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Sleepinator2000

Pathfinder
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Everything posted by Sleepinator2000

  1. I have yet to actually dive one since the patch, but I am no longer ignoring the wrecks anymore, gives me another reason to maneuver while travelling, which makes it a teensy bit more interesting.
  2. If you need to preserve raw prime meat, just use Ice in your preserving bag now. It is dramatically better at preserving anyway.
  3. I thought that for a while, so would chase them to the horizon to find the associated SoTD, but quickly realized that they are just as common when looking through the zone boundary as they are looking toward the middle of the zone. When I see them they are almost always in the yellow-orange-red spectrum. If they were SoTD, I would expect to see a green one once in a while.
  4. Amazing writeup. Since part of your testing involved travelling on a single heading for 1/2 game day, I am sure that means you zoned at least once? I am curious if that heading was north/south, or east/west? I am sure you know this, but just to make sure your math is solid, traversing zones westward subtracts approximately 90 minutes per zone from the in-game reported time, or adds as much traversing eastward. In a fast ship, you can greatly accelerate or dilate time depending on the direction you choose. Only a North/South heading keeps time constant.
  5. Does anyone know if there is any significance to the tiny fireworks that you occasionally see just above the horizon while travelling at sea? It seems like an arbitrary effect to put into the game if there is no actual corresponding gameplay.
  6. I haven't noticed a change, but most of my bags use ice now, so maybe? Any chance you are inadvertently putting raw meat in them? That will auto-consume the salt to make salted meat.
  7. I stand corrected. I actually forgot that a few sidearms can harm them. I basically stopped using carbines and flintlocks once they made it melee/tames only, as I only ever used them to pick off archers. It's not like the crossbow or bow would really be a viable main attack for 15+ zombies, the idea that they included them in the meganerf is beyond comprehension.
  8. Thanks Guybrush, So it is basically a UI/tooltip/display bug at this point. I remember reading that clarification from Jat but not connecting the dots to beds. So I now read that as meaning that "structures" are non-building block things that basically grandfather their timer to anything they are placed on top of? Obviously Smithies and Beds are considered "structures", I wonder if chairs and storage boxes are considered "structures" as well? Do you have any reason to believe that a floor not attached to structure would be indestructible if the structure were somehow removed?
  9. Because there was an exploit using swivel guns to level up ships, so clearly this was the only option.
  10. I also see this on an island I own. I have honestly lost track of how and where these cleanup rules are supposed to apply, but I appear to be able to do everything to a "demolish allowed" thatch floor including using the radial menu to destroy, but at the end it just stays there. I have several construction projects on our island at a standstill because of these ancient beds just sticking around.
  11. Not a bug, unfortunately. Sorry to be the bearer of bad news. They patched out the ability to do damage to the armies of the damned with anything but melee and tames about a month ago. Lots of people were initially upset by this (myself included), but most of them have left the game at this point.
  12. There is a typical thatch floor/bed combo on our owned island in PVE, with what appears to be only two pieces. It is blocking further progress on our wharf construction, and I can't seem to contact the owner of the company to have him move it. It does not self-destruct, despite the new patch but the thatch floor beneath the bed does seem to gain a 10-hour timer every time the owner visits. After the 10-hours expires, the "Demolish Allowed" text shows up on the thatch floor (the bed has a 10-day timer), and I can summon the contextual selection wheel, and even select demolish in the normal way, but it does nothing. I assume this is either a bug in the auto-destroy system, the timer display, or something else, I honestly don't know how the new system is supposed to work on an island I own in PVE, but I appear to have no way to clean up anything despite the information I am being provided.
  13. I freely admit that although I generally try to eradicate full fleets (assuming they take up a spawn slot?), when I am low on ammo, I resort to cherry picking the high levels out of a fleet. I *really* wish that there was an aging mechanism to the fleets outside of freeports, so that the longer they lasted, the higher level they'd get. That would make the least visited zones be really valuable to patrol once in a while (and also really dangerous).
  14. Just a suggestion, have you tried manual firing your gun banks? Sometimes I have seen them get stuck when I change targeting and firing mode things too quickly, but a manual fire seems to get them all back on the same page.
  15. I mean if I eat off a stack of anything, it doesn't modify the spoilage timer on that stack in any way. If I have a bunch of bananas over the course of a week in RL, I usually eat the one that is browning fastest, not the green one. In game, we apparently eat the green ones every time, which leads to lots of spoilage on stuff that is being actively consumed.
