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Jeremy Stieglitz

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Posts posted by Jeremy Stieglitz

  1. 39 minutes ago, metagod said:

    " They have a 5% chance to drop a Box of Chocolate when they mate "
     

    They drop a box but nothing in my inventory when i pick it up. Happened to two of my tribe mates as well

    Ah sorry about that, please restart your Steam Client to update to v254.93, and then you'll be able to see the Cholocates within your Inventory!

    Cheers,
    Jeremy

  2. 1 hour ago, Amo387 said:

    I'm rather disappointed that someone can complain and retroactively be given an award, regardless of how good a job they did on something. It sounds like this user is expecting to make a living off the awards, and giving in to a complaint like that sours me greatly on even bothering to enter myself in the future.

    Ah I had already sent a note to Jen & Jat to add the Arabian Nights village to the ARKitect winners about 5 hours ago, before Wolf Angelus even posted (on a side note: I didn't even realize it was his at the time). I hadn't got a chance to personally review this week's entries in-time, but once I saw that village, I was quite impressed! :)

  3. 11 minutes ago, mircoct said:

    Will There 2x Mateboost Range, 3x Mating Speed/Mating Recovery, 3x Baby/Egg Maturation Speed, 1/3rd Baby Food Consumption not on official server? :(((

    Only if the Unofficials run with the -vday parameter, when the update is released on Sunday!

  4. 7 minutes ago, Thalantyr said:

    The 1.5x has obviously started, but will the other bonuses only be active on v-day (on official)?

    a) Servers can launch with "-vday" to get (extra): 2x Mateboost Range, 3x Mating Speed/Mating Recovery, 3x Baby/Egg Maturation Speed, 1/3rd Baby Food Consumption

    b) Dinos have a 5% chance to drop a Box of Chocolate when they mate. Box of Chocolates can be used for a Full-Heal or to advance 50% of a Taming Dino's Bar

    Indeed the other Bonuses will start when the V-Day content releases on Sunday. You'll notice it then, as I'll be updating the News accordingly at that time ;)

    -Jeremy

  5. Actually Wolf Angelus I'm a big fan of your work, and I didn't get to review this week's winners myself as I was out of the office most of today (Wife's B-Day). I absolutely love the "Egypt & Arabian Village", it's super creative :)  It's going in for a tie, the page should be updated shortly! Sorry about the mix-up on that!!!

    Cheers,
    Jeremy

  6. Btw we didn't even know ARK was being considered for "Best use of a Farm Animal" (or any Steam Award) until Valve told us ARK had been nominated for it by the Steam Selection Committee on its own. After they told us we were nominated, we figured it'd be fun to add the Ovis since we had already planned on adding a creature for wool shearing using the new "hair" system!

    -Jeremy

  7. 1 hour ago, Shadlos said:

    I love the idea, Ark Devs, but PLEASE, for the sake of your fanbase and for balancing: make this gear and weapons RIDICULOUSLY AND PRACTICALLY IMPOSSIBLY HARD TO GET AND UPKEEP.

    They're intended to be end-game gear, challenging both to acquire and to upkeep (via a new TekEngram/Resource mechanic). The purpose of the Tek Tier is to provide room for certain end-game mechanics to grow in long-term directions. The video may make it look like everyone's gonna be running around in unlimited Power Ranger / Iron Man armor en masse -- if it's balanced properly, that will hopefully not be the case ;) 

    Also, any or all of the Tek Tier stuff will be specifically disable-able for servers!

    -Jeremy

  8. Gonna be a bit of a rapid info dump on how Procedurally Generated ARK's (PGARK's) currently works -- will continue to flesh this out as I get more time over the weekend. Bear in mind the system is early and will be rapidly advancing, so if you use Procedurally Generated ARKs, there's always a possibility of losing your save data when the algorithms are further modified!

    Without further ado, here we go! 

