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Kamikaze Snark

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About Kamikaze Snark

  • Birthday 10/31/1987

Profile Information

  • Gender
    Man
  • Interests
    Exploding, scuttling around on the floor, snipping at fingers, exploding, looking cute, also exploding.

Kamikaze Snark's Achievements

  1. The planet I started on had a handful of abandoned Apex laboratories on the surface. I turned one into a small base of operations. Then, I put some coal in the ship to fill the fuel tank and went to explore a nearby planet. I figured out that I could place all of the essential equipment right on the ship, so my ship now has a bed, campfire, crafting table, furnace, and anvil. It's a mobile base of operations! On the nearby planet I dug down, way down, to a layer of "magmarock." I found hundreds of pixels, tons of gold, diamond, platinum and silver, and enough iron to fully upgrade by hunter's bow and armor. I think I'm ready to build the distress beacon and take on what comes. I'm only a few hours in. It's a pretty fun game!
  2. Awesome. I haven't played in a few weeks but I look forward to the update. The changes sound good. Glad to see that things are still coming along. The last beta build had a big performance increase but performance could still be better, so further performance improvements would be much appreciated. Thanks for making such a fun and unique game.
  3. I personally couldn't enjoy Oblivion without installing a mod to remove the "relative leveling" where all NPC enemies would be adjusted in difficulty based on your player level. It just felt insane without it, especially after being such a huge fan of Morrowind. I would have hated Oblivion if not for those mods, which came out almost immediately after release because so many elder scrolls fans were not amused.
  4. It is working but still buggy as hell. Everything I build on the NW wall to the highway in the way of fences, walls or even floor tiles beyond the floor tiles connected directly to the wall, ends up disppearing. It is also possible to walk through the 2nd story fence and either fall and get stuck in the boxes or crash the game. So I am definitely having some issues and I definitely wouldnt consider trying to build my own stairs at this point. This is all in the steam beta build 17 (0014). I am really liking the new box of nails item. It has made finding enough nails for construction much easier.
  5. I've gotten walls set up for a garden. There is a box for my farming supplies and 3 rain barrels for water:
  6. If they have reached the last growing phase, they will rot after a few days, depenting on the vegetable.You can harvest some of them at the second to last growing phase, but you will not get any seeds. How long will they stay good after harvesting?
  7. That's WW:Z, all credits go to Max Brooks.I should read that.
  8. I'm having fun with the warehouse; there are a ton of supplies inside and it can be made rather secure: http://theindiestone.com/forums/index.php/topic/3210-rushed-the-warehouse-what-now/?p=46276 Referring to the zombies as "Zack" is brilliant.
  9. The resilient trait doesn't affect the chance of zombification, it only slows it down. Well, it says "Less prone to disease. Slower rate of zombification." My interpretation of that is that zombification is a disease and therefore you might be less prone to it with the trait. It's kind of unclear just based on the tooltip and I haven't found any guide, wiki article, or developer comment that clarifies that matter more. You might be right but I'd like to know if you have a source for that information, or possibly hear a developer confirm this. If it doesn't reduce the chance of zombification from a bite or a scratch, then I would definitely take a different trait instead. With disease it could with stuff like catching a cold, or have nausea? Rather than zombiefication. Yeah. I could see it going either way, so some clarification would be nice.
  10. The resilient trait doesn't affect the chance of zombification, it only slows it down. Well, it says "Less prone to disease. Slower rate of zombification." My interpretation of that is that zombification is a disease and therefore you might be less prone to it with the trait. It's kind of unclear just based on the tooltip and I haven't found any guide, wiki article, or developer comment that clarifies that matter more. You might be right but I'd like to know if you have a source for that information, or possibly hear a developer confirm this. If it doesn't reduce the chance of zombification from a bite or a scratch, then I would definitely take a different trait instead.
  11. Does anyone know how the resilient trait affects the chance of zombification?
  12. Thanks! At some point I will try to do a better write-up of the bugs and get them on the bug report forum. I am sad if it is the case that zombie spawning is broken now. Who will try breaking into my fortified superfortress? Once I get the farm operational I am going to experiment with using barbed wire fences.
  13. I've been fooling around with this for awhile now. I started over again from scratch because I wasn't too far into it yet and I managed to "decorate" the inside of the warehouse office with the blood and bodies of 3 zeds, and it was just killing my feng shui. Here's what I've got so far on attempt number two: Interior: Exterior: All 4 sheetropes are functional; 3 are only possible due to the catwalks all the way around the 2nd floor. The next step is to put rain collection barrels on the roof, and start building a garden in the SE corner. I'll completely wall the garden in with no doors and access it only by using the sheetrope in that corner. I've ran into a bunch of bugs, unfortunately, and I've backed up my save game a couple of times in case of a crash. The biggest bug is that if I walk into the fence on the 2nd floor, I can walk right through it. Even if I walk through it just a little but then turn around and get back on the catwalk, the game freezes shortly after and I lose all progress since the last save. Very annoying but it doesn't happen if I am paying attention and don't accidentally walk into the fence. Another bug I noticed is that if I built any fences or walls along the catwalk on the NW side of the building, parallel to the wall, they would shortly disappear. Walls and fences built perpendicular to the NW wall do not disappear. Finally, the 4 windows on the NW and N sides all seem to be "reversed" - the game thinks that the inside of the building is the outside. So, if I put a sheetrope on any of those windows, the rope ends up descending to the floor on the inside of the building. Attempting to use the rope causes the character to just jump out the window and fall to the ground outside, which is painful but not lethal. Curtains are also placed on the outside of the building instead of the inside, which I found made it impossible to close the curtain if it had been closed and then opened just one time. So, to be on the safe side, I put a curtain on each window, closed it, and then barricaded it with 4 planks to remind myself not to open the curtains again or put ropes on those windows. In short, the catwalks are working but there are some major bugs that need to be worked on. The freeze and crash when clipping through the fence is a major issue, but the catwalks are still functional as long as you pay attention and don't walk into the fence. I also haven't seen any zombies around the warehouse at all since day 2 and I'm on day 6 now, so I was able to cut trees and build all of this in peace. I'm using a house in the nearby residential area to keep food frozen in the fridge, and to occasionally sleep at. I looted all the houses in that immediate area.
  14. I've just survived a bite, so I can confirm that it is possible.
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