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JoeDaFrogman

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Posts posted by JoeDaFrogman

  1. 33 minutes ago, POCKET951 said:

    I think you are being sarcastic? I am terrible with sarcasm.  I just want to make him work harder to find the next busted thing so TFP can keep fixing force fields untill they are entirely gone.

    WHY?  HOW does someone else cheating "in this manner" hurt you in any way possible?   I won't use this but this does not cause you harm in any possible way so why would you(or for that matter the developers) give a ratsass?    I want the developers to spend time adding content and fix GAME breaking bugs, not exploits that people use in solo play that won't hurt anyone but their own pride.

    #letcheaterscheat

  2. On 1/14/2022 at 10:04 AM, ExeBT said:
    	<world name="large">
    		<property name="world_size" value="10000,16000"/>
    		<property name="border_step_distance" value="256"/>
    	
    		<property class="mountains">
    			<property name="scale" value="1,2.5"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="true"/>
    		</property>
    		
    		<property class="desert_mountains">
    			<property name="scale" value="1,2"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="true"/>
    			<property name="biome_mask_min" value="0.25"/>
    		</property>
    		
    		<property class="hills">
    			<property name="scale" value="1,2.5"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="false"/>
    		</property>
    		
    		<property class="plains">
    			<property name="scale" value="2,3"/>
    			<property name="cluster_iterations" value="0"/>
    			<property name="cluster_range" value="450"/>
    			<property name="use_biome_mask" value="false"/>
    		</property>
    		
    		<property class="lakes">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="rivers">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="5"/>
    			<property name="many" value="10"/>
    		</property>
    		
    		<property class="craters">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="canyons">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="water_border">
    			<property name="scale" value="1.5,3.5"/>
    		</property>
    		
    		<property class="oldwest">
    			<property name="few" value="3"/>
    			<property name="default" value="4"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="2"/>
    			<property name="maxtiles" value="3"/>
    		</property>
    		
    		<property class="countrytown">
    			<property name="few" value="5"/>
    			<property name="default" value="6"/>
    			<property name="many" value="8"/>
    			
    			<property name="mintiles" value="8"/>
    			<property name="maxtiles" value="10"/>
    		</property>
    		
    		<property class="town">
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="10"/>
    			<property name="maxtiles" value="12"/>
    		</property>
    		
    		<property class="city">
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="18"/>
    			<property name="maxtiles" value="22"/>
    		</property>
    		
    		<property class="wilderness">
    			<property name="few" value="300"/>
    			<property name="default" value="350"/>
    			<property name="many" value="400"/>
    		</property>
    	</world>

    Moded City size
    Seed: CarinhaDAPX
    Size: 10640
    Many
    Default
    Default
    Default
    Default
    Default

    6, 1, 1, 2

    8_mapWithObjects.png

    would not RANDOM of 2 mean no one is likely to make the same map?

    49 minutes ago, PsychoToke said:

    I ran this seed twice, and noticed that there were some minor variations such as there being a different style trader building, and the hills across the street from the trader were gone the second time around. I have been having a lot of fun with this seed. I haven't even put a dent in the nearby town yet, as there is so much crap to find. Happy hunting!

    That's almost certainly due to your RANDOM =2 value.     I can reliably reproduce the exact same town/city/mountain/hills/etc layout simply by removing random from the equation which is kind of the point of posting seeds here right?   Since the terrain features are placed long before POI's, any changes to the terrain features due to random have a highly variable effect on reproducibility of the same map with the same town/city layout.  

     

     

     

  3. 21 hours ago, Pernicious said:

    Unfortunately, aside from processor affinity setting, and overclocking if it's possible, most the other fixes will cost money, so I assume those options are off the table. I don't want to write off the game for people unwilling to upgrade... But at some point, you have to cut your coat according to your cloth.

     

     

    Could you detail what exactly you did for processor affinity?   For me it defaults to all processors being checked and I would ASSUME that's what one would typically want on a multicore CPU

  4.  

