Zero 7 This World

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Rosette Allaband

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Aug 5, 2024, 1:24:06 AM8/5/24
to waylalima
Fast, fun, and full of action, ZERO WORLD melds a spy thriller with science fiction to excellent effect. If you've ever wished Jason Bourne would tackle a mission involving wormholes and mirror worlds, this is the book for you."

The latest climate science is clear: Limiting global warming to 1.5 degrees C (2.7 degrees F) is still possible. But to avoid the worst climate impacts, global greenhouse gas (GHG) emissions will need to drop by nearly half by 2030 and ultimately reach net zero.


Achieving net zero will require a two-part approach: First and foremost, human-caused emissions (such as those from fossil-fueled vehicles and factories) should be reduced as close to zero as possible. Any remaining emissions should then be balanced with an equivalent amount of carbon removal, which can happen through natural approaches like restoring forests or through technologies like direct air capture and storage (DACS), which scrubs carbon directly from the atmosphere.


The latest science suggests that limiting warming to 1.5 degrees C depends on CO2 emissions reaching net zero between 2050 and 2060. Reaching net zero earlier in that range (closer to 2050) avoids a risk of temporarily "overshooting," or exceeding 1.5 degrees C. Reaching net zero later (nearer to 2060) almost guarantees surpassing 1.5 degrees C for some time before global temperature can be reduced back to safer limits through carbon removal.


Critically, the sooner emissions peak, and the lower they are at that point, the more realistic achieving net zero becomes. This would also create less reliance on carbon removal in the second half of the century.


Because of this, it's important for countries to specify whether their net-zero targets cover CO2 only or all GHGs. A comprehensive net-zero emissions target would include all GHGs, ensuring that non-CO2 gases are also reduced with urgency.


For example, in pathways to 1.5 degrees C, zero-carbon sources will need to supply 98%-100% of electricity by 2050. Energy efficiency and fuel-switching measures are critical for reducing emissions from transportation. Improving the efficiency of food production, changing dietary choices, restoring degraded lands and reducing food loss and waste also have significant potential to reduce emissions.


Additionally, action must be taken to reverse course in cases where change is at a standstill or headed in the wrong direction entirely. For instance, efforts to phase out unabated coal remain well off-track and must decline six times faster by 2030. The world also needs to halt deforestation and increase tree cover gain two times faster by 2030.


It is critical that the structural and economic transition toward net zero is approached in a just manner, especially for workers tied to high-carbon industries. Indeed, the costs and benefits of transitioning to a net-zero emissions economy must be distributed equitably.


The good news is that most of the technologies needed to unlock net zero are already available and increasingly cost-competitive with high-carbon alternatives. Solar and wind now provide the cheapest power available for most of the world. Markets are waking up to these opportunities and to the risks of a high-carbon economy, and they are shifting accordingly.


Investments in carbon removal techniques are also necessary. The different pathways assessed by the IPCC to achieve 1.5 degrees C all rely on carbon removal to some extent. Removing CO2 from the atmosphere will compensate for emissions from sectors in which reaching net-zero emissions is more difficult, such as aviation.


Global momentum for setting net-zero targets is growing quickly, with key economies like China, the United States, India and the European Union articulating such commitments. Bhutan was the first country to set a net-zero target in 2015. Now over 90 countries, representing nearly 80% of global emissions, are covered by a net-zero target.


In short, yes. Specifically, the Paris Agreement sets a long-term goal of achieving "a balance between anthropogenic emissions by sources and removals by sinks of greenhouse gases in the second half of this century, on the basis of equity, and in the context of sustainable development and efforts to eradicate poverty." This concept of balancing emissions and removals is akin to reaching net-zero emissions.


Critics are concerned that this could foster an overreliance on carbon removal, allowing decision-makers to use net-zero targets to avoid emission reductions in the near term. Decision-makers can address this concern by setting ambitious gross reduction targets (targets that do not rely on removals) alongside their longer-term net reduction targets.


Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then youshould wait to see if the game progresses further in development. Learn more


Added

Added Admin log system

Added Server log system

Added CustomResourceAmount multiplier

Added CustomResourceHarvest multiplier

Added Serverbrowser search/filter

Added AI melee distance settings check





Changes

Changes to Vendor Buy/Sell UI

Changes to Server browser UI

Changes to Dedicated Server config file

Changes to AI attack perception code

Changed acceptable radius of AI Interaction

Changed Get Perceived Actor to Get Currently Perceived Actors





Fixes

Fixed starting items not displaying for host in listen server mode

Fixed falling dead character floating in air

Fixed sprint stuck on after death

Fixed context menu not clearing when not looking at actor

Fixed issue dropping incorrect weapon from dead body

Fixed error in Received Message function

Workaround to rich text used in invalidation box flickering

Fixed follow AI trying to attack itself

Fixed AI jumping in some situations when it should climb

Fixed AI teleporting to interaction point

Fixed AI temp behavior overriding the routine

Fixed AI Interaction cancel changing AI behaviour

Fixed weapon not equipping while using way point


Added

Added multiple respawn options

Added character weather exposure

Added PlotPole Locator to map

Added respawnpoint Locator to map

Added Headshot sound effect

Added Character water ripple effect

Added Character water sound

Added AI Way Point reaction

Added projectile feedback when hit

Added weather exposure effecting character feeling temperature

Added water changes character feeling temperature

Added Animal IK

Added Lock effects

Added clothing for different biomes



Changes

Changes to resource manager load save code

Changes to possess code in controller/character

Changes to resource destruction collision

Changes to cooking slots collecting items from contents slots

Changes to binding scroll wheel key binds

Changes to turret project speed settings

Changes to AI Get Perceived Actor to Get Currently Perceived Actors

Changes to crosshair added with spread

Changes to character feeling temperature on hud

Changes to saving build parts and resources

Changes to spawn holdable animation notify

Changed some variables in ItemList and BuildPartList to soft references



Improvements

Improved Aim Offset Networking Performance



Fixes

Fixed build collision not destroyed when placed in level viewport

Fixed attachment menu open when other player equips item

Fixed cooking/crafting component switch on not updating if no fuel required

Fixed shotgun aiming issue when reloading

Fixed equipment flicker when character dies

Fixed issue with audio settings not working correctly

Fixed client reload stuck true after reloading

Fixed attach mesh not set on standalone when loading save

Fixed Null static mesh warning for build parts

Fixed Clear Inventory on Death not creating new items for dead body

Fixed inventory grid error on respawn

Fixed overlapping items in cooking components

Fixed pocket items on dead bodies missing

Fixed issue causing reload animations being cancelled

Fixed issue with decay item while cooking

Fixed melee attack error

Fixed cooking and crafting sounds not playing

Fixed floating attachments in listen server

Fixed foundation stairs providing same support as foundations

Fixed sensitivity slider not saving

Fixed Player Find Item With Use Amount Left function

Fixed dead AI randomly playing death animation multiple times

Fixed AI staying in Flee behavior permanently

Fixed issue with AI Can Flee setting not working correctly

Fixed AI not playing correct Interaction Point animations

Fixed issue with AI getting stuck in melee attack mode

Fixed turret fire sound not playing in standalone

Fixed projectile impact sounds not playing for clients

Fixed turret perception trace not hitting listen clients correctly

Fixed Fast bow equip/unequip gets character stuck

Fixed Bow in water gets character stuck

Fixed fast hold/unhold weapons/tools in inventory without equipping montage gets character stuck

Fixed issue with saving large number of item spawners causing fps drops

Fixed item attachments not loading from save with item spawners

Fixed add item item count incorrect

Fixed issue with inventories in build parts not saving correctly

Fixed issue with load save destroy build parts destroying new build parts

Fixed build menu not selecting build part correctly

Fixed issue with save system not clearing temp data

Fixed broken weapons looted from dead body

Fixed unequip weapon in water gets character stuck in movement mode

Fixed player dead in water causes timer loop


Added

Added Unload sound option

Added Message Culling



Fixes

Fixed issue with player Initialization

Fixed Workaround for InventoryDetails resetting in Player Inventory

Fixed issue with C4 not damaging build part foundations

Fixed item replacement added to respawn player if it killed player

Fixed plot pole ownership zone blocking resource respawn

Fixed world items not using Replace Empty Item setting

Fixed ammo stacking inside weapons

Fixed single player pockets not loading save items

Fixed Auto Save Name not working

Fixed dropping weapons while reloading

Fixed missing Init Component variable

Fixed error when no pawn is controlled

Fixed possible crash cause with group member panel



Changes

Minor Changes to Respawn/Death code

Performance improvements to placing foundations

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