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JoeDaFrogman

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Posts posted by JoeDaFrogman

  1. Who da hell listens to music while playing a game?   Like i turn off the in game music as soon a the game is installed.

     

    However, if I were somehow FORCED to listen to some music, here are a few selections both music I would listen to and a meme pick or two:

     

     

     

     

     

     

     

    Im sure there are some more.    FYI, only one of these I would never really listen to under any circumstances I could help.

  2. 4 hours ago, lug said:

    in the rwgmixer file, i was wondering what the property class = "city" does in the creation of a playable map, and why it seems we have no slider for it?

    it's rolled up in to the generic setting for "towns" which controls multiple things "country towns", "old west", "town" and "city".

     

    If you want to be specific, then created a mod to edit the specific subsection of the XML for your given preferences(I did this for both "town" and "city" to create this map): 

    image.thumb.png.734b85566d257b4592d97b097c674e33.png

  3. 26 minutes ago, ElCabong said:

    I feel the same way you do. Is it used in anything? I keep thinking it should be part of a pie recipe

    one or more of the Grandpa's things.  I don't recall which off the top of my head.  Awesome sauce comes to mind but i have not been the cook on MP in over a year(and have restarted solo's before getting to that point for various reasons)

     

     

    EDIT: yea, just awesome sauce.  Bottom line, once I have a few herbals and normal antiibotics, the honey goes into the "food ingredients" box for later use

     

  4. 13 minutes ago, POCKET951 said:

    I realize this, but I'm also trying to work with the tools and design space I'm given. It doesn't have  to look conventional. It just has to work.

     

     Will plants grow in an enclosed space without light in 7 days to die?

    I don't  really know

     

    TBH I wondered about that myself recently.    One person I watched made a garden that was fully enclosed and had those lights I mentioned with some support structures so I think it was 2x3 glass, wood cube, repeat three times and nothing I know of open to the sky.    From what I saw on a later video his crops grew and honestly, I did not think that would work as last I HEARD the crops had to have open sky above them with in a X block radius(not sure what that was, 3, perhaps 4 blocks I don't know), but example:

     

    CCC

    COC

    CCC

    where the O in the middle is unobstructed sky and there some range required between the open sky and the furthest block away.   This may also be old mechanics as well from previous alphas that no longer apply or don't apply to changes to new/edited block types in A20.   I DO Know in previous alphas I had been told bullet proof glass did not count as unobstructed sky though, but again this is all third hand information.

     

     

     

  5. 19 hours ago, POCKET951 said:

    Since we don't really have all the proper glass pieces to make a functioning greenhouse, I am just wondering what some of your creative solutions/ideas are for a template of a greenhouse/structure to store farm plots in? I would use either Iron bars or shutters on top and since glass is so flimsy I like the idea of bullet proof glass on the sides.

    It ain't pretty but its definitely a post apocalyptical greenhouse.

    feel free to share your own designs/ideas/prototypes

    I think it would make more sense to have solid plates on the side though. but then also I am not building this in a winter biome. its in a forest where the climate is relatively stable


    image.thumb.png.70d86f85281871c85cb4bd9495ac523a.png

    the 4 sided glass panes look quite nice IMHO.  I have seen one YTer use those.

     

  6. 2 hours ago, Roland said:

     

    So what if they watch streamers? I've said elsewhere that discovery is the time intensive portion of fixing bugs and so if there are a couple of guys who are dedicating their time to finding blocks that have weird and unintended properties then of course they are going to use that resource. After all, getting the community to test things and report them is a lot of what Early Access is about.

     

    Watching Jawoodle and noticing how blocks are not behaving as intended is different than watching Jawoodle and then scheming together how they can stop players from using cheesy strategies. Think about all the posts we ever read on the forum from people who are outraged about cheese tactics and want changes made to force players to abandon those tactics. Those posts all come from players and not the developers. There are only three instances that I can remember that the developers, themselves, went on record stating that they were going to stop things that players were doing:

     

    1) Dig down two blocks and be safe forever

    2) Tread water and be safe forever

    3) Drive around on vehicles and be safe forever

     

    That's it. And they owned up to their feelings and their motivation. Everything else that they get accused of for going to war against players is simply conjecture and speculation and it is misplaced.

    One more you missed that I can agree with being "fixed" is dynamite for digging quests.    I know Prime pretty much admitted on stream that most of the fun pimps staff utilized dynamite on dig quests and well, they are players too so they nerfed themselves.

  7. 14 hours ago, Roland said:

     

    haha..you know I can't point to an existing POI but who can say about the future. The point is that if zombies can't path over a block they are going to fix that block.

