bdubyah Posted September 11, 2021 Share Posted September 11, 2021 It's always been this way in that it isn't completely random. Before they added the circles and stuff you could mark a specific part of the treasure icon on your map and there it would be, every single time. Now it is just in a different spot. From what I've watched of JaWoodle, it will flop to the other side sometimes, but does seem to be in the SW corner way more often than not. Even been a few blocks outside the original circle as well. So much RNG in this game but those chests just won't follow it. Lol. Link to comment Share on other sites More sharing options...
dev1606 Posted September 11, 2021 Share Posted September 11, 2021 looks amazing what you guys have done! cant wait to get into this update. i think it would be cool if you could include a randomly found canine companion!. initial meet, gain trust, share your home, feed and over time train your dog various skills/perks to benefit you. just a thought Link to comment Share on other sites More sharing options...
Blake_ Posted September 12, 2021 Share Posted September 12, 2021 Cave POIs. Are cave POIs planned for 7 days to die/a20/future alphas (meaning a POI which you access from a simple cave entrance with handmade random passages/subPOIs that spawns in the wilderness) I love the sense of adventure of a nice creepy unexpected cave with cool stuff inside. I believe 7 days to die would be even more awesome with a lot of them in it. 1 Link to comment Share on other sites More sharing options...
pahbi Posted September 12, 2021 Share Posted September 12, 2021 Is there anyway to get closed captions for these? Thanks, - P Link to comment Share on other sites More sharing options...
Marinxar Posted September 12, 2021 Share Posted September 12, 2021 (edited) 5 hours ago, Blake_ said: Cave POIs. Are cave POIs planned for 7 days to die/a20/future alphas (meaning a POI which you access from a simple cave entrance with handmade random passages/subPOIs that spawns in the wilderness) I love the sense of adventure of a nice creepy unexpected cave with cool stuff inside. I believe 7 days to die would be even more awesome with a lot of them in it. Yes, love cave exploration..... ....on that note, to the question. If there is no cave systems planned for A20, could it be possible to use the Sewer System, to use cave tilesets and clutter and loot, to RNG some wilderness caves in the future , or are the Sewers hand made .. ? Edited September 12, 2021 by Marinxar (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted September 12, 2021 Share Posted September 12, 2021 (edited) On 9/11/2021 at 9:58 AM, Roland said: If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below. I'm curious what design conventions/rules TFP have regarding POI design, especially any related to integrating with the new Tile approach. For instance, since POIs can abut each other on the new Tiles, do you develop POIs with structures that go right to the edge of the POI's area? If so, then two POI structures walls could touch each other. That can be desirable (common in big cities) but also undesirable (a tall building next to fortress walls). Another "for instance", do you always assume the Tile provides parking spaces and thus leave parking spaces out of your POIs? On 9/11/2021 at 9:58 AM, Roland said: If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below. I'm curious about the development of Parts and the interface with Tiles. Do you have a way to signal what "type" of part it is that might affect placement on a Tile? For instance, if the Tile is looking to place a Part where the marker is 6x14 and the Tile designer is thinking "any billboard", do you as a POI designer have some way of indicating the type of Part you built is a billboard? (Perhaps via the filename, XML, or some other mechanism?) On 9/11/2021 at 9:58 AM, Roland said: If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below. Are Parts developed like POIs in the Prefab Editor? If so, can Parts have Zombie Volumes and Quests? Example: A billboard with a quest satchel and a vulture. Edited September 12, 2021 by zztong Thought of another question. (see edit history) Link to comment Share on other sites More sharing options...
Darthjake Posted September 13, 2021 Share Posted September 13, 2021 So if I've made a concrete block in the mixer, and made it into a concrete ramp with the shape menu, then when I set it down as a frame then does it upgrade automatically to concrete once I upgrade it? Link to comment Share on other sites More sharing options...
katarynna Posted September 14, 2021 Share Posted September 14, 2021 A friend on steam who lacks a filter between brain and mouth has a request he would like someone else to make for him. Is there any way a texture picker could be added much like the shape menu, so that when you are building with stone for example, you can choose the texture (flagstone, cobblestone, brick, etc) appearance when building? While this can be accomplished later game with paint, having it as a radial menu option when building would allow you to have the look of all the removed blocks when initially building so you don't have to wait for a chemistry station to have your base look the way you want. Link to comment Share on other sites More sharing options...
II Blittz II Posted September 14, 2021 Share Posted September 14, 2021 Nice, I'll definitely be there on the 15th to watch the stream. 😎👍 Link to comment Share on other sites More sharing options...
KhaineGB Posted September 14, 2021 Share Posted September 14, 2021 If the Restore Power quests are now a thing... Can we now build POI's with electrics hooked up and SAVE it? (Currently not possible in A19) Link to comment Share on other sites More sharing options...
khzmusik Posted September 15, 2021 Share Posted September 15, 2021 Will it be possible for quests to target POIs by name, or by part of its name? Alternatively, will it be possible to mod in new quest types that POIs support? (Example: "this POI supports a 'murder the bandits' quest.") 1 Link to comment Share on other sites More sharing options...
