And in that wall there's a door where meteors can apply to come in legally!
Best posts made by JohnK
Alpha 5.5.2 Released!
Lots of bug fixes in this release:
Switch vehicles to use worldobject name in license plate instead of deed name
Carts now correctly display owner's name
Links to cart position in deed & show custom name
Trees no longer grow on tilled soil (on top of other plants).
Tables now display the correct room requirement with regards to other tables in the room.
Fixed various issues with world objects ticking, which should fix instances of craft timers seemingly not working.
fix power consumption UI wonky display
fix interacting with tree stumps causing disconnect
dysentery is now a curable disease
added tooltips for contracts
cleaned up module requirements display
young trees are now completely killed when using axe on them
fix an error that sometimes cause the server browser to no reappear
fixed some avatar animations
fixed tooltips being stuck on screen forever
made pumpjacks fuelable before gasoline is created
RE: Alpha 4 feedback thread
What Craig said! It's also intended to limit storage.
What I'd like to change to is some kind of stockpile system, where you stack materials in the building, or a connected building, so if you want to get 10,000 logs in a room for some mega crafting you'll need to make a gigantic warehouse for it first.
Community Help Wanted - Tech Tree
Hey all, just a heads up we're thinking of building a system that will make it easier for players to help suggest balancing changes to the game. We may do a system where you can export/import all the items/skills/research/animal etc numbers from the game, making it easy to tweak and balance everything.
Balancing is a huge task so will be great to have help from a wide range of people on that. Any ideas how we might run that process let me know.
RE: For the next alpha release....
What I think would be great would be if when you tab to movement mode all windows disappeared, but then when you tabbed back out of movement mode, all windows that were for things still close by would appear exactly where they were on the screen when they closed.
Intersting idea, would require you still be next to the tables you were using, but I like it.
RE: [FEEDBACK] Lower your prices
Thanks for the feedback, and you're right we're charging a lot for what's there, but that's because we're not just selling the game but a chance to be part of its development. We intentionally want to keep the playerbase small and the barrier to entry high, so that its a group of dedicated players who want to help us develop the game with bug reports, feedback, and contributions. The game is not even half done, it's not ready for a wide release yet, so while we could make a lot more money in the short term by lowering our prices, we would hamstring our actual release down the line, when the game is really ready (you only get one launch, as they say). That's the same reason we're not on Steam Early Access yet.
So it's pretty likely we'll lower our prices, in a year or more after the game is a lot closer to release. I've seen a number of games do this (Planetary Annihilation, Crowfall) and I think its a good way to approach early-release.
So a huge thanks to those supporting us in this initial phase and being part of development!
RE: [Server Suggestion] Server Commandline Interface (And other minor Server features)
Yes that is something that we will definitely need to do as we build the linux server. Good list of features, thanks for the feedback.
RE: Flora And Fauna
The behaviors we have now are pretty simple, and we plan to extend those, prioritizing things that are visible and affect humans, so that there will be interesting gameplay implications. We have a pack behaviors, flee behaviors, feeding, wandering, things like that. Lots more complexity we can do there. A current goal is improving pathfinding, so we can do it with 1000s of animals at once
Plants grow based on irrigation and pollution levels, and I want to make them grow based on light, and grow on player structures, so you have vines crawling up the sides of buildings and such. I'd like to keep the simulation fluid, so its based on parameters like altitude, climate, irrigation, etc, and not arbitrary biome levels - the biomes should be the high level result that emerges from the simulation, not the other way around.
RE: [Idea topic] Environment technology / Less pollution / misc ideas
Definitely, there will be lots of tech branches that may be costly to develop but will reduce your environmental impact, so there's a tradeoff that should be challenging.
Sitting would be good, especially in vehicles, and I'd like to add it. We're planning to do player housing as well, where you have reason to build your own personal room.
RE: Feedback and ideas on fuel, farming and currency
Really useful stuff, great feedback. Jobs vs skills is an interesting one, since you have to strike a balance of not preventing players from progressing too harshly. I think there's still lots of room for improvement here, will take your ideas into consideration.
Fuel needs more feedback yes, good opportunity for collaboration as you mention, a consumable like food but for machines.
Loans I love, as well as govt incentivized labor (tax breaks?). We will definitely do that at some point.