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Laz Man

QA
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Everything posted by Laz Man

  1. I haven't done a ton of custom tile work yet but suggest a good starting point if you want to create your own settlement is to use the oldwest settlement as a template. 1) Copy > Rename all entries within the rwgmixer.xml that mention oldwest with the new name of your custom settlement. For Example: Small World: <property class="lazman"> <property name="few" value="2"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="2"/> <property name="maxtiles" value="3"/> </property> Medium World: <property class="lazman"> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="4"/> <property name="mintiles" value="1"/> <property name="maxtiles" value="2"/> </property> Large World: <property class="lazman"> <property name="few" value="3"/> <property name="default" value="4"/> <property name="many" value="5"/> <property name="mintiles" value="2"/> <property name="maxtiles" value="3"/> </property> <township name="lazman"> <property name="spawn_trader" value="false"/> </township> <district name="lazman"> <property name="district_spawn_weight" value="1"/> <property name="district_required_township" value="lazman"/> <property name="district_preview_color" value="0.5,0.5,0.1"/> <property name="poi_required_tags_all" value="oldwest"/> </district> 2) Copy > Rename oldwest tile set files as a placeholder for your custom tile set. rwg_tile_lazman_cap rwg_tile_lazman_t rwg_tile_lazman_intersection rwg_tile_lazman_straight rwg_tile_lazman_corner 3) Edit each tile the way you want it.
  2. Hello bachgaman, I checked this POI and didn't see anything obvious that would explain the issue you experienced. We will need you to provide additional information such as your map/seed info. Please visit our bug forum and use the bug report format mentioned in the red banner so we can get everything we need to dig into this issue deeper. My initial thought was there is some type of invisible tree but need more info. to investigate that further. Thanks. https://community.7daystodie.com/bug-test-1/bug-pool/
  3. I reported it already since we had that function working in A19.
  4. Maybe continue the struggle keeps the debuffs while start refreshed removes them but gives some sort of timed rez sickness debuff which would also help prevent pvp abuse.
  5. Its human nature for some people to react negatively to a change initially until giving it a try. This is why it is always better to be open to trying new things. At worse, you will confirm your fears, at best you will be pleasantly surprised.
  6. Too much knee jerking on farm changes. This sounds like people not giving change a fair shake. One thing everyone seems to agree upon though is food was a non issue in A19. With that said, why not test things out for a good while and see what its like in a full play through or two? I am pretty sure Joel and anyone else who is a decision maker in this would be more open to your feedback if you provided some good pros/cons of the change after doing so versus day # 2 of public experimental release....
  7. Wait until you find corn seeds in them...will help augment the farming changes....😅
  8. Vertigo Gaming would disagree with you... 😅
  9. Actually, did fix several minor POI issues this weekend myself...I am hoping for at least a couple more new ones to add before stable. 😁
  10. Not a bug, when cm is on, blocks are no longer consumed from your belt. I believe this change is already being discussed as well.
  11. Thanks to the stream event the general public should have better FPS for their first experience....
  12. Excited to hear all of your impressions after tomorrow. Apart from the streamer weekend hype train, the team did get alot of fixes/adjustments in from it. Hopefully that translates into an even more polished release for everyone else come tomorrow. 😁
  13. Players have many options to fortify a POI even if they cannot be reclosed. If anything allowing too many open/closable switch doors can bypass the electricity stage so it needs to be carefully used in design. Regardless, it's worth talking about so I will bring it up in our next meeting.
  14. Switches will be added to existing POIs where they make sense (e.g. needs an easy exit, etc.) Many should already have them added already. Given how new the restore power quest is, we definitely need to add more per each tier. Not sure what the target is but will inquire in our next meeting. And....thanks! 😁
  15. There is a fairly straight forward conversion process for A19 POIs. Will see if I can find and post the info. later today. Edit: see khaines post a few posts back.
  16. The door with buttons are primarily for level design purposes. Think of them as quick save and/or quick exits for POIs so players don't have to run through an entire POI to get back in if they died or leave when they are done. I believe we have a toggle switch as at our disposal as well for certain use cases.
  17. Dishong, Higashi, and the crack a book HQ have been completely overhauled and are essentially new experiences. Shamway (T5), the large apartments (T5), and the JBB skyscraper (T4) also underwent some updates but not as significant as the other 3. Keep in mind T5s take an absorbent amount of time to create. There will be more in the future but the teams main focus was to make sure there was enough variety in all of the new tile districts. Edit: And....we are not done yet lol. More will keep being added up until stable since New POIs will not break existing saves.
  18. The end game has technically been pushed out more with the inclusion of more POIs especially since players can now choose lower tiered POIs even after progressing to the next tier. Labeling some T4s as T5s would only speed up progression since those can be cleared faster and would deincentivize doing the "true" longer T5s. FYI, there is also a new T5 factory.
  19. It will get even more polished. Been on team chats throughout the day discussing lots of feedback from the stream event so far. There has already been some updates already... It amazes me how fast some people work...😄
  20. Testers have tried the change and it is still possible to be sustainable when perked up. Of course balancing is ongoing. We will see where things land.
  21. The animation and sound guys did a wonderful job. They all feel so clunky and meaty. The new pipe shotgun feels so good that I bet hardly anyone will miss the old blunderbuss...😄 Edit; I forgot to to mention the art guys. They all look very good and unique.
  22. The new random gen system and the new shape system are the biggest features imo in this Alpha. Hopefully the next Alpha will have something more appealing to you if those don't interest you. There are no plans on anymore new weapons, tools or vehicles AFAIK. Keep in mind the devs are pushing for gold to complete the features they planned on their roadmap/kickstarter so I doubt any of the things you listed will have more added prior to the 1.0 release.
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