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4sheetzngeegles

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Everything posted by 4sheetzngeegles

  1. Disclaimer: potential Cthulhu R'lyehian language to follow. 🙃 When I first played, was, long before I joined the forum. I didn't know there was one. Everything was scarce, everything was unfairly after you "always", It was dark as pitch, and the architecture was artistic and surreal in shape. Tim Burton "nightmare before Christmas" surreal. Now that I've set the stage. There is a potential option, A Drought Mechanic. It creates a sense of urgency across the spectrum of game play. "A brushing of the wings" as comparison. Explanation: It only takes one locust, to take flight under the right circumstances and all are affected. A frenzy of thought and or actions. OR The Butterfly Effect, not the Ashton time warping movie, but the analogy. OR (LOTR reference) One change that equally touches everyone. A gambit that can swing either way. I personally feel, in the beginning the game "made" players hoard, because of the fear of not having enough of anything when it was needed. There was a lack of resources because TFP and the game were at a fledgling state. Now hoarding is more so done because it's always there and accessible, meaning all resources and loot. Remove one thing and it's more readily noticeable, kind of like a pothole in your lawn. If plants can grow, which at its core is basically the Y Dim being increased, then would it be possible to reverse the math and have water itself reduce in volume, either over time and or be affected by weather? Enter my love for the landscape and weather. If loot container water is either reduced to nearly non-existent or removed completely would it not touch everyone, survivor, craftier, farmer alike. And foster a natural but loathing dependency on those that have, meaning the traders. Price gouging, and unfair quest requests to receive that which is needed, first for all else. Introduce a water distillation model, that must be placed touching a water source, depletes the source over time, expensive to build, slow to yield product, and runs on gas. Oh and it naturally creates a helluva heat map so it must be defended, Who has the gas, Negan, OOPs i mean the traders. Back to the behest of the request system. They also have the parts to build your own. The gas production model, It too must be placed at a water source to separate the impurities, but the caveat is it has to be a natural water source because of the volume of water flowing through it. This brings about the necessity to mine resources, to keep it going. It pollutes and contaminates the water source. All water is contaminated to make it 100% safe, golden seal and antibiotics are added to the drinking water recipe. Or you get sick and need the antibiotics to survive. This means looting, to find the resources. Not forced looting, but out of necessity, to survive. Farmers don't get a pass, tainted water means tainted crops, lower yield percentages unless clean water is used and potential of debuffs. Food yielded from animals has a higher percentage of tainted/spoiled meat, why because they drink the water also. In order to make it 100% safe then recipe incorporates honey, golden seal and water. The Dew collectors catch raw rain water, after coming through the atmosphere its as pure as driven yellow snow. In order to produce clean water, natural or man-made antibiotics must be added per daily yield. Then when Bandits are introduced, base defense at its finest. Just think, TWD all of the invasions. So if you are still awake and made it to this point, my question is. If drought mechanic is used, creating a necessitated dependency on many of the other mechanics mentioned would it yes or no create a more natural flow, and sense of urgency during the entire game? addendum: The removal or severe reduction of all mine-able resources from loot, adds to the need to use or depend on the other aspects of the game. Concrete should need water, building it out of dry goods reminds me of this. The Wise and Foolish Builders building their house on sand. @Faatal went through the trouble of making a nice flowing water system, might as well put it to good use. Creating a codependency or cohesion of mechanics included in Vanilla game. The filter could have charcoal introduced in the recipe, in order to filter in small volume, the charcoal would need, mined coal, burnt at a campfire, and introduces reverse osmosis, instead of using antibiotics, if that sounds distasteful.
