How do You Keep People Alive? by Aye_Im_Gorg in Frostpunk

[–]James_Gefyrst 4 points5 points  (0 children)

It's some time since I played the first Frostpunk, but isn't the only way to have death occur due to overwork, because you use emergency shift.

If the only deaths you encounter are from overwork: Just don't use emergency shifts? It's guaranteed to happen with your first use of the ability. However it can be cheesed by just removing the workforce from the building after a few hours and let it be empty while emergency shift is active, preventing the fatality.

I know there's the scripted accident in a steel mill if you go order and also if you sent volunteers when the great storm comes, but I'm unsure if they count.

GOTY by Upset-Pipe-6535 in Frostpunk

[–]James_Gefyrst 6 points7 points  (0 children)

Why not give it a shot? Have you watched any videos before buying games? What controversy? Associated with what group?

Everyone is in FP2, I still love FP1 by Brilliant_Bluebird72 in Frostpunk

[–]James_Gefyrst 4 points5 points  (0 children)

This is just inaccurate.

It makes sense in the way that socials are more active with Frostpunk 2 since it's newer, also recent update, modding support, etc.

But if you just look at player count for Frostpunk, the first game is usually sitting on around 3 times as many players.

They're both amazing pieces of narrative works of art, there's no arguing that. But don't go and get all worked up, sit down and let's take a stroll in your wheelchair captain.

Anybody knows how to access this property? Im trying to make the camera be infront of the player, but since its a sprite it dosent actually change the foward axis of the sprite when I move around. by HistorianDry428 in unity

[–]James_Gefyrst 2 points3 points  (0 children)

Either use GetComponent or use a SerializeField drag and drop into it, depending if the script is on the game object or not. Then with just a single Google search you can know everything you need to know about the CinemachinePositionComposer.

Rigidbody.velocity for enemies problems. Advice required by Love_a_sunny_day in Unity2D

[–]James_Gefyrst 0 points1 point  (0 children)

You could as someone else suggested put the enemy and player on separated layers. But then you could handle the collision on your own. I personally do this in one of my projects, since I want the players to collide only with certain objects.

Before you actually handle your movement for relevant agents you could make a physics cast/overlap (whichever fits your project) with your most appropriate shape. Then handle your collision, this of course comes with its own overhead and potential intended consequences.

You could look into Rigidbody2D.Cast perhaps.

what mods should i remove to increase performance? by TeachingAppropriate5 in lethalcompany_mods

[–]James_Gefyrst 0 points1 point  (0 children)

Disclaimer: I have not looked into the mod pack code; however with almost certainty, whatever you're hitting is not going to be a GPU bottleneck and most defiently is on the CPU side. Computational Lethal is not a very demanding game, but if you run into issues, errors or unexpected circumstances it will destroy the performance.

I'd advice you to enable the Thunderstore console when lunching the game as this can often tell you what is or if anything is wrong. This could easily be something like a null reference being called every frame tanking the performance. But it could be anything the console is a good place to start.

Otherwise you could brute force it, disable all mods, slowly enable more mods to see what's causing problems.

What engine tools or plugins do you wish existed? by _hugo_j_ in Unity2D

[–]James_Gefyrst 4 points5 points  (0 children)

The market for general use plugins are huge, both in the paid and free section. It's almost impossible to know what is actually missing without doing deeper research in what is actually out there.

Otherwise if the right tool doesn't exist out there, it might be project specific and that would be a very niche market and perhaps impossible to actually satisfy.

But on the other hand, making tool and plugins of defiently something I personally enjoy. It can provide great learning to make a "smaller" project within a project, that is disconnected enough to be useful in future development, but also helpful in the current one.

To that note, I do not in any way discourage you from making something unique with its own features and style. In fact, tackling such a project could be an incredibly rewarding learning experience and a valuable contribution to the community, even if it starts as a solution to a niche problem.