    How To Configure your first PGARK

    Launch the game, goto Play Local ARK, select "Create New Procedurally Generated ARK" in the upper-left of the Host UI, and then you can play around with all the different PGARK settings to construct an ARK to your liking. Give it unique ARK name in the lower-right, and click Host. After a long wait (this will be further optimized shortly), you'll be on your new ARK! The procedural ARK data is cached to disk so subsequent loads of it are much faster (in Saved\GenerateMapCache, which you can delete if you ever wish to clear up disk space or force regenerate the procedural data in case it becomes corrupted). You can delete existing saved Procedurally Generated ARK's (by name) in the Host UI. Furthermore, you can save multiple PGARK configurations in the Create New Procedural ARK UI, if you wish to retain them for later tweaking or to create multiple unique saved ARK's from the same configuration.

    Here's a really rough guide to some of the PGARK settings you can edit in the UI:

    VARIABLE PURPOSE VISIBLE ON UI AS...
    ErosionIterations Number of droplets which are used to simulate erosion Erosion Iterations
    GrassDensity Density of foliage in the grasslands biome Grasslands Grass Density
    IslandBorderCurveExp The exponent used in the curve to smoothly interpolate between island and water floor Island Border Curve
    JungleBiomeStart The height value at which the jungle biome start Jungle Biome Start
    JungleGrassDensity Foliage density in the Jungle biome Jungle Grass Density
    JungleTreeDensity Trees & rocks density in the jungle biome Jungle Tree Density
    LandscapeRadius The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border) Landscape Radius
    MapSeed The seed used in the noise & random functions Map Seed
    MaxSawnPointHeight The maximum height of land for a spawn point to be created Max Sawn Point Height
    Mountain Height A multiplier for mountain height Mountain Height
    MountainBiomeStart The height value at which the mountain biome starts Mountain Biome Start
    MountainGrassDensity Foliage density in the mountain biome Mountain Grass Density
    Mountains Frequency The frequency of the noise used to generate mountains Mountain Frequency
    Mountains Slope How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2) Mountain Slope
    MountainsTreeDensity Density of trees and rocks in the mountain biome Mountain Tree Density
    North/South/East/West
    Regions 1, 2, 3
       
    OceanFloorLevel The height value for the ocean floor (from -1 to WaterLevel) Ocean Flool Level
    RedWoodGrassDensity Foliage density in the Redwood biome Redwood Grass Density
    RedWoodTreeDensity Density of trees and rocks in the redwood biome Redwood Tree Density
    RWBiomeSize The radius of the Redwood biome (from 0 to 1) Redwood Biome Size
    RWForestBiomeLocation The location of the redwood biome (X,Y from 0 to 1) Redwood Biome Location
    Shore Slope How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2) Shore Slope
         
    ShoreTreeDensity Foliage density in the shore biome Shore Tree Density
    SnowBiomeLocation The location of the snow biome (X,Y from 0 to 1) Snow Biome Location
    SnowBiomeSize The radius of the snow biome (from 0 to 1) Snow Biome Size
    SnowGrassDensity Foliage density in the snow biome Snow Grass Density
    SnowMountainGrassDensity Foliage density in the snow mountain biome Snow Mountain Grass Density
    SnowMountainsTreeDensity Density of trees and rocks in the snow mountain biome Snow Mountains Tree Density
    SnowShoreTreeDensity Density of trees and rocks in the snow shore biome Snow Shore Tree Density
    SnowTreeDensity Density of trees and rocks in the snow biome Snow Tree Density
    TerrainScaleMultiplier X,Y,Z to scale the whole terrain Terrain Scale Multiplier
    TreeDensity Density of trees and rocks in the grasslands biome Grasslands Tree Density
    Turbulence Power The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise Tubulence Power
    UnderwaterObjectsDensity Object density in the underwater biome Underwater Objects Density
    Water Frequency The frequency of the noise function used to generate land/water Water Frequency
    WaterLevel The height value for the water surface, from (Ocean Floor level to 1) Water Level
    ShorelineStartOffset The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land.  
    ShorelineThickness The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore.  

