Downtown_filler_13 floating sleeper Vulture.Downtown_filler_13 Beverage Cooler can be accessed from the bathroom behind it.POI : utility_substation_02 final loot room sleeper can be seen spawning in and POI :doors in final loot room triggers twice.Block trigger issue in downtown_filler_13.Excessive SS reflections on blue selection zblock.Removed "AllowSpawnNearBackpack" from serverconfig.xml as the option not used.Reworked various issues with quest reward probabilities that resulted in poor reward offerings.Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers.Localization.txt updated for missed Twitch commands.Updated Journal Tips for On Fire due to recent changes.Updated party game stage documentation in gamestages.xml due to recent changes.Updated loadingTipKnownSchematics to reflect recent changes to recipe unlocks.Updated Journal Tips for Traders and Vending Machines due to recent changes.Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers.Updated localization for Machine Gunner perks to correctly call out 7.62mm ammo.Batteries now scale the crafting resources per tier to prevent exploits.Disabled bicycle and minibike reverse turbo.Lowered bicycle, minibike, motorcycle and 4x4 reverse speed and torque.Adjusted bicycle, minibike, motorcycle and 4x4 max speeds and torque and turbo now increases torque.Increased bicycle, minibike, motorcycle and 4x4 coasting.Increased vehicle transition time between max speeds.Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather.Ask user for confirmation before opening URLs in the browser.Added block triggers being destroyed activates it.Workstations reset activity heat delay when moving back in time.Workbench and cement mixer makes activity heat when crafting.Dew collector creates activity heat when filling.The mod slot change will not change existing items, it only applies to newly found items.Īs always, thanks for participating in Experimental! We don't expect to break existing Experimental savegames with this build. ^^^This, once we started planting our own trees in A12 we started having seeds coming out our nose and actually threw some stacks out.We recommend starting a new savegame with b323 for the best experience. I'm assuming that the trees will work the same way in alpha 13 in that, already existing trees won't give you many seeds but once you get a tree farm up, you'll always get plenty of them. If you do that, you can create a highly sustainable tree farm that will usually always give you back more seeds than the number of trees that you cut down. The thing is, most of the trees that were naturally occurring weren't considered fully grown seeds so you weren't always going to get a lot of them unless you re-planted your own forest and only harvested when the trees were fully grown. In A13 I seem to get a seed per tree now with ok gear so I guess trees are sustainable, mabey at higher levels you get more seeds?īasically the seed drops worked in past alphas was that a full grown maple or pine tree had a chance to drop between 0 - 3 seeds while a young, small tree had a chance to drop only 0 - 1 seeds leaning towards 0 most of the time. Previously there was only a chance a seed would drop, making trees a finite resource. Originally posted by Droknar:I always wondered about tree seeds in this game.
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