    EDIT: to be clear, I MANUALLY edited the rwgmixer.xml file to change some values on what "Many" towns means as well as how many tiles are available for both cities and normal towns in order to get results OTHER than the left most(which is default for said seed and size)

     

    So.. I was bored and started playing around.

     

     

    Left is default

    Middle is quite a few bumps up

    Right is jacked WAYYYYYY up because when you gonna go crazy experimenting, you might as well throw all reason out the window

     

    image.thumb.png.f26f0cfeed9bda517862c7f57764c440.png

     

  5. 17 hours ago, Reddevil said:

    as an admin is there a way to call in a boss horde?

    If you have a twitch account, simply turn on the twitch integration, make sure votes is turned on, and turn on the Boss votes feature to what you want.   Generally, one boss vote a day and since you are not streaming, it will pick one from the list.   Be aware, in the early days, bosses are EXTREMELY hard if you don't have enough ammo.   Good thing is you get a reward for living through the boss after killing them all(boss + minions).  

  6. On 2/6/2022 at 3:53 PM, OneManStanding said:

    Just incase you didn't spot it - I didn't for the longest time - there's three icons in the middle along the top bar of your backpack inventory when you're interacting with a storage unit.

     

    The first - like an arrow alongside a list - will auto-sort your backpack ... and I'd never touch that. The middle one with the single arrow going into the box, double click it and it will put anything into the storage crate your are accessing that is already in the storage crate, creating new stacks as necessary. You can go from crate to crate and quickly dump the general stuff that is already in that box from your backpack, letting you simply sort the final dregs.

     

    Just remember to take back anything you need - like shotgun shells, arrows or lockpicks, first aid bandages, food or drink... Wouldn't be the first or the last time I've left the base having dumped something vital.

    IMHO, those quick move buttons are completely useless without slot locking(for which there is a mod that frankly I can't live without).   I don't want to accidentlye move my ammo(which is always int he first row) and then walk out without some ammo on me!   The slot lock mod fixes this.   Technically, it simply RENABLES functionality The Fun Pimps turned off for some reason.   I have a guess why it's not enabled by default, but the two quick move buttons are useless to me without the lock button.

     

    With that said, I lock my slots, and go box to box and do transfer like twice, and move to next box.   It takes perhaps 1 min and the only thing I have to "look at" are odd off things like schematics(when playing MP) or the other odd thing that does not have a matching item in that type of box already, which tends to happen much more often in the early game vs mid/late game.

     

     

     

     

  7. 40 minutes ago, aleida said:

    Is there any way to get the exact map others have generated? There are a few maps I tried to make from this thread, but my map is never the same as the ones posted. Even though i put the same information in, same map size etc. 

    Then you are doing something wrong.   Either you are looking at a map from experimental, you not following the EXACT instructions in THIS post , or you are doing something else wrong.   

     

    Just last night, I, as well as someone I was in discord with who was screen sharing,  reran a map I made over a month ago.    Despite the original map being made in A20.0, the exact same map layout(with different POIs in some cases) was created in A20.1.   Cities/towns in the exact same location(wilderness POI's were different though!!!!!), same districts in the exact same location with each of those cities(I pulled up the old map and the new one and compared in detail.

     

     

     

     

  8. 7 minutes ago, ElCabong said:

    Lol. I'd rather buy it from the trader than spend my time gathering it. 

    to each their own.  I jsut never have enough cash to by the things I want in the first week to 10 days, so buying a few thousand dukes worth of steel is not worth the tiny amount of time it would take to gather it myself.   Granted, if I happen to run across a handlebar/chassis for sale before I unlock them, all the much better, but they are easy enough to craft once you have the workbench from some source or another.

  9. 1 hour ago, Shockwave1 said:

     

    And if it was a stupid thing I'd agree, but it wasn't. I can't get over the number of people defending a game design that allows you to fat finger a suicide button. Literally, buddy got to the jeep (I was first and was unloading) and he started dropping useless things on the ground and fat fingered "USE" not "EAT".  There is a use key for bandages, it does not mean "eat" In addition the "repair" button on some inventory items is the "use" button on others... so you can misclick on the wrong item and try to repair it and use the other other item.

