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meganoth

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Everything posted by meganoth

  1. No. LotL1 is already sustainable farming. Recheck your calculation or read about it: Just the numbers: https://community.7daystodie.com/topic/27146-living-of-the-land-its-a-poor-gamble/?do=findComment&comment=466814 The math: https://community.7daystodie.com/topic/27146-living-of-the-land-its-a-poor-gamble/?do=findComment&comment=466603
  2. From where did I get all those seeds in my SP game with LotL1 then? 1 or 2 seeds? We live in different realities This is exactly the same with vehicle schematics or cooking recipes. You either bet on looting to eventually deliver you those recipes or you play it safe and take more points in the perk to get the recipes automatically. This is a choice and I can assure you that looting works too. In both my SP and my MP game I have found all the important seed recipes and more than enough seeds to have a big farm going. Did it take more time than if I had spent that perk point? Yes, sure, I didn't expect any different.
  3. Ah, the Red Tea myth has confused many players it seems, happened to a friend of mine as well. Efficient Digestion doesn't mean you eat better but you use up less food while regenerating stamina. So you should drink red tea before mining or a fight. Drinking it before a meal does simply waste the buff.
  4. Problems after a crash usually mean that the player data or something else in the savegame was corrupted. The "Missing paint" message is informational and probably harmless. Please open a new thread since your problem is different. And post logfiles of server and problematic client, see the pinned thread that tells you to read it before posting for details.
  5. This is comparing apples and oranges. While TFP adds stuff on all levels of the game, modders mostly work on the top level shiny stuff that has the highest impact but can't work without the lower level stuff. TFP is the car company building the car while the modders are the tuning shops. For example the new RWG was surely a lot of low level programming and artistic work just to have a city with streets. What we will see is modders using those new RWG capabilities to add stuff like airports and massive mega-factories, flashy but optional stuff that TFP didn't even try because they might need more basic tier4 buildings for example. On an artistic level you might be able to compare them, but this is subjective and unfair as modders have much more freedom, see the sorcery mod.
  6. ?. Read my previous post. "Click on the blue banner link..."
  7. Feral sense on or off? What gamestage? how much points in stealth perk? Day or night? If night, do you use night-vision or headlight or is there illumination?
  8. It? Who? Error? What error? Have you read the pinned thread on how to post your logfile?
  9. No thanks, I like to live dangerously. Once we had our base in a high tower from compopack and our miner thought it was a good idea do dig below it. Suddenly a part of our horde base was collapsing with filled boxes and all. Ah, good times ðŸĪŠ Really, events like this can spice up a world if you already played lots and lots of samey worlds. Naturally it is very different for people playing insane dead-is-dead or with loot frequency really low for example. If I played such a game (with much lower margin of error) I would act differently.
  10. Do wilderness spawns (or screamer spawns or wandering hordes) necessarily spawn on the streets?
  11. Two points that may help you: * Fall damage should still hurt zombies up to 1/3rd of their total hitpoints per fall AFAIK. If not, make a bug report. EDIT: Made a short test and yes, they still get fall damage, in my test 10% of total hitpoints for a fall of ~25 blocks Traps are seen like any other block by zombies and they don't want to jump on a block when they can run around it. So just dig holes for the traps. If their top is level with the ground the zombies will happily walk over them.
  12. Programmers are like refrigerators with open doors. You put pizzas into them and soon bugs multiply. 😎
  13. Well the context was definitely the netcode. And part of your problem is FPS because of unoptimized network traffic if I understand correctly. For example gikon was talking about unneccessary world update packages that could be optimized away. This looks to me a quite promising avenue for optimizations. There was no word on whether they will also work on PvP and exploit security and to me those problems look to be massively more problematic and to hope for a complete solution there is utopic in my view. Am I wrong in thinking that just one working exploit would make fixes for all the other exploits nearly useless? And seeing what problems other much larger companies have with exploit-prevention I don't see 7D2D ever get really exploit-free, especially since too much processing seems to happen on the client and I doubt this can easily all be moved back to the server. But on the other hand the stuff I don't know about the game's code could fill libraries 😁
  14. Optimism? I thought my main message was that whatever happens will take a lot of time. And I also hinted that it wasn't sure at all that there would come anything off it. Naturally if you think Madmole was just lying/placating when he said they hired new programmer that will look into this issue, then yes, you are more pessimistic than I am. With us? We have nearly zero knowledge about the netcode. What is there to discuss and what would it achieve? I mean, sure, knowledge is always a good thing, but this is off broadway here. I doubt those new engineers tasked with looking at the net code will frequent the forum and start discussing the code (but I could be wrong here, for example Faatal is very forthcoming with internals, usually new hires at some place are shy though and don't know how much info they can give out)
  15. They take fall damage up to 1/3 of their total hitpoints per fall. EDIT: Made a test to confirm it, a height of about 20-25 blocks led to about 10% fall damage
  16. Ok, if that is the question: Lots of POIs have cellars without a direct unobstructed path to the outside (for example if you drop down from the ceiling somewhere to get inside, or simply because of unlocked but closed doors. Also length of path adds to the pathing cost and there is a maximum length of path that is calculated
  17. I know my advice isn't directly attacking the problem. Only your state of mind. But anything you can't control is not worth thinking about. Same with Rapunzel, I don't get what worrying about her situation would help her in any way, except giving her ulcers and an early death through heart attack In my estimation (not backed by any XML study) traders are at least as probably to give you the solution (acid or chem station to buy) on a platter than looting is. So if looting is not part of your routine one possible choice is to return to your normal way of doing things and just opt to visiting the traders every three days (maybe also finding more traders to increase the chance). Well, I found an acid just yesterday without looking for it. Maybe that is the secret sauce 😉
  18. That depends on whether hiring a new programmer and giving him the task to look into it is sufficient or not in your view (isn't that what madmole said in this thread?). Analyzing the netcode and finding and testing solutions will take time. I would assume that talking to the experienced admins would help a lot (and would be the sensible thing to do), but that surely won't happen here in the forum but in direct communication. So you will not see much unless you are one of the experienced admins they might contact. If everything works out well (i.e. the programmer actually finds solutions that don't break stuff elsewhere and those solutions don't need hundreds of complicated changes all over the codebase) then you and I will probably just see a few lines in the changelog from time to time about netcode changes and relatively big changes might not even land before A21. From the outside it always seems surprising how long it takes for changes and features to reach the public. Notice how much time even a big company like Microsoft needs to fix seemingly small but critical bugs in their operating system or other software.
