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Posts posted by Dimpy
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Just coming here to say I'm very happy with the crafting skill revamp. There was always something that felt off in A17-20 about directly spending perk points to unlock semi-essential recipes, and this revamp also solves the problem of learning-by-spam-crafting and the out-of-order random nature of pre-A17 schematics. I'm sure there are going to a few kinks in the initial implementation, which might take another alpha to sort out, but this system feels like it has really good potential.
Is there going to be a loot container representing those tables full of magazines you see in dentists or doctor's offices?
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Perhaps there could be more disadvantages to using traders in later versions, like bandits start viewing you as an easy mark, or certain NPCs won't like you because you deal with the White River.
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On 12/10/2021 at 10:44 AM, Roland said:
But playing it to the point that you get burned out before it is ever done is something only you can control.
As an example, I've only put around 50 or so hours into the game since the release of A17.
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If you give the drone first aid items it will use them to heal you.
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9 hours ago, Liesel Weppen said:
Did you even take into account that some people WANT to play rogue like, so after some time they reach a point where surviving ist NOT possible anymore?
As both a fan of roguelikes and tower defense games, I'd say that the inevitable end where things get too hard to continue mechanic is about equally prevalent in both genres. In other words, asking for better Tower Defense does not mean asking for less sharp difficulty spikes.
9 hours ago, Liesel Weppen said:Your personal WHINING is not required anymore. Your analysis is not constructive, but highly subjective. Even less construcitve because you just WHINE and haven't made a single suggestion on how it could be made better.
It's common for game developers to value their player's feelings on a subject a lot more than the things players suggest to fix the problems.
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Gladiator zombie:
Prevents players from using an exploit known as "base building" by insatantly teleporting them into an arena prefab.
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Funny, because I want a drift machine that doesn't flip...
Which physics aspect played the largest role, side friction?
Some things that help driftiness:
1. Low center of mass
2. Rear wheel drive
3. High ratio of engine force to tire friction force (i.e. mass*gravitational acceleration*friction coefficient)
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<remove xpath="/spawning"/>
does not delete the whole file (fine by me); Just the part that is contained in
<spawning></spawning>
I looked at the resultant XML from exportcurrentconfigs and on one iteration of the Append syntax, everything except the header comment was gone, so I think the issue is with the append syntax. I changed the append syntax and the code reappeared, but it wasn't the code I told it to put back in; it was the original. I presume the game will reset the XML if it finds errors.
<append xpath="/spawning"/>
resets it and
<append xpath=""/>
has everything deleted.
Here is the file.
[ATTACH]27029[/ATTACH]
Who should I ask for help on this?
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try removing the first line, with <?xml in it.
That didn't work. The error message did change though. Now it says "object reference not set to an instance of object"
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Tried again with your[shpereii's] code. Got the error "Matched node cannot be appended"
[ATTACH]27013[/ATTACH]
Can someone help with this? Check the modlet for obvious errors?
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Tried again with your code. Got the error "Matched node cannot be appended"
[ATTACH]27013[/ATTACH]
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I just tried using the method with spawning.XML and I got the notification that it failed parsing the XML because "multiple document element was detected". I could successfully start a world, but zombies wouldn't spawn. I used Guppy's technique of exporting the resultant XML, and that looked okay. I presume I have some syntax error or my filenames aren't correct. Can you give advice on what's wrong with this this modlet?[ATTACH]27012[/ATTACH]
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for a shareable modlet, yes. You won't know what changes were done previously.
If you were just doing an Overhaul, it'd be fine.
Just to be clear, when I said overwrite the XML, I meant using <remove> and then <append>
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Is it considered bad practice to overwrite an entire XML file?
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Can the set command replace an enitre node?
for example, if I were to change
<biome name="city"> <spawn maxcount="3" respawndelay="1" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="5" respawndelay="1" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="ZombieDogGroup" /> </biome>
to
<biome name="city"> <spawn maxcount="10" respawndelay="0.25" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="6" respawndelay="0.5" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="0.5" time="Any" entitygroup="ZombieDogGroup" /> </biome>
could I do that in a single set command, and what would be the syntax if so?
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Sandbags are already a thing, and they exist just as you described.
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Alpha 21 Dev Diary
in News & Announcements
Posted
10. Will bandits nerd pole to climb up the sides of your base?