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wsensor

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  1. Like
    wsensor got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
  2. Like
    wsensor got a reaction from Legoland99 in Build 38 and Beyond: Small but Important Suggestions Thread   
    527: Can we get screws to be found in more places?
     
    Currently they spawn in tool stores and some on dead zombies.
    Could we get them spawning like nails do a little everywhere?  (Includes chances for boxes of screws in the same places you can find boxes of nails.)
     
    I mainly ask cause sometimes I can't find any boxes of screws. (Some mods use screws for things.)
    And finding screws on zombies is rather rare. (Not sure if its in base game or if thats in a mod haha...)
  3. Like
    wsensor got a reaction from Red Eye in Build 38 and Beyond: Small but Important Suggestions Thread   
    530: There is a mod that lets you save mod presets... Could we get that in base game?
  4. Pie
    wsensor got a reaction from Paul Redeker in RELEASED: Build 38.22   
    I keep getting zombie munched cause I get them vision blocked problems haha.
    I thought I was safe. I was in a house that I thought was empty but one section was blocked from seeing by another building...
     
    CHOMP T_T haha.
     
    I quit using some modded maps in single player cause they are too dangerous to be in.
    Earlier I was leaving the toolshop in westpoint from the back door (the one thats attached to the grocery) and I heard no zombies so I opened the door but the vision was blocked until I ran out of the door and I ran into 5 zombies...
    Those were some very quiet zombies too. No noise at all until I went out the door and walked right into them.
     
    Can be very annoying I wish I could turn the feature off most of the time now.
     
  5. Like
    wsensor got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    527: Can we get screws to be found in more places?
     
    Currently they spawn in tool stores and some on dead zombies.
    Could we get them spawning like nails do a little everywhere?  (Includes chances for boxes of screws in the same places you can find boxes of nails.)
     
    I mainly ask cause sometimes I can't find any boxes of screws. (Some mods use screws for things.)
    And finding screws on zombies is rather rare. (Not sure if its in base game or if thats in a mod haha...)
  6. Like
    wsensor got a reaction from DramaSetter in Build 38 and Beyond: Small but Important Suggestions Thread   
    530: There is a mod that lets you save mod presets... Could we get that in base game?
  7. Spiffo
    wsensor reacted to Pistolero in RELEASED: IWBUMS Build 38.15   
    Back to the game, I have retested the new game options in the zombie panel by setting "random" for the strength and only.
    And still, the zombies can't destroy the windows. It is a good initiative to add new parameters to choose in the sandbox but it would still have to work correctly and without bringing new bugs. Below a screenshot to illustrate...
     

    Continue your hard work we begin to see the light at the end of the path.
  8. Like
    wsensor got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
  9. Spiffo
    wsensor reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    Build 38.11
     
    [New]
    First Aid kits now spawn with sterilized bandages, rather than regular bandages. Can now sterilize cloth bandages in a boiling pot of water. Mattress can now be made using a suture needle as well as a regular needle.   You can now add spices as first item in pasta/rice (eg. marinara). Updated community translations. Updated credits.  
    [Balance]
    Balanced flies on bodies sound.  
    [Bug Fix]
    Fixed: Sync bug. "Player turns on light and stays in the room. When another player approaches the same building, the light will turn off." Fixed: Stopped it always raining when loading/starting a game. Fixed: " ' " problems in new riverside description. Fixed: Rare bug with the craftingUI. Fixed: Mod order button being missplaced. Fixed: Bug with the getLightFoodMod() calculation. Fixed: Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug). Fixed: Crafting issue with Hot Cuppa. Fixed: Various map bugs and issues.  
    [Optimization]
    Optimized Garbage Collection Added WorldReuserThread LightingJNI optimized Fixed surge in memory usage of 2-300 MB that can stall the game Optimized map loading Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]  
  10. penisham
    wsensor reacted to Connall in RELEASED: IWBUMS Build 38.15   
    I screwed up, was not aware they got thrown in the crafting menu.
     
    I have committed a fix, which will most likely go out next patch.
     