  19. We are missing exact infos to really help you. What were the exact generation parameters you gave? There is a generation logfile that lists those parameters but I forgot where to find it, but probably is a file somewhere in the world data you copied over. What does the relevant part of the serverconfig.xml look like? Usually we also want the complete logfile, but in this case I'd say searching for the string "INF createWorld" and posting that line and the complete error message line might do
  20. At least for the looting part I'd say "Don't sweat it". Just loot and acid or the acid-book will drop eventually whether you constantly think about it or not.
  21. Do you mean the digging down mechanic? Has nothing to do with this as the zombies start in the underground and dig horizontal tunnels to you. And breaking walls was in their genes since alpha 1 I would guess. The change in alpha 20 is that towns have a sewer system now and buildings are closer to each other. The result is that POIs have still big advantages saving you material and build time, but they now come with a big downside or potential danger too. I don't speak for the developers but I think this is a better balance than before, whether intended or not. You did the right counter-measure, though I would have played it out and closed them without god-mode. A word of warning. At the moment there is a bug with SI so that blocks are often not recalculated if blocks underneath them are filled in. You may have filled the holes but SI is probably still incorrect for your base. You should use the debug-mode(?) command to recalculate stability once. The bug itself will probably be fixed in A20.1
  22. Everyone please drop the insults, they get old. If I may explain the math, 50% harvest is random but when you plant and replant lots and lots of seeds you are almost sure to get those 50% on average. So you can't just dismiss it. What you have been doing was a worst case calculation. And what you usually get playing the game is the average case. For a simple calculation just assume you have LotL 1 and two seeds and the first seed always gets a seed, the second one never gets a seed. That gets you 50% return rate as well and is easy to calculate. Since you have to craft one seed to get back at 2 seeds planting you have 4+4 -5 = 3 crops left. Since we calculated 2 seeds, the average return for one seed is half, 1.5 crops. That means on average one seed will produce 1.5 crops to use as you wish every harvest (sometimes less, sometimes more because of RNG). In A19 LotL 1 gave back 2 crops per harvest, without RNG. I would say that 2 down to 1.5 isn't that much of a difference.
  23. Pink thirst , pink thirst test test. Gets through the profanity filter, must be a-okay clean and fit for the internet 😁.
  24. So? The forums main function IS complaining (about bugs, wants and dislikes). The devs have to decide on which to act. And luckily for many here they don't listen to people who want to make business decisions for them. They decided to keep developing in EA until they are satisfied with the game. And thats it, a dead horse subject actually. I don't know why you try to find a solution for people who argue a lost case. Or discuss alternative realities in which TFP could have finished the game years ago. They could, but they didn't. They had the power to cut short development at any time even before A16, adding a few NPCs with a gun in hand standing around and calling them bandits or even saying "we will add bandits after release" is easy. And they have that power now as well, but I'm pretty sure they won't. If they had finished the 1.0 a few years ago, this forum would be mainly complaining about basic gameplay not changing enough for making the game fresh again. Exactly why many people here on the forum are telling TFP to please stay in alpha because that gives a fresh experience every year. Boba Fett is an excellent example. And reminded me of another one: Minsc. Most people who played Baldurs Gate loved Minsc, and Minsc is the archetype of a character defined by a few funny one-liners.
  25. You play FORT and have a massive food throughput and don't put points in it? Each point in there would reduce the time you spend farming and increase the time between eating, which is a comfort win and an efficiency win. Veteran players have the problem that they learn things in one alpha (like for example that this and that perk is useless) and then forget that a new alpha may change the rules, I fall into this trap like everyone else. Yes, in previous alphas Iron Gut was a waste of good perk points. This alpha though it may not be in some circumstances, because food production is more expensive now. In your case so expensive that you either have to mod the game or actually invest points there. Fully buffed Iron Gut means every blueberry pie you eat is worth 60 food instead of 45. Could be better for 5 perk points, but in your case it makes a difference
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