     

    I hereby challenge the POI designers to incorporate Arrowslits into the design of some POI(s) such that they would be used as a floor and no other block or combination of blocks would be a replacement!   ;-D

     

    So, to your point about pathing, now I am thinking of how arrow slits SHOULD be used in normal practice(forget about the magical repairing and connecting electrical devices through them).  ie, arrowslits perpendicular to the human body as a wall.    If the devs were thinking of bringing back something similar to the old A15(ish) spider zombie that climbed walls, well not only would that be cool as heck, but also would be a very positive and expected use case for "we must make these blocks pathable."

     

    Speaking of non pathable blocks I know a few more, will all the non pathable blocks be changed?  More importantly, can such a change still allow for melee through them(not really asking you specifically Roland, but more in general).     

     

    As well, there are a few blocks that are pathable that honestly I don't feel should be such as the .05 bars (or whatever they are called.)    I mean are these infected zombie acrobats?  I jest while being serious in wondering why(but not "demanding" a change).

     

      

    14 hours ago, Roland said:

    If you are looking for proof that the devs are fixing pathing issues rather than just trolling players-- I guess you'll just have to trust me. :)  

     

    I do trust you, and I don't at the same time(since I don't trust anyone).   😁

     

     

    There is another possible option to consider: move the arrow slits out into their own shape helper since they are kind of specialty blocks anyway and limit the rotation(and likely remove some of the shapes(mainly the full block variant)   This assumes my above use case of no climbing zombies will come true and would also.  

     

  8. 4 hours ago, Laz Man said:

     

    The new shutters that can open might be a good alternative.  They have an inside and outside variant which gives players alot of choices in their use.

    Thanks Laz,   dcsobral(who did the video I discuss above) already pointed that out to me as a good alternative to hatches that accomidate how this block change affects the way people can interact with electrical components.

     

    I appreciate you going out of your way to suggest an alternative.

     

     

  9. 8 hours ago, Roland said:

     

     

    8 hours ago, Roland said:

    I know for a fact the team does not care if players want to use blocks in creative ways to cheat but that they do care that each block functions as intended and that entities in the world can path properly over all blocks in the game. The devs themselves often use blocks creatively when building POIs and they certainly don't want any block they may use become a potential spot where zombies get stuck and foiled in their movement.

    Ok, I can conceed this as a possible point.    My question here then if the primary consideration is pathing over arrowslit blocks where that would make an issue for  the POI developers, is there a POI(or multiple) or in development where the use of arrowslits are used and it was causing a pathing problem?    I have 2000 hours in the PC game and perhaps another 1500 on the console and granted, I just might me missing something, but so far I don't recall seeing arrowslits used in any way that would be a pathable block where this would cause zombies an issue.    I will say if I am wrong and missed such an instance, will admit my mistake(ie, I would really love to know such a POI if it exists)

     

      

     

    8 hours ago, Roland said:

    As long as a block is working properly as intended they are perfectly happy to allow players to exploit those blocks.

    ...

     

    They make sure the blocks work as intended for placement, functionality, and pathing. Beyond that it is player choice.

    ...

     

    They have an intended purpose and functionality in mind for blocks and it is their call to enforce those things.

    ...

    If the devs feel that the intended function of the arrow slits is to shoot at enemies under cover and that is it then they are certainly within their rights to do that.

     

     

    And here is the rub.  They no longer work as ARROW Slits.   They provide absolutely zero protection from cop spit(just like bars) as if they were an empty window now.   I don't know how they were before, but at least now, you and the enemies that have ranged attacks can "shoot" through the visual model as if it were bars or even an empty wall.  There zero collision.     @dcsobral has displayed this in a video on the A20 dev thread.

     

     

    8 hours ago, Roland said:

    Why should they support magical properties just because you want to use magic. I've visited structures that have arrow slits and it most definitely is in the realm of magic thinking any sort interaction could be done through those slits other than shooting arrows or bullets. You could never pull a bag of loot through them or reach through them and have leverage enough to repair traps etc. It would simply be an impossibility.

    Ok, ill give you this point, but then make the electricity not so finicky to connect at it's max distance of 14.5 blocks so one could have the same distance but not be limited by the "red line" distance which is quite a bit shorter than the max connection distance.    I would be FINE if I could still make my connections with no magic blocks at 14.5 blocks.    This part is the big issue here in that in a point release a major change was made to how electricity works due to changing how the block works.       I know some people who have had issues with wires just randomly sometimes moving off to zero/zero(via a bug).   So the solution for the players is to rewire them, but since they now can't wire through steel iron slits, they have to destroy and rewire their bases in a different way and perhaps abandon the base entirely depending on their base design.   Now, this is easy to do if you are willing to "cheat" and use DM mod and the block destruction gun and CM a few resources back, but that might not be an option for people playing on a server.    

