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jnelsoninjax

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Posts posted by jnelsoninjax

  1. I have been using a 9mm with hollow point rounds and fully auto mod. I am curious what everyone else finds to be the 'best' handgun. The biggest issue I have with my current setup is that after 3 or 4 shots, it becomes very unreliable, and it also seems to wear out really fast.

  2. Just now, Boidster said:

     

    This is expected. In the video Vedui even petitions TFP to please put those options back. The XML change only gets you access to the "Rnd Decorate Sel" button, which is a little more work but accomplishes the same task. Choose your block in hotbar (or no block if you're deleting terrain) and repeatedly press the random decorate button until the area you selected is filled/empty. Note that this is a more exact method than the Dev Terrain Add/Remove tools.

     

     

    This is a different thing from what Vedui's video (and the XML edit) is referencing. It can be used to level terrain, but it's probably better used to fill huge holes or just terraform an area. And it only works on terrain; the Rnd Decorate Sel button will add/remove any block type (but only in rectangular shapes - the dev tool can create nice smooth grades/pits).

    So in order for the random button to work, I must select a block first? I will have to try that and see, because as of right now it too is greyed out.

  3. 21 minutes ago, Darthjake said:

    then after you hit "U" type in Dev for search and go to the Dev Blocks on Tab, you'll see 748 Dev: Terrain Remove Tool and 749 Dev: Terrain Add Tool, put those on your hot key slots and you should be able to play around with terrain, just don't do it in a game you want to keep because mistakes will be made while you are learning.

     

    Wierd, I'm in SP right now did all that and I can pull them into my inventory and then to my hotbar.

    I press U and searched for dev, and nothing comes up

  4. 1 hour ago, Boidster said:

     

    For what it is worth, the BM horde is not POI-based, so removing a POI will have no effect. It spawns where it wants.

     

     

    Press F1, type 'cm' and press Enter. Vedui ought to demonstrate this in his video. You can toggle it off by doing the F1->cm thing again. But it doesn't really affect the game while it's enabled. You just have access to additional tools if you want to use them.

    Thanks!

  5. 16 minutes ago, Vedui said:

    In survival, not as such.

     

    In creative you have some more ways around it. Ultimately, adding a mod which lets you do it, or going into creative is essentially the same.

     

    Just use this way, make some brum brum tractor sounds and look away, and it'll be flat in no time! None the wiser! (Also works on MP servers).

     

    The actual line number has changed, just search for the stuff (leveltool I think) and it should show up :)

     

     

    OK, if I understand that correctly, it only works in creative mode? How do I switch to creative mode, and can it be switched back and forth?

  6. 1 hour ago, ElCabong said:

    You can sort of level the ground by putting wood frames on it. The only quick way I can think of to deal with the holes is to put wood frames in them. That will let you walk and drive across them without falling into the hole.

    Thanks, I did try that and it sort of does level the ground.

    1 hour ago, Boidster said:

    Short answer: No.

     

    Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.

     

    You could open the map in the map editor and use the fill commands, but in-game? Enjoy placing your 2,000 blocks individually. (ElCabong offers a shortcut - you could lay frames 1 block below the surface, then just put fill dirt on top of that. I'm assuming in all of this that you want it to look like natural terrain.) And to level them to surrounding terrain (which may not be at an exact block height) ya gotta hand-smash them down with low-damage tools. I sometimes use a stone shovel for the crude leveling, then tap it down with a stone axe or maybe a claw hammer. As ElCabong says, if you just want it level and not necessarily matching surrounding terrain height, placing frames will smush slightly-high terrain and lift slightly-low terrain to a uniform height.

     

    Your question actually raises a question for me - does "removing" a POI (by destroying its blocks) actually remove it from the game's spawning mechanism? Are sleeper spawn points anchored in some way to the blocks nearby? I've done some limited POI design work, but never really looked into whether the sleeper volumes were anchored, such that if block X was destroyed, it's anchored sleeper volume would disappear/become inactive. If we could see the volumes as we're collapsing a house, would they fall with gravity and break apart on the ground? 😉

     

    A test for later: use the dev gun to destroy a POI from a distance. Raze it to the ground and then raze the rubble flat. Then cross the POI threshold. Zombies spawn or not?

    That is a good question as well, the exploding guys seemed to come in mass from that area during the blood moon, and did a fair amount of damage to my area before they were killed by my defenses. I guess I will have to wait and see!

  7. I took out a small house that was near where I built my base due to it spawning massive amounts of zombies, including the explosive guys. Now I am left with craters that I have been using dirt blocks to fill in, but it is very labor/time intensive. I was wondering if there was a faster method for filling in the holes? Also, is there any method to smooth out/level the odd sections of ground?

  8. I am playing A19.5 (b60) and created a large base without much trouble except suddenly everything I place is floating ,not sitting flat. The same seems to hold true now to building a new area as well, I got my foundation blocks all up to steel, and tried to build walls using blocks as I did in my previous base, but I can not get the blocks to go flat, they want to hover or float about 3/4 of a block height (I tried to put one underneath which is how I came to that conclusion). Is this a bug with this build, or is there something else I need to do to correct it?

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