  16. Good to know. Do you know if either of those preferentially eat spoiled meat over cooked/salted/raw meat? If not, I think a super simple improvement for food spoilage might go a long way toward making our lives easier: If you, your NPCs, or your Tames eat from a stack, the spoil timer on the remaining items in that stack should reset to full, not continue ticking down. Better yet, with the above change, if tames and NPCs could be programmed to preferentially pull from the lowest timer if multiple stacks of the same type are available, many fewer things would spoil in the first place.
  17. Nice find! I knew something weird was going on on weekends but I couldn't put my finger on it. I can't believe how much rotten meat I get everywhere nowadays. Rotten meat is my bane. Is there anything beyond wolves that rotten meat even helps?
  18. We are finishing ours in O4. The main reason for my visit was that I was pretty sure yours was awesome, and I wanted to learn from your setup. I *did* learn, but mostly stuff that might not be obvious to other hubmakers from the perspective of a potential customer, so figured I would share. Definitely not claiming that mine is better than yours yet, no offense intended.
  19. I had to create some ballistas recently for a whaler, and decided to use some nice Legendary blueprints I had found. I had to spend 1,350 alloy per ballista, and was reminded that the formula for creating them is quite different than for all the other siege weapons. I can't help but think that this might be a bug because the disparity is so severe. The blueprint resource calculation for all other siege weapons seems to be: (common cost) / (number of different components required) * (a small random multiplier) X (number of different resources) For Ballistas it appears to be: (common cost) * (a small random multiplier) X (number of different resources) Because it doesn't divide by the number of different components required, this results in a single blueprinted ballista costing more resources than an entire Brigantine's full compliment of blueprinted Large Cannons. The average Legendary cannon blueprint I have costs roughly 60% more total resources than the common version. The average Legendary ballista blueprint I have costs roughly 800% more total resources than the common version. Is this expected?
  20. Perhaps this was a design decision when adding the newest islands after the last wipe, but I have noticed that a significant number of new islands have absolutely no ambient audio tracks (jungle sounds, creaking ice, birds chirping, etc.). If there isn't a cobra chewing on my front door, or I don't get a message in a bottle spawned near my base, it is absolutely dead quiet like a morgue. It wasn't in my top 5 list of important things when we were madly rushing to claim an island, but now that we have lived here for months, I am saddened that our island is so dead compared to many of the ones I visit in my travels. Was this intentional, or an oversight?
  21. For those who are frustrated: Herbs (A), Prime Meat Steaks (B), Berries (C), and Milk (D) will barely move your hunger bar compared to how much they move your vitamin levels. Those are my staples at sea, and I often find myself with the opposite problem - empty stomach and full vitamins.
  22. Spam is like Porn. I know it when I see it, but teaching any system, script, or machine to recognize it is folly because humans will inadvertently trigger it, or actively work around it. Having said that, at least the 3x limit wastes a little more spammer time accomplishing the same thing, so that brings me a little schadenfreude.
  23. If you are away from other player's structures, you might try building a small containing wall along the cliff edge to keep them from falling off. I used to do this when I was using explosive barrels before the meganerf.
  24. On a lark, I went to your N1 island to check out your shop (it was close to my destination), and I convinced myself that anyone who would be crazy enough to build a trading hub in Polar must have an absolutely amazing trading base, so I had to see it. I *think* I found your island, as it was the only one with an announcement message mentioning stuff for trade, but unfortunately, there was no indication where the trader was. I checked out every structure I could find on about 3/4 of the island, and never found a trading hub, I was the only one in the zone, so there was nobody to ask, so I gave up and sailed on. I suspect that your definition of trading hub means "place where we store animals that we sell", whereas mine was "has a shopkeep". After that experience, just a PSA for anyone setting up a trading base: Probably good to set expectations with your potential customers - do you have an in-game shopfront, or are you simply selling tames and/or ships from locations which require some other form of communication to buy. If you are on an enormous island, include the rough cardinal direction to your shop on the island, or you are seriously reducing the chances anyone will ever find it. Also since the message fades after only 10 seconds, you should probably put that information before anything about what you are selling. A few strategically placed billboards on the shoreline with a dedicated buoy for nighttime illumination greatly increase the chances that people will find your shops. Always assume that people are approaching your trading hub from the exactly wrong side of your island under the worst weather conditions possible.
  25. To follow up, I tested this Galleon > Brigantine, and same results. Both boats instant full stop, even though sails were full, and no way to move either boat until the harpoon was removed. I hadn't actually used a harpoon before, the right-click functionality to reel in a boat seems perfectly suited for removing folks from sandbars, which is something I have always wanted. I still need to test it against an anchored friendly boat, since our more severe groundings have been to anchored boats that would explode the moment they raise anchor. If this works, I'll be very happy.
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