     

         

    Hosting a Dedicated Server on PGARK

    The actual PGARK configuration is stored in your \Saved\Config\Windows (or WindowsServer or LinuxServer etc)\Game.ini file, here: 

    [/Script/ShooterGame.ShooterGameMode]
    PGMapName=YourPGARK1
    PGTerrainPropertiesString=MapSeed=412;LandscapeRadius=1.2;Water Frequency=11;Mountains Frequency=11;Mountains Slope=1.4;MountainsHeight=1.3;Turbulence Power=0.0125;Shore Slope=1.0;WaterLevel=-0.72;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionIterations=200000;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.11;MountainBiomeStart=-0.55;MountainsTreeDensity=0.01;JungleBiomeStart=-0.65;IslandBorderCurveExp=4.0;MaxSawnPointHeight=0.1;SnowGrassDensity=0.25;MountainGrassDensity=0.05;SnowMountainGrassDensity=0.15;UnderwaterObjectsDensity=0.5;SnowMountainsTreeDensity=0.01;TreeDensity=0.003;JungleTreeDensity=0.66;RedWoodTreeDensity=0.35;SnowTreeDensity=1.0;RedwoodGrassDensity=0.1;ShoreTreeDensity=0.05;SnowShoreTreeDensity=0.025;DeepWaterBiomesDepth=-0.24;InlandWaterObjectsDensity=0.5;ShorelineStartOffset=0.04;ShorelineThickness=0.0045;TerrainScaleMultiplier=(X=1.0f,Y=1.0f,Z=1.0f);SnowBiomeLocation=(X=0.2f,Y=0.2f);RWForestBiomeLocation=(X=0.5f,Y=0.5f);NorthRegion1Start=(X=0.25f,Y=0.0f);NorthRegion1End=(X=0.416f,Y=0.5f);NorthRegion2Start=(X=0.416f,Y=0.0f);NorthRegion2End=(X=0.582f,Y=0.5f);NorthRegion3Start=(X=0.582f,Y=0.0f);NorthRegion3End=(X=0.75f,Y=0.0f);SouthRegion1Start=(X=0.25f,Y=0.5f);SouthRegion1End=(X=0.416f,Y=1.0f);SouthRegion2Start=(X=0.416f,Y=0.5f);SouthRegion2End=(X=0.582f,Y=1.0f);SouthRegion3Start=(X=0.582f,Y=0.5f);SouthRegion3End=(X=0.75f,Y=1.0f);EastRegion1Start=(X=0.75f,Y=0.0f);EastRegion1End=(X=1.0f,Y=0.333f);EastRegion2Start=(X=0.75f,Y=0.333f);EastRegion2End=(X=1.0f,Y=0.666f);EastRegion3Start=(X=0.75f,Y=0.666f);EastRegion3End=(X=1.0f,Y=1.0f);WestRegion1Start=(X=0.0f,Y=0.0f);WestRegion1End=(X=0.25f,Y=0.333f);WestRegion2Start=(X=0.0f,Y=0.333f);WestRegion2End=(X=0.25f,Y=0.666f);WestRegion3Start=(X=0.0f,Y=0.666f);WestRegion3End=(X=0.25f,Y=1.0f)

    After you configure an ARK to your liking in singleplayer mode, copy the values to your dedicated server's Game.ini file, and then host the server on the map called "PGARK" (ala "ShooterGameServer.exe PGARK?listen". The server will automatically load whatever PGMapName you have set. So if you want to do a different Procedural ARK, change the PGMapName value to "YourPGARK2" and you'll get a different savedata for that. You can revert back to any previous PGMapName to load the data of a previously saved PGARK. Note that if you have no existing save data for the PGMapName, it will use the PGTerrainPropertiesString to create the new ARK. But after you have save data for a PGMapName, the INI's PGTerrainPropertiesString will not take effect when loading that save data -- instead, it will use whatever procedural settings are contained within the PGMapName's existing savedata. In other words, to try out a new PGTerrainPropertiesString configuration, you either would need to delete your PGMapName's savedata, or use a different PGMapName.

