
Boxfigs
u/Boxfigs

Last night, I had a dream I was playing a version of the game that resembled A13-A18. It was on a map that was supposedly Navezgane, but it was a completely different map that was much smaller and far more dense with POIs, basically one big forest town with large residential areas. There was even a railroad track running north-south along the east edge of the map. It was partially covered, like a tunnel with one of the walls missing.
Zombies spawned in greater numbers, much like some of those older alphas, with wandering hordes occurring more than once a day. I was always either trying to hide from or run away from zombies, as there were zombie dogs and cops. Zombies just seemed faster than
I'm thinking of creating a mod that rebalances quests and possibly traders as a whole, and I'd like some opinions on how how people feel about quests.
Do you do them for the XP to level up faster? For the rewards? For the dukes? If you feel you do in fact have a choice, do you choose to do them or not and why?
The rule forbidding decompiling requests and help has been removed. This is because of Clickteam's recent behavior, as detailed here. They have shown that they no longer deserve our respect, so we will not continue to honor their request to not reverse engineer games made with their engine.
While I myself am no longer interested in discovering the inner workings of the FNAF games, I'm sure some of you out there still are. For any of you just getting into it, I'll get you started: you'll need a toolset called Anaconda, which is written in Python. Anaconda itself has been ab
MC-71750 was submitted (by me) back when the shader settings, better known as Super Secret Settings, were still in the game. After the button's removal during the 1.9 snapshots, a mod closed the report as invalid. Evidently, the mod assumed that shaders were being removed altogether, when in fact all that was removed was the button in the options menu to activate them.
Since then, shaders have still been used when spectating Creepers, Spiders, and Endermen. I recently got back into the game and checked if this is still an issue, and it is. I updated my report and requested in the comments that the issue be reopened, but I haven't gotten a response.
I have recently changed the rules involving decompiling. To summarize what I've added to the sidebar, you can no longer request or provide help with decompiling, nor can you discuss fixing the decompiler. Everyone is on their own with figuring those things out. You can still post texture/sound dumps and images or video of things you found in an MFA.
If you're wondering why I decided to do this, it's because I realized that Clickteam doesn't want anyone to decompile games made with Fusion because it's the only thing they can do to impede piracy. I used to think that it was okay for us to discuss decompiling, as long as we didn't distribute any files. But now I'm aware that this unintentional
A few days ago, u/-popgoes made a post here asking for methods to make it more difficult to decompile a Fusion game. He stated he would like people to try to find his game's secrets in the way in intended, at least for a week. Since it is this subreddit's policy to respect the wishes of game creators in regards to their games, I offered to help make sure no one rips apart his game too soon.
As you may know, POPGOES came out today. So, any posts related to decompiling POPGOES will be removed, up until July 3rd.
Not many people know all of the backstory of the game, some not even aware that there is one. If you don't know, the story can be pieced together from various notes found in the three official Survival maps.
There are actually two stories, one of the zombie apocalypse and one of the crashed UFO in Washington.
Zombie Apocalypse
It all begins with the shady scientific research company Scorpion-7. One of their laboratories, located on Prince Edward Island in Canada, comes under the suspicion of the local government. After investigating the lab, the government evicts some of the scientists who work there. An eviction notice for one of them, Dr. Behan, is found on the abandoned house in Alb
I'm an admin on a server run by a friend of mine (let's call him TR). Yesterday, he messaged me on Steam saying someone on the server (KB) was hacking. So I joined the server to investigate.
TR, who wasn't on the server at the time, told one of the other admins (WS) to jail KB. In case you're not aware, this is by the command /jail, which prevents the targeted player from moving too far from a chosen point and always respawns them there. I went into the jail cell with WS and another admin to try to figure out what was going on.
I found out that TR thought KB was hacking because KB spawned in an item. TR had recently removed the restricted admin permissions KB had, so he came to the conclus
I was looking in the game files (specifically Data/Gui/InventoryItemDescriptions.json) to check if Big Wheels were in fact listed as Medium Weight when I saw some entries for the robot heads mentioned in Devblog 7!
Each are named "Cargo Robot Head" followed by an instrument name. These instruments are Bass, Percussion, Synth Voice, and Blip. They correspond to the variant heads seen in the images, though I don't know which instrument corresponds to which color head. I put this information on the wiki, by the way.
I also happened to find a few images in the same folder showing the GUI of these new parts:
- SynthIndicator.png: A music scale (CDEFGAB). Judging by the name, it'll be used fo
I thought of an item tag that would be useful to map makers, for custom items. It would be a boolean value, like this: DisableDrop:1
When set as shown above, if the item is in a player's inventory or a container, they can't drop the item. (Only affects manual dropping; the item drops as normal on death.)
This is useful for situations where the map-maker wants the player to have a custom item at all times, and doesn't want it to be accidentally dropped.
Players freely dropping items proves to be a problem in a couple of projects I've been working on. I'll use one of them as an example.
The player has to wear a mob head that modifies attributes, such as max health and movement speed. To

