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theFlu

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theFlu last won the day on January 28

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  1. I'd say it's actually pretty bad to have "let anyone in" as the defaults. But being a game, and thus not really that significant for anyone, it gets a lowered standard. Actual risks would require additional breaks, but I wouldn't really be surprised if someone would find a way for arbitrary code execution for any server they've successfully joined. I'd suggest having a "New Single Player game" as an additional option, even when all it does is set safe choices. The current one renamed to "New Multiplayer game". A little more clutter, but rather understandable.
  2. Was thinking of posting something similar, thanks. The default-on is great - for a utopia where people looking for random games to join aren't largely just looking for people to troll.. sadly we don't live in that reality.
  3. Yeh, wasn't really trying to give a comprehensive list, for that there's XML .. and experience
  4. Yeh, sadly that's the style most effected; you'll have to farm for a few dew collectors to sustain yourself while working thru days.. 4-500 plastic is the annoying part, beat all the tires and trashbags ... 😃
  5. Doesn't Undead Legacy (or another of the overhauls) have actual jerry cans for fuel, and the requirement to have one for looting gas.. not sure of crafting, but I'd assume so?
  6. That sounds a little quest-like, not really bartering. If a "barterer" wants Something, it'd make sense he'll accept that something in trade for anything he's willing to part with in the first place. As in, if the guy is hungry, he doesn't care if you want his extra stack of rubber or extra generator, as long as you bring "enough" food. Of course, he might Want a stack of water, a pistol and a car, and be willing to trade wildly different (amounts of) things for each item due to their value. Just wait a day and he'll give better price for the water... ? Wouldn't be a bad idea, at least if it was "integrated" into the world .. one faction is fine with <food>, but requires <ammo>, and some actual lore-wise reasons for the situation.
  7. See spawnpoints.xml under your GeneratedWorlds/<World Name>. Remove all but one line (of the repeating ones), and edit that to your coordinates.
  8. A matter of opinion, I'd say.. doesn't bother me, but I'd be surprised if duplicates would still appear in gold.
  9. Confirmed is a strong word, but yes, all Hughs on a map will be on the same tier of quests.
  10. JaWoodle was running a winter mod, with snow covering everything; biomes and POIs alike. He was using winterween by sphereii: Not exactly what you're looking for, but in the right direction.
  11. Oh lol, first sentence ... those are supposed to be useless introductions
  12. To that end, you'd prolly need to have all traders around 0,0 as well? But yeh, you'd need a custom map generator to have the maps somewhat reasonable.
  13. But we don't need to craft concrete blocks to upgrade from cobblestone.
  14. Atm (last I checked), you need the crafted higher tier hatch as materials for the upgrade; maybe this is where the confusion lies?
  15. While true, you can place the wooden hatch somewhere nearby and just Copy Rotation from that with the steel hatch. Skipping the iron hatch, just having to destroy the wooden one.
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