Footmuffin Posted November 4, 2013 Share Posted November 4, 2013 Which sandbox features are working and witch ones are not? Link to comment Share on other sites More sharing options...
silents429 Posted November 5, 2013 Share Posted November 5, 2013 They all work as far I know? Have you read anything to think otherwise? I never noticed them not working. Link to comment Share on other sites More sharing options...
Jjoncm1 Posted November 5, 2013 Share Posted November 5, 2013 Some do not work yet like starting time, possibly the weather related ones, starting month might be bugged still, not sure honestly. Link to comment Share on other sites More sharing options...
Footmuffin Posted November 5, 2013 Author Share Posted November 5, 2013 I think on version the last stable steam version, infection mortality, cognition, and decomposition weren't working right, setting aside reanimate time which has explicitly been stated that it was disabled until NPCs were in. Not very sure about the new one though. Link to comment Share on other sites More sharing options...
PlasticandRage Posted November 5, 2013 Share Posted November 5, 2013 The water and electric shut-off, day/night cycle, and zombie numbers definitely work. I've played around with all of them at length. I almost always play with 2 hour days too. The normal ones have always just felt too short to me. Link to comment Share on other sites More sharing options...
plekpot Posted November 5, 2013 Share Posted November 5, 2013 The water and electric shut-off, day/night cycle, and zombie numbers definitely work. I've played around with all of them at length. I almost always play with 2 hour days too. The normal ones have always just felt too short to me.Yeah me too. Does the low-normal-high zombie population option save? I remember from earlier builds that you could pick no zombies, but when you'd restart the game that zombies would spawn. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted November 5, 2013 Share Posted November 5, 2013 The water and electric shut-off, day/night cycle, and zombie numbers definitely work. I've played around with all of them at length. I almost always play with 2 hour days too. The normal ones have always just felt too short to me.Yeah me too. Does the low-normal-high zombie population option save? I remember from earlier builds that you could pick no zombies, but when you'd restart the game that zombies would spawn. Romain believes it is fixed, yes. plekpot 1 Link to comment Share on other sites More sharing options...
PlasticandRage Posted November 6, 2013 Share Posted November 6, 2013 I think it is also. I have a save in the stable build with no zombies that I was using to clock travel times between some of the longer distance locations, like the western farm. I've used it, saved and exited out, and returned to it a few times, and I've never had zombies show back up with it. Link to comment Share on other sites More sharing options...
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