Jump to content

dcsobral

Members
  • Posts

    1,254
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by dcsobral

  1. Confirmed! Devstream in thirty minutes! 🤣
  2. I think a "tile" and a "POI" are essentially the same thing, but used in different ways. Consider Navezgane, for instance: it has the POIs we know from random gen, but it has something that random gen doesn't city prefabs. The city prefabs has the roads, the sidewalks, the street lights, the street sights and stuff like that. Like the gravestone_city_blk_01, _half and _quarter, or diersville_city_block_01 and _02. The POIs are then overlapped over these city prefabs. Given what Robert revealed before I believe creating a tile is little different than creating a POI in the prefab editor. You'll have to add the POI insets and there might be some other metadata, plus the name must follow a rigid convention, but, in the end, a sewer is just something inside a giant POI. I wonder if tiles can have quests, though I suspect not -- resetting the tile might have bad consequences on the POIs overlapping it. Though one could also see a tier 6 "clear" quest that is on a tile, and resetting it also resets all POIs in that tile. That would be cool, though I doubt there's anything like that in the works. Or not for alpha 20, at any rate. So all the questions about sewers can be answered just by looking at what we have been told about tiles. For example, a sewer (or subway) could cover a whole city the same way the roads above them are connected to each other. On the other hand, they cannot not follow the roads, since tiles are matched by roads. And whether or not alpha 20 comes with such an integrated sewer system (I don't recall any mention of subways), as far as we know one _can_ create something like that as a mod, simply by creating the tiles and patching the mixer to place them as a district or something.
  3. Actually, no. The event that led to the zombies, World War 3, was caused because a significant portion of the world decided to reject disability policies -- such as ADA in the United States of America -- but the majority was violently opposed to this. Some countries went wholly one way or another, and others were split. The USA was split and Arizona, where the game is set, had already forcibly replaced ramps on many sidewalks. with full curbs. You might still see a ramp here and there, of course, but not across the board.
  4. What unholyjoe is secretly hiding from us is that there will be a quest to fill the canals. With the bucket. 🤣
  5. I think there's something different about the ends on that catwalk.
  6. Ah, indeed. The one you said doesn't match is the one I was thinking of. The one that does match is on the north-south road starting on the working stiffs north of jen, passing to the west of the farm, and then into the snow, right? I remember going there often to check that vending machine, now that I see it. Hey, who knows? Maybe one of the first signs of the infection is people taking out one of their shoes and we'll find these shoes looting things everywhere.
  7. That Pass&Gas is not new. The one on the left edge of the image, right? It's in the snow biome in Navezgane, NW of Hugh on a east/west road iirc.
  8. What's the significance of outfits for implementing bandits?
  9. I believe weather survival was part of the outfit redesign, which was postponed to a21. As for food... do you lack food? Food is too abundant to me. Also, eating to fullness twice a day is more than enough (60 min days), which is very reasonable. Then there's all the gaming aspects of both weather and food. For weather, for example, are you using hazmat as armor? Do you have the Well Insulated perk? Drinking coffee or yucca smoothie on the cold? For food, do you drink Red Tea before stamina-intensive tasks? Do you have the Slow Metabolism perk? Do you have ergonomic grips on the weapons and tools you use? Do you use low-stamina weapons and tools? I don't think the game communicates all these choices very well, and I think they are not well balanced either. The perks are too expensive in my opinion. All other things you can do to offset food and weather issues will only be acquired by the time you don't need to concern yourself with food and weather anyway. In a way, it makes sense since survival should be a struggle early on. On the other hand, the problems caused by food and weather are nowhere near the hassle that is addressing them. It's just easier to drink more water and eat more food. But I digress. I'm in a mood today. 😕
  10. I think the point was that the two ton backpack is so immersion breaking that it's silly to question something like crouching through 1m spaces on the grounds of immersion. Players can't go through 1m heights for the same reason they can carry two ton backpacks: gameplay.
  11. They are filthy zombies, willing to debase themselves by crawling through muck and dirt. We, survivors, are above that. We will never lower ourselves to their level by lowering ourselves to the ground. We have higher standards, and higher standards require us to stand straight and tall so we can reach these standards.
  12. It's a one way road. If players can do it, zombies should be able to do it. If zombies can do it, zombies can do it.
  13. The spider is certainly one scary mofo. But what is that last thing?
