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Electricity bugs are very difficult to reproduce. I suspect stuff is getting freed without releasing all references, but try and reproduce that... :( I don't even know exactly when: when you pick up a block without unwiring source and/or destination? When a source gets destroyed? When a destination gets destroyed? When a source or destination collapses? Then there's the "chunk not loaded" bugs, such as when you are away from your base, and solar panels will not only not recharge your batteries, but they stop doing so completely, unless you cycle the power.

 

Which is to say, electricity has bugs, but you won't get them reported from us because they are elusive.

 

Most of the complains I see are about the "one input" rule. Want to combine the output of multiple generators for more power? Not possible, because you can't add generators in parallel as a source. Want to "close" an electric fence circuit? Not possible, because you can't get fences from two sides to "end" in a single pole. Want to turn off something when triggered? Not possible, because you can't have an electric-activated switch. I get it, though -- trees are easier than graphs. :) But you listen to someone set up electricity for the first time, and you are bound to hear something like this.

 

I do love the love you gave in alpha 18, but I wish you added a control to the powered doors to allow people to decide whether "on" means "open" or "closed". That would be much easier.

 

I always wanted to just install a mod into a door, like an electric door opener. Then the default position is whatever it is in when you wire it up.

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MM, On Neebs latest podcast, Simon said he talked to your brother, and the guys wanted to get you guys on the podcast for an interview to talk about the Dev side of the game. That would be cool.

 

That would be awesome!

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You have to admit, traders are super OP. They are literally the Costco of the apocalypse which they were probably never intended to be. I am interesting to see how this balance change works out.

 

- - - Updated - - -

 

That's still broken? Damn. Hope prime reads this.

 

I second this, there needs to be a way to send players to a specific POI (e.g. specific name etc.)

 

- - - Updated - - -

 

Alpha 19 sounds better every day. Hype train !

 

46307758815_4f173051e3_b.jpg

 

 

 

Too soon ? Ok.

 

Not sure if sarcastic with that photo...lol

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Its plausible a survivor stocked it up to make a profit from his buddies or set up a soup kitchen but you gotta pay to eat extra rations from vending machines, then things went bad.

 

This touches on an idea I had for a new type of job you could get from a trader. Once accepting the job you receive a "package" and are tasked with going to a half dozen different locations in a city to restock the vending machines. When you do the final one the package disappears and you return to the trader for a reward.

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This touches on an idea I had for a new type of job you could get from a trader. Once accepting the job you receive a "package" and are tasked with going to a half dozen different locations in a city to restock the vending machines. When you do the final one the package disappears and you return to the trader for a reward.

 

I like this idea.

It definitely helps you make the connection that others are out there filling the machines.

I wouldn't do too many at one time though... it makes it a little too easy to use the quest to locate all of them.

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I like this idea.

It definitely helps you make the connection that others are out there filling the machines.

I wouldn't do too many at one time though... it makes it a little too easy to use the quest to locate all of them.

 

True, but I would treat vending machines as a way to get hard to find food/health items early game and don't pay much attention to them later. I think this would be a tier 1 quest and the player is still a low level when they accept this quest. Many of the vending machines are located in zombie infested POIs, and could be difficult to restock if they aren't being stealthy or risk getting caught in a bad situation getting an infection early sucks. Bottom-line, I don't think locating them causes an imbalance.

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It's nice to hear about the dynamic resolution feature thingy,thx!

 

Can't play lower .Playing 800x600 is the only way to avoid 90% of the hiccups (except horde night) Screenshots at Lowest 1080p.

 

GTX 780M 4VRAM 4/4 Intel core 2,9Ghz CPU

 

To clarify: Dynamic resolution has to do with the resolution game cameras render at, not the resolution of textures used on meshes in the game.

 

Dynamic res uses more VRAM, since it needs a few additional lower res render textures to render to and be around for instant swapping or lag would occur. With 4GB VRAM that should not be a problem for you.

