Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Same here. My containers have disappeared, barricaded windows and doors have been altered, randomly broken and plate metal was exchanged by planks. Floors I built are gone.
Be careful.
Would it be much work to have barricaded and broken doors / windows not being tied to erosion?
If the player character is the only survivor in a town it wouldn't make sense if the neighbor's house suddenly gets barricades when coming back from a trip.
I like the idea to have a day 1 setup with the immersive feeling of an outbreak and the panic that went around folks. So having some doors and windows broken, covered or barricaded from the start seems very likely.
The usual start is just too clean. Having zombies attack the environment sandbox option is just too much. As they seem to just go from one window or door to the next, only to destroy it without reason.
Having a mod like this that sets a fixed amount of broken / covered / barricaded doors and windows would be super nice! Maybe having seperated mods for a low, medium and high chances setup that only affect unvisited regions.
To implement sandbox options would require me to take a full day to implement and test the impact on performances, maybe make multiple versions of the mod instead of sandbox customization if it takes too much performances. I don't have that time to dedicate to this for now.
@moth As mentionned before, I anticipate that relying of values from save data (custom sandbox settings) will be more computation intensive that just having raw values there. Also I did that update on a laptop while moving around places so I sticked to making it work for b42 without risking breaking stuff and need multiple updates. Because people playing multiplayer b41 may not want to have to update frequently because of b42!
@Гнидкинс it is compatible with existing saves yes. the mod should read your erosion level on game start and break/barricade stuff accordingly. But it will do that to your current base too beware!
i saw that you might add more customization down the line, but in the meanwhile could you consider releasing a version of the mod for windows only, or indicating which lines of the script contain % values for doors? thank you for the good work and b42 update!!!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2969455858