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7 days to die base on a bridge
7 days to die base on a bridge







7 days to die base on a bridge

7 days to die base on a bridge

As it is, it is a bit tedious if you want to open/close the drawbridge or other door while exiting or leaving on a mini bike. Originally posted by SBGaming:I'd be interested in the concept if it was in the form of a remote door opener that I could access while on a minibike. Nevermind the fact that regardless of mechanism, anything trying to forcibly get in will just be breaking the door down and not trying to just disable the locks.

7 days to die base on a bridge generator#

Magnetically locked doors do not make any sense when you are running on sparse generator power since these things need continuous power to remain locked.

7 days to die base on a bridge

Which leads back to why you wouldn't just want this control at the actual door where you are most likely to need it. Which would you rather have in an apocalypse?Īs for hatches, hatches are mechanically locked doors so the only thing power would do in this situation is just turn the lever that engages or disengages the locking mechanism. The later system becoming entirely useless if any of the pistons are damaged, there is a tear in the pump lines, whereas the spring system we have now still being functional even if the pistons become damaged, the rods bent, and requires no outside mechanisms to function. Making this automatic would mean implementing some sort of hydrolics and a pumping mechanism which would then be what is powered. The pistons on a drawbridge are there to have extended stability and to house the springs to make it easier to pull the bridge up. Why would you want to run into the situation where you might fall outside your wall and have no reasonable way back in since you can't hit the switch to open the drawbridge before you get swarmed?Įven in a multiplayer setting, why would you want to have to keep running to a switch to raise/lower a bridge every time someone enters or leaves the compound? Why would you want to have the risk that you might want to run out of power (or just have it turned off) and no longer be able to operate these things? Also, lowering your View Distance to something like 8, will help.įPS - over 60 for most people, is barely a noticeable difference - and yes, obviously, RWG maps do need to load far more chunks of land than Navezgane, as it's a 20kmx20km map.Why would you want to have to run over to a switch to open and close your own drawbridge when you can do it yourself right at the source? Well, RWG maps need that 12GB RAM as suggested on the store page to perform "adequately". Shame, back to building my own bridges on crappy Navezgane i guess. Random map gen i get 80-110fps with drops as low as 20fps. Navezgane i get a constant 80-150 fps with very few drops down to 60 odd. The only setting i have on max is graphic textures everything else is off or low. Think im gonna have to stick to Navezgane for the time being, i'm an fps nazi and lowering graphics is really not helping much. Originally posted by Belgarath:Btw, i tried a radom gen map but it runs like absolute rubbish as it's obviously loading the map in as you play.









7 days to die base on a bridge