    To get a PGARK configuration that you like, we recommend experimenting in singleplayer through the in-game UI, and then once you have settings you're happy with, copy the PGTerrainPropertiesString from your Windows\Game.ini into your dedicated server's WindowsServer\Game.ini (into the [/Script/ShooterGame.ShooterGameMode] section as described above). Then, as long as you're hosting a new PGMapName, those settings will take effect just as they were in your singleplayer game! You can also easily share good PGARK configurations by sharing that string with other server hosts, just copy the text of PGTerrainPropertiesString to them, and they can put it in their own INI. Share your best PGTerrainPropertiesString settings on the Forum! Hosts can put the PGTerrainPropertiesString value into PGLastUsedSettings as well, which will then become visible to the in-game UI for further custom tweaking/iteration.

    New System: Overriding/Modifying Map Spawners via INI

    There's a powerful new INI-driven system to override, add, or substract all NPC spawners within the ARK. In particular you can use this to adjust the spawners of a PGARK to your precise liking. Here are some examples of how it works:

    Add these INI values, as many as you want, into your Game.ini's [/Script/ShooterGame.ShooterGameMode] section. 

    For example, this will REMOVE Trikes and Sauropod entries from the PGARK's Grassland Spawner, and it will remove Trikes and Ptero's from the PGARK's Jungle Spawner (you could then do a ConfigAddNPCSpawnEntriesContainer afterwards, to add them back in with different rates, if desired):

    ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Sauropod_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Sauropod_Character_BP_C") )  )

    ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesJungle_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Ptero_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Ptero_Character_BP_C") )  )

    This will ADD a Giganotosaurus Spawner to the PGARK's beach spawner, but limiting it to only 1 Giga per spawner (via the NPCSpawnLimits):

    ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Gigant_Character_BP_C"))), NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.01) )  )

    This will OVERRIDE the PGARK's beach spawner to spawn NOTHING but Gigas and Rexes in equal weights and limits... OUCH!

    ConfigOverrideNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Gigant_Character_BP_C"))    ,   (AnEntryName="RexSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Rex_Character_BP_C"))    ),    NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5) ,  (NPCClassString="Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5)  )  )

    Using this technique, you can modify all of the spawners of any map. It will even take Mod creature class names, as long as you know their short (summonable) class names!

    Here's a list of all the spawner class names on TheIsland, TheCenter, ScorchedEarth, and PGARK for your handy reference:

    PGARK
    DinoSpawnEntries_InlandWater_PGM_C
    DinoSpawnEntries_TheDeepwater_PGM_C
    DinoSpawnEntries_TheOcean_PGM_C
    DinoSpawnEntriesBeach_PGM_C
    DinoSpawnEntriesGrassland_PGM_C
    DinoSpawnEntriesJungle_PGM_C
    DinoSpawnEntriesMountain_PGM_C
    DinoSpawnEntriesSnow_PGM_C
    DinoSpawnEntriesSnowMountain_PGM_C
    DinoSpawnEntriesSnowShoreline_PGM_C
    DinoSpawnEntriesSwamp_PGM_C
    DinoSpawnEntriesRedwoodsPGM_C

    TheIsland
    DinoSpawnEntries_Beavers_C
    DinoSpawnEntries_DarkWater_C
    DinoSpawnEntries_DarkWater_Mosa_C
    DinoSpawnEntries_DarkWaterAngler_C
    DinoSpawnEntries_DeepWater_C
    DinoSpawnEntries_InlandWater_C
    DinoSpawnEntries_Ocean_C
    DinoSpawnEntriesRedwoods_C
    DinoSpawnEntries_RedwoodWater_C
    DinoSpawnEntries_ShallowWater_C
    DinoSpawnEntries_SwampWater_C
    DinoSpawnEntriesArcha_C
    DinoSpawnEntriesBeach_C
    DinoSpawnEntriesCave1_C
    DinoSpawnEntriesCave2_C
    DinoSpawnEntriesCave2-LowSpiderScorp_C
    DinoSpawnEntriesCave3_C
    DinoSpawnEntriesCave5_C
    DinoSpawnEntriesCave5_Tough_C
    DinoSpawnEntriesCave7-Fliers_C
    DinoSpawnEntriesCaveIceWater_C
    DinoSpawnEntriesCaveLava_C
    DinoSpawnEntriesCaveWater_C
    DinoSpawnEntriesDamiensAtoll_C
    DinoSpawnEntriesGigant_C
    DinoSpawnEntriesGrassland_C
    DinoSpawnEntriesIceCave_C
    DinoSpawnEntriesJungle_C
    DinoSpawnEntriesMonsterIsland_C
    DinoSpawnEntriesMountain_C
    DinoSpawnEntriesPelican_C
    DinoSpawnEntriesPenguins_C
    DinoSpawnEntriesQuetz_C
    DinoSpawnEntriesSnow_C
    DinoSpawnEntriesSwamp_C
    DinoSpawnEntriesSwampCave_C
    DinoSpawnEntriesSwampCaveWater_C
    DinoSpawnEntriesTinyCave_C
    DinoSpawnEntriesTitano_C
    DinoSpawnEntriesWater_C

