes it so one has to cheese to use stealth. By cheese, I mean doing things like where the player is supposed to drop into a room, instead build a set of stairs down far enough you can descend in stealthily triggering the spawn without them spawning right next to you and instant waking. It is weak sauce that break immersion but not as weak sauce as dropping into a room with a closed door and nothing in the room then getting jacked by 2 zombies that spawned in as you were falling into the room. This is with full points in stealth and all stealth gear.
It is annoying to use a cheese built stairway, go down 2 blocks and WATCH zombies magically appear. 7 Days To Magic?
Stealth has no value on horde night and the only way to use it effectively outside horde night is to use cheese tactics (build stairs, break walls). Honestly feel it could be removed as a skill and just everyone the same basic level since it wasting points on it is not worthwhile.
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Alpha 20 Dev Diary
in News & Announcements
Posted
The whole Epic integration feels rushed, poorly planned, and poorly implemented. Even down to the incorrect errors that say it is a Steam issue in the game's UI when it is really an Epic issue.