     

     

    8 hours ago, Roland said:

    Now you say that your new task is to figure out magical properties of some other block upon which to base your strategies until that block possibly gets fixed in the future. All I can say is that there is a good chance that may happen. You are playing a game that is actively being developed and the only constant is change. Searching out strategies that are based upon wonky or weird magical properties of blocks is an incredibly sandy foundation and you are almost certainly going to be setting yourself up for disappointment as the devs continue to polish and make multiple passes over the blocks and find where they are not within the intended function of their creation.

     

    All of this is really to say that its frustrating for such a major change in a point release.    I don't expect a reversion(meaning while I can certainly hope for one, I am not holding my breath for it), but I still want to make my voice heard in any event because, well I'm frustrated at such a huge change to how electricity works to fix a pathing issue for a block that I just don't believe any POI designers are/will using as a pathable block.

     

     

     

     

     

    8 hours ago, RipClaw said:

    What bugged me most was not so much that the properties of the arrow slits were changed but the bad timing.

     

    The best time for this change would be the release of A20 EXP since everyone started a new world at this point anyway. However, the change was made with a small update at a time when players had already built their bases.

     

    I already had arrow slits in my base to protect my dart traps when the update was released. Fortunately, I had access at the back to refill the darts. Otherwise, I would have had to remove several steel blocks to access the dart traps.

     

    Pretty much this.   This IS a huge change to the game mechanics around how electricity works vs how it used to work.   

     

    I have built  a number of bases to use EXACTLY 14 blocks and now there is no possible way to repair them if they break out totally without breaking out steel blocks and replace them with "something".   I have used vault hatches before, but they are a bit harder since the hatch model of the outline is freaking HUGE.   Not a game breaker as there are some ways, but just more annoying.

  10. 5 hours ago, JCrook1028 said:

    Yep, and reaching thru that slit to repair stuff another 3 feet beyond it never made a lot of sense either.

    so, having a totally clear line of sight with no blocks in the way but being able to hook up something at 6-7 blocks does?

  11. 6 hours ago, ElCabong said:

    My main base is in the forest biome but want to make a wastelands base near a trader.  I think spending a night there in my base would be like doing a mission there at night. I am going to get eventually overwhelmed by endless spawns.

     

    Has anybody tried this? Is it doable? I don't mind failing a few times before I catch on to what I need to do.

    At some point, of course?  On day 1? probably not unless you have lowish difficulty settings are are REALLY good at the game(and yes, there are people who are that good at the game but not I).   I know multiple people who have moved to the wasteland 40+(or so) days into the game and built a craft/horde base in one on land they flattened.     

     

    I also know one guy( @dcsobral) who started outside a wasteland trader(he edited the spawn points) and spent the first several days questing in the nearby desert town and did horde night in his wasteland base he built up.     Last I checked, he was doing primary questing in the wasteland itself on the second week(his crafting area is between two ditches outside the trader area.) since that wasteland city as extremely rich in unique tier 4 POI's(IIRC).  He even has a YT chronicling his journey

     

     

     

  12. 1 hour ago, Hazel_nut332 said:

    Anyone have a seed that's mostly the snow biome

    Define the word "mostly" because that's mostly subjective

     

    at MOST, without doing your own painting of the biome map post generation, you are very unlikely to get anything more than around 50% and that would be very rare.   Then you throw in "ooo lots of the biome I want, but there's hardly any POI's there as a possibility and you are gonna be searching for a very long time for something that does not exist.   

     

    Both I as well as Dcsobral have dozens of high quality maps posted with preview images in the dedicated A20 seed thread pinned, so start there and you will have to look and fine one that will fit.

  13. 2 hours ago, Pernicious said:

     

    No, you're right, there is a difference in terminology. In my world, a router is a device that makes a decision on a layer 3 value of a packet. I.e. it decides which interface to send it down depending on the IP address alone. Technically, what most people have in their homes is not a router, because it doesn't make any routing decisions, it just takes a packet on one side, rewrites it, and drops it down on the other.

     

    A device that changes medium at layer 1 e.g. WAN Fibre, to LAN Ethernet, or LAN ethernet to WLAN should be called a bridge.

    A device that decides which port to drop a packet on depending on the layer 2 information should be switch.