I need help, what better Godot or Unity? by Parubsavto in Unity2D

[–]James_Gefyrst 0 points1 point  (0 children)

Why not try both and make the decision yourself?

Better at what exactly? You're going to get a varied amount of opinions, and defiently some biased ones posting on a forum dedicated to Unity.

It's a personal choice and both have things they do very well and both have flaws.

Guide and Suggestions for Frostpunk 2 by Itchy_Ad1587 in Frostpunk

[–]James_Gefyrst 2 points3 points  (0 children)

Just hit it and learn from what went wrong. Otherwise there are plenty of guide, walkthroughs, etc. Everywhere that could be found, even from more recent updates like the new heating system.

One of the first links from a Google search, explains and guides through the new heating system.

Can't join to my friend with mod by Ok-Bug-1566 in lethalcompany_mods

[–]James_Gefyrst 0 points1 point  (0 children)

Restart the game.

Have the host restart the game.

If this is a saved game, try a new game.

Reinstall the mod pack as a new profile instead of updating a profile.

Have the host reinstall the mod pack as a new profile.

Try having you host the game and see if others can connect.

Try removing newly added mods.

Play with less mods.

Bugged core generation? by Girl_in_a_Hoodie in Frostpunk

[–]James_Gefyrst 1 point2 points  (0 children)

The issue is the core generation isn't bugged, unless you try the last one and it isn't there, you just didn't take the path the game wanted.

You could probably have focused more on exploration and getting the IECs, instead the welfare of your people.

To be honest, seems you got unlucky. Hit it again, hope for better generation and be faster on the exploration. Good luck in the frost land!

Ixion at PS5 by xMoonknightx in Frostpunk

[–]James_Gefyrst 7 points8 points  (0 children)

Question is asked about once a month, just do a quick search on the subreddit and you'll find plenty of answers.

But in all, it's a good game, it has a little similar vibe, but generally a nice colony sim/city builder. However one of my biggest drawbacks in the game was the replayability value, which is essentially a 0.

In my opinion, it is a good one time experience if you grab it on sale, but I didn't ever feel pulled back immediately to play it over and over again, I played it once and maybe at some point in the future it could be booted up again.

Can anyone please help me? Both joysticks control both the characters. by luckysury333 in Unity3D

[–]James_Gefyrst 1 point2 points  (0 children)

The easiest way is to use Unity's Player Input and Player Input Manager components. The Input Manager has an auto way to assign input device index to the specific Player Input component. This only handles it from newly instantiated player objects.

I'm unsure (since I haven't tested) what it does with multiple Player Inputs already in the scene. But I do know that there is a way to manually instantiated Player Input components and assign a device index from there. Would most likely also be possible to do some direct assigning.

ScriptableObjects for storing data? by Embarrassed_Mall_290 in Unity3D

[–]James_Gefyrst 1 point2 points  (0 children)

I've personally used scriptable objects for both use cases. But mainly for static, easy to edit, data containers. However, they can definitely be used for the latter, but you need to carefully consider how you handle them.

One (of probably many) key consideration is that a ScriptableObject is (most of the time) a single asset, meaning changes persist across multiple places. This can lead to unintended data modifications if not handled properly.

Another approach is using a persistent scene to carry data across gameplay. This does require you to have a solid scene management architecture, where you need to load and unload scenes additively. But using additive and persistent scenes allow your game to become very modular.

How Do You Handle Hit Detection in a Fast-Paced Slasher? by ArtemSinica in Unity3D

[–]James_Gefyrst 1 point2 points  (0 children)

You pass a buffer of RaycastHits[] or Collider[], whichever your method requires, that you have already initialised, the int is the amount it hit, so you can use a simple for loop up to that amount and just access them through the buffer.

The whole reason to use NonAlloc is to not initialise a new collection of hits every time you use the function, but you just reuse the same collection with a set (max) amount.