    TheCenter (which also uses many TheIsland spawners)
    CustomAnglerSpawner_C
    CustomPenguinSpawner_C
    DunkEurSpawn_C
    GrasslandsUnderArea_WaterSpawn_C
    IceCave_Spawner_C
    IceCaveWater_Spawner_C
    Lava_Spawn_C
    Lava_Upper_Spawn_C
    LavaBeach_Spawn_C
    LavaWater_Spawn_C
    MiniCaveBearSpawner_C
    SnowGrasslands_Spawn_C
    SnowGrasslandsUnderArea_Spawn_C
    SnowyLake_Mosa_C
    SnowyMountain_Spawn_C
    SpiderCaveSpawner_C
    UnderwaterCaveSpawn_C
    DinoSpawnEntries_OceanUnderworld_C

    Scorched Earth
    SE_DinoSpawnEntries_DeathWorm_C
    SE_DinoSpawnEntries_RexSolo_C
    SE_DinoSpawnEntriesBadlands_C
    SE_DinoSpawnEntriesCanyonCave_C
    SE_DinoSpawnEntriesCanyons_C
    SE_DinoSpawnEntriesDunes_C
    SE_DinoSpawnEntriesEZMode_C
    SE_DinoSpawnEntriesGreenDesert_C
    SE_DinoSpawnEntriesMountain_C
    SE_DinoSpawnEntriesMountainCave_C
    SE_DinoSpawnEntriesOasis_C
    SE_DinoSpawnEntriesRuinsCave_C
    SE_DinoSpawnEntriesRuinsCaveNoGolem_C
    SE_DinoSpawnEntriesSandworm_C
    SE_DinoSpawnEntriesWater_C
    SE_DinoSpawnEntriesWyvern_C
    SE_DinoSpawnEntriesWyvernTrench_C

     

    Procedural Generator Modding Guide

    The Procedural ARK Generation is nearly 100% Blueprint-driven, so it is super moddable (and the Generator Blueprints used can be overriden by any Mod!). We have no doubt that enterprising modders will be able to create even better algorithms and logic paths than us, for more lifelike and detailed procedural ARK's. Here are the first details about how to get involved with creating a unique Procedural Generator Mod in the ARK Dev Kit: 
    https://forums.unrealengine.com/showthread.php?90664-9-28-ARK-Dev-Kit-v247-8-has-been-posted-to-the-Epic-Launcher!

    And here's an example of a very simple one!
    http://steamcommunity.com/sharedfiles/filedetails/?id=785098977

     

    Bonus video tutorial by ThickFreedom:

  9. 6 minutes ago, Purrmaster said:

    I haven't heard much mention of Tek Tier recently.  Could you please confirm whether that is still upcoming and, if so, a rough timeline of when you think it might hit?  I really want to shoot a dinosaur with a plasma rifle.

    The first Tek Tier items will be the power-armor set and will be coming along with the 'Boss Ascension' feature (as they use a new resource system related to that ;) ), targeting this month of September.

    Cheers,
    Jeremy

  10. 8 hours ago, DaEndGame said:

    Always good to see the communities creations, really inspiring! Everyone has done a great job as always and I'm sure there is plenty more where it came from. Keep up the great work guys.