    A device that decides which port to drop a packet on depending on the layer 3 information should be called a router. Even then, you can have a layer 3 switch, which most network engineers would not call a router. (E.g. crossing VLANs)

     

    My joke which I guess nobody but a network engineer would understand is that if for a home network, you need to make a layer 3 decision to reach another device on the same network, you've got an inefficient or overly complex network. To keep a network performing efficiently, you want to route packets as little as possible, and make the switching decision at wire speed without a routing decision (which is much slower.) I realised after I posted it, it probably came across as harsh for anyone who didn't get it. Apologies if you did take offence.

    no worries I was just confused as I did not know it was a joke.   I know OF the terms switch, bridge, and router and i know there are some differences, but not enough detail to know exctly what they are.   My brother, well he could be called a network engineer(maybe???) as he works on F5 network appliances and various other filtering rules and networky stuff I just don't care to learn would might have gotten that joke.

  14. 1 hour ago, Pernicious said:

     

    If you need a router within a home LAN, you need a better network design, not a better router!

     

    To be honest, I am a bit confused about your reply.    Perhaps there is a terminology difference between myself who is power user(built PC's, develop backend application systems for a living(ie, programmer) vs a network engineer.      In my world what is typically called a router is a device that "routes" network traffic from an external WAN to in internal LAN.   Sometimes with built in wi-fi, sometimes with ethernet ports, and many times both.    This device typically is the "gateway" and in many(but not all) cases also has some rudimentary firewall capabilities such as blocking incoming traffic except over specific ports.     Is that a different definition of router to you because that's generally what the US industry calls these devices, though there are some other possible words for such a device.   

     

    as to the second part of your comment, I would say that the majority of people just want to plug in from the wall, and plug in their computer and it just work which is what the device I am speaking of does, though personally, I have a gateway device and a separate device that acts as my "firewall", wifi provider, and DHCP provider.

     

    And ot be clear, my comment is based on some fairly old experience with these devices I call a "router" back from the late 2000's working on a networked virtual tabletop applicaiton as a "code monkey" where one of the occasional(though semi rare) problems was when the "router" would not allow DNS resolution which happened on an external host(similar to how there has to be a centralized server hosting lookups for "Game name" to IP/port in 7d2d in order to get a list of joinable servers) to NOT allow such traffic to go out of the firewall and back into the same internal LAN.    Again, this was not a super common happening, but it did happen with some shall we say less reputable devices(typically those provided by the ISP that you could not replace in most cases).    

     

    That, in my reasoning was the reason why I mentioned direct connect via internal IP address/port as the "router" does not like loopback traffic.  

    Also, as I said, I am NOT an network engineer, so industry terms for some of these devices might be mis-labeled vs their typical consumer/prosumer names of said same device.

     

     

     

  15. 1 hour ago, Boidster said:

    I did a bit of digging and Smell is definitely a left-over, or a stub for future work. Not used for heat levels or stealth currently. Raw meat and B&E do still contribute to a smell property on the player, but it's never used.

     

     

    Carcass is almost certainly the same, a residual hild over from pre a18 lootable zombie bodies that were replaced with dropped lootable bags randomly. 

  16. On 2/17/2022 at 1:46 PM, Roland said:

     

    This fix would take such a miniscule amount of time that doing so would not take the place of adding new content. I wouldn't want TFP to spend time hunting down stuff like this as that could take a long time but if they are gift wrapped for them and the fix is easy and fast-- why not?

     

    So, my concern really boils down to unintended or perhaps undocumented(or perhaps more poorly documented is a better way to term it) changes to again, fix something that at least in my mind is a non issue.   What does it hurt if someone wants to cheat?   I know I for one have never used the arrowslits to make a "force field"(though I have seen it done so know of it's existence).   

     

    To me the problem is that now while it fixes the "cheat" it also removes functionality that has been there for several years, namely being able to repair and connect electrical connections through them.   I have heavily used arrowslits specifically because of it's ability to be able to run electrical wires/repair through them in the past.   Sadly, I did not know of this consequence of the fix until today, right after I placed 8 arrowslits in concrete last night(did not try to wire them as I am not quite at that point until next time we play).  Now, sadly I have to waste someone's time to come over and break these concrete blocks and try to either come up with ANOTHER magical block that does work(until the devs "fix it" or completely change my base design concepts which is quite annoying once you have invested resources into a base design(it's not like I am starting from scratch after each update).    I have a potential replacement candidate someone told me about so im going to have to spend some time in a creative world to verify simply because "we don't want people to be able to cheat themselves in their own game"(this is the part that frustrates me).   

