You don't need brass in the game. A lot of players just choose to go after it because they want to.
You don't need brass in the game. A lot of players just choose to go after it because they want to.
Normal entities don't load up front like they used to and hundreds of oversized textures were reduced, so the game does not need more VRAM. VRAM use can also be misleading since Unity's texture streaming does not free unused textures until it needs some space to load a new one.
Technically a chunk is 16x256x16 and has 16 layers each 16 tall, but people and myself often call a chunk 16x16x16 even though code calls it a chunk layer.
I don't know the details of what works or not currently. Just guessing. I have not touched that code and the creator is probably one of the programmers no longer with TFP. Like many features, it needs to be tested and reevaluated someday when someone has time.
Today I fixed some issues with electrocution, so it may be better.
The real problem there is that there are so many worn mod slots total.
Up to 4 on a weapon but up to 22 or so worn.
Fewer/merged armor locations would have a whole bunch of advantages for gameplay and other areas but that's for another game...
Vertical blocks should matter, since an opening is letting in cold air. Temperature would matter as much as rain in a survival situation where we determine if you are freezing or burning up.
It is not as simple as can the block above me stop rain, because blocks can be rotated. A plate or half block can or can't fill a vertical or horizontal hole depending on the rotation.
We will probably fix heat/cold survival before gold, which would include checking if enclosed, but not until A21+.
I have thought about doing brute force raycasts, but raycasts are not free and you would have to do hundreds or thousands of them and may still miss holes or things just out of range. If you built a big 10x10x10 or 20x20x20 room, but left off a wall are you inside? It would block some wind or rain, but you would still freeze if it was not fully enclosed. Say you built walls of center poles, columns or other partial block shapes, they would probably be seen as solid, yet they are full of holes and not really make you inside.
Placing a block about your head does not make you 'inside'. Imagine standing in a field in snow with a block above you. How are you inside?
A19 b177 will come to EXP soon.
Here is what to expect:
B174-b177
Added
Office chair update
Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
New gun fire effects for weapons that had been sharing with others
Missing tooltip for buffArmSplintedTooltip
Added new icons for new inventory management buttons
Create digging animation for crawlers
Rusted Metal Roof Material
"gfx texlimit" console command
Move items buttons for containers<>inventory
Added remnant
No worries. Was just curious. 😃
I was curious and looked at it but there is no way to input a gamestage so the output wouldn't have anything to do with ingame results.
There are fields for a mystery skill and player level, neither of which have any direct impact on the result.
Banana rocket jumping. Just to keep people guessing where to find bananas.
Even if you say "Romero zombies" then those zombies are clever enough to ride a horse or fire a gun. All seen in Romero movies...
And then the screen fades to black as they suffocate....aha, oxygen tank to the rescue....land shark then swallows them whole.
Inside vs outside is a very vague concept in a voxel world made out of all kinds of odd shapes. Not easy to determine and not fast.
Not easy. Chunks are many pieces of data distributed across different arrays in a type of compression and it is not simple. Then you have tons of code that says give me the block at xyz or set the block and now it is multiple blocks? Some hybrid? To be sane, it would need to remain a primary block at a location, but possibly a secondary block could be added for visuals, but I would not be doing separate heath and collision resolving for it or it just gets more complicated and slower.
I'm already done with those performance changes.
gfx st x are streaming commands and forceload is a Unity debug option that just makes streaming textures load, which would not help if a texture was slow because it is in system RAM.
Friday I actually disabled streaming when texture quality is less than Full, since both features are doing a similar reduction in textures and due to what seems to be a Unity bug were not working correctly with each other leading to blurrier streamed textures.
Testers found that some FPS drops were actually biome particles, so today I fixed that:
Fixed Particles in snow and desert cause major FPS drops (balanced sand, smoke and snow particle rates to a reduced max count of 150).
Changed "Water Particles" video quality option to "Particles", which now also decreases world particle count.
Someone literally said they want to be in their bunker and sit out horde night and the beauty of that is: You absolutely can!
Turn off horde nights and you can even play the game during that time and feel all smug about having outsmarted all those zombie fools with your superior game option skills! =P
In Minecraft you can't have everything without ever leaving your house and the attached mine.
What some people like to gloss over is that while the number of recipes has gone down, the number of craftable blocks has gone up more than ever.
There are a bunch of variant blocks that fold out into a lot of things.
He's not wrong. Even a double barrel destroys all the early game zombies.
That's how it's currently working.
With the exception of super early in the game there is always overlap. Any modder who can be arsed knows how to look up the details. 😃