  11. Spiffo
    wsensor reacted to Christophlette in RELEASED: IWBUMS Build 38.15   
    On the skill points matter. Still no news on wether it's a bug or not ?
    I see no point to continue playing if my character, where I've played more than 200 hours, is stuck in his progression. My girlfriend and I will wait for an answer before continuing.
  12. Like
    wsensor reacted to Kim Jong Un in RELEASED: IWBUMS Build 38.15   
    The issue is that there's no need for such a cap. It takes ridiculously long to grind to that point (or any close to that) as it is, it has never been reached for me on a regular playthrough as I usually die or lose interest long before that point. I'm not even sure if it's been done in a regular playthrough. If this is something new, it fixes a problem that never existed and creates another.
     
    I'd rather live out the full playability of one character than be forced to move on to another once a cap is reached. There's still more content that can no longer be enjoyed in one playthrough.
     
    If this is true, I hope it becomes a sandbox option to do away with it, because I just want to build my base without being told that I can't reach the top tier without having to come back as a new guy and learn a whole other skill when I had another character that was doing just fine.
  13. Like
    wsensor reacted to Kim Jong Un in RELEASED: IWBUMS Build 38.15   
    That kind of ruins the feel of progression if setting a points cap is something set in stone. Those limitations should apply to character creation and nothing else. Increase the experience needed to level, that's fine, but preventing people from learning new things is just a good way to give the player absolutely nothing to strive for in the late game.
     
    That said, I have never encountered this cap and have almost reached a full character with a custom XP increase (this was a server for building) so I don't think such a cap exists unless it was made recently. If it was an update, it should be undone, since that's an unnecessary end to a problem that never existed that creates a new problem where players who have reached this cap can't learn new things, even if they are solely trying to learn it.
  14. Like
    wsensor got a reaction from Margera in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
  15. Like
    wsensor got a reaction from King-Salomon in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
  16. Like
    wsensor got a reaction from junglistjim in RELEASED: IWBUMS Build 38.15   
    0.o I see pony o rama!
    Guess the rebuild mod map needs moved now lol.
     
    So many places to go so far far to run though. Hmm... I have problems where I hate traveling for long periods of time to loot. Mainly cause I get weighed down badly and it takes even longer to get back haha.
     
    I just miss having lots of trees in the forests. I mean the only places with tons of trees are near muld/wp and the further away from them you get the less trees you get T_T.
     
    The larger trees were nice but now our forest areas are not filled with many trees in many places. T_T...
    We need more trees! Big trees don't give enough cover when theres many spaces free around them lol.
  17. Like
    wsensor got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    0.o I see pony o rama!
    Guess the rebuild mod map needs moved now lol.
     
    So many places to go so far far to run though. Hmm... I have problems where I hate traveling for long periods of time to loot. Mainly cause I get weighed down badly and it takes even longer to get back haha.
     
    I just miss having lots of trees in the forests. I mean the only places with tons of trees are near muld/wp and the further away from them you get the less trees you get T_T.
     
    The larger trees were nice but now our forest areas are not filled with many trees in many places. T_T...
    We need more trees! Big trees don't give enough cover when theres many spaces free around them lol.
  18. Like
    wsensor reacted to EnigmaGrey in Wednesday 23rd IWBUMS Server Megatest II - This time it's mega-er   
    Says right in the op that it'll take a few days to a week to distribute all the keys.
     
    In this case I missed a few messages when distributing them on Thursday and Friday. I'd appreciate more patience in the future, considering some of the more angry messages this has resulted in, not to mention duplicate requests. It definitely won't result in faster turn-around.
  19. Like
    wsensor reacted to agreubill in About Electricity   
    [DISCLAIMER] I didn't play with Hydrocraft (far way too many things in it for my taste), so some ideas may be alrdy existing in this mod.[/DISCLAIMER]
     
    Some suggestions to help this skill to get more lüv. Frankly, i'm not sure that any of these suggestions isn't more of bug report or highlighting some broken/unfinished business. If that's the case, fixes could sincerely be welcomed and appreciated  
     
    1) Experience on ALL recipes tied to Electricity (at least in the craft menu)
    So far, only dismantle (mainly radio, talkie, TV and some others) and making radio/talkie give exp.
     