  2. @Riamus I agree It would have been a stronger idea if started way back, or as a last alpha. Most captivating story line games that I have played have an underlying single goal. Advance through a hierarchy of characters, progressively more difficult to a singular demigod boss. Rinse repeat. Quests are mostly time fillers because they are always on the other side of the map. Just my opinion. Along the way everything else is just filler to keep you occupied until you get to where you are going. It's most easily viewed in speed runs of these type games. The other reason for filler is to create anxiety to make it seem more dramatic. By this I mean, by example, I absolutely love the dark souls series, but when I sit back and don't role play and look at what it does. The filler is just put there as a proving gate, the npcs are only trying to lower you hp and or stats, causing hesitation before the big fight. The same with Dying Light, especially the Bozak Horde, It's more psychological than difficult so it makes you play against yourself. That's why they have Bozak talk so often it's like they had someone with a psychology degree, write the script, choosing specific phrases. In 7 Days to Die, the goal is simply don't die by any means necessary, period. There was never a single matriarch figure glimpsed, The Duke is promised to follow. The only hierarchy ascension has been the horde type, volume, and intensity. The Duke may or may not have similarities to Negan. The last part and this is not absolute, In most story line games there is more focus on the WoW factor vs Multi-genre inclusion. 7DTD would actually have to cut out some of what makes it unique, or condense a lot of what goes on presently to do a story. Its a totally different concept from traditional gaming, but for me 7DTD has its story line, I doesn't focus on a single external character. Its more like "The Never Ending Story" and focuses on you . You are the Duke ascending. The player is Caesar,Alexander,Napoleon in this game. A crude picture representation of what I wrote.
  3. It's not just the what, it's the when and how. Here are two examples a movie, and a game. The movie, Dawn of the Dead 1978, is the what. The how and when is historically before Hays Code and MPA gain enough influence to officially censor what by opinion, was\is publicly acceptable for distribution. A for instance, if one makes a movie about an attack on a potus, they make money. If you make a public statement, they make the watch list. release date Jan 2015 The game Dying light, Note: that it has a zombie child as requested above, and the graphical nature of the game is making it impossible to "officially" distribute the game in European countries and also in Australia and New Zealand. PEGI started 2003, It became officially supported July 30 2012. Other distribution organizations gained regulatory and censorship traction before the game release. People inherently push boundaries and look for missed exploits, as a HaHa, or a self validation . Then post a video, online for bragging rights. Then the game devs post a patch to rectify it. The point being that if the boundary is breeched before the patch certain things are allowed. It's basically the same with the games, before and after awareness changes point of view and opinion on a subject. Hey, I live in a country that parks in a driveway, drives on a parkway, and the expressway is nearly always jammed. So what's written above can be accepted or taken with a grain of salt.
  4. This isn't a Pimp dream, I have no expectations of that, its me just suddenly seeing something I didn't see before. Here is an interesting Hypothetical from me. It depends on how the wiring length is calculated and governed. Also the max length limitation, whether limited by base distance, generation distance, or visual drawcall. The last consideration is how power output is calculated in this game. The potential result is the use of natural resources already available ingame, to rebuild a working grid. Water, oil shale, coal. There are utility_refinery, utility_waterworks, remnant_waste, water towers, electrical stations and sub-stations, and last working generators. The only thing missing is connect ability, rendering possible steam power, which in turn runs waste and electrical. The thought comes from a number of sources, first Prison architect, the second is a unity video talking about Adaptive Probe Volume, basically using light probe volume to make a fully interactive hybrid lighting system that covers an entire map but potentially lowers resource cost and takes advantage of GPU. They are both split into cells, the latter follows the area of occlusion mechanic. The last source and most important is here, all of the elements, whether intentional, or subconscious by instance. Even the connections postcard piping, the absolute timer of the Dew collector, the fuel use of the campfire, and the generators that are still running, even though they are presently inaccessible. The generators have been placed close to pois. There are even detailed meters attached to many pois. Put it all together, Pipe water to the refinery and waterworks, connect main electrical to the substation, then to the pois. An alternate is is to open access to the generators allow fueling, and have temporary power at the Poi. The potential result is working lights, stoves, sinks, coffee pots, fridges etc. On the flip side is sound and heat drawing hordes. If the the power sources are tagged, then you would need to protect, supply, rebuild them. This includes many of the aspects of the game. Base defense, farming from irrigation, Mining to attain resources, horde events, survival, exploring to find resources, and really late game late game extension, keeping the city going, coop would make it easier. Single player would be a nearly insurmountable challenge, PVP would take on a new factional role, for sabotage and collecting finite resources. The last is setting the devices to I/O switch, and abstractly if the wiring can simply be based on XYZ coordinates. I know it would be more of a my mod dream, but I wouldn't personally be able to commit to it until I knew there was not any more changes to mechanics blocks or in/ex clusions. I'm slow making adjustments. So I wait watch play and keep taking notes.
