Reminds me of when I first found out how to launch sand everywhere with TNT in Minecraft: mindless, messy, and pointless, but addicting as hell. Now I want to make some high-speed shrapnel bombs.
"most intense battle ever" "bokoblins getting launched, boss bokoblins getting smashed, the lookout landing going crazy, and the physics going everywhere with these metal bars!"
I literally was choking laughing when you were at lookout landing 😂😂😂. One of the NPCs in the back “quit it!” Lol! “Are you not entertained!?” Great quote 😂 well done sir 👍🏻
You know, Monolith did a lot of hard work in very efficient ways, making the game very modular and easy to make so large, but.. the fact that they (apparently) had to MANUALLY SET EACH ITEM to despawn when there are too many... meaning that this item, which was not intended to be fusible and reproducible, DOESN'T despawn, speaks to a massive oversight. You should be able to just tell the program "all autobuilt items despawn when there are X number" period. it shouldn't require a manual change for each item.
I think there’s a good reason for this one not to despawn: it’s supposed to be part of the environment. If you built some elaborate contraption in the area of the elevators and suddenly the railings-which you had never touched-disappeared, that would be surprising to a player who could plausibly discover that issue during normal, legitimate play. The fact that you could break the elevator apart and liberate the rails and use them in your own construction is entirely unexpected and not a use case that anybody had considered-except perhaps to the extent of saying “if the player breaks the game they get to keep both pieces.”
@@PaulFisher But all the other things you can make, like, say, you fused things to a boulder then used autobuild.. a boulder doesn't despawn, right? a chunk of fallen rubble doesn't despawn. weapons don't despawn. But all of those, if you spammed autobuild, *would.* If one and only one item is immune to despawning once autobuilt, due to it never being intended to be fusable (or even a separate discrete item, you have to break it to do that), then that means the others had to have that flag turned on manually, individually. And it feels like it should have been a simple "If - autobuilt, then - despawn when X number are spawned" code situation.
It's a "Panic Blood Moon". The game uses it to clear most dynamic objects as a last effort to prevent it from crashing if it's running out of RAM (or encounters some other technical problems).
Reminds me of when I first found out how to launch sand everywhere with TNT in Minecraft: mindless, messy, and pointless, but addicting as hell.
Now I want to make some high-speed shrapnel bombs.
I’m incredibly impressed with how well the devs have optimized this game. The switch should be dead or at like 0.5 fps
"most intense battle ever"
"bokoblins getting launched, boss bokoblins getting smashed, the lookout landing going crazy, and the physics going everywhere with these metal bars!"
I literally was choking laughing when you were at lookout landing 😂😂😂. One of the NPCs in the back “quit it!” Lol! “Are you not entertained!?” Great quote 😂 well done sir 👍🏻
You know, Monolith did a lot of hard work in very efficient ways, making the game very modular and easy to make so large, but.. the fact that they (apparently) had to MANUALLY SET EACH ITEM to despawn when there are too many... meaning that this item, which was not intended to be fusible and reproducible, DOESN'T despawn, speaks to a massive oversight. You should be able to just tell the program "all autobuilt items despawn when there are X number" period. it shouldn't require a manual change for each item.
I think there’s a good reason for this one not to despawn: it’s supposed to be part of the environment. If you built some elaborate contraption in the area of the elevators and suddenly the railings-which you had never touched-disappeared, that would be surprising to a player who could plausibly discover that issue during normal, legitimate play. The fact that you could break the elevator apart and liberate the rails and use them in your own construction is entirely unexpected and not a use case that anybody had considered-except perhaps to the extent of saying “if the player breaks the game they get to keep both pieces.”
@@PaulFisher But all the other things you can make, like, say, you fused things to a boulder then used autobuild.. a boulder doesn't despawn, right? a chunk of fallen rubble doesn't despawn. weapons don't despawn. But all of those, if you spammed autobuild, *would.* If one and only one item is immune to despawning once autobuilt, due to it never being intended to be fusable (or even a separate discrete item, you have to break it to do that), then that means the others had to have that flag turned on manually, individually. And it feels like it should have been a simple "If - autobuilt, then - despawn when X number are spawned" code situation.
When the switch 2 will be a thing i want u to treated it the same way u treated this one
Why did the Blood Moon event occured in the middle of the day at 3:50?
It's a "Panic Blood Moon". The game uses it to clear most dynamic objects as a last effort to prevent it from crashing if it's running out of RAM (or encounters some other technical problems).
How to transform TOTK into OG Fortnite, basically
Nice Video and wow There's a lot tho😂
hi
Nioce
Hey! First time I'm I'm the first person giving a thumbs up!
Hey fan! Thanks for being here so early! ❤️
@@Mety333 No problem. I said this once and I'll say it again. Your videos crack me up!
@@Mety333 love you vids
@@Mety333your