    Noise maker don't ; Remote (trigger and controler) don't ; Timer don't ; creating a handmade battery support for lamp don't.
     
    It's pretty disappointing and sad...
     
    2) Slighty up the loot ratio of TV remote & Home Alarm
    TV Remote are really too rare*. Unfortunatelly, this is a key component for a part of recipes (all the remote controlers).
     
    Patch 39.67.5 => Increased the spawn rate of remote control. (Ty Devs) ; still need to play on that patch to see the difference.
     
    Home alarm (the item, not the noise event) can't be found anywere. I'm still not sure if it's implemented/actually in game or not (never found one...), but it could be really good to make them more noticeable in houses where they're supposed to be (said : houses with alarm). Unfortunately, this is a key component for motion sensors (which you still can find time to time...).
     
    3a) Directly get battery from dismantled Radio/Talkie.
    So far, we had to put them in the world, click them and manually remove the battery OR equip them in main hand and manually remove the battery... It's tedious.
    And basically, that also say the battery just disappeared when you dismantle the damn object.
     
    Solved since 38.26 IWBUMS. (Ty devs)
     
    3b) Give us a "remove battery" for radio/talkie in inventory
    Basicaly, same stuff and line of command as we actually have for flashlight. Right click on radio/talkie, to get the command line "remove battery 1 / All".
     
    Solved since 38.26 IWBUMS. (Ty devs)
     
    4) Electrician profession
    Mention in the occupation description (at character creation), it also give you most of the electrical recipes.
     
    5) Additionnal item
    Add item "Wiring tools" in the game
     
    6) Alternative connection to house powergrid
    Allow us to connect a moved lampost/lamp to a house powergrid
     
    Recipe
    => Need Wiring tools & Screwdriver [Equiped in main and secondary hands]
    + electric_wire (2 units) / Aluminium (2 units) / Electronic Scrap (1 unit) / Adhesive tape OR Glue (1 unit)
     
    Electricity Lvl Required
    5 (to be in range with the Elec lvl required for batconnector).
     
    New connected lamps will be lighted if/when the house is powered (before electricity  shutdown and in a house powered by a generator).
     
    It's an alternate method (for BatteryConnector thing) to bring light to your safehouse. But you can't light it off (but see point 8 below).
     
    7) New Take/Place/Rotate option
     
    Allows us to Take Switch (using screwdriver) in houses and get "Switch" item (Base.Switch) from it.
    Electricy lvl 1-2 (?) maybe required.

    8) Additionnal recipe
    Allows us to connect "Switch" to a (eventually moved) lamp-post.
     
    Recipe
    => Need Wiring tools + Screwdriver [Equiped in main and secondary hands]
    + Electric_wire (1 unit) + Aluminium (1 unit) + Electric_Scrap (1 unit) / Adhesive tape OR Glue (1 unit)
     
    Electricity Lvl Required
    4
     
    This will basically allows the Context_Command Light on/off for the said lamppost.
     
    10) Add little Electricity XP when you repair a generator (suggested by JayM)
     
    11) Fix the Screwdriver priority
    Small QoL modification ;
     
    Build 39.XX => Game still take a new Screwdriver (if one is available) in your backpack when you disassemble/assemble something tied to Elec.
     
    12a) Ability to reload Battery (not car's one)
     12b) Ability to craft a hand-made battery reloader (i'm not Electrician myself, so it's maybe not really possible to do that). Elec. lvl required ofc.
     
    13) Option to Attach a noise-maker (using Duct Tape) to other launched bombs (Pire, Incendiary, etc.) ; i undrstd this feel very L4D, but why not ?
     
    14) Recipe to craft a hand-made Car's Battery reloader (still not Electrician myself, so it's maybe not really possible to do that). Elec. lvl required ofc.
     
    15) Up the loot ratio of Watches
    For a game set in 1993, the loot ratio of watches is really toooo low.
     
