Jump to content

dcsobral

Members
  • Content Count

    693
  • Joined

  • Last visited

  • Days Won

    2

dcsobral last won the day on December 22 2018

dcsobral had the most liked content!

Community Reputation

80 Shiny

About dcsobral

  • Rank
    Reconstructionist
  • Birthday 03/01/1971

Personal Information

  • Biography
    Born and raised in Brazil, lived in Japan, moved to the US.
  • Location
    Boulder, CO
  • Interests
    video games, table top games, rpgs, movies, books

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I heard that random gen is going to be worked on for alpha 20, and I'd like to point out something that I've noticed after looking at map previews for hundreds of seeds (literally -- check https://docs.google.com/spreadsheets/d/1E1abSNz0_rsoDd-3AVp6SzxY-AF7eVjMfVNhIXN3X20/edit#gid=997179930 for a list of the seeds I generated on b180 alone). There's a subtle issue impacting the quality of cities in random gen: a disconnect between block sizes and prefab dimensions. Let me explain that with images. Take the following city, which is about as big as they can be in alpha 19 stable: The first thing to notice is how varied the size of each one is. Out of 356 prefabs, 195 do not share dimensions with any other prefab and 80 share it with only one other prefab. Only 38 prefabs share dimensions with more than four others. Note that this isn't about the size of building themselves, but about the "plot" the occupy, including green area. More importantly, the dimensions of the prefabs do not take into account the actual available space inside a city. In alpha 19 stable each block is 120x120 of usable space unless a road is missing. The space between any two prefabs is 8m, so optimal non-wilderness prefab sizes are 24x24 and 56x56, but there's only one prefab with the first dimension and none with the second. On the other hand, the size shared by most prefabs is 25x25, which inevitably causes empty spaces. In the case of downtown prefabs, it is even worse. Downtown is at most four blocks in size, but the skyscrapers, which are downtown-only, all exceed 56m in at least one dimension, as you can see here: The Crack a Book is the only one of them that could fit side-by-side with another one equal to it. Regardless, the disregard for optimal prefab sizes for cities result in a lot of empty space, like the industrial area of that city: Unless random gen is made to make roads fit prefab placement, one of the most important things to improve random gen cities is to make prefab dimensions and block sizes a better fit for each other. PS: I'm only talking about x and z dimensions, not y. Height isn't relevant here. I also sorted x and z before making these statistics, so x,?,z was considered the same size as z,??,x.
  2. Those are the worlds already created. You can also select "New Random World" and pick a seed when starting a new game, or go to Editing Tools / Random Gen Previewer and generate a new world from there.
  3. Alpha 19 is truly in a great place, but there's a couple of minor things that bother me about it. One, and this has been an issue ever since you stopped being able to craft purples, there's no way of getting a purple Military Stealth Boots or a purple Firefighter's Helmet. The other is that loot easily surpasses craft quality for most things, which makes all these parts just trader material. I wish you could use them to improve an item whose quality you can craft by slowly increasing its random stats all the way to the maximum possible. Say, for example, you have Miner 3 and the steel tools schematic, then you could improve a green steel shovel but not a blue or purple one, and for every steel tool parts you spent, a random random stat that's below max would go up by 0.01. Since steel shovels have 3 random stats in the -.15 to .15 range and two in the -.05 to .05 range, then the worst possible steel shovel go become the best possible steel shovel, at its quality level, by using 110 steel tool parts.
  4. On alpha 18, maps that were generated on the server used alpha 17 code instead of alpha 18 code, so they were rather different. I don't know if that is still the case with alpha 19, but I guess it is since SP generated maps use GPU. It was recommended in the past to generate the map locally, then copy the generated map to the server.