  5. My sadness is truly a selfish one. Because my main joy playing the game is, terrain generation, it inspired and will continue to do so. How he did it, was, still is, and will always be amazing for me. My mother once submitted a poem, about how sad it is that most people don't really know how much they were actually appreciated, and how many they have touched, until after. Kinyajuu, thank you for the joy and inspiration.
  6. ok, then i misunderstood. When you were talking about poi triggers, I was thinking about the conversation i had with Faatal regarding event triggers. Thank you for the answer though. I played on Catskills. Even after i stopped playing there, I still go back to it with runuo.
  7. @RStarphoenix Not 10 jars, i suggested that it be locked to the tenth slot in the utility belt. Then @Warmer suggested it be a slot attachment on the back pack instead. You wouldn't unlock the third jar until playing at least 35 days and surviving 5 horde nights. But the number should still be low or as you say, or why not just mod it back in as @Rotor pointed out.
  8. @Laz Man I have not had a question for you in a long time, but, for curiosity sake, I have a direct one now. This is not a challenge question, even if it reads as such. Explanation: It actually comes from the history of me gaming "97" Ultima Online til now, and watching the video interviews, for multiple games and their developers, for games that I've played and still will play for years. The last reference for my curiosity is participating in this forum, reading, and responding to, fellow survivors, and devs. Question: The triggers that are being developed, are they I/O in nature or if/then/else closer to fuzzy logic neural-net and or algorithmic? Thus allowing for multiple possibilities. I'm curious because many of the arguments that i've read across forums showed that whenever a dev, has initiated an I/O trigger, or mechanic implementation, or in-house thought process. No matter how beautiful or seemingly logical it is in it's nature, the gaming populace does not follow it. It's not Canon, but human choice, and human nature.
  9. I forgot to add this, before. What i meant in the conversation between Rotor and myself. I wrote that it was to help fill a gap. What I meant is that I look at, the mechanics vs necessities vs flow. Primary need thirst, secondary additional foodstuffs, tertiary is increased resources needed to craft. But when I played it felt a little like they were working against each other. You need to drink or your game ends, doing quests for the grind of collecting filters takes away from RPG use of the Trades. Increasing the root resources to create something tangible and necessary, was a bit over powered in a mathematical equation. It can be done, it's just that it feels more forced than need be. So i came up with the thought, If basic survival got a supplement, because you are only able to store 1 drink, an emergency drink until a 21st day it's not over powered. By the 21st day with constant foraging local pois are empty, and on average a player has begun to branch out further, now you can store 2/3 of drinking water needed for activity. Now the Dew Collectors would have an intrinsic supplemental role. The art of Poi Raiding, would yield the rest of the water needed from loot containers. So instead of an isosceles you would have closer to an equilateral triangle or balance for survival vs raw play through.