    16) Ability to attach A remote Trigger (using duct-tape, as usual) to a lamp/lamp post/Lamp on pillar to be able to light it on/off from range (the said lamp must be connected to some source of power [ie : power grid (usual or generator's one) or some connected Battery) with the usual adequate remote controler (V1 to V3).
     
    17a) Ability/Recipe to make a Timer V2 (using watches or cloak) and "program" it to be active from Time A to Time B (in Hour/Min). Elec lvl required ofc.
    17b) Ability to attach said Timer V2 (using duct-tape, as usual) to a lamp/lamp post/Lamp on pillar. Said Lamp will be lighted from Time A to Time B (as long as it have access to power).
    17c) Same could occur with Fridge.
     
    => Good way to manage your power (limited) supply.
  20. Like
    wsensor reacted to JM_Forest_64 in With Cars Naturally Comes....   
    Road Construction!

    If England is anything like the United States (and there are a few similarities), then I assume that you Indie Stoners know about road construction.  All those roads in Knox county, and not a single construction site?  COMPLETELY unbelievable.  There should be a construction site on some point of the highway, with a lllooooooonnnnnggggg line of cars waiting on either side.
     
    In truth, there's a lot of interesting things that could be found at the site.  A maintenance truck with metal bars, shovels, gravel bags, axes, etc.  Ditches that could be used to throw zombie bodies into.  A big dump truck for mowing down zombies.  I'm smiling just thinking about it!
     
    Oooh  oooh, it would super cool if the construction site varied it's location on the highway!  It could be south of Muldraugh in one map, and up by Valley Station on another map.  That would be sweet.
  21. Like
    wsensor reacted to Patrick H in RELEASED: IWBUMS Build 38.15   
    Don't go to the dentist in westpoint. The rooms are so obscured over there. I got scratched 3 times. I couldn't see what was going on, and a zombie latched on to my character. I didn't get zombified luckily.
  22. Like
    wsensor reacted to Blasted_Taco in RELEASED: IWBUMS Build 38.15   
    This along the flies problem was my main complain from this IWBUMS right now.
     
    Seriously the roof update is nice and all since i can see what the buildings look like now, but there is no reason whatsoever to have the roof cover your character and give you a very small hole of view to work with, going into a gas station was stuff of nightmares because i couldnt tell what was in front of me or where the damn pumps were in mere seconds of looting.
     
    In my opinion they need to remove having the roof covering your line of sight of your character, i just cant stand it.
  23. Like
    wsensor reacted to count_zero99uk in Hydrocraft Mod   
    Birth Control Pills?  I didnt realise we could procreate.
  24. Like
    wsensor reacted to Paul Redeker in Hydrocraft Mod   
    You are doing it correctly.  I think the last Base game update caused a bug with filling containers from other containers of water if you look through the forums. Several players have stated they can't fill water bottles from cooking pots now.
  25. Like
    wsensor reacted to RobertJohnson in RELEASED: Build 37.14   
    Build 37.12:
     
    [New]
    [MP] Added a GeneratorFuelConsumed Server option. The default is 1.0: if you set it to 0.5 your generators will consume half the amount of fuel, if it's set to 2.0 they'll consume twice as much. [MP] Added a WorldItemRemovalExlusionList server option. This is used to exclude some items removed by the HoursForWorldItemRemoval options, with the default being logs & water items. You can now craft a remote controller for your traps with a Radio Receiver and not only a remote tv Receiver.  
    [Balance]
    Microwave default timer is now set to 60 minutes. A full petrol can now fill a generator up to 80% (from 40%). Generators have now twice less chance of losing condition while running. Changed toaster capacity from 50 to 3.  
    [Bug Fix]
    Fixed save bug with stash map. When destroying a generator it now disables it. Fixed pouring into objects creating duplicate entries in context menu. Fixed pouring into objects not updating the weight of items. Fixed pouring into objects not having a name in the action bar, not updating job delta. "Transfer All" inventory button now is locked to the size of the inventory panel. Added missing event "OnTileRemoved". Fixed equipped backpacks icons being missplaced when starting a game. Fixed lights not working in a building connected to a generator.
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