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
3a8082e126