  10. I like that option of loss on death penalty, if it's hard coded. that would tie it into a non permadeth play through. Permadeth you lose it anyway, so it would balanced between the two. I originally, had set it to 3 in the beginning, because i figured it out when i used the dew collector. The reason for the suggestion of 6 is because i had thought of a what if they up the ante and start using the the Weight attribute before gold. So that the player that has a long play, they would be more active, or any class that concentrates on heavier resource carry, late game would still have a basic water supply. A reward for surviving above ten horde days. When I make requests now, I try to focus on how I've observed the changes, from my start to present, then I think is it adaptable enough to blend in, after the dev cycle concludes. So in my mind I thought, base the additional volume on a risk reward sort of basis, using 2 values for the progression. A specific amount of xp, and horde days played. In other words the amount of activeity, for those that play with horde turned off, and not to allow it to instantly be rendered moot by a player that just does a killmonger playthrough. The equation for each single volume increase horde count = days survived 3 21 days + 1 drink casual 5 35 days + 1 drink basicsingle/coop 6 42 days + 1 drink basicsingle/coop/long term 7 49 days + 1 drink basicsingle/coop/long term/streamers 8 56 days + 1 drink mine craft with a little survival aspectjust build 9 63 days + 1 drink mine craft just build That was the whole thought. Any game played is for a reward of some sort, except my son, he played for angst value. I could tell when it was time to go outside for safe talk. He would play any FPS, especially sniper elite, and just shot everyone in the groin. Time to get some tea, pause the game and go outside to let him vent.
  11. This is mainly an aesthetic request. It is to replace the Forest, and burnt, terrain texture to match the quality of the snow biome adjustment. The addition of the interwoven snow broke up the LOD tiled look that for me detracted from all of the other visuals. What I am requesting is to duplicate, the Desert wall and Desert Wall 2 texture, de-saturate it and color burn it to match the present stone color. Ive included examples, for visual review. The main difference are the lateral lines for the desert texture.
  12. How I thought of it. I acted as if I were going to create a mod, because of a friend requesting it. How could I make it part of the game, instead of a work around. I didn't think of the water filter, but with a filter you don't need to boil water. For this you would. It's sort of like an RPG camping tool, to fill the gap between all or nothing. But i do agree, if it were added from the beginning, it should be available from either source. Beginners could simply dig it up, or at the Trader; a here you go, introduction. Different people play different ways, and each should have a choice.
  13. Just another alternative vanilla thought regarding water survival. Action: Assign slot 10 to canteen. Question: Why did you call it a canteen slot if it just looks like the same old water jar? Answer: Just as Roland and Joel have said multiple times it is an abstract representation. Basically it is a visual representation of what is inside. Player needs to find one first. Possibly make it the first Quest. Either with an initial map, and a treasure hunt. And/or it can be the first quest given to the player after completing the initial guide, given by the Trader as an introduce yourself quest. Question: Why take away one of the slots just to put this here? Answer: Watching many playthroughs, shows player tendency to use slots for Em supplies, and food stuffs. So not completely intrusive. Question: How does it work and what's so different? How does that help? Answer: Find canteen key in quest, click it and the jar appears with an ! or a number in it 1-6. The jar ! means empty, 1-6 are unlocked through perk. It can be used at a water source, to capture water. It then can be used at a campfire to be boiled. "Prerequisite you must stay within proximity to receive the water back. Question: Well, won't people just camp at a water source and still boil tones of bottles. Answer: No, you cant transfer this to you back pack. No, It only sends the water back to the canteen, as an indexed item similar to weapons returning to the same slot. When the boil action is complete, either it goes to the canteen or is wasted. Question: Why is 1-6 used. Answer: Consistency, six tiers, familiar concept. Each amount unlocks a larger storage volume, can be perk point, Or based on cumulative points. Question: So what is the big difference between this and just getting a cooking pot, I don't see it? Answer: The canteen is for personal on the fly consumption, The cooking pot is for volume storage. The canteen can be used directly at a water source, The cooking pot, first must be found or bought, and depends on murky water jars in inventory first. Question: How does this fit in gameplay? Answer: It takes longer to use canteen to boil water, It can be used in mid exploration just as the backpack jars can, but it also frees a slot in the backpack, for carrying loot. When playing, only a specific amount of water is needed, depending on activity. Question: So, what water source are you talking about? Answer: Moving water, pre-boiled water, Dew collectors, collected murky water, etc. It uses the pre-existing mechanics, pre-existing model. Can be considered part of role play, balances RNG, does not take away the value of any pre-existing mechanics or models. Allows potentially for longer camping treks, when you go walkabout, having to go back prematurely, because of water, interrupts gameplay. Is primarily for early game, but if used in this way, can seamlessly mature to be compatible with the long game.