  5. Forests are the "safe biome" now. You spawn in the forest (on Navezgane you also spawn in the burnt forest biome), forest is easier on hostile animals and zombie spawning, it has mild temperatures, etc. If forests weren't so predominant in the map, you'd end up with maps that have no forests, where the closest "forest" trader (the first trader) is far away, etc. It would, in essence, be a "hard" map. Nothing wrong with that, but we have to recognize that random world generation was not an alpha 19 priority. I'm happy that it works much better than alpha 17 and 18 rwg, and hopeful that more resources will be assigned to it on alpha 20. Oh, these are the seed names. I didn't even see them until I went to edit the quote to remove extra stuff. I suggest you give them more emphasis in some way. Maybe make them bold?
  6. It is definitely not true that no one likes stealth, but Attack sleeper volumes completely negates all of the points and equipment you have invested in it, and Agility has the undesirable distinction of being the only attribute without any non-combat survival skills.
  7. (as of b177) Top 7: bombshelter_01 church_01 installation_red_mesa skyscraper_02 store_book_01 store_book_02 store_gun_02 Top 15: bombshelter_01 church_01 installation_red_mesa skyscraper_02 store_autoparts_01 store_book_01 store_book_02 store_clothing_02 store_electronics_01 store_electronics_02 store_hardware_01 store_hardware_02 store_grocery_02 store_gun_01 store_gun_02 You can see how I favor book places heavily with my top 7.
  8. *** SEEDS FOR Alpha 19.0 Stable *** Huh... I'd have to spend a lot of time here to do this. I have about 200 different seeds for alpha 19 experimental, half 4k and half 8k. I have previews from all of them publicly available here: https://www.dropbox.com/sh/ljjksykyenytm3e/AAAh0mf_CBnXW92eVl5i-EF1a?dl=0 To generate and analyse these seeds I use scripts that are freely available here: https://github.com/dcsobral/seedGen All my 8k seeds have 10 traders, all my 4k seeds have 5 traders. To make it easy to figure out what seed you find interesting, I've added some of my analysis to a Google Spreadsheet anyone can look at. You can see the number of prefabs in the map, the number of unique prefabs, and the number of unique prefabs that are tier 4, tier 5, stores, skyscrapers or in my top 7 and top 15 lists. Once you find a seed you like, go to the drop link above, download the zip file, and you'll find a map preview there. Traders are marked in the map previews with pinkish outlines, though you might have to zoom in to spot it. The spreadsheet is at https://docs.google.com/spreadsheets/d/1E1abSNz0_rsoDd-3AVp6SzxY-AF7eVjMfVNhIXN3X20/edit?usp=sharing I also have a thumbnail preview of all seeds, with color coded buildings. Legend for the seed previews here: https://imgur.com/m1FatgC Thumbnails for all size 4096 seeds (100 per image): https://imgur.com/T9iIN1b https://imgur.com/e3y0NAd https://imgur.com/pK0IceU The best size 4096 seeds I've found are: Seed name: High-speedBuchan Screenshot: https://imgur.com/5JeVApF Pro: Highest in prefab variety, top 15 and stores. Con: No skyscraper. No Red Mesa. Two cities disconnected from the others (but very close). Special Feature: Huge city mostly in the desert with two traders. Seed name: HepaticPhaedra Screenshot: https://imgur.com/sZD1uZZ Pro: Highest in top 7. Second on top 15. High on stores, tiers 4 & 5. Crack a Book skyscraper. Con: Low variety. No Red Mesa. Extremely poor interconnecting roads. Too much on wasteland. Special Feature: One big city mostly in the wasteland, one city entirely in the wasteland, and one city two thirds in the wasteland. Seed name: GeodeticCorrosiveness Screenshot: https://imgur.com/OL6ggyJ Pro: Highest in tiers 4 & 5. Dishong skyscraper. Con: Middling (though not bottom) in other criteria. No Red Mesa. No Electronics stores. Poor interconnecting roads. Special Feature: Huge city mostly in the snow. Two cities in the desert. One city in the burnt forest. Seed name: FeministCellarer Screenshot: https://imgur.com/Ec0QH8s Pro: Dishong and Crack a Book skyscrapers. High on prefab variety. Con: No Red Mesa. No Books stores. No Gun stores. Not a lot of real estate in the forest. Special Feature: Huge city in