V3.0.1 EXP Release
There is a fix coming, but sadly didn't make it in time for this release.
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There is a fix coming, but sadly didn't make it in time for this release.
Hello Survivors! Today we have our first batch of fixes and changes for our V3 release. Here is how you participate: Right click on the game in steam Click on properties Click the “Game Versions & Betas” tab The drop down menu will have latest_experimental available <— you want THAT Select...
Hello Big_Willy, I was able to reproduce this behaviour by switching between 1st and 3rd person while inside of the spectator mode. I'll create a internal ticket for this issue, if you got further ways to trigger this behaviour please don't hesitate to add it to this thread. Best, Revi
Checking
Hello MRLIZARD4166, I was trying to reproduce this issue without success. Would you be able to reproduce this issue and share your logs afterwards? Best, Revi
There is something already in the works for this. :D 1783483252 I'll see what we can do there.
Added to loot and trader lists.
Not sure how granular we'll go with things like that. There is a very large wish list of stuff folks want to see options for. Not sure what will make it in or not. No. I do not plan on adding boosted stats to armor since they are already on the cusp being too overpowered due to stacking issues...
Yes this would cause your items to vanish upon death. With the settings you showed me: On each death the game randomly chooses 1-3 items from your backpack which get lost. The item vanishing would works as intended with these settings applied. I'll raise a protentional issue that players do...
Hello dzxmsf, I was able to reproduce the cut out sound with the silencer on the SMG-5. I have created an internal ticket for this desync. Thank you for your report and the repro steps. Best, Revi
No "current" plans to allow quality crafting of item mods. The idea with these was to make looting a little more exciting. Vehicle mods can be found in workbench, Pass-n-Gas crates, and zombie loot. Drone mods can be found in Mo Power crates around loot stage 150. I'll see if I can work these...
Hello layarion, this is a known issue and will be fixed in a future patch. We had a different user already report this issue. I’ll move your thread to duplicate. Best, Revi
Thank your for your feedback, I'm sorry to hear that your first experience with the game resulted in a bug encounter this bad. The issue you are experiencing sounds like a known issue which usually happens when a player completes a quest from a party members before finishing the Intro quest...
Normally the Intro Buried Supply quest can be started again if failed on the next day. We do have a bug currently around which prevents this under curtain conditions. We are currently working on a fix that the failed intro quest gets offered immediately after failing it to avoid this issue...
Thank you for sharing these logs. The issue is not not your system, it's a known issue possible connected to the new sign tech system that a few players experience. This issue is getting resolved in a future update. It is indeed the same as this thread. I'll be moving your post to duplicates...
Hello Mystik70, thank you for your report. The screenshot you shared allowed me to look at the POI position and it seems like there is a invisible column where players can't place blocks. I'll create an internal ticket to get this POI fixed. Sadly the only thing you can do at this moment is...
Hello dhyde79, would you be able to share the sandbox code used in the server? Or any log from an affected player would also work. Best, Revi
Hello Krev, would you be able to tell me which official preset you play with? If you use a custom sandbox preset, could you share the code with a picture or typing it out? You can find the sandbox code in the server browser before joining it by selecting General. Best, Revi
Correct, they do if you harvest them with a tool (Not pickup with [E]). If we would add the highlight to these small stones it would cause confusion why the challenge doesn't progress with picked up stones. This is not a bug it's an intended tutorial step for new players showcasing harvesting...
@dzxmsf please don't change topics on a thread to address other issues. Keep each thread to one topic only. If you want to address a different issue we'd appreciate if you create a new thread. We'll then look into your report.
It's difficult to tell for sure, but your issue could be relate to a known issue which was reported already. Thread Link I'd be able to tell you for sure after receiving your log. In this case I'd be more interested in your log instead of the server log.
This is the current list which is subject to change. We are aware players want more ways to choose which enemy types they want in their game so hopefully this sandbox setting will continue to evolve to allow that. For those into modding, these tags are defined in our entityclasses.xml file.
The POI height would be the issue, not the road, as POIs should be near their surrounding ground level.
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Hello Survivors! Today we have another EXP update for all of you! Here is how you participate: Right click on the game in steam Click on properties Click the “Game Versions & Betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the...
