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tempest

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Everything posted by tempest

  1. I would like to change the spawn location for all players to the prison in march ridge ... ? I think thats the new northern town with the prison.. Please give as explicit directions as possible on how to do so.
  2. Very very sadly,as it is,ill have to remove bedford from my servers maps next reset.We are justing running into too many areas of bedford that cause massive stall counts....Its a real shame,as bedford is my favorite area,and for alot of the servers players also.
  3. hi,weve been running this map on our server for the last few patches,and we run into the same issue all the time.The really large apartment like buildings overwhelm the server and cause a small area around them to stutter to almost a stop....a "Stall count" shows what i assume are the number of commands the computer can not process due to being overwhelmed by the buildings (possibly the amount of zoms in them ?).....this count gets as high as 40,000+ and all activity in the local area is so crushed its takes minutes for a single command to work.
  4. What id like to know is,what is the range for each setting,which direction makes it harder (higher number or lower),and what does each number correspond to for each setting.... Like - food spoilage-what does each possible setting number mean in days.....
  5. K, solution was given,thanks
  6. im running into this same issue.the unbanuser command doesnt seem to be working ....I hit the ban button,while meaning to teleport and now cant unban the player..
  7. ...id like to see grapling hooks ....we have ropes,why not.....
  8. if survival is on the line,food wise,snare trap is a bad idea. Stick trap,bait with worms,and catch birds.This is highly effective and can be done multiple times a day.With a single trap ,i once caught 3 birds in a single day. Also, you now need to find the recipe for traps,you no longer get to know how to make them free....got to hunt up a magazine for hunting (or have taken the hunter trait)
  9. if youve got enough wood to waste a lot,chop down tree,saw logs,saw planks.the resulting sticks arent good for much,how many stick traps do you need after all , but it will help you level fast. On mine,the last 2 compounds on this thread from me,are on the same map.So by the time i started the second compound,i was 10 ,and probably would have been like 25 if the levels went that high
  10. Ha ! i really just didnt want to run back down all those stairs again and get some twigs
  11. Latest project, peninsula compound,and campfire wall test. *campfires in the one section go out,while all the others burn on.... *zombies spawn inside the walled off areas *burned traps still function,til you log out. *zombie fixates on inanimate player made object,the stick trap,and ignores player
  12. ....twigs and ripped sheets,makes sense sticks should also
  13. ...might want to put in some firebreaks and fireproofing....cover the ground directly below and 1 square around that,and cover and floor, with sand.You'll probably still lose some walls,but your floors should survive much better. And dont forget,you can put out fires also.
  14. Ive caught rabbits and birds with trapping. My exp is that you have to be a certain distance away from a player build structure.I made a line of 5 stick traps for birds,using worms,and started them out inside my player built structure,and spaced out slowly moving away from said structure.The ones in and close to never caught a single bird.The ones far enough away,caught about 6 each in the time of testing.Was able to catch birds in as little as 8 hours.I used 4 and 8 hour check times. The testing i did for rabbits and snare trap,only ever caught rabbits when surrounded by trees.The area i used was far away from my structures,as there wasnt anyplace easy to get to that still had heavy trees close to my structure.Capture time varied from about 8hours,to about 2 days. Rabbits basically get skinned,didnt see a way to divide them up with the knife
  15. 89 boxes of nails in one store in the mall ? I havent really hit the mall yet....i made two short runs at it,and the amount of ammo i was going thru just to reach the mall was just too much...so after getting inside one small store section, i gave up. Id be happy if there were 20 or so boxes of nails in there...so some confirmation on the estimated nail tally in there would be nice.
  16. My base,is really a compound,and it contains 5 non-player made houses,a large player made extension,and one player made river retreat location. The main non player made house,has 3 walls minimum from any direction they can come at it,plus the house itself is barricaded with positional walls blocking every entrance and the normal extra boarding on them.The stairs are gone,and all access to the second floor is sheet climb only. There is by my estimate,over a year of food stored in the main house,at least 5 water barrels,and multiple forage locations right at the base of the multiple sheet ropes. The entire main house and the extension are surrouned by a 3 space fire break of sand.Once the new update goes release,i will place bombs to both decimate the zoms should they come knocking,and to draw them elsewhere and then decimate them there.There are also 2 working and safe fire places,which provide warmth thru the night.More planned (each location is planned to have at least one) Elevated walkways will connect all locatios.Only some currently finished. The compound is a full block plus in size. Then there is the river fall back location,should all 5 houses,and the expansion fall.Its has 2 walls and an elevated player made building.Multple water barrels, 2 farming spots,and fishing can be done from the towers on the riverside. Future plans include.... * elevated walkways to locations away from the compound,to which hordes can be drawn. * a second and third river retreat * elevated extensions for each of the 4 other non-playmade houses. * more fireplaces * more fire breaks protecting the other structures. * if we get them as features,trenchs and spike pickets. Theres a video in the safehouse thread,that shows progress as of a while back.
  17. The metered pumps are quite unnecessary for removing fuel from the storage tanks at a normal gas station.All one needs to do is find the pipe that the tank is filled from,manage to open it,and then even a common hand pump can be used to extract gas from the tank. There was a string or thefts from gas storage tanks a few years ago,where tankers were pulling into stations and telling the staff various stories like "they had to check the level" or " had to swap out contaminated gas" and then filling up what was an empty tanker with the gas from the storage tank and driving off.One tanker stole 2000+ gallons from a single station this way. ...and of course a ton of cases of much smaller thefts committed by people with simple pumps.Often the hardest part is getting thru the cover and into the fill pipe,and of course transporting all that weight depending on how many gallons you take.... http://www.chicagotribune.com/news/local/breaking/chi-gas-stolen-from-hammond-gas-stations-20120829-story.html http://www.orlandosentinel.com/news/breaking-news/os-gas-sucking-van-florida-diesel-thefts-20141114-story.html Id bet an old style foot pump,like those used for air mattresses and inflatable rafts would work just fine to fill 5 gallon gas cans.
  18. ...more progress on the compound....
  19. Yea,im a compound builder over a house builder also. Large walled in compound,with multiple layers of walls,surrounding multiple buildings,with large areas set aside for specific purposes.Each building meant to be self sufficient,and escapable. I prefer on the outskirts of town though,with easy access to a large natural water source (lake or river)
  20. Some more progress.really wish we could zoom out more,and turn off shadows/line of sight.
  21. Ive looked at our garages....i dont think the cars will fit in them......let alone,us having room to get out of the cars in the garages... I also have to wonder,how we will be able to park them in our player made buildings,as theres no single craftable door big enough to allow them to pass thru.So either we have a large gaping hole,which we drive our car thru,and the zoms happily pile in after it....or we park our cars outside of our bases. Please say the same update that brings them,brings some form of craft-able open-able/close-able entry for said cars.
  22. not really happy with it,but here it is. Plan is to have all three premade houses there walled off separately,and joined together by aerial walkways,along with the fishing and farming retreat .
  23. Right now, it can be kinda hard to see where the 2nd floor your putting down ends,as it blends in very well with the first floor ,right below it,you already built.If you alternate the direction the planks in the flooring run,on a per level basis,i think it would help alot.
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