Originally posted by Funkhauser: Started first aprtment building clear where you start in the parking garage. After an hour I just said screw it and built a nerd pole to the roof and cleared it. I was only half way up, is the roof all the loot you get? Seems like several hours worth of work in there!
It is probably Unity graphics jobs. I enabled them a few weeks ago, since that is now the default for Unity projects and they are supposed to improve performance. Two testers started having random crashes and they have reports of others crashing. I disabled it today, which will be in next exp. When we get our new consultant from Unity, that will be one of his initial tasks of why Unity is doing that. We will give it another shot once we switch a21 to 2021 LTS.
Pathing is not our bottleneck because each path is calced on a thread, so little hit on the main thread. Updating the entities, animating, colliding and rendering them is where the cost is.
The stun buff should do it
You can also try using a passive effect for the randomisation.
No idea if that is used for zombie entities, though, but it's easy to check.
Originally posted by Wragon:Zombies have always suffered fall damage. It's just been capped to 33% of the... Read moreOriginally posted by SylenThunder: It's rage mode. On the Adventurer difficulty it is a 20% chance for a zed to enter rage mode when hit. %Chance increases as you raise the difficulty level.i figured this was a thing. but at the night mission they dropped from hiding spots and started running at me. do zombies suffer from fall damage again? could that be what triggered it?
Originally posted by Kara:Read moreOriginally posted by JimmyIowa:
The crop return was what the OP was talking about. We are responding to OP. It is what the thread is about, and you are changing the topic.
It's true the A20 system requires more time for a harvest and replant than A19 did for just harvest. Not liking the extra replanting step is a perfectly valid opinion, and no one will tell you you are wrong for that or ever has in any thread. :)
You reall...
Originally posted by Red Eagle LXIX:Read more
Adjusted for b231
Perk level 0
2 fruit/veg + 50% chance of seed
Perk Level 1
4 fruit/veg + 50% chance of seed
Perk Level 2
4 fruit/veg + 50% chance of seed + 50% chance of additional fruit
Perk Level 3
6 fruit/veg + 50% chance of seed + 50% chance of additional fruit
So with a start of 50 fruit that convert to 10 seeds.:
WORST CASE:
Perk Level 0
20 Fruit + 0 seeds (worth 0fruit)+ 0 fruit = Loss 30 Fruit
Perk Level 1
40 Fruit + 0 seeds (worth 0fruit) + 0 fruit = Loss 10 Fruit
Perk Level 2
40 Fruit + 0 seeds (worth 0fruit) + 0 fruit = Loss 10 Fruit
...
No, the pathing system looks at the health of pairs of blocks to determine path cost. We have lots of blocks with different health values.
SI is based on distance not health and there is a block glue value for collapse calc.
Yes, the old pathing favored doors, which made sense, so I added that to the current system.