V3.0.0 b259 EXP Update
The POI height would be the issue, not the road, as POIs should be near their surrounding ground level.
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The POI height would be the issue, not the road, as POIs should be near their surrounding ground level.
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.
I have not seen that. Do you have mods installed?
That is a bug, so should get fixed.
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...
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.