Originally posted by Ragequit Inc.: I'd guess that the chunk the trees are in needs to be loaded for them to grow. So if they're far from your base (and you don't go there often), they haven't been loaded, hence not grown. I'm not 100% on this though, just a guess.
There was a reason the origin was changed to shift more often. Weapons shaking in hands. If we could do it less often, we would. Even if shifted much less, it still causes the physics bug, so still needs to be fixed.
What I posted before is about that issue:
"All or most of the issues with players/zombies/turrets/vehicles falling through ground appear to be caused by the world origin shift. It happens about 4 times more often in a20, so these bugs are more apparent. It seems to be a random Unity physics update problem after the origin changes, causing physics casts to fail. I've tried a ton of stuff and added a rapid origin shifting mode to repro it quickly. I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it. "
This is not an easy bug to fix as it is an internal Unity engine issue with their physics values not updating after we shift the world origin. After a week of experiments trying to repro it and come up with fixes, it seems better, but it still is not 100% fixed, so come Monday I'll be trying more thin...
Read moreThere should be no changes to that. They should just be firing away with whatever part they target and random hit variation each weapon has and possibly hitting the demo charge.
Originally posted by Gambo:Read moreOriginally posted by ∪ω∪: It depends on the "heat" you generate in the area. I think the more gamestage you have, the more likely a screamer will spawn.
"Heat" is generated by performing actions, such as using forges, crafting items on the workbench, killing zombies, etc.
I did know that's how they work with heat and I've been running my forge/fires quite often but I think they probably nerfed them a bit. A19 it seemed they would spawn quite often a...
Originally posted by xXMagnusXx:Read moreOriginally posted by SylenThunder: Actually there are plenty of reasons, and none of them have anything to do with the client.
I can use an i7-3930k from 11 years ago with a GTX1060 6GB and not dip below the 40's. As long as the system is properly optimized and there isn't any conflicting software.
Maybe it's time for you to figure out what is bottlenecking your system.
I'm on a ryzen5 1600 with 32GB ram. And I just did a fresh instal...
Stability fix is done. The second issue we found was actually just a display issue with the show stability view, which is now fixed.
All or most of the issues with players/zombies/turrets/vehicles falling through ground appear to be caused by the world origin shift. It happens about 4 times more often in a20, so these bugs are more apparent. It seems to be a random Unity physics update problem after the origin changes, causing physics casts to fail. I've tried a ton of stuff and added a rapid origin shifting mode to repro it quickly. I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it.
I've not started on it yet. There are bugs that need fixing first for a20.1 and we are still sorting out what is going into a21 and who is doing what as we have added several new programmers to the team.
First edit the biomes file directly.
If that works then you probably got the xpath stuff wrong.
Second, how would appending another bedrock layer below the existing setup change anything?
It's very possible because the underground layers are defined in biomes.
You'd just insert a bedrock layer less deep or structure it any other way.