View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #35836
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Syrex View Post
    Out of curiosity I did 5 map generations, weirdly enough the biomes remain the same, just flipped or inverted. Is this being worked on by chance? The seed names are the file names.

    Spoiler: 
    Works as intended. We'll improve it later.

  2. #35837
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Tetrameth View Post
    is the hubcap picture supposed to have a stick of dynamite under it ?

    Attachment 29964
    No but the hub cap land mine is.

  3. #35838
    Colony Founder wolfbain5's Avatar
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    wrenches have mod slots, but what mods go into the bloody things?

  4. #35839
    Colony Founder Tetrameth's Avatar
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    Quote Originally Posted by wolfbain5 View Post
    wrenches have mod slots, but what mods go into the bloody things?
    dye ?

  5. #35840
    Leader Laz Man's Avatar
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    Quote Originally Posted by Tetrameth View Post
    dye ?
    Durability mods of course. 😎

  6. #35841
    Colony Founder Tetrameth's Avatar
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    Quote Originally Posted by Laz Man View Post
    Durability mods of course. ��
    dye is more important than durability

  7. #35842
    Colony Founder AtomicUs5000's Avatar
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    Quote Originally Posted by madmole View Post
    Well its nice to see it in the inspector rendered larger, some of those shapes are really hard to see what they are until you select it.
    How about showing the larger image in the preview pane (like when selecting now), but when you hover over it?
    You wouldn't need the little hover text bar showing the full name either because that already shows in the preview box along with the large image.

    Or... a button at the bottom of the preview pane to confirm the selection. Esc is just really awkward to use in this case. It's perfectly fine and even expected for pause/menu.
    Last edited by AtomicUs5000; 4 Weeks Ago at 03:08 AM.

  8. #35843
    Survivor Axe13's Avatar
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    @Devs, Will there be indicators in the future of which weapons and tools mods can be placed on? right now it's trial and error and errors are expensive. most shotgun mods are only for the pump shotgun for example. I didn't know that until wasting the resources to make them for the double barrel. a simple explanation in the description would be enough.

  9. #35844
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    Quote Originally Posted by wolfbain5 View Post
    wrenches have mod slots, but what mods go into the bloody things?
    The tool and some of the melee mods work on it. I usually just throw extra mods on it that I am not using, but its not like the wrench needs it.

    I am still unsure if +dmg on the wrench is a good or bad thing for resource gathering with it in a18, I havent bothered to check. I remember some past alpha that less damage gave you more resources is why I say that. (I forget which) Or was it more chances for a engine/battery, something like that, I forget.
    Last edited by Maynard69; 4 Weeks Ago at 01:50 AM.

  10. #35845
    Leader Laz Man's Avatar
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    Quote Originally Posted by Tetrameth View Post
    dye is more important than durability
    Ah your right. Pink for the win. 😅

  11. #35846
    Colony Founder Jedo's Avatar
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    Quote Originally Posted by Ralathar44 View Post
    I refuse, now add half gator zombies with flamethrowers.
    Make it so.

    Quote Originally Posted by SnowDog1942 View Post
    I find myself putting a point into the forge every game.... and I hate myself for it. It takes to look long to find the schematic for something I could get so early with 1 point. I have no good solution though, thoughts?
    Quote Originally Posted by madmole View Post
    20% chance to find forge schematic in every broken forge.
    I must be having terrible RNG luck. No forge schematic from any source, and I'm on day 11 (or so). The lack of a forge certainly is stunting my technological progress. Oh well. It lets me role play this run a little differently.

  12. #35847
    Colony Founder AtomicUs5000's Avatar
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    I read in the patch notes about being able to put up more torches and candles without triggering screamers.
    At my base, I had 8 torches and 4 candles. I had 1 forge running at the start of the day, but shut it down around noon, a couple hours before seeing the first screamer.

    3 screamers came by before the blood moon event. Is this normal?

  13. #35848
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    I would love it if you all would add a bird watcher perk.

    The first level would allow you to find nest.

  14. #35849
    Colony Founder wolfbain5's Avatar
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    well, the other tools for harvest have mods to increase harvests of specific types. perhaps we can get that for the wrench, a screw driver head for harvesting electronics, a socket for harvesting parts from cars?

  15. #35850
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Maynard69 View Post
    Ya, I havent had it happen yet. But I imagine a player focusing on 1 perk early, getting deep into the perk,

    and then realizing they cant craft the weapon at all until many hours and searching for more parts could really hinder their attempt at specializing.

    An option to craft a lower quality would alleviate the frustration of that situation.
    +1.

    (Please donít let this suggestion register as a design fail)

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