JPE Posted September 15, 2021 Share Posted September 15, 2021 Thanks for all your work FunPimps. Could I ask you, will players be able to keep their bases and character levels in future updates? Thank you, John Link to comment Share on other sites More sharing options...
NukemDed Posted September 16, 2021 Share Posted September 16, 2021 On 9/12/2021 at 2:12 AM, Jost Amman said: I have one question about something I'm still unsure about... will it be possible for A20 city blocks to have connected sewers under the POIs? Thanks Edit: by "connected" I mean sewers that span under more than just one POI and that are connected together like kind of a "sewer system". im gonna guess and say within a tile they may connect if the poi has sewer connecty bits and it happens to line up with the tile sewer connecty bits but the sewers dont connect from tile to tile. but its only a guess. Link to comment Share on other sites More sharing options...
meilodasreh Posted September 16, 2021 Share Posted September 16, 2021 On 9/15/2021 at 3:13 PM, JPE said: Thanks for all your work FunPimps. Could I ask you, will players be able to keep their bases and character levels in future updates? Thank you, John It is not that they actively intend that you have to start over every major update (or after some builds). In fact, you can always try to take your savegame over to future builds, but it gets more and more likely that you will face minor or major bugs, or even having the game become unplayable, depending on how much the code changed from one build to the next. That's just part of game development, and you have to go with it when you take part in early access. Things are in permanent change/develompent/optimization/... And - no offense meant by saying it - it is absolutely nonsense to ask the devs to "please have an eye on backward compatibility" That would unreasonably delay - if not making totally impossible - any further development. Link to comment Share on other sites More sharing options...
TFP_Desiree Posted September 17, 2021 Share Posted September 17, 2021 TFP continues the Developer Stream series Sept. 22nd at 9 PM CST. Join the Character, Animation and Special FX Team with Host & Sr. Developer Lathan (@fubar_prime) for an in-depth look at the new HD Characters, Animations & Special FX TechCheck it out here 1 Link to comment Share on other sites More sharing options...
Roland Posted September 17, 2021 Author Share Posted September 17, 2021 Time for some pleasant jiggle physics demonstrations....uh...hopefully, not by the host of himself. 1 Link to comment Share on other sites More sharing options...
Jost Amman Posted September 17, 2021 Share Posted September 17, 2021 What will the content of this stream be? Last time, Lathan was talking about new zombies... anything else? Link to comment Share on other sites More sharing options...
Roland Posted September 17, 2021 Author Share Posted September 17, 2021 3 hours ago, TFP_Desiree said: an in-depth look at the new HD Characters, Animations & Special FX Tech this 1 Link to comment Share on other sites More sharing options...
beerfly Posted September 18, 2021 Share Posted September 18, 2021 (edited) What were the biggest challenges in your work for A20 so far, the models are pretty neat, we can`t wait to see them alive.. I mean undead ? Edited September 18, 2021 by beerfly (see edit history) Link to comment Share on other sites More sharing options...
Darthjake Posted September 18, 2021 Share Posted September 18, 2021 I look forward to the insane ragdoll physics when I shoot a coyote with a stone arrow and have him back-flip 20 or more feet down a hill. Link to comment Share on other sites More sharing options...
DarlingCows Posted September 20, 2021 Share Posted September 20, 2021 How big can a city be randomly generated. I am wondering if its possible to make a map over 50% buildings in a city. So like a 8k map where 4k is one huge city Link to comment Share on other sites More sharing options...
Guppycur Posted September 20, 2021 Share Posted September 20, 2021 The replacematerial XML property no longer works correctly due to a simple arrangement of children on *some* of the zombies, are there plans for uniformity in bone set up so things like the old system for radiating a zed will still work? Link to comment Share on other sites More sharing options...
TFP_Desiree Posted September 22, 2021 Share Posted September 22, 2021 REMINDER! We are continuing the Developer Stream Series tonight at 9 PM CST. Join the Character, Animation and Special FX Team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at the new HD Characters, Animations & Special FX Tech. Check it out here! Link to comment Share on other sites More sharing options...
secateurs Posted September 23, 2021 Share Posted September 23, 2021 Why was endgame content never developed? You run around collecting better gear, not because you need it, but because it's the only thing to do. You get geared up, then there's nothing to do except stuff you've already done without all that gear. It's not quite good enough. Link to comment Share on other sites More sharing options...
meganoth Posted September 23, 2021 Share Posted September 23, 2021 2 hours ago, secateurs said: Why was endgame content never developed? It is at the moment. Bandits. Just taking a while 2 hours ago, secateurs said: You run around collecting better gear, not because you need it, but because it's the only thing to do. You get geared up, then there's nothing to do except stuff you've already done without all that gear. It's not quite good enough. Maybe. Are you playing at 100% XP vanilla? What difficulty setting? How long does it take you until you are fully geared up with best equipment? Link to comment Share on other sites More sharing options...
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