No. We don't have any "named requirements" setup for those AFAIK. We don't have anything for sound, but you could try to compare the CVar _lightlevel as a requirement: <requirement name="CVarCompare" cvar="_lightlevel" operation="LTE" value="65"/>
Yes. I confirmed that IsDayNumber can be used in other files. We already have both of those. It wouldn't make sense to test a tag with an operation like GTE. Check to see if the player is holding an item. Can also use the has_all_tags bool to check all tags. ! = NOT. <requirement...
Neat!
Confirmed! Will get a ticket started for that. Thanks!
That is a new requirement type that can be applied to buffs. <requirement name="IsDayNumber" operation="GTE" value="2"/> Currently only being used to remove the Duke tool belt message buff after day 2. As stated by @zztong, this will clear the buff for anyone that joins a multiplayer game...
One of our QA peeps got it by changing her download region in Steam>Settings>Downloads. 🤷♂️ I've notified the team of this issue to see if there is something going on in the backend.
Regular shotgun shells erroneously could penetrate two targets. Shotgun slugs should only have the +1.
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Hey Survivors! Today we have an update to the EXP version which addresses some of your feedback and plenty of other fixes! Here is how you participate: Right click on the game in steam Click on properties Click the “Game Versions & Betas” tab The drop down menu will have latest_experimental...
There was some work being done to zombie foot steps and their walk animations, but I'm not sure when/where/how/etc. that will go live.
Sounds really fun Roland! I need to try this. Maybe I will recreate the small rubbled downtown map and set the spawn in the middle. :) That way you have a few rubbled remnant POIs to build on. Edit: Just a quick world edit of a 2k RWG map... :LOL:
I added it to our sandbox wish list.
It was. These will be in a build next week. Fixed animal and zombie falling was not causing damage or stumble or ragdoll and less destroy area. Increased animal and zombie falling damage when in ragdoll.
I reproduced it on first try. Is a bug.
Yes, we want to get an update out soon, but we also want the larger issues fixed, so we are working on getting them fixed first.
From his screenshot comparison, to me it looks like the imposter for the tile is still loaded (or partially loaded?) which is strange because the POI behind it is fully loaded in (no imposter).
I have not seen that. Do you have mods installed?
That is a bug, so should get fixed.
That is working as intended. Decal signs are only viewable from one side. That may change as an improvement in the future but is what it is for now.
Odd, as I just picked up a combine bench in my land claimed rooftop base I have on day 4.
It will give empty containers. That was the whole point of the fix to make it accurate, not too little or too much. We can't give you 25% of a magazine, so in that case it rolls a 25% chance for the magazine, which would be a 75% chance for no magazine or whatever the loot it is rolling for. At...
AI still breadcrumbs to the player when tracking noise and they still do behaviors started in A17, it just has more variety/nuance/rules.
Yes, scaling down was actually wrong in 4 places in the loot container code. I committed a fix for it today that we plan to merge into the next 3.0 build. "Fixed sandbox loot abundance category settings below 100% often generated nothing for small count items or less than it should for higher...
This is already fixed and will be in a future update. 1781637081 Looking into this one now. Thanks!
All the new signs in POIs are made by the designer of each POI using the tools within the sign tech. editor. 1781627878 Currently, they can only be created in the level editor. We hope to expand its use to normal play in a future version.
There is no option currently for a separate sleeper respawn delay. It matches the loot respawn, except when off it uses 30 days. I made a change so it will now be off, if loot off. "Changed: Sleeper volumes to never respawn instead of at 30 days if loot respawn is set to never". We could add...
As I already said, use the client to look at the code. There are no plans for any other method.
There will be no changes in today's release. It will remain b252. I am doing a full evaluation of the loot code today and fixes will be in a later build.
I am not involved with that feature, but have passed it along to the relevant dev.
I normally dont bother making higher end foods because I never felt I ever needed the buffs they gave. However, now that you can turn off the health and stamina gain from leveling up, I might actually be compelled for once to do so.
Wandering horde configurable options have been talked about. Hopefully something in that area comes in a following update.
Yes, that is one of my favorite sandbox features as well. With item degradation enabled, it incentivizes you to keep looting to have backup weapons. The new "lose x items on death" setting is also awesome to play around with it. In one of my current playthroughs, I have repairing turned off...
Yes. I am sure many will do so with Trader Jen.....and Rekt... ;)
I am curious to see what excites players the most. Who knows, maybe the POIs...😅...totally unbiased opinion of course....
KCD, KCD2, Been enjoying the slow burn of The Long Dark survival mode for a while now. If you enjoy single player extraction shooters, I recommend an indie game called Sulfur. If you can get past the art style it is highly replayable.