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About Muriel

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  1. Muriel

    Airport Terminal

    The runway isn't really that blocky, because your're not seeing the runway but part of the taxiway... The prefab is too big if the entire runway I had created was included
  2. Muriel

    Airport Terminal

    Thanks for the kind words. I did put a lot of loot in it (*), but I feel like you also have to work for it, which makes it worth it (until you start finding the hidden secrets, that is, which does makes it easier in the long run ) * I don't know if the guys that tweaked the prefab for the combopack modified the loot amount, though
  3. Muriel

    Airport Terminal

    That would be because @Magoli has added this prefab to his combopack under a slightly different name, so if the two of them are similar it is because they are identical Thanks No particular inspirations. I just sort of dynamically grew, starting with the airplane "docking ports".
  4. I've made quite a large airport terminal and would love your feedback on it It's large enough that one day is not enough to clear it, but it also has some good loot to make it worth your while. There are also some hidden secrets, so don't just go barging into the prefab editor to make it easier to explore Download Create a modlet or edit the rwgmixer.xml to install it, I guess. Actually, I have an even bigger version that also includes a runway, but unfortunately it is too large to appear in an RWG world. Screenshots:
  5. Unfortunately this didn't work for me. I was meticulous about the steps, but the prefab still refuses to load into a new RWG world No warnings, and the prefab loads fine in the prefab editor, just not into a world.
  6. I'm creating a modlet to tweak some minor things about the game, and I thought an indestructible block would be good as a late game "reward". I'm thinking of the stainless steel block. But how can I make that indestructible, while still having the option of removing it myself if I misplace/upgrade a block?
  7. I don't know how it this is because a weapon can take multiple ammo types, but if I hold the reload button in until the ammo selection screen shows up, one of the items has "0". I select this and the weapon unloads.
  8. Actually, there was just a doorway, not a door (just an opening in a wall where a door could normally fit, but there was no door there). So there was basically this: - - - - - - - - Z - - - x x X - x x - - - - - - - - - - P - Where the Z was hitting the wall (X) between me (P) and him, where he could have just walked through the opening to the left of him. After he destroyed one of the wall blocks I could get a clear shot at him, and when it hit he proceeded to walk through the doorway.
  9. AI pathing is better in A17e, but I've noticed it's not perfect. Is the AI pathing only improved for bloodmoon hordes, or should it be applied to all zombies? If it should be applied to all I might need to make a post in the bug thread as I had a zombie start hitting a wall to go through it, but there was already a doorway right next to the wall it decided needed to go.
  10. How does the system of zombies reacting to light/sound work? Do they still react to sounds/light even when you're several blocks underground? I understand that the developers don't want everyone to just dig down to bedrock and place a base there anymore, but it seems a bit immersion breaking to have zombies be able to hear you that far down... or to have zombies be able to see/hear you while high up in a tall building with many walls/floors between you and the outside. Some clarification on this functionality would be nice
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