  14. Just porkin around I made this. The Puca made me do it.
  15. That long post above, was only long because there is a lot that happened to govern the acceptability of situations in media. "before 1993" If you read the color coded excerpt it abridges it. Things were not regulated as strictly or efficiently before the internet became mainstream. Whether its public released movie, public released game, or public released literal media. The common denominator is public. Which agreed with or not is regulated.
  16. I look at most situations from the outside,and from both sides, to decide my options, and what I want to do. My thought is a bit off kilter from most. The removal of the jars, has made me think of alternatives. I enjoy just playing the game with synchronicity, added dangers are the entities. But moving about and exploring 67,108,864 square meters slows to a crawl when tethered to a mandatory device. First I felt like the player had taken the role of Tantalus and TFP had assumed the role of Zeus. Sent to Hades always thirsty and hungry, but unable to attain either comfort, but for the prior greed. So at first it felt like a punishment. Then I felt like the player was indeed The Ancient Mariner, adrift in the ocean. Water water everywhere and not a drop to drink. Not a punishment, but a matter of preparation choices. Finally I decided. What do I really like about the game? For me, survival is not in inventory management, or hoarding like the forty thieves. Or becoming A demigod. It's just blending of pre-existing and new elements into a single cohesive flow. "Feng Shui". Since I deleted water bodies from my play-through since I started playing, I never paid it much attention, as of a21 i decided to try the added mechanics to just to see the flow. Alternative thoughts. 1 Make the dew collectors reactive to environment. ie. rain/snowfall. 2 Allow for a collection of 3 drinks, in the single model. That is the "average" needed per day to not hear that guttural sound. This can be boiled and consumed win/win. , 1 slot,1 model. This can work for either sedentary play, or role-play nomadic. 3 In the White River note, suggest to new players, Focus on kitchens and toilets, the two things needed are a cooking pot and murky water. Also add it to the beginning trader inventory with the "same" probability and pricing as the filter. Otherwise it just seems like the attempted enforcing of an Imperial rule. This would allow for individual choices across a broader spectrum of players. Yet, allow for stream lining mechanics. 4 If number three is used, add a side note, that you don't have to complete an entire poi in one pass. In the first few days hit every kitchen you can, and visit the trader to see beginning inventory. Survival is based on getting the necessities first. Stockpiling a distant second. Whose gonna steal it anyway. Its just you, the animals, and the zombies. And all they want to eat is you.🤷‍♂️ Side Note: Edit the wasteland sound effects, remove the dog barking, If they are not being spawned. You don't hear any Zombie sounds if they are turned off. I did my tests for this with no spawn, so i could see the I/O of it all. Oh and I actually saw that the campfire dims the flame when finished cooking.
  17. If I had any choice "i'd wanna Puca" The celtic Irish one. Its mischievous, freaky looking, in its natural form, can hide in trees, and can become most of the things. that have been requested. Since there are so many attempted jump scares, this one would add to it. Imagine you are hunting a rabbit, and when you hit it, Poof it turns into a dog, with big floppy ears. Or a zombie bear with chicken feet. And at night it becomes a Night mare. If body parts were made modular, it could become any combination randomly. and still use existing models .