     

    There is no universe in which someone attempts to drop glass on the ground and slips and eats it,  or intends to repair an item and slips and eats glass, but that is what the devs have created here. There really is no reason to have a single keyboard press that its commonly used for many activities kill you. It's simply poor design and not necessary to solve any game issue.

    what you might not know or care about is taht this game actually DOES have a PvP component and right or wrong, eating glass is one way to deny an enemy player a kill.  Should it be a thing?   <shrug>.    But obviously at some point the development team actively decided that it should be.      Feel free to mod out behavior you don't like, that's why the developers made the game moddable(to a large extent)

     

    I liken it to jumping out of a gyro while you are in the air.    the answer is "dont do that".  If the keybind location is the issue, change your keybind(btw, i have jumped out of a gyro in this game exactly ONCE.... I have jumped off of a flying dino in Ark..ummm more than once...lol)

  10. 5 minutes ago, Shockwave1 said:

     

    Steel comes from various work benches and still from vending machines but I haven't seen a large new source of it from the wrench, what was added that gives steel?

    light fixtures(by which I mean the mall parking lot style light fixtures that are on the side of city/town roads, NOT internal house light fixtures) and light pole transformers(green conical shapes).   Add to that that at least for ME (multiple worlds) it seems that MOST vending machines are now broken models unless you are in very small town, there should be more than enough steel wrenchable to get a moto once you have the other parts for it.      Heck, in my MP world, we were in a tiny town and the wrench person went around and got 50+ with 2 hackers candy going(and we had some from loot drops) enough to make two motos.

  11. every single time, period.    now IF(and that is a big if) the fun pimps reversed their decision to have SOME workbenches possibly working, well I might hold out for a bit if I found one, but now that steel is insanely easy to get with a a wrench, I will never craft a bike or minibike ever again with the rarity of acid/wheels, so need a workbench for that(though once in a while you can luck into schematics or premade parts at traders).   Bottom line, I want to get mobile and petal power just don't cut it for me.

  12. On 1/28/2022 at 8:14 PM, OneManStanding said:

    I'm bringing some friends into my game to do some major poi's in a big city I found. I've checked and I can use the CP command to give them access to the giveselfxp so they can get to my level, and I've had no problem getting some decent equipment ready for them. They won't need to perk into any building or tech skills, just combat.

     

    So, what's a good selection of combat and survival skills? They'll have baseball bats, crossbows, shotgun and an assault rifle. Depending on how we feel we might stealth it ... or else we might go in all guns blazing and literally wake the dead (it is a zombie game, after all). I'm level 47 - ferals, cops and radioactive zombies are common in my missions now, and the poi itself is a level 5 mission. Hordes are off, I just wanted to find a big city and try all the new buildings.

     

    Let's say, for example, I take them to level 30 - just an idea. I can go higher, but lets just set the bar there for now. There's the core skill, like strength, then the sub-skill like sexual tyrannosaurus, fortitude and the healing, cardio, ect... I've not had a lot of use for the agility tree, but something like reloading whilst moving quicker can be useful. Playing on your own, mindful of the need to get a farm going, get a workbench, build vehicles, you don't get many points to spread on meaty skills like brawler.

     

    Any suggestions welcome. I'm sure we'll have a blast whatever happens ... and I mean that quite literally, we're bringing dynamite and grenades 😁

     

    That sounds to me at least, like the absolute worst possible way to introduce new players to the game.    You might as well go play CoD Zombie mode(Im not hating, i have spent plenty of hours doing just that thing).    This is a survival game and starting someone brand new fully speced on an existing world is IMHO a horrible idea and gives them a horrible sense of how the game works.  

