Jump to content

willow512

Member
  • Posts

    213
  • Joined

  • Last visited

Everything posted by willow512

  1. It works like a charm It's pretty epic, I reorganized my inventory instead of putting things in cupboards and crates I now keep the little stuff in bags. Doing this I unloaded one bag on the floor accidentally. You should have seen the mess I did note however, that the category ammo didn't seem to include every item that was identified by my inventory list as that category. Also, it doesn't gather items from non inventory containers(Cupboards, fridges) you're looking at does it? It'd be pretty epic to be able to put all perishables from inventory into the fridge. (Lets be honest, zomboid apart from being a post apocalyptic carpentry/farming simulator is also often a post apocalyptic sorting game.)
  2. I figured as much. Gui is always a bit of a b*tch.. I think the system is awesome, congrats on a great mod, I'll install the latest version tonight. I also think it's pretty impressive the speed at which you can churn out those changes.
  3. That's pretty cool RoboMat In space engineers the only variable they had to play with was the name of the container. I didn't know you had others available for zomboid. From a UI perspective you could consider making a box with a list of checkboxes telling what to pack inside a bag. Most of those checkboxes would have labels behind them to show what they stand for, some have textboxes to allow for partial string matches. (So "Knife" would fit "hunting knife", "combat knife" and "kitchen knife") Leaving you with three options. Pack bag, Unpack bag, Configure bag. I have no idea how much work it is to do this via a Lua interface. My experience is that as soon as GUI comes into play you can multiply your development time by a stiff factor...
  4. I was going to say : Show-off Good luck, and mod is already great!
  5. I wasn't going to say this Robomat, because then I'm the guy who keeps going on with the requests... But since you're intending to add more features anyway In space engineers there is this mod where you can name cargo containers. And then the mod moves items into the cargo containers with the appropriate names. Basically if you call a bag "!Food,Nails" the mod would shove all items of category food, and all items with the word "nails" embedded in the title. from all over your inventory (And adjacent containers) into it. If you name the bag "!Weapons, Ammo" It'd move all weapons and ammo into that bag. In space engineers the process is constant, it constantly rearranges your inventory.. But in zomboid, I think it's best to make it an action. For the interested space engineers: The mod is called "Automated Inventory Sorting"
  6. Wow, excellent addition RoboMat. I never considered using it to pack the items in your main inventory. While it's certainly an itch many players must have experienced, I know I have That's brilliant.
  7. How about the inverse? Clicking on a bag in a container allows you to put the rest of the container in that bag? I've recently been packing for a move from the northwest warehouse to the sunstar hotel. It was a lot of juggling items. Being able to put items into containers and then quickly wrap them into bags would have saved me quite some effort. I might be doing it again soon. Cuz.. You know I accidentally all the house alarms in the area. And now everyone is checking in.. There apears to be a skin cream convention in the area. (And between us, most of the guests need it...) Though the goth girl in room 2 is kinda hot... Anyway it's only some interface magic, nothing OP game wise...
  8. The amount of times I have lost characters because they decided to jump over a railing to their death or invalidity while I attempted to open a door or climb down a sheet rope is staggering. If you think about it, this is neither a game mechanic, nor is it a logical for a character to just jump to their deaths. It'd be annoying if you ended up a floor below but at the very least you end up with a broken leg. (Even when not carrying cargo) This might be considered a bit of an interface bug. In the sense that the interface doesn't account for my apparent inability to learn not to ever use the 'e' key... In spite of heavy punishment by the game. Is it possible to assign the action of hopping a fence to another hotkey? Alternatively, when jumping down only one floor, let the weight the player carries determine the chance of a sprained ankle or a broken leg. When I was a kid I frequently jumped down heights like that. Admittedly I can't do it now without being punished for it, but there's a good chance I won't break a leg.
  9. Thanks for the update.. And all your hard work for our benefit.. I had a bit of a dissapointment just now. I finally created a kiln and made some flower pots. I put dirt in it and tried to insert some seeds... However, it turns out I need farming 10 for that? I don't quite get it, whats the reasoning behind that?
  10. Knowing the cost. Would you invest time in setting up such a system if you knew you could get to un-nerfed water via a skill and similar investment? The best argument I heard for a lvl 0 method of getting water was starting 8 months later. Yet in that case you won't get your hands on enough plastic bags before dying of thirst. If I abstractly combine your ideas then how about allowing a player to drink some moisture from a wet towel... It's dirt cheap for the player: find a towel, dry yourself off with it, squeeze the moisture into your mouth. Since the water will resolve a little bit of thirst and is an unreliable source. Players will still need to build a more permanent solution. If you're evil you could make the water tainted. It should be cheap to code, all you need is to be able to drink from a wet towel. No code is required that checks all items on the map outside of containers if they're left out in the rain. And as you guys intend it's only a stop gap to get people across the initial hurdle.
  11. Okay.... Would you, as a player, go through all that trouble to set up such a water collection system for so little benefits? Or would you put that same investment of energy into getting to water via one of the skills? I hear what you're saying, and I'm sympathetic to your ideas on the subject. I thought the dead walking scene was cool. I've read the same strategy employed in other zombie books. It's a strategy I would certainly use when the inevitable zombie apocalypse comes (With this game we're all merely training aren't we?) But for a game the consideration changes somewhat.. Water needs to be a gameplay element. It must be fun, not a hassle. Players should be expected to want to use the feature. And all that measured against the dev's time invested versus other time he could invest. In the end I'm not the one to judge your idea though. When the real zombie apocalypse comes, you and me can climb a roof and put down all the water containers we can find.
  12. I try to get a single point on most stats... to make the character an all rounder. But as said, I do always base it on a carpenter because I don't want to have to grind carpentry just to put up the occasional shelf. It's fairly doable. I don't really get the difference between skills and professions... A profession is really just another skill wrapped in a different package.
