
>Word is ridiculous. Open file in wordpad. Save. Close wordpad. File size reduced from 30kb to 1 kb.
Knowing Windows, Word probably saves your version, time, real name, address, phone number, facebook friends and everything else in that file

>offtopic time? offtopic time.
This is pretty accurate actually. There was an american serial killer who was caught because of the metadata saved in a Word document.
In settlements, instead of clonks just straight dying at 0hp, they go into a "dying" phase, where there's still a small amount of time to bring them back to some kind of safe-zone where they can recover. This could be disabled in harder rounds, to avoid making food pointless, or possibly food could also be used to extend the time-to-death. Also, they would be revived to a very small amount of health (1?) and still need food for anything beyond that.

I am not sure whether I like that. I could imagine that it makes the lives of your Clonks feel less valuable.
>To make the impact of a random event (meteor, vulcano, mining accident..) less dangerous
Don't understate this. I just lost a clonk in the first 30 seconds of Krakatoa because of a metorite setting a tree on fire setting him on fire.
The recovery could have a high material cost(cotton for bandages, wood for splints, metal for prosthetic joints,etc.), so you're still punished for it, just not quite as badly. I'm not, by the way, saying all those items should be added, those were just examples of why you'd need the materials to help them recover.

> Don't understate this. I just lost a clonk in the first 30 seconds of Krakatoa because of a metorite setting a tree on fire setting him on fire.
I was against these kinds of desasters anyways. On further thought, the main problem may lie with the fire, not with the disasters themselves.
I like the idea of rescueing your favourite clonk in the last second, bringing it to a safe place and help it, but isn't it a lot easier to just get some berries and heal it?
I think it is also a bit illogical: Your clonk just jumped into lava? Don't worry, it didn't die, you can heal it with some produced stuff! Losing your clonk right at the beginning is not nice, but you learned from it. Next time you will probably send your clonks underground immediately. As Zapper said, you have to be careful with your clonks, they are valuable!
>And while you are producing all this stuff
Unless I already had some wood/cotton/iron laying around, in which case I just need to get that clonk back to safety.
>I think it is also a bit illogical: Your clonk just jumped into lava? Don't worry, it didn't die, you can heal it with some produced stuff!
You could always make them die to fire, so they couldn't survive a lava bath.

In OC the fire is already a lot weaker than in CR. You have to stand for a few seconds in front of a burning object (less if more objects) to reach the state that you don't slowly extinguish yourself.
If that is still happening too easily with single fires, we might want to weaken that further.

Will fix that - imo it should be even stronger than in CR: inventory objects never catch fire even if you swim through lava. Just because you don't have a visual feedback if your inventory is on fire. In CR that led to those half-burned bows everywhere where the players had no idea why they could not shoot anymore :)



>In settlements
That's an "exception" in the gameplay that might trip us up later - when, exactly, does a settlement scenario stop being a settlement? If it's a "no-goal"-scenario, but players start fighting, does it still count as a settlement? And where does a base melee fit in?

Also, closing the irc channel with alt+c disconnects you. I wish it didn't.

>Turning a pump off doesn't stop it from taking power. Meant that I couldn't make a line kit to add to the pump to move water to make space for another windmill :\
That's on the "will-fix-list" right next to "fix elevator" :<
Ingame they use that trick , hit you - and run away if you are fighting back. After some time, they again surprise you with a super fast attack and run away again.
Hm speaking of which, is there a way Open Clonk can prevent Macro use? Fun or not, I always considered it an unfair advantage towards normal players.

This gave me an idea for a new weapon: Throwing stones. The humble rock is the most basic of weapons. You throw it. That's it. But it's a bit... Outclassed. The firestone works exactly the same, but with the added bonus of exploding. I think good throwing skills are underrated in this game. The ranged weapon tutorial doesn't include a chance to practice your aim with some gooding throwing (javellins don't count, they have their own physics.)
Throwing stones would be smaller than a normal rock, but stackable, allowing for quick volleys of rocks. Like a ninja's shurikens, they aren't designed to kill (although with good aim, the damage would start to add up...) but to hinder and distract. Punish your enemy for bringing a gun or bow to a rock fight. Don't let them reload their weapon. Shoot them with yours while they're tumbling from your hits. I'm currently reading the documentation to see if I can work out how to make this weapon. I guess it's about time I started creating something more than hot air.

But I found reloading the bow to be a real problem. When I released the mouse button to shoot, I had to wait for the clonk to finish the shoot animation to reload again. This means I shot the arrow and *quickly* tried to reload it again, by pressing the mouse button again. I thought it would reload, but because the clonk still had to finish the shooting animation, it didn't. So I hold down the mouse button for a few seconds only to realize that didn't do anything. By that time I already got killed.
Same with disruption while loading. I hold the button, the clonk goes into the reload animation. I get hit and the reloading stops. Naturally I don't release the mouse button, because I think it will reload automatically when the tumble animation is done and I'm still holding the button. But no. You have to release the button and press again.
TL;DR
I think the reloading should automatically start again when the button is pushed down.




Also cause the current one is not even completely free of bugs, neither well documented, nor explained fully in the tutorials...
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