     

    Perhaps these are completely casual people, but what happens if at least one of them says "hey this game is cool" and wants to start solo from scratch?   What happens when they realize the ealry game is really brutal to people used to top tier weapons and armor who suddenly don't have such?   People who have to deal with hunger and lack of stamina.  People who LIKELY don't learn to melee and/or bow and just pew pew pew away all their ammo because they did not WORK for it.

     

    just my 4 cents.

     

     

  13. Yep, I use this ALL the time... a SEA of words is just confusing to me and others IMHO to know where stuff is:

    • Oven: get "cooked" and ready to eat food here(ie, canned goods with no recipes)
    • Upper red cabinet: canned goods that are used in recipies
    • Lower Cabinet: (this is in lieu of a fridge since there is no fridge texture sadly) I put raw meat and veg and other food ingredients in here(such as fat/zombie flesh)
      • these above 3 tend to be on ground level and act as stove tops for 3 campfires
    • Drink cooler: ummm drinks and empty jars/toilet water
    • Old Beer: "special" drinks like Grampa's whatever, recog. 
    • Bookshelf: umm books ONLY when playing MP(otherwise they are read or sold)
    • The DARK grey cabinet textures reminds me of Garage selves and I tend to keep vehicle parts, gas, oil, and pretty much other workbench type craftables in here
    • Steel block: forged iron/forged steel
    • Concrete block (level 2): sand/rock/cement/concrete mix
    • Flagstone: cobblestone

     

    etc... again, to me its far easier to see a painted surface and one thing stick out as the "right" place for "most items" vs trying to mentally parse words from 10, 15,20, 15 written storage boxes

     

  14. On 1/22/2022 at 2:39 PM, Sjustus548 said:

    Which is your preferred method of base construction?  Are you someone who goes out and finds a great area and builds your own base or do you find a nice POI and transform it to your needs?  I'm not talking about horde night setups, just your base where you live and store all your stuff.  I used to be the kind of player that would build my own base but in the past few alpha builds I've started just taking over an already built POI.  This world I started with the goal to go back to building my own base again.  While we were clearing out our first town for supplies I just threw some storage boxes on top of a house beside the trader so as not to get too settled in.  Little did I know that was enough for me to keep putting off building my base.  Now I'm on day 28, 2hr days, and realized that I hadn't started on my house yet.  So I'm going to change that and I spent the past few hours picking out a great location.  I'm going to build an ocean front house and it's going to be magnificent, or at least I hope it will lol.  Seeing some of the amazing POIs the game has now has inspired me to work harder on making my place look better than a wooden cube that it used to be lol.  

     

    Poi, somewhere nearish to the trader, preferably with a working VM and a flatish roof.    Im here for looting, killing zombies, and mining.   What building I do is strictly for the horde base and as for the POI I live in, I MIGHT paint it a bit (not never completely overhaul).   

     

    I will however make storage boxes and paint THOSE since I would much rather have pictograms vs a sea of words to try to remember where crap goes as much as possible.   If only we had a few more specific textures(I NEED a refrigerator texture to store my meat and other ingredients in.)  for example, an Oven is where you find "cooked", ie ready to eat foods.   The kitchen cabinet is where you would find CANNED goods that are used to make recipes(single use cans such as miso and chicken stock are ready to eat and belong in the oven since that's grab and go!)   Drinks to into the drink cooler because, well that makes damned sense.     That's kind of the limits of my base building because  I ain't got time for making "pretty" crap

     

  15. 7 hours ago, Rotor said:

    Yes, that is what the 400xp is when I hit or their heads blow up, right?  Heck on a previous roll I got bags while they died on my wood spikes and I hid like a girl in my basement.

     

    Come to think of it on D28 I only got 1 bag :/.

    how many are you killing?  keep track.  The drop chance is fairly low(I am too lazy to be SURE right this moment, but I believe it's around 20%) so if you are killing 8 or so, then yea there is a chance of you not getting any bags.   I know in my recent MP game(which was a fairly big fail) with 12 max(per person) on day 42 and we had probably close to 35 or so and the horde  lasted well into the morning(probably 8:30 PM on 90 min days) due to the base failing and a few people dying.    Perhaps 25 yellow, 10 blue, and at least 1 red bag.