  13. The thing that comes to mind is "eight months later" mode, though I don't play it much myself. Also, if someone wanted to focus on fishing, trapping, foraging, and/or farming without having to invest a lot of time and effort into other professions, that player should have a sustainable way to collect water. Also, from an if-PZ's-zombie-apocalypse-actually-happened-in-real-life standpoint, it seems obvious to me to use containers that already exist (like in the screenshot in my original post) instead of going through the trouble of building one. If you're in an area where it's safe to settle down, then by all means build a larger, more efficient collector, but if Les Stroud has taught me anything, I'd say use what you already have. Well, the initial idea was to have other professions gain access to water, not just the carpentry branch. So focusing on foraging would yield water.. And what you say is obvious. IRL we would just open a garbage bin and use it as a rain collector. However, from a game standpoint water should be a hurdle to overcome. Having every garbage bin in the world that happens to stand in the outside serve as a water collector means that we lose that game element. I never played 8 months later. Maybe that is a good argument. I do not know. I don't know how players survive the first days in that mode now. I imagine they go looking for water bottles.
  14. It's not the distance they follow the sound that bothers me, it's the large empty spaces they leave... I made the suggestion elsewhere to trigger the zombies movement by adding a time value that indicates how interested they are in following the sound. A zombie close to the sound is seeded with a higher value while someone further away gets a lower value, they might not get to the origin of the sound but they will serve to fill up the large empty zones you now get around ground zero. Like I said, I don't mind the meta evens, they can be intimidating but that's the nature of the game. You know they can happen, and you can work around them.
  15. Why should there be? We can assume that any player after at least one or two attempts has figured out how to get to water before the water cuts out. In general in a game I have no problems being punished for being stupid. As long as I can avoid the problem in a way that pleases me. Having to pick carpentry while I'm not a carpenter is a solution I don't like. I tend to make very few modifications to my safe houses. Which ironically forces me to pick a carpenter profession otherwise I could not get to water without doing a lot more redecorating just to level up a skill I wouldn't really use if I had the choice. People should pick carpentry because they want to do carpentry. Not just to be able to avoid doing it. Not that there's anything wrong with carpentry. I admire all the beautiful safe houses and one day I will build my own. But as a player I find I'm always on the move checking out further and further removed sites, my safe house is little more than a warehouse where I gather the loot. And then in the evenings... I sit on it... And belch fire at mice daring to pick through MY posessions...
  16. Agreed, in general I don't mind the meta events, because as soon as they come they tend to go. A zombie rush is usually a fairly short affair. With the exception of house alarms. The distance that this pulls zombies from is a bit much and the after effect being that all zombies are clustered up staring at one siren speaker while hundreds of meters around them not a single undead is in sight. I don't mind the fact that they bunch up on your safe house. That's the nature of the game. But the 100s of meters circle of total tranquility always weirds me out.
  17. Consider the consequences. In the initial days alarms are going to go off. Then as zombies swarm the map en masse they're going to trigger more and more and more alarms until all the alarms have been triggered and all zombies are essentially clustered in one area. It's silly that alarms don't trigger on zombies. That much is true. Not sure if the alternative is better. They'd have to think of something before that.
  18. This seems to be TIS's plan, too. I did not know.... What a clever guy
  19. I suggested in another thread to keep the current methods and add some alternatives to some of the other skills. Foraging, engineering and technician all have theoretical options to supply water. Each of these are as likely as carpentry. This would remove the carpentry requirement for a viable long term character,. And you could put the water options on these skills at level 4 also, which means you're going to need to invest in something to get to water despite the fact that there are multiple ways to achieve your goal.. To sum up: more play variety, should be straightforward to code into existing skills. And it doesn't take away water as a game play element like simply putting down a bunch of buckets would do.
  20. I think that the darkness in the game currently is good. While outside it's always light enough to see and navigate, as it would be on a moonlit night. The insides is often so dark that at night I don't dare venture inside of unknown buildings for fear of running into zombies and not being able to see them. It'd be nice if the devs add a mooncycle like they've done with growing plants. And just adjust the light per night so that some nights will be a bit brighter than they are now. While others will truly be too dark to do anything but stay inside a locked and windowless room. And ofcourse a lightning storm or rain at day or night should not only cause rain to fall, it should also remove the ambient light. But it's good as it is as far as I am concerned.. One thing though, cat eye right now seems to work that it elevates the light level at certain times. So you see it getting darker as it gets night, then cat eye kicks in and it suddenly becomes brighter, which it will stay until a certain time where the effect vanishes and it suddenly gets darker, just before dawn kicks in.. It's a bit silly really.
  21. Yes but slowly, and as soon as animals are in the game, I suppose startling a flock of crows that were attracted by a large group of corpses would be nice too
  22. I'm sorry if this has been answered elsewhere, but I could not find the answer. I'm playing with hydrocraft. And for the first time I'm beginning to think long term survival for a character. I have a few jars and lids. I found in the recipe manager that I can pickle potatoes with vinegar. And that I can pull 20 bottles of vinegar from a barrel of vinegar, provided I have the bottles.. Can't figure out how I'm supposed to make that barrel of vinegar. Should I find it? Also, and this is probably a more generic question. If I got a bunch of potatoes lying around in he winter. Will they stay fresh for longer than in summer? In other words, is the world a refrigerator in winter? (One might guess that I'm a little worried about the winter, never seen an in game winter before )
  23. The other morning I woke up from a sound identical to a zombie alert warning. I fumbled around for my baseball bat only to realize that I was in bed and that someone needs to oil their bike brakes.
×
×
  • Create New...