the wasteland. Big city half wasteland, half snow. Big city in the burnt forest. Thumbnail for size 8192 seeds (100 per image): https://imgur.com/Rs0RdGi https://imgur.com/dDbVORd https://imgur.com/4FsEMn3 Best size 8192 seeds: Seed name: ClumsiestAbeles Screenshot: https://imgur.com/fS4fLQn Pro: All top 7 prefabs, tied first on top 15 and tiers 4&5 prefabs, second on stores, tied second on variety. Two Crack a Book skyscrapers. Con: One disconnected city. No good cluster of cities. Special Feature: Two big cities on the desert plus another, one big city on burnt forest, three cities on wasteland, two on snow. Seed name: StriateElizabethans Screenshot: https://imgur.com/iikJDap Pro: First in stores, tied first in top 15, second in top 7, high in variety. Crack a Book skyscraper. Con: Missing hospital, missing red mesa. Two unconnected cities. Special Feature: One big city in the wasteland, one big city half wasteland/half snow. One big city in the snow. One huge city in the desert. Seed name: HebephrenicDecimalization Screenshot: https://imgur.com/EVjbk1v Pro: Tied second in top 7, third in top 15 and stores. Only one prefab less than the highest seeds in tiers 4&5. Dishong and Crack a Book skyscrapers. Con: No red mesa, no high school, missing one of the gun stores. Too much urban area in the wasteland, too little in the forest. One disconnected city. Special Feature: One huge and one big city in the desert. One huge city almost entirely in the wasteland, plus a few others.
  9. Works too, but that would be newer than just mirrored.
  10. I know double doors or any other kind of new blocks are out of question for alpha 19 by this point, but could we please just get mirrored doors? Same door, but it swings from the opposite side, so that when put side by side with the normal one, they are aligned and open in the same direction.
  11. Players can't craft prefab doors, and player doors almost never show up on prefabs -- the exception being secure wood doors on broken shacks and vault doors. Clearly a compromised could be made where POI doors are pickable, and player doors aren't. Vault doors should never be pickable, prefab or not, and those few secure wood doors -- and I'm honestly having a hard time recalling if there's actually any on vanilla prefabs -- could be easily replaced, even by identical but prefab-only doors. It's been there since I started playing, on alpha 15. It's the backpack icon next to "Inventory", and similarly on containers.
  12. Is Skull Crushers supposed to be a candy? On the first message, it shows up as a header, but the previous paragraph suggests it's a candy. I wish there was hyperlinking on recipes. Click on an ingredient to go to that ingredient's recipe, if it exists. And, on that note, I wish I could self-create quests of two kinds: 1. Craft X from the crafting screen. Like when looking at the Bicycle recipe, creating a quest would make a "Gather Wheels, Mechanical Part, Bicycle Chassis, Bicycle Handlebars" quest that I can track. 2. Go to X from the map. Not that much different from the quick marker, but as a quest so I can track distance, and, for that matter, keep multiple that get removed automatically once I get there.
  13. Sheesh, I've been browsing this topic for some kind of news but it's all dried up! What happened? Madmole rage quit? 😃
  14. Much time, no. No one is forced to use these blocks, so it isn't a practical problem.
  15. Not even that. I think they expect it to be a magical vehicle that lets them move freely in 3d. Have you tried the UH-60 on Bdubs Vehicles? It flies like a helicopter, alright, and it's hard as hell! Another thing: people are always rushing in 7 Days to Die. The gyrocopter lands like a plane: it's a controlled fall. People want to keep accelerating all the way to the ground. Another thing: because there's no stall warning, people will often stall without realizing that's what they are doing wrong. I used to be scared of running out of gas, until I realized it's pretty easy to glide all the way to the ground. All you need to do is point down instead of up. 7d2d has had bandits for a long time! They weren't so bad on alpha 15 and 16, but starting on alpha 17 the bloody thieves got downright nasty! I believe they are called the "trader" gang?
×
×
  • Create New...