  16. 59 minutes ago, Laz Man said:

     

    Would be great if the traders at least wandered around their POIs.

     

    If I ever get the chance, I would love to make a trader POI of any of the existing traders.  That way it might be more believable when you bump into another Jen but in a different POI....😄

    "why yes, I do have a twin sister, also named Jen.    Our parents were @%$#s.  Sorry."

  17. 5 hours ago, iBane said:

    First, the new RWG and POI management system is excellent; huge improvements have been made and this is by far the best version of RWG.

     

    One opportunity for improvement I think is around farming POIs.  They spawn in towns and cities, although typically around the perimeters of the cities and towns.  Farms don't really have any business being connected to towns and cities.  Why not have farm POIs spawn in their own clusters in between towns/cities and/or spawn along the main roads and dirt roads that connect towns, cities, and the special stand-alone POI locations.  Use them to fill in some of the empty spaces and populate the roads.  Thanks.

    As Boidster noted, you are completely wrong UNLESS you are talking about cities that are ancient(in which case I have no direct knowledge).   At least around here though, you have loads of farms, as the city grows, someone buys up the land on which a farm used to be and plants houses.  Next door was likely another farm, so YES, farm and semi dense single family dwellings would be side by side.  As the city grows more, the next farm is bought up(where do you think the land for 200 houses complex comes from?) which typically leaves another farm across the road from that.   

    Now, I live in the South Eastern part of the US, so I have ZERO idea how things might be in the Northern part of the country in and around the larger cities such as Detroit/Chicago/New York/LA but frankly, these maps don't come anywhere NEAR the size the US mega cities as in most places, 8 square km would be entire city and t here would be zero forest unless there was a park.

     

    For that matter, the "farms" the size of those in the game would not event support the farmer, much less the needs of  the population of the "city" it is around.   

     

     

  18. 6 hours ago, bloodmoth13 said:

     

    What were the bonuses again? quicker harvesting? better harvesting? you can ONLY harvest with correct gear? 

    The current gear system doesnt really work with the models and such, everything clips and looks awful, i will miss more armor slots for the sake of collecting and progression but i dont mind otherwise.

     

    Im going by memory as I am too lazy right this min to go back to the dev streams, find, and re-watch.    I am also going by my INITIAL impressions while watching and a tiny bit of some of the stuff I had seen earlier in the A20 planning here on the forums.

     

    Something like that.  Each "piece" gives "something" as a bonus plus some armor and elemental resist.  if you have all armor of a given set, you get a nice bonus.   This works very much like the in game book sets work(don't know if they are planning to REMOVE those, or if they will be in addition to)

     

      

    6 hours ago, bloodmoth13 said:

    I think stating you will NEED 5 armor sets when roaming is a little extreme, no bonuses are mandatory, and if you really want to keep the perks of armor sets you are trading bag space for those bonuses and have to consider whether it is worth the tradeoff.

     

     

    well, I never said I would "need" all 5(but I could be wrong), but i could easily see 2 or three.   As I mentioned in my original post, adding one additional row of storage in the backpack to accommodate 1 or possibly 2 changes of cloths would likely easy my mind a bit on that issue for the most part.  

     

    Now, perhaps I "likely" would not need the farmer gear when going to a new place in the mid game.  However in the early game it might be much more important "IF" increased harvest is one of the item bonuses and I am trying to grow my initial garden size.  This especially with the recent front end nerf to LoTL(and YES, I know LONG term it's far more powerful now)

      

    6 hours ago, bloodmoth13 said:

    Also if you are trying to loot an entire city 5km from your base and you really want to do a thorough job perhaps building an outpost and taking your bonus sets to that outpost and setting different tasks per outing would provide more variety of gameplay than just burning through everything.

    you dont HAVE to loot everything you see as you move past them, you can have different trips for different material.

