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No admin wants mass beds from some player being silly either so i don't see it being practical to add remove function to beds. What they really need to do is code it so that the beds despawn if they are no longer flagged as actively tied to a player.
This is from a player standpoint i do not own or admin any servers for a long time now so i am not talking about admin flying around and doing it.
I never said anything about removing beds. As for admins cleaning up stuff, this would do just that. No player would go around placing actual beds all over the place due to the extra price. They would continue to use bedrolls for temporary spawns. With the decreased time for those, cleaning up would more or less be automatic.
This statement implies in an abstract manner that you dislike bedroll spam through out the world does it not?
Implies that any griefer may decide that they want to be stupid and place beds around if we got the remove function on beds. Keyword silly. It was tacked on to your statement because i know somebody else will just say give beds remove function. My statement is not opposing you it is agreeing with you by adding onto it.
TBH there is no need for a second spawn point just flag the bed rolls for removal after say 2 in game days if they are not inside a claim i am not sure what it is set to currently but it seems less of a problem now than it used to be.
This is also tied into why only the last to be placed bed(roll) allows for spawning on it, because it's also the only one that will have this effect.
so changing night to day is not practical
but
the only usefull thing that could work is a healing/cure buff
stay in bed and your illness goes down/health goes up faster
You could solve a number of problems with the following restrictions:
If you place a second bed the first is destroyed, if you place a second bedroll the first is destroyed. If you die and spawn on your bed, your bedroll is destroyed.
The bed is your permenant spawn, the bedroll just temporary but can be forgotten afterwards.
My suggestion was: Make beds so that you can use the radial context menu (hold E while looking at it) to set that bed as your active spawn point. As long as the bed is not already claimed by someone else. It simplifies a ton of issues, and uses a game mechanic (radial menu) that already exists.
You build a bed, it's your current spawn point. Go out exploring, lay down a bedroll, that's now your spawn point. Get back to base, you look at your bed, hold E, say "set to spawn point" and your bed is active again.
Being able to tag it as your primary spawn point (using the radial menu again) would also be very useful. So, if you lay down a bedroll, that's your active point. If you pick up your active bedroll, it defaults back to your primary. Works well with my initial suggestion, so that if you didn't think to pick up that current bedroll, you can still just look at the bed and set to active.
Why? If you die and start over at your bed, your bedroll is out there cluttering up the map. To get to it you have to die... again... and choose the bedroll. Seems like nuking the bedroll after a spawn on the bed is fine. You are starting fresh, no bedrolls out there.
Can't see a use case for keeping the bedroll out there that isn't an exploit. TFP obviously wants you to have only one spawn point in general. the Bed gives you a permenant option, but only 1. Allowing the bedroll to stay gives you two permenant options (if you choose).
The higher-tiered beds are great for permanent respawn placement in PvP, as they have significantly more hitpoints than the bedrolls, especially under claim protection. They have a purpose, just not used all that much besides decoration. Honestly, if there was a way to limit you to only being able to loot bedrolls themselves and disabling being able to pick them up, then that would provide more use for the static beds. Seen way too many people that place a bedroll outside a building before they loot it, because why wouldn't you? If you don't, you're essentially RPing by choosing to ignore a game element that will make your life easier.
I'd say focus on the exploit rather than trying to make the non-exploits part of the exploit.