Resonance cascades are part of a lab finale if I recall, but yeah. Not fully implemented yet.
Thanks. I know that it’s an HL reference, I only wanted to know if it would spawn some weird shit, ruin everything around, teleport me somewhere or else. But if it’s doing nothing yet, then I’ll bother myself with it later.
Another spoiler request: what’s interesting on the underground level of those towns full of irradiated wanderers?
I have one nearby but I cannot be arsed to wander through it — and there is this fungal bloom nearby I want to take care of.
Necropolis. Not complete yet, I think, but underground there’s a storage area with some goodies. You basically have to wander through all those sewers in that area to find the place where the items are.
Thanks. I’ll nuke the fungi first, then go visit the dead.
The sewers in the necopolis also have a thing that can potentially hide NPCs. owo
Has anyone paid attention to the world map coordinates? (visible in the lower right corner at map screen). I just recently made the observation that the game doesn’t start at the coordinates 0’0, 0’0, which I find odd. That makes me question if there is anything special at those coordinates…? Currently I’m trying to make my way there, but I keep getting distracted by things along the way…
Absolutely nothing, well unless the RNG decides to place something.
Not exactly true.
There will be overmap “seams” where a terrain abruptly changes without respect for usual mapgen rules
Not exactly true.
There will be a massive dimensional rift between worlds where the cataclysm has spliced a gap between our world and alternate earths.
ftfy
Not exactly true.
There will be a massive dimensional rift between worlds where the cataclysm has spliced a gap between our world and alternate earths.
ftfy
A forest that mysteriously ends in a straight line sure sounds interesting when you put it like that…
The MBR vests are supposed to be the fancy military-grade bulletproof vests, dunno what happened there.
Thanks. I’ll nuke the fungi first, then go visit the dead.[/quote]
Be prepared to take a beating, it can get pretty bad down there, and personally the reward Really isn’t worth it. There’s nothing special down there, just a high-grade library, low-grade armory and a small stash of bionics and around 2000 irradiated wanderers. And all the Berettas and 9mm ammo you can carry.
Oh, cool, didn’t know that about 0,0
Minecraft’s Far Lands seems way trippier in comparison, but I’m noting the trend that things just Get Weird past a certain point in infinitely generated terrain. I hope there’s creepypasta out there about it lol.
Yeah, be prepared for a ton of irridated wanderers, especially on a high enough spawn rate. I remember that on 15x spawn it had enough wanderers to break through solid rocks everywhere.
[quote=“Pthalocy, post:8774, topic:42”]Oh, cool, didn’t know that about 0,0
Minecraft’s Far Lands seems way trippier in comparison, but I’m noting the trend that things just Get Weird past a certain point in infinitely generated terrain. I hope there’s creepypasta out there about it lol.[/quote]
Now I wonder what will happen if you reach past the last possible overmap (well I don’t know the limit but probably it’s probably overmap 2,147,483,647, 2,147,483,647) Would the game crash? Will farlands be generated? Will you teleport to the mystical -1, -1 overmap? Is New England actually a gigantic toroid?
Even with a normal 1.0 Spawn Rate everything is filled with them. Like, seriously, all of the hallways and rooms are at least half full with them. Hundreds of zombies in quite a small place, but…funny enough, its fitting, isn’t it? If you consider what it’s supposed to be…
I see 3 possibilities:
[ol][li]The toroid version. Except not -1, -1, but INT_MIN, INT_MIN (dependent on whether you’re playing a 32 or 64 bit binary)[/li]
[li]Some value may depend on overmaps before current one being calculated first. In this case the game would consume enough RAM to crash on a supercomputer[/li]
[li]Some functionality may depend on values to the south and east having larger x/y coordinates. In this case anything from a crash to “something weird” may happen. Some loops could become nearly infinite, taking hours to process. Other loops wouldn’t even start.[/li][/ol]
Minecraft-style farlands wouldn’t happen, because those require floating point coordinates. Instead either everything would work fine or there would be a line separating two “worlds”, each working fine when left alone, but conflicting with the other one.
However we could also have a second set of farlands near overmap INT_MAX/(12180). That’s because global coordinates of vehicles and some other things are equal to (overmap_coord180)+(submap_coord*12) and those would wrap around at that point. The effects would probably be much subtler, though. Not many effects use global coordinates.
Is there any real use to quivers? I can get a fancy leather quiver that holds sixty arrows, or I can get a utility vest that adds enough volume capacity to hold 140. The only advantage seems to be reducing the number of hotkeys used up.
Or you can wear both because derp.
Does the amount of currently existing NPCs affect the spawn rate of random NPCs? Been about a week or so in summer and no random NPCs are spawning in my vicinity. At the moment, there’s NPCs in the refugee center and the outpost, but aside from that no other NPC is showing up to get eaten.