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warmer

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warmer last won the day on January 5

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About warmer

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  • Biography
    The musician behind the band 'Warmer'
  • Location
    Eugene, Oregon
  • Interests
    music, gaming, hiking, cooking, all around exploring the world and the universe...

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  1. I would love to make a desert sub biome that was small rolling hills with semi submerged building in sand to mimic sand dunes taking over a town. Is this possible, or does this just throw an error because of collisions? I suppose the "POI" square would be sunk in if it worked. It wouldn't fill in the space in the center. Ideally it would fill up to the level of the ground and stop at the "building" if there is one on that POI
  2. WOW I never noticed that! That is a really cool observation, and it can't be accidental to choose that year... It's either 2034 or there after, because they don't make calendars 2 years in the future do they lol ever since I read this thread I started thinking about how much we need a big group of broken buildings to give you the impression of an apartment building. This is as close as I've gotten for wasteland RWG. Either more broken pieces or more piles of bricks would make it feel more real. This has way less trees, so it feels more desolate. This could feel better as a sub biome, maybe like Wasteland > Blast Radius (sub biome) Hmmm I could do this to the Iron sub biome that would make sense. A bunch of melted steel buildings Any suggestions?
  3. Ya that's my first thought. The error indicates it's got a value that exceeds the expected range which has to be mod related. I have several mods and tweak my random gen xml files all the time and almost NEVER get issues with random gen. I am going to guess you have a POI mod/list that is causing the issue. It faulted at generating wilderness POI. You've got some POI in your list that is causing issue. I'd give that the highest likely hood. If your POI's are from older versions that no longer support specific aspects of the configuration, this could be why. Do you get the exact same error in the same place with a different seed and world size setttings? If so, it's got to be your POI list that is broken.
  4. I upgraded my 5800XT to a 6800XT and got a whopping 10fps increase. I upgrade my Ryzen 5 1600x to a Ryzen 9 5900X and DOUBLE my frames. Consistently getting over 100FPS You are probably dealing with CPU bound performance if you are using an older CPU. Below are my settings. I am playing at 3440x1440 which is 3.5k. I also don't have the game world on an SSD, it's on an HDD right now. But main game files are on SSD. Once I clone my C drive and move it over to the SSD, I'd expect a little bump in performance as well.
  5. I wouldn't say this forces travel as much as it makes getting a better vehicle important. I just see zero reason to go beyond a bicycle with the way cities/POI difficulty is now. Once you find a big city there is very little reason to move on. Of course you don't have to travel. But I think having everything in 1km of your base just makes camping very easy. On an MP server If all the POI near you are lower level they'll get picked clean first and then you have to travel to find fresh ones. (I also play with loot respawn off because that is so counter to an apocalypse) After 1000hrs of actual gameplay time, I get bored with how little I feel the need to explore the whole map. I want to make the whole map important vs. just the corner I choose to stay in. After a certain point traveling takes up so much time it's not worth doing unless there is a significantly juicy reward waiting for you. Tier 5 POI and quests are that reward in my opinion. Yep, that's why I mentioned it in the OG post.
  6. I think the easiest way to solve this is to restrict the size of the city. If you get it to less than 20, 150 size city blocks per city, then the repetition at each location would be drastically diminished. The goal here is to make people venture out and use vehicles. I have played up till day 45 and never bothered getting more than a bicycle because it just didn't make much sense to grind for a more capable vehicle. Now if I knew all the traders were 5km away from most quests at end game, then vehicles are MUCH more valuable. This is part of the reasoning. The type of map would make players branch out from any main town as they progress through the game.
  7. I spec into parkour as fast as I can to get the extra meter, that alone changes how I play the game so much.
  8. I can see what you are getting at with repitition. If it was solid city this would be a big issue. There are quite a few different tier 5 POIs, and the only location where it would be pure tier 5 is the extreme edge of a 10km map, Distance from 0,0 so only the edge of a 10km might have it. You could easily restrict individual placement or wilderness only beyond 5km from 0,0 Most people I know play on a 6 or 8km map, if you are running the map edge of a 10km map you are at end game and likely bored with anything under tier 5 anyway lol
  9. I've gone through and modded the random gen of the wasteland biome quite a bit. I'm now starting to feel like the amount of buildings, destroyed cars, debris, and tree density to make it give more of a bombed out urban area vibe. Has anyone else experimented with this? The majority of the trees are where the wasteland blends into the burnt forest. Those biomes touching each other make good sense to me.
  10. What if we had one trader/strip mall at 0,0 and the further distance from 0,0 the higher the POI tier placed at world gen. Give it a random factor for distance from within a given range. Within; 1km tier 1,2,3 2km tier 2,3,4 3km tier 2,3,4,5 4km tier 3,4,5 5km tier 4,5 Beyond 5km just tier 5 Biome should remain randomized to add more variation over the map. I think this would be a very interesting way to play on a MP server. Does anyone know if this can be done, been suggested, or point to a mod where this is possible?
  11. I can understand what you mean there. I have always assumed it was within a few months max of the event that changed the world. What is the timeline actually? Do we know how long it's supposedly been since the "event" that created this world.
  12. I modified the remnant spawn frequency in the burnt forest and wasteland so there are a lot more broken POI make it seem more like a bombed city vs random poi in the middle of nowhere. We REALLY need a proper urban destroyed biome where every poi is closer to half destroyed buildings. The wasteland currently feels like a bomb went off, but there are no building left, but somehow trees are still standing. We need the opposite. Less trees many more buildings.
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