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zztong

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About zztong

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  • Birthday 01/01/1965

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    Seed 24

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  1. I do like the observatory. It looks great. I've thought some about how best to make a University as a project, and concluded that my preference would be to make each building and things like pedestrian greens their own POIs and then hope that some RWG tool would allow a group of POIs to be defined. I'm thinking of like Nitrogen where a "farm" designation on a POI gets it selected for "farm" placement, typically four farm POIs together. When I tried to conceive of one as a single POI, I kept ending up with something more like a small community college. Of course, my pers
  2. I've made a collection of 29 original prefabs / POIs available as a modlet. It does not contain any custom blocks, resources, objects, etc. It depends only on the vanilla game and introduces no other requirements or dependencies. My goal is to provide semi-plain "meat and potatoes" POIs of an acceptable quality and in enough quantity to fill gaps in world generation and make a meaningful dent in player demands for variety. I hope you'll find these to be good enough to help round out the nooks and crannies of your generated worlds. The modlet is configured to plug into t
  3. Oh, I clearly didn't understand the way things work. I was thinking they all used the same size grid. I'm also not sure what happens if you get a POI that is larger than the grid. Does it then ignore the POI? Or perhaps puts the POI on the outside edge of the settlement? Or does it make an exception to the grid size? Or...? I think I forgot to ask about resources underground, like Coal, Iron, etc. I dug around some and didn't find any. Was I blind or that an up-coming thing? Sorry if I've somehow overlooked a webpage or post with a roadmap or project plan. I
  4. I have no idea, really. I need to play with it more to get an idea of the difference between the results at different sizes and it probably is also a factor of how the generator tries to place large POIs into smaller grids. I was just thinking a common difference between a city and a bedroom community is the size of the city blocks and I was asking the question to kind of probe your thinking, understand your vision, and get an idea of where things are going. Oh, that's interesting. I certainly didn't anticipate there being no rural roads by design.
  5. KingGen works pretty well and certainly is fast. I like it. Is this where you'd like thoughts and feedback? On one of my test worlds, I spawned inside a POI. Luckily, there were no Z's in the room, but the door was locked. I'm assuming that was unintentional, but it's kind of an interesting start. I wonder if anyone has thought about POIs specifically as starting locations. I can choose "Single City" or not. I find myself wanting to pick the number of cities, number of towns, and number of villages, or in some way influence the numbers of settlements. I you
  6. That sounds like wedges and wedge tips. You get one block of elevation change spread out over two blocks. That slope still results in a collision at high speeds for a motorcycle and a 4x4. A three block change in elevation might not, but I don't see any blocks for that. One thing I have found is that in the POI editor you can use the arrow keys to change the height of ground blocks and with this you can get a slope that vehicles do not collide with. However, there's no in-game way to do that as far as I know.
  7. Right. I mean, if I put it in a box and close the lid, the cat might not even really be there.
  8. So far, my observation has been If I invest in a skill that can build a weapon, and I do not invest in Lucky Looter and wear the Loot Goggles (whatever they're called), then I can end up in a situation where I can make an item better than what has dropped as loot. Otherwise, investing in Lucky Looter and/or wearing Loot Googles tends to lead to better equipment than I can build. That said, I generally don't focus my skill points in one tree. If you focus on one tree then I'm sure the experience will be different.
  9. You could invoke the Level/Prefab Editor and look through all the POIs installed. Once the tool loads, hit ESC, select the "Prefab Browser" tab in the upper right corner, and there you can scroll through the list of POIs, look at their thumbnails, and load them up to take a look. That said, I looked through the list twice and didn't see it. (Sigh) I'm sure its there somewhere. I'd need to look harder.
  10. (1) Muffler - Make the 4x4 quieter. (2) Sleeping bag mod ... You (the owner) would respawn at the vehicle. (3) I'd like to take off the spikes/ram plates OFF the default vehicles and make them mods. In this way, the default motorcycle and jeep would do better off-road and you could choose to sacrifice mobility for doing increased damage when running over a Z. (4) I'd like to be able to choose between storage space and passengers. So, on a motorcycle, the player can either add storage mod or add a passenger mod. On the 4x4, you could either add 2 storage -or-
  11. I've used prefab "trailer_02" twice now and think it works great as a minimalist base. There's just enough space inside for a kitchen, single-player storage, one of each crafting station, a bedroll, and a ladder to the roof for a generator and solar panels. Centrally place a land claim block and you're left with room for a large garden and parking. I think "trailer_park_01" might make for a neat team experience. Obviously, these aren't horde bases.
  12. I don't mind the sounds but there's room for improvement. Timing and variety are important. They're annoying when they are too frequent and too repetitive. There are interesting possibilities with the sounds themselves. I recall a game, I think Balder's Gate, when the soundtrack included the sound of a trap being sprung. Every 40 minutes, or so, hearing the trap noise could make you stop and look around. So I think if they had more sounds, spread them out a bit more, and sometimes invoked some game sounds (like gunfire in the distance, distant vehicle noises, etc.) that
  13. I'm not sure I entirely understand the suggestion, but I do agree that building your own weapon is often pointless as we've probably found an excellent one in loot. I'm aware there are variations between weapon attributes when they are generated. I think it would be nice if you could use the various "parts" drops, and your skills, to do things like increase damage, magazine size, range... any/all of the weapon/tool attributes... in addition to mods.
  14. I like to make, or improve, roads around the map. When it comes to changing elevation the variations on the "Wedge" blocks seem to be the most gentle slope. But what I'm finding is that the grade of the slope is still not gentle enough to keep 4x4's and motorcycles from colliding with the blocks, doing damage, and sometimes launching the vehicle into the air. I'm wondering, is there a more appropriate block? Is there a series of blocks with a more gentle slope?
  15. It would be nice if generated maps would/could place bridges over rivers instead of raising the terrain to make a land bridge. It would also be cool if we could make bridge POIs for the generator to select for placement. Off hand, the complications I see all have to do with making sure the POI is an appropriate size and the generator being able to detect where to align the POI with the roads it is generating. There are probably other issues too.
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