  14. Because it will hit targets before they are in melee range of you, it won't screw you over if you miss one shot, and it will keep firing until the target is dead. I don't recall what was the last alpha I crafted ammo, and I stopped doing so because I didn't need it on that alpha. So... saving ammo for what? The only use for a gun is when you get surprised by an enemy that can do a lot of damage in a short time -- dog hordes, bears, wolves, irradiated zombie mobs. Fortunately we have better guns by the time the latter is a concern, but a blunderbuss is awful to deal with the others. If primitive vs tier 1 tools and weapons are anything to go by, a mid-quality pipe machine gun is going to be on par with a quality 1 ak, and I'd *never* trader a quality 1 ak for a blunderbuss, no matter the quality. Also, if pipe weapons repair with pipes then who cares about durability? If they take repair kits it will be slightly annoying, but still worth it in my book.
  15. In what world I could possibly miss a blunderbuss when I can make a pipe machine gun?
  16. That wasn't really what I meant, but I'd like the answer to that as well.
  17. Random Gen questions: 1. Are there plans for wilderness tiles? Say, something like "house goes here, well or water tower goes here, one small crop here and one medium crop here", to be spawned in the wilderness? 2. And if there are no plans for that, would it work if someone created a rwg_tile_wilderness as a mod? 3. Will modlets work with rng, loading tiles and prefabs from modlets that have them before world creation starts? 4. Can one create a "wildcard" tile that may be used on any zoning? 5. Are there "no roads" tiles? For example, if I wanted to create a no-cars downtown tile. 6. Can we get a "save preview" option on the previewer to create a png or jpeg of the whole map? (I'll admit: that's not really a question 😂)
  18. Will she still be a sleeper exclusive, or will she show up in the wild?
  19. I have a question that has been bugging me. Right now the zoning is given by an element on a prefab's xml. Is the zoning for tiles exclusively based on the tile name?
  20. The a20 diary says: Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel Now, I don't know anyone who doesn't upgrade concrete to reinforced concrete. The experience alone is worth it, and the material tends to become abundant. If that doesn't get handled somehow I know there isn't a single base of mine that will not turn into air and the occasional floating glass and steel.
  21. Water is SO HARD. Even games that have a heavy focus on water such as Raft, Subnautica, Stranded Deep, etc have some severe limitations that work for their concept but would fail completely on a fully-destructible game like 7d2d. Add to the challenges the potential for griefing that water presents which must be taken into account in a game that supports PvP like 7d2d does. So I personally don't expect anything but mild water improvements going forward. I think water + crafting + fully destructible is enough of a challenge to make a whole game around it.
  22. The first thing I mentioned was the block conversion feature introduced between alpha 16 and 17. Prefab creators can speak up about what the experience has been on 18 and 19. We know that alpha 20 is introducing the shape system which will potentially require changes to alpha 19 prefab files so that they may work on alpha 20. Hopefully there will be something like there was on alpha 17 to make that transition easy. We don't know, but the trend since 17 has been positive. We now have the editing tools with the world editor and the prefab editor, we have the modlets that allow us to keep changes separate from the game and can be used to share worlds and I think prefabs as well, blocks are now referenced by name which removes a bunch of issues related to block ordering on the xml, and the option of saving something in-game as a prefab, which can then be worked on in the prefab editor and added to other worlds in the world editor. The worlds themselves are more resilient to changes since alpha 17, with the whole world "template" being pre-generated so that changes in world generation don't cause the sort of issues we used to see -- though removal, renaming and resizing of prefabs cause issues. What the new random gen is going to do to this is yet to be seen. Alpha 20 has the potential to completely break worlds and prefabs, given the new shape system and the rewritten world generation with its "tiles", but I'm cautiously optimistic about it based on all the progress that has been done since alpha 17 in this regard.
  23. So the problem is that the thing you build on alpha 11 didn't load correctly on a later version? Alpha 17 had a block conversion thing to load alpha 16 prefabs on the editor, and you can save anything you build in-world as a prefab on alpha 19 (not sure when it was introduced). So the past four major alphas the conversion of prefabs has been relatively smooth. No clue if that's going to be the case for alpha 20, but the trend is positive. Worlds, on the other hand, do break. But if you can save your stuff as a prefab in one world then place it on a new world, you can always keep what you built.
  24. Not to mention there's a bunch of POIs that don't even have sleepers -- rubbles, signs, tests...
  25. Nah, she was a Samara copycat. Now she is truly a 7 Days to Die unique zombie.
×
×
  • Create New...