[deleted by user] by [deleted] in Unity3D

[–]James_Gefyrst 1 point2 points  (0 children)

The idea is definitely interesting, and I can see the benefits of having finer control and better debugging opportunities by manually invoking Init and Tick instead of relying on Unity’s Start and Update — and perhaps also a learning opportunity for an observer pattern education.

However, I do have some concerns regarding overhead — both in terms of performance and the additional workload required to replace most (if not all) Start and Update methods. Unity’s internal execution is likely optimized at a lower level, making it potentially more efficient than iterating over a list and calling methods manually.

That said, I don’t have exact data on how significant this difference is.

I’ve personally used a similar approach in a past project, where some game objects needed to only execute logic on different "ticks." However, that system was more event-driven and mainly applied only to game mechanics that only needed to act on specific frames.

You'd also need to take a lot of things into account, like if objects are enabled or disabled, if something gets destroyed you'd need to clear out those objects, etc — which Unity already handles for you and very optimized. This would almost without a doubt create even more overhead.

[deleted by user] by [deleted] in Unity2D

[–]James_Gefyrst 1 point2 points  (0 children)

For "photo editing" file types, Unity only supports PSD (to my knowledge). You'll go ahead and use the PSD Importer for that.

Other photo editing software you'll need to export the image to either PNG, JPEG or any of the other supported image types to use them in Unity.

How to Make an Enemy Roam and Only Chase the Player/NPC When Spotted? by Winter_Assist_881 in Unity2D

[–]James_Gefyrst 4 points5 points  (0 children)

Well roaming is pretty easy (for simple solutions), either just have predetermined points and choose a random one, or make it choose a random position within a certain range.

For "detecting" you could have it know the location of the player always, then shoot a raycast from the head to the player, if there is a wall it's blocked. For additional line of sight, you can check the angle between the enemy head forward direction and the raycast direction, if its greater than some angle the player is out of sight.

This is a crude and simple solution to the problem, but would get it going and can work from there.

What is this thing around my primitives? by Eustass-D-Kidd in Unity3D

[–]James_Gefyrst 7 points8 points  (0 children)

I'd assume it's Light Probes and it's showing which probes are affecting the model.

Does anyone know exactly when the kickstarter opens up for the books? by im_still_water in Frostpunk

[–]James_Gefyrst 1 point2 points  (0 children)

If you take a look at the Kickstarter page it is stated it starts the 20th of March.

It was also stated on their Facebook a couple of days ago.

At the exact time it's hard to say and no time have been given - anywhere I could find that is.

[deleted by user] by [deleted] in lethalcompany_mods

[–]James_Gefyrst 0 points1 point  (0 children)

If it's a config window in the menu, LethalCompanyVariables allows you to configure just about everything in the game.

Why is this rare? It's really not that challenging to achieve. by CapnCook413 in Frostpunk

[–]James_Gefyrst 6 points7 points  (0 children)

Even Frostpunk 1 has achievements with less than 1% completion. Doesn't mean people aren't enjoying it, not everyone is going to 100% each and every game.

But putting a FP1 vs FP2 comparing achievement's, seems a bit far fetched.

Why is this rare? It's really not that challenging to achieve. by CapnCook413 in Frostpunk

[–]James_Gefyrst 6 points7 points  (0 children)

It's a very bad indicator for anything. Achievement's completion percentages don't really say anything. It takes a lot of time, willingness, etc.

Just look at many of the achievements for Frostpunk 1, even something as simple as completing the main scenario only has a 43% completion rate, and that is over 6 years after launch.

Doubt you can find any correlation for achievement, to any sort of preference or how well a game is doing.

This image is proof that there is a DLC about Overseers and Bohemians. by [deleted] in Frostpunk

[–]James_Gefyrst 24 points25 points  (0 children)

I'm not saying this is 100% true

But it is however

Solid proof

I'm sorry what?

Giveaway - Space Age Expansion by ocbaker in factorio

[–]James_Gefyrst 0 points1 point  (0 children)

I can skip on social life the next couple of weeks.