Jump to content

Dark_Shadow_231

Members
  • Posts

    82
  • Joined

  • Last visited

Everything posted by Dark_Shadow_231

  1. I'm pretty sure TFP have plans for teleportation already, so SQ is unlikely to do it himself if they are already going to do so.
  2. Any indication as to why the burnt forest is being returned, they only just retired it? Not opposed just curious why its happening.
  3. I'm UK so there's 5 hours between us. Might make the playtime a bit difficut.
  4. I agree, we need more shapes and icon designs for containers. I don't understand why TFP coded it so this is so difficult.
  5. I don't get anything of what you're saying. No upgrade route means blocks cannot be upgraded at all? Don't think that's a good idea. I like building stuff but don't want to rebuild my base each time I move up to a new material. How is it going to make wood and cobblestone pointless? You think the use of cobblestone is to be able to upgrade wood to concrete? That doesn't make sense at all. "Just dropping some frame shapes that are very cheap to make and then spending only 10 concrete each or only 10 forged steel each isn't good. It is far too cheap, imo." But you can craft the blocks you can place down for that exact price. If you think blocks need to cost more, fine, but that's a red herring. The question is, should trting to replace wood with concrete require cobblestone or using a sledgehammer to remove each block. And should it be possible to use a concrete block to upgrade something, rather than having to use the 10 concrete mix.
  6. Anyone think there should be a way to use a crafted block as an upgrade, rather than only the raw materials. If I get tier completion reward and take 500 concrete blocks, I cannot upgrade my existing base with these. I have to demolish and replace block by block. Also, should there be some way to upgrade but skip a step (upgrade wood to concrete). Always thought this should be simple to control from a radial menu, what are you trying to upgrade to, limit from there.
  7. What other start of game menu options would people like to see? Could there be some that you set when generating the world then cannot change? Some of these are already modlet added, like configure Max Zombies, Animals, Land Claim Block, etc. Show/Hide Ore Nodes on Map Ore node frequency, richness underneath Traders Attached to towns or in wilderness Zombie number multiplier Animal number multiplier What other ideas do people have?
  8. @Ericbeaudoin Can these be released as paintable textures as well?
  9. Increase the total number of available slots. I've done this with SMX hud, adds value to the perk and makes steroids far more useful.
  10. OR, what if map reveal as you progress with a trader, as you unlock trade routes and progress you see more around them?
  11. You're right, they do, I have no idea what he's talking about.
  12. Surely, whenever you explore a section of the map, however it calculates that when you walk into it, it just needs to do that when you read the map segment?
  13. For the existing Animal tracker, only tier 1 is really useful. Tier 1 - Detect all animals (living or zombie) while in stealth mode within 20 blocks Tier 2 - Detect all animals within 20 blocks Tier 3 - Detect all animals within 50 blocks
  14. The introduction of poi events like the fire obstacle they demo'd where you have to shut off the gas, probably moves them nearer to this. They might even already have something for this in the pipe.
  15. I tend to find that travelling to other locations isn't usually worth the time involved traveling, and limit of how much loot you can bring back. What ideas do people have for dynamic effects that change based on time spent in the same place. A second heatmap based on time spent in regions, that increases the game stage or base level of heatmap Trader quests don't completely refresh each day, use the same trader repeatedly and the same trader will start having less for you to do. Some kind of trader network progression, trader progression with traders already connected by open trade route quests adds bonuses.
  16. I like this idea. Another function for the drone. And the pathing around blocks would probably be easier, though having this work while you are not in the same location might be difficult, think the games de-loads regions with no one in them. Depends you could put some kind of timer on it, takes an in game hour to finish, a block taking damage cancels it.
  17. completely agree, there should be a tier slider as well as a quantity counter. Surprised this hasn't actually been added yet.
  18. I suppose it's that the perks for building effectively sit within strength, gathering enough resources. And one of the really fun things about this game is what you can build, so a great many people go for the epic build, rather than the sleek simple and effective build. (Not saying that's wrong, I myself go for bigger builds and tend to hoard items so need lots of boxes. I also hate utilising the path of least resistance AI in builds, feels like an exploit.) What if there was some mechanic with traders where the more of something that is bought, the more the supply ramps up, but the price increases as it does. Say if each time you bought all the concrete from a trader, it would automatically produce 50% more next time, but the 2nd stack had an increased price. Then you could start to get them in greater supply from other means? A thought that does make sense, supply will be made to meet demand where it can.
  19. @Iceburg71 bug report. Localization. Row 19 resourceIceburgBowRepairKitDesc,items,Item,"Machine Gun Repair Kits are used to repair the Wooden Bow, Compound Bow, Iron Crossbow, and Compound Crossbow."
  20. An issue I've had on a couple of quests now, wondering if this mod could be related. On a tier 5 POI, the last zombies are not spawning in. We have the yellow marker which identifies the location, however even with god mode flying through they are not there. Is it possible the dll for this mod, is spawning in so many zombies that it glitches the quest by hitting some kind of limit?
  21. Ah, 4-5 hours difference. Not saying no, but we tend to play weekday evenings or weekends. So depends what time you play this.
  22. Cool, what's your timezone? Current group is UK / EU so about GMT +0, +1
×
×
  • Create New...