     

    Yes, while this is true, even in the Jeep, I have found times when I ended up having to decide what to leave behind and that's a LOT of slots of space between the vehicle inventory and myself.  

     

      

    6 hours ago, bloodmoth13 said:

    Im open to the concept, ill just wait to see what they do with it though.

     

    Yea, they have had 9+ months to adjust the design.  Im certainly open to hear more, but as I said, my initial impressions on what they shared was thanks, but no thanks.

     

     

     

     

     

     

     

  19. 17 hours ago, pApA^LeGBa said:

     

    @PoloPoPo It´s easier than many games out there. Armor rating of 50 means 50% less damage taken. How you wanna make that easier? And it´s a tool tip during the loading screen, also pops up as a journal entry during the game. If reading is too complicated then i don´t know what it could make even easier.

     

    Wait, there's a journal?

     

    Spoiler

    Yes, it's a joke even some of the Devs have mentioned....

     

    17 hours ago, pApA^LeGBa said:

    Depends. If there is a light/heavy version of each set i don´t mind the new system. If not it can you know what. 

    Obviously subject to change, but from what I RECALL, yes there is essentially heavy armor sets and light armor sets.   

  20. 4 hours ago, bloodmoth13 said:

    Nobody can have an opinion on this before TFP actually implement it.

    Next major patch i believe will be model updates, gear updates and bandits if im not mistaken.

    we can certainly comment on the ideas they showed us 9 month ago or so.  I for one did NOT like the concept AS conveyed.   As always the devil is the details, but my initial concern if they have 5 or 6 clothing items that give specific bonuses is:  Do I need to carry around 2(or whatever the number a user needs) extra sets of clothing so that I can swap out while I am out and about OR will they increase the backpack size (or better use something like The Division eventually implemented with "armor" sets so you could change on the fly... TBH, I HIGHLY doubt they are thinking this approach though).   

     

    Otherwise, consider people who go out raiding on multi day excursions.    There very well could be cases where you spend a tank full of gas and be like "oh man, I need to drive back to change closes."   Yes that situation happens today with things you forget, but not with your freaking armor where IMHO the current system works quite well with the armor mods.   No, I am likely not going to be farming.   But yes, if I am wrenching, there very well may be a situation where I am like "oh man, I am 3 km from my base using the "wrenching" set and I have used up way to much ammo, so I need to switch to the mining set because I see a nice grouping of 3 iron nodes real close together.    

     

    I will admit that a bit more planning ahead can partially ameliorate these issues, but WHY?    The current system is quite damned good in my opinion and would be 1 step forward and 2 steps back.

     

     

     

     

     

     

     

     

     

  21. 4 hours ago, ElCabong said:

    I've been trying to understand the advanced map generation option and I don't completely understand it yet.

     

    There is a correlation between mountains and the polar biome. When I get rid of the mountains the polar biome is gone. Or minimal at best.  I made a map this morning and had one mountain, no cracks, no craters, and that yielded a polar biome but no Forest. The map was mostly wasteland.

     

    I redid it with the same seed, no cracks, no craters, used the default three mountains. This time the map was half wasteland but I had a good sized forest biome and a polar biome. I decided to go with that.

    Only the Seed value and the size affects the biome distribution.   you could make hundreds of variations with that same seed and size(changing various sliders up and down) and that would not zero effect on how the biomes a generated.    Now depending on various factors, it WOULD reduce or expand the size of cities and where they are.   City tiles will "very" slightly clip into some mountains and hills, but not replace them and the POI's(meaning cities and finally wilderness) are the VERY last thing placed(well technically roads are last).   Therefore, if you have more mountains and hills, you will by definition be likely to have smaller cites, more spread out cities, or both.

     

    This is one of the reasons I make mine with 8 plains/3 hills/1 mountain as I generally like that ratio.  The "defaults" are FAR to mountainous for my personal taste.

     

    EDIT: oh one other thing I JUST found out, cities are NOT allowed to cross biomes, so that ALSO makes them smaller when it comes to a collision with a mountain or other terrain feature that blocks cities.

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