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A20 Bugs
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Posts posted by Gazz
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Added another:
"Silly sounds" are in effect while you use an auger or chainsaw making them a whole lot quieter.
Should be a lot more stream-friendly but I have no idea how it works in multiplayer. 😃
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First edit the biomes file directly.
If that works then you probably got the xpath stuff wrong.
Second, how would appending another bedrock layer below the existing setup change anything?
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It's very possible because the underground layers are defined in biomes.
You'd just insert a bedrock layer less deep or structure it any other way.
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Well, I don't mind people disagreeing with me. Doesn't mean they are right. 😃
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1 hour ago, Darklegend222 said:
A demolisher on day 2 seems like a major issue that only ap corrupt game will have.
No, he just left out some details like not being in the pine forest and being deep in a city...
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Their collider seems to be on the underside...
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39 minutes ago, Urban Blackbear said:
LBD in Valheim gets ruined by the death penalty in my opinion. It takes forever to grind out skill points and a few bad deaths can literally set you back days.
Skill atrophy is the only thing that makes LBD viable in Valheim. Without it everyone could simply AFK-grind the weapon skills to max and be done with them for the entire game.
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What I had suggested is that instead of "marking" the last 2 or 3 volumes, the game marks one nearest volume if you haven't had contact for x minutes.
That would be more consistent than the current approach since it always works regardless of what the volume count of the POI is.
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It's not option material because for zombies to be any threat at all they need to be capable of getting to the player - both out in the wild and in POI.
Digging down 3 blocks and putting a frame above your head can not provide 100% safety. That only makes the game look bad.
If you do not want any threat in the game then turn off enemies. That's exactly what the option is for.
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players.xml references that to the ingame player name.
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5 hours ago, icehot said:
I can second this, one kill with the crossbow and everyone wakes up!
Yes, everything makes noise. That includes shooting or reloading a crossbow.
You can literally see when an action causes a ping on your stealth meter.
With FS on zombie senses are greatly improved so they are a lot more likely to pick up on small noises like that.
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15 hours ago, PoloPoPo said:
In A19 it was possible to clear an entire room with a sneaky approach. You could have killed a zombie with a bow / crossbow and another zombie standing right next to it would not wake up. Now the first bow / crossbow kill always wakes up the remaining zombies of that same group.
This is not true.
I play stealth on a server and with the right perks and gear I hardly ever wake up any zombies.
The only real chance for them to notice me is if I try to sneak up on them by daylight and they see me.
Most of the time I instakill them with my machete.
Now if you play with feral sense on then you don't want to be sneaking around. This mode is for a much more combat-heavy game.
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On 1/5/2022 at 12:49 PM, Aero said:
Here are the 3 screenshots I uploaded earlier.
The first 2 are showing the popping in and out of different PIO's.
The 3rd shows a part of a PIO that stays in the same place.
In both cases you can walk trough the wrong parts.
That's an imposter (distant POI) mesh needing an update.
There will be a batch run to update all of them for the next release.
(I did a manual update on some city tile for the server I play on)
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Yes. If you want that ease of planning you may need some temp supports.
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17 hours ago, Kalex said:
You can't use the higher level blocks for layout as you cannot pick them back up.
You don't need to.
If you plan a complex piece of your structure, use frames.
Then grab your higher quality blocks, copy shape and rotation. Replace.
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I've only been to T4s by now but I can avoid the mad rush quite reliably. Close a door to buy time and hide a few rooms over, then come back.
I know it "takes forever" compared to the M60 approach. =P
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Inside/outside a land claim?
That's the only thing I can even imagine making a difference.0 -
I have played maybe 100 hours of A20 and it's incredibly rare for me to get any debuffs. I think there was one time when I had 3.
And if you're playing something like insane/nightmare then you should be the one giving advice here. =P
I do make sure I have a way to run and don't use up all stamina in case I need to make use of it.
You can never get any such debuff on the first (and often 2nd) hit from enemies. That only happens when you stick around in a bad situation.
Fall traps rarely get me for some reason and if that keeps being a problem I would suggest looking at the perception attribute.
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23 hours ago, Aldranon said:
MERRY CHRISTMAS!!!
May all your dreams come true and Santa gives you a sock full of coal!!
What? At the price of coal these days, load it up Santa!!
Yeah! More gunpowder!
3 hours ago, Aldranon said:I have a good x-bow so I use all the feathers for stone bolts for horde night!
Save the ammo for tier 4 and 5 POI's!
It's the other way around for me. Use the crossbow all week long and then whatever gun to shoot whatever ammo I got during the week.
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Don't know when that went in. A20 was cooking for a long time.
You should ask the guys who are actually good at this xpath thing if partial replacements are a thing. I barely cobbled this one together. =P
Edit: Added the Santa Hat mod... mod.
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8 minutes ago, khzmusik said:
I disagree. Since scrapping items (made out of brass or lead) always leads to fewer materials, it adds a trade-off between inventory space and the need for more resources.
Only if you don't put down a forge in the area you're looting.
The argument of having to have the right material smelted falls apart as soon as you build more forges. Whether you have materials idling in the forge or idling in the chest next to it makes no practical difference.
Sure, many games have both smelting and smithing but the smelting is typically for crafting raw materials into ingots and nothing else so there is no choice involved in that. You always have to smelt the ore anyway...
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51 minutes ago, khzmusik said:
Complex game mechanics can, and should, be presented so that novice players can understand them.
That's the problem right there. It is complex, yes, but it has zero depth.
You have a forge so you can craft forged iron and other things as long as you have the iron.
The extra step of smelting adds nothing but more clicking. The time spent can just as easily be rolled into the crafting time.
Features that add complexity but no depth are nothing but bloat.
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Just saying that the current system is nonsensical. Of course it can be changed in any number of ways.
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58 minutes ago, MechanicalLens said:
It would also probably be good to take the smelting process out of the game entirely, to eliminate confusion for new players. In Darkness Falls you craft forge-related recipes straight out like recipes from a workbench, and I honestly believe vanilla should implement a similar feature. Instead of putting the items in, you simply select what you want to craft and, if you have the appropriate materials, you punch in the number and click "craft".
Yeah, we had talked about that 1-2 years ago. Our "forge" is a smelter, not a forge. It doesn't even make sense to craft anything that isn't directly cast like the ingots themselves and even in that case it's pointlessly complicated and silly. You don't keep 5 different materials in a smelter and magically keep them separate. 😃
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M$ plunked down 70 billion to buy Activision Blizzard. The Fun Pimps ought to be worth four or five at least.
in General Discussion
Posted
Yeah, but do you WANT Clippy to pop up with a
"It looks like you are building a base. Would you like help with that?"