  18. I have a two part request if it is possible. The first can you either re-enable weather survival completely. By this I mean, the class that preceded the Stamped terrains. The RWG namespace that included { public class BiomeSpawnRule { public string Name; public List<Vector2> ElevationMinMax; public List<Vector2> TemperatureMinMax; public List<Vector2> HumidityMinMax; public float probability; } } Was the governor, now // WorldGenerationEngineFinal is. If possible can this namespace be reintroduce or just the class, to work in conjunction with the default biome temperatures.? Second which ties in with the first. Can you either set Biome temperature to be able to be over-ridden by the weather survival "<TemperatureHeight height="0" addDegrees=0" lines. Presently I have to hack more than I'd like, to get it to work as much as i do, which is sporadic at best. The reason I am asking for simplification of the temperature regulation is for now, I build my terrain with multilayered biomes based on elevation not flat. The same way that you merged burnt with waste, I incorporate, 2 to 5 biomes in a single layer of elevation. No coding necessary just a fractalized image, It also allows me use more than one particle emitter, and fog gen, per elevation space. Basically this allows me to use the tools you provided to make a living and turbulent non-linear environment. Performance is still the same, and the visuals look like a new survival game. Because everything blends and overlaps. Not abrupt differentiation. I sincerely hope it's possible 4Sheetz
  19. History and a few things horror: To paraphrase GuppyCur "no visual proof and it didn't happen" So here goes. The first Vampire movie Nosferatu 1929, No I was not born then, But i have watched it. First Zombie movie: Was more of a voodoo created zombie: Bela Lugosi White Zombie 1932 He was the First "Dracula" character. But, was the second vampire movie and made it popular. George Romero Night of the Living Dead October 1, 1968 Box office $30,087,064.00 George Romero Dawn of the dead January 1, 1978 Box office $55,000,000.00 Based on his literary works, and, were proven lucrative in the theatre. Over time people got use to seeing it and creators started to push the limits. Hays Code The Motion Picture Production Code was a set of industry guidelines for the self-censorship of content that was applied to most motion pictures released by major studios. followed by Motion Picture Association of America (MPAA) now just MPA To cover a wider scope, of regulatory opinion, regarding Visual media to the public. Basically the big brother of what is sanctioned or non-sanctioned. Life Before 1993 The first social media was 1978, It was made popular by AOL 1992, and entrenched in 2004 by Facebook April 30, 1993 The World Wide Web became available to the broader public 30 years ago On April 30, 1993, the World Wide Web was released into the public domain. It revolutionized the internet and allowed users to create websites filled with graphics, audio and hyperlinks. Activity began to explode in 2000, when Google became the client search engine for one of the Web's most popular sites, Yahoo!. By 2004, when Yahoo! dispensed with Google's services, users were searching on Google 200 million times a day. 2003 PEGI (Pan European Game Information) is the European age-rating system for video games. So basically there are two courts, vying for control, public opinion and reputation. The whole point of business is to make something that is accepted, and is financially positive. Spock said it best "The needs of the many outweigh the needs of the few or the ONE". They have kept that line in each reiteration of Star Trek, and so have the regulatory commissions stayed. Thenumbers.com ***https://www.the-numbers.com/movies/year/1982*** Just change the four digit year to get an overview of movie release from before and now. 1915 to the present.
  20. Here is an interesting comparison. Ever so often someone presents the Idea of child zombies in the game, and why TFP doesn't have them. Comparisons Writer Leigh Whannell SAW Budget: $1,200,000.00 box office $103,880,027.00 Writer Leigh Whannell INSIDIOUS Budget: $1,500,000.00 box office $99,870,886.00 Writer Leigh Whannell COOTIES Budget: unknown box office $581,135.00 This one had Frodo hobbit as main character. They beat the living "......" out of the kid zombies, dissected one, and blew them up for good measure. And the baby got eaten in the van, too. Writers Joo-Suk ParkSang-ho Yeon Budget: $16,000,000.00 box office $130,741,827.00 This one croaked the adults,teens, and old people but the kid survived. Writers Patrick MeltonMarcus Dunstan Feast budget: $3,200,000.00 Box office: $690,872.00 This is the antihero movie, you step up and you get stepped on. The kid was the second one to get gobbled up by the creatures. Part 2 the baby got thrown up in the air and couldn't fly, Well you know what happened after that. This $$$total includes the two sequels. Writers: The FunPimps 7 days to die Budget: Their own start up steam box office: 16+ millions copies sold Hypothetical Writers: The FunPimps The 7th day Zombie Orphanage Massacre steam box office: It'll never happen Until the court public opinion becomes jaded enough to accept it, Adult men, the elderly, women, and teens, are acceptable candidates for evisceration and mutilation. But kids are a nonstarter. Although...... "It could happen" not. The odds of success just ain't very favorable that's all.