 

The GTX 780M has a very low fillrate, so I would expect you to have to use a low res to get a playable FPS. Dynamic res uses arbitrary scaling, so it is not limited to the standard monitor resolutions and allows the UI to run at a higher res than the 3d world.

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How do you know that the duke doesn't have a route and he restocks them. If you can get to them then surely the Dukes men could too.

 

They are shippable IMO. "More interesting" is a great thing for modders to work with. I see all kinds of mods for Bethesda games and the title is typically "better ____". Its a subjective thing, but that is what is so great about it. If you think its better, you download it.

 

we are on a hunger games style island, dumped there for the amusement of others. we are the lab rats on which they test these new drugs, including the one that wiped our memory. an enhanced grandpa's forgetting elixir. The airdrops are just the viewers sending things in for us to fight over or to help their favorites. SHam secret recipe includes rotted flesh, proof that the zombie virus was a shamway GMO conspiracy.

 

The Duke happens to be a "contestant" that made a power base on the island. Traders? actual employees of the gov't/corporation in charge of the island. how else do they keep getting new stuff and not get attacked by zeds?

 

Demo zombies? strapping c4? damn those freaky scientists. and just to keep the ratings up, they make sure that the zeds can always find us on a regular basis.

Edited by wolfbain5 (see edit history)
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Excuse me while I climb to the second story of this zombie infested building to refill a vending machine, lock the door to the room on my way out and seal the main entrance with wooden panelling. You know, just in case anybody is passing by.

 

 

 

"It was on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying ‘Beware of the Leopard‘."

- Arthur Dent : Hithchikers guide to the galaxy

Edited by The Gronk (see edit history)
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How do you know that the duke doesn't have a route and he restocks them. If you can get to them then surely the Dukes men could too.

 

They are shippable IMO. "More interesting" is a great thing for modders to work with. I see all kinds of mods for Bethesda games and the title is typically "better ____". Its a subjective thing, but that is what is so great about it. If you think its better, you download it.

 

Mr. Mole,

Speaking of Vending Machines.

 

Any chance you can change the Price-System? For example: type in the amound of Duke Tokens you want to sell for instead of that +-20% of the Base Value we currently have?

Or ANYTHING slightly better as that?

Edited by Guppys Fur (see edit history)
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To clarify: Dynamic resolution has to do with the resolution game cameras render at, not the resolution of textures used on meshes in the game.

*Snip for space*

 

I understand now, sounds awesome, thank you . I think I will stick to this potato a while longer for minimum specs feedback.

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MM

 

I have made a shop mod using in game assets utilising the vending machine code. A player can set up shop and sell items themselves to others. They can make a food shop or a weapons shop or a armor shop etc.

 

However the issue is the names on the shop blocks all say vending machines. The owned bit is good but can we possibly via xml be able to name each shop piece at all.

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Hello,

Why add the desert eagle? this weapon has only defects and any survivalist strongly advises against this caliber.

 

for information the desert eagle cannot receive a silencer except a special version

 

if it's the power you want take the Taurus Raging Bull .500 or the Smith & Wesson 500 :smile-new:

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Only one per location, unless you get a very lucky random gen I would think.

 

Not sure where you got those ideas, none of that is on the roadmap. You can already make drugs at a chem station.

 

@MM

How about some special "treasure maps" that are rare to find but reveal the location of the traders?

In such a post-apocalypse world the location of traders would be well known to almost everyone and

I think there would always be some notes or hints of where to find them.

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Hello,

Why add the desert eagle? this weapon has only defects and any survivalist strongly advises against this caliber.

 

for information the desert eagle cannot receive a silencer except a special version

 

if it's the power you want take the Taurus Raging Bull .500 or the Smith & Wesson 500 :smile-new:

 

They use it because its more iconic and Mr. Mole stated several Times that Gameplay/fun trumps Realism.

Also there might be licence Problems with the others.

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