     

    Now, if faatal or any of the devs said "hey this change(the arrowslot fix that is) smooths out FPS spikes by 5%" or something equally compelling, then I might be a bit less frustrated about functionality being removed, but to my knowledge, there is no such performance increase it's merely "we don't want to playing like that".

     

     

  17. 12 hours ago, Indi said:

     

    is it a bug or a quirk or a feature?

    Don't know, but I would certainly THINK it would be a feature given the "RANDOM" world gen nature.    If you want a good seed, use one that has been preselected based on some type of objective criteria such as the ones Dan and I post.   Or at the VERY least generate the world FIRST and then verify it looks good to you before starting the game in said world.    Otherwise you truly are getting random and you get what you get. 

     

    Now, could one consider it a bug that no traders show up on the list if one is not in the forest at all?   Perhaps.   It would be exceedingly easy to check "if from list of traders, find closest where biome = forest, else return closest"( and you just be kind of screwed if it['s in the wasteland AND you have to travel a long way to get to it.   For some people that would be a night mare, for others no issue at all, and for others, the existing "No trader" just means "ok, interesting, I need to explore to find stuff, lets go"

     

    Bottom line, select your seed or have fun exploring, you have the choice.

  18. Yep, here is an example: 

    TeriyakiMartine

    Size: 8192

    Towns: Many

    Plains: 8

    Hills: 3

    Mountains: 1

    Remaining defaults

     

    As you can see, there are no traders in the forest and a singular spawn point near a desert town for for sure a possibility given just the right distribution of cities.

     

    image.thumb.png.780be6c64951936f262a1d6e49b0e8da.png

  19. 1 hour ago, Indi said:

    Can some peeps try a RWG/advanced (use any parameters)

     

    seed name/generator = Alpha20.1(b6)

     

    For me after the build a fire quest I get No Traders

    Tried various deletes re-aquires but always get the no trader

    half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug?

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494

     

    if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in.......

    size?

     

    1 hour ago, Indi said:

    Can some peeps try a RWG/advanced (use any parameters)

     

    seed name/generator = Alpha20.1(b6)

     

    For me after the build a fire quest I get No Traders

    Tried various deletes re-aquires but always get the no trader

    half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug?

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494

     

    if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in.......

    I don't think there are no traders, just none in the forest which IIRC is what it's looking for when you spawn.   I am trying an 8k world with no settings now and I have heard of a few people with this no trader issue in the past(including one I know personally and play with) but no one has been able to show me an example until now.    


    I ALSO seem to think I have a highly rated seed in my current list of A20.2 generations that from a quick review of the map preview did not have any forest cities/towns(and thus no traders) but I did not pay much attention to it.. will check shortly

     

     

  20. 13 hours ago, Survior said:

    Seems like an odd thing to have to mass produce, but they get used up in a ton of recipes so it's entirely likely.

     

    I don't remember this being a problem in Alpha19, maybe I got lucky with finding enough or maybe I got my forge before I ran out.

     

    I think it's incredibly lame that I'm "super thirsty" but since I don't have any jars I don't have any method of moving that water from the nearby lake into a million things that could be used to to transport it (hello cooking pots and empty cans).

     

    I'm hoping I'm just not seeing something super obvious, do I really need an anvil (drop recipe only creation) just to drink water in the apocalypse?

     

    jsut bring home some sand in t he first few days, chunk it in the forge(tahts that the anvil icon means, you don't have to have an anvil IN the forge), and smelt out 30-50+ jars.   Heck if you do that 3-4 times in the first week, you can just simply ignore empty jars on your travels and throw them out if you want and get a tiny bit of xp to boot).  I tend to play MP and have no idea what people throw away but we tend to not have enough jars the first week(with glue being the major factor in it's loss since you need loads to support 5-8 people), so chunking sand in a forge is dead simple

     

  21. On 1/31/2022 at 6:17 PM, InterDan said:

    No, I'd rather play a game with better loot tables so I don't have to spend all my time searching for tree stumps. This is an *alpha*, that means the devs look for feedback and make changes to improve it. It's an alpha of a *game*, that means it should be *fun*. Hence this thread.

    while this is true, they also took the feedback from previous alphas and came up with "we need to reduce the amount of honey in the world and make infections more common".

     

    soooo they(Madmole from what i understand) WANTS you to be hurting if you don't find honey or anti biotics of some sort so you might want to change your playstyle and find honey FIRST before you start attacking everything in sight because that's what The Fun Pimps WANT(as of A20 when they reduced honey drops from tree stumps and increased infection chances)

     

     

     

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