  21. It has to do with the zombie collider, and the invisible air portion of the block. To zombie ai it still only accesses it as a cube. The player is allowed to pass through this but zombie ai is not able to. For visually partial blocks, it allows for variation from minecraftesque configurations. But, it wreaks havoc on the the pathing state machine. I figured it out in alpha 16, when we were coding in the 1 block crawl. Then visually it was more pronounced as they added more blocks. Now if you put a ladder segment up to a wall , anything other than a full cube and it will lock in the air. Either as you all have stated the, transition should be fixed or the colliders for blocks need to be moved back to where the visual texture is. It's the same reason terrain does not mesh up with a slanted curb. Adjusting the block collider to the texture instead of the perimeter could possibly solve both situations at once.
  22. @tominkuwait What you are talking about is nearly equal to nomadic RPG play. I play single player nomadic, loot regen off because an 8k map is big enough for me. 32 zombies, extremely dark nights, one level above default i think its nomadic. The way I play is I find a POI to take over for a period of time. Using stone tools and weapons until I find better in loot. I can throw my stone spear, but jab with the others. Preferably find a Poi in a small grouping, it allows you multi access and escape locations. Gut anything that impedes good line of sight. Build bridges between them, wood is good enough. I don't need to put down or keep a foundation block, because withing 7 days, i find another location. I cascade spawn, so even during the day its easy to get overrun, So no boredom. After I've defended POI number one long enough, I find another poi to take over, but I leave emergency supplies, or once high enough in xp, I leave growing plants. it allows me to gain skill, pick a temp location to hold up, and move on, once I have a bicycle. And the main thing i like is to explore. Poi difficulty does not bother me, I just take my time, clear it move to the next. Since I also design my own landscape, and weather conditions, this form of play is best for me because sometimes I may want to be in the valley, and other times i may want to have a home on an overlook. It's the visuals that set it for me. Looking from a sloped cliff, through a windy moving fog/cloud bank to a city 130+ meters below, makes it feel more like an adventure to me.
  23. Since the devs were gracious enough to leave the code available to re-enable these in xml, as well as other aspects of the game. I modded it back in, but as a balance, I only allow it on the stone spear, If I lose one, it only takes some wood and rock to recreate. It allows me when first starting and weak to disease, to fight forage and venture, using the age of stone, weapons. The way I see it when reading the Xml, when the game is completed, as long as it hasn't gone into a new Unity version, I and others that choose to mod the game can still play the way we like. For others welll.... not so much. Thanks TFP for keeping all of the easter eggs available.
  24. If what I am thinking about the post is correct, it may be the need for an inexpensive recipe to create <block name="terrainFillerAdaptive"> PLAYER. This is an extends of <block name="terrainFiller"> DEV that was created a few alphas back for nearly the same reason. I just went in to test it again at the poopy daycare. Its kind of picky though. I dug out a terrain block by an old house that had flat terrain at the sidewalk dropped on in and it seamlessly replaced it. but i had to dig the terrain block out first or it just made a clump. Then i went to the daycare, and dug out a block of terrain that had a divot in it, when I replaced it, the divot returned, exactly as before. If a simple recipe were added, to convert clay, dirt, or any form of terrain into the "adaptive filler" this might resolve some of the issues, but you would need to replace a damaged block with a complete one of that type. This is because of the invisible bounding box when using partial. It actually made me think about the demo FUBAR tried with water in the snow region, maybe this parameter could help with the hydroform, when dumping water into a hole or container. It just needs to keep its appearance and attributes. That may be what the mod does, that you wrote about.
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