     

    Sadly there's nothing on P+ for Xbox release. Last word on it, as far as I know, was one of the WC team saying it was a few weeks away on twitter. Now here we are a few weeks later! Well patience is a virtue, so I'll wait. Although I'm definitely looking forwards to its release and when it does, I shall master cooking and building, Hazzah!

    It's turned out to be significantly more complex to properly package up P+ for console release than we anticipated. Basically, can't have 5 minute load times on console, ;) 

    (But yes, we have some of our engineers working on it every day and it's getting done, should be submitted to Microsoft soon -- it's requiring some new technical pipelines to package it up in a manner that we can maintain without having every Xbox update be 4GB -- Xbox updates aren't packaged with per-byte differences like Steam updates, but rather only per-file which) 

    Looking forward to playing P+ on Xbox with ya soon,
    Jeremy

  11. 9 minutes ago, IcedAllosaur said:

    Thanks guys for the dev kit! So this means creatures already in core Ark like the Allosaurus and Gallimimus can be imported in?

    Yes, you can indeed copy over all the assets from the regular ARK: Survival Evolved Dev Kit as you wish, they're just drag-and-drop between the two DevKits. I'm expecting a Titanosaurus Mod for ARK: SotF in 3....2.....1....!

    OK fine, I'll go ahead and add the Titanosaurus Mod now :P 

    Cheers,
    Jeremy

  12. 36 minutes ago, ManoWar said:

    I think that Killenjoke and Nyrang have interesting ideas, and I support the thought of them, also this is going to add more of the Primitve to modern to futuristic feel for the game, and this wil be a fun way to get fish instead of having to chase them underwater and potentinally drown due to stamina.

    Oh it's much more than that -- fishing has a very specific benefit to the kinds of resources you'll be able to get from harvesting the captured fish, in order to make it worth the time expenditure ;)

  13. 12 hours ago, Neizan said:

    Can you add a server option to "allow/no allow" human players in Primal Survival? maybe some servers only want NPC Bush People (without real humans in their servers)

     

    Is Primal Survival created by the same creator of "Play as Dino" mod? or is Primal Survival created by ARK devs?

    Yes the servers can determine each species (including whether humans) that players are allowed to play as.

    The Primal Survival Total Conversion is being developed by Instinct Games, who also work with Wildcard on ARK: Survival Evolved itself. It will add a lot of new features for Mod creators too, giving them much more control over how players can interact with the game world (looking forward to Uber-TRex vs humans competitive game mod... if someone doesn't create it, I'll try to get around to it myself ;) )

    Cheers,
    Jeremy

     

  14. 13 hours ago, GamerPerfection said:

    I don't know about that actually. There's been confirmation that humans will be in Primal Survival, but there's been no confirmation whether the humans will be AI or Players. There's strong feeling they will be players, and therefore you might be able to chose to play as dino or human.

    Those are human players in Primal Survival. And servers can control which species can be chosen by players, but there are never ANY AI humans. I'm just not good enough with AI to even attempt it ;)

    (however... I bet the 'NPC Bush People' Mod dude will have a blast)

    Cheers,
    Jeremy

  15. 27 minutes ago, EvilChaosDX said:

    I'm a little bit confused by the borders. Surely anything outside the red is safe, so what is the need of the green borders? Wouldn't they be directly attached to the red borders? Which they don't seem to be in your images.

    Anyone able to clear this up?

    The green borders are actually just the other side of the red border, so that you know you're on the "safe" side -- otherwise it might not necessarily be obvious which side is which ;)

  16. Aha don't worry, we're not gonna nuclear-winter the Hidden Lake! ;) The changes map will be updated soon, Hidden Lake area will remain as-is.

    Also we'll be more clear shortly about which swamp area will be affected, it's actually relatively little (some swamp area is being reclaimed for other biome usage).

    Also note soon next week we'll update the in-game environment with 3d markers indicating areas that will be undergoing a change.

    Cheers,
    Jeremy

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