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Posts posted by blindcoder
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11 hours ago, nolanri said:
does this use like a sledgehamemr event? or would it work no matter how the walls get destroyed? like by fire or car collisions?
It did at first, but Build 35 introduced an Event "OnTileDestroyed" which I hook in to now. So it will work with all tile-destructions that fire this event.
10 hours ago, King-Salomon said:GREAT idea
but... what about vanilla structures that don't have pillars in 5x5 ? I am pretty sure there are some ingame (even if not 100% sure atm)
any reason to be afraid to enter a great hall the first time?
No, there's no reason to be afraid. Unless you start destroying walls. Existing structures are not affected, the destruction only fires when a wall gets destroyed (and only a wall, not a couch or table for example).
5 hours ago, Kim Jong Un said:This is a great idea, but I think it fits that with carpentry/metalwork skill you can expand how far you can build out.
Like, what if I wanted to build my own school classroom or mess hall?
You need to make sure to have support structures in a 3x3 area around the floor tiles. A quick sketch shows that a wall every 5 tiles is enough:
................... ................... ................... ...X.....X.....X... ................... ................... ................... ................... ...X.....X.....X... ................... ................... ...................
If you place walls at the X tiles, then you can place floors above on all the . tiles.
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This mod lets structures come crashing down when their support structures are removed. All structures must have a wall in a 5x5 area below or get destroyed.
Also prevents players from building floors more than 3 tiles away from any wall.
Be aware that any player (and zombie) that is below a crashing structure will get hurt, maybe even killed...
Mod preview image by Onkeen. Thanks!I'm still working on the details and effects of this, so if you have any suggestions, feel free to reply!
This is what happens when you remove enough supporting structures:
This is the new maximum distance to build floors:
And this is what happens when you stand below a single floortile crashing down on you:
And finally, download the mod here:
From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836161359
From github: https://github.com/blind-coder/pz-bcGravity/releases
Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases
Changelog:
Spoilerv0.1.0: initial release
Enjoy!
- King-Salomon, Keshash, deprav and 18 others
- 21
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Moved to PZ Suggestions.
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17 hours ago, 13thGeneral said:
Are any of the new areas going to be added any time soon?
Yes, as soon as they leave the IWBUMS and go into the stable branch, I'll start adding them.
- trombonaught, syfy, agreubill and 2 others
- 5
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42 minutes ago, chewgowski said:
I thought the idea was to use a static map - that could be called up and studied, even drawn on/marked - like the 3ds Zelda map but without the radaring?
That's an option, but you'd need one for every custom map and combination thereof. It wouldn't be any kind of dynamic.
- chewgowski and Jericoshost
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1 hour ago, kirrus said:
Worth asking for bulk mod data storage in the small but important suggestions?
Good idea actually, I'm gonn do that!
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I have actually tried exactly that, but failed at the point where I need too much data to hold all the map information. When I arrived at several megabyte of moddata the game started to lag hard.
- DresdenBBQ and Kuren
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11 hours ago, Rathlord said:
As for time, Dr. Wilson tells you that the other vial will become unreactive much quicker, in only 6 hours or so. The lab needs it right away to have time to work with it.
Damn, that makes swapping the label stupid.
Unless... I'm waiting for more info re my question before saying anything more!
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Question I assume we have no ready option to identify the vials. Do the contents "seem" identical?
Also, how urgent is it to deliver it? Can we do it "some time today" or rather "ASAP"?
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@Keshash What good will keeping it do? We got a free sample anyway and it's not like she doesn't know exactly who she gave that vial to.
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A sick man with medics AND a peacekeeper? Certainly nothing we should be involved in, curiosity or not, we really don't want to catch whatever that guy had.
As for what to do, well... we could swap the red label to the flask she gave us and deliver our flask to the lab? Maybe the contents aren't really THAT identical?
Also, as a janitor, we could - eww, gross - go back to the cafeteria and swap the garbage bins bag to check what that dude ate? If he also had the kelp, that would be veeery bad for us.
So many options...
I vote for staying clear of the sick dude if we can, swapping the label, then A deliver it. We can examine that stuff later. 48 hours is a long time.
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So we're an engineer with a hobby of chemistry, did I catch that correctly? We made the cleaning solution with the chemistry skill?
I agree that we should definately A get breakfast first. Hungry stomachs make mistakes. OTOH, we only have a single science tooth on our key which I'm not comfortable with. More access is always better! We should head to G the science complex afterwards.
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I agree with kirrus on this one, blow up all the stuff, but Roger Wilco was the hero janitor of my youth, so...
1) D
2) C
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Yay for Kajin! Finally someone to do my bid... scrub my... do as I...
Welcome!
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I don't think there's a way to do 2) at the moment, you'd have to hook deep into the trait selection menu to accomplish that.
Personally, I think 1) is good, but make it cost 1 or 2 points depending on general usefulness and have them all mutually exclusive so you can only choose one.
For example, Carpentry is extremely sought after for some reasons, so I'd make that 2. Bladed Weapons is useful, but not really that necessary as a survival-mechanic, so I'd make it it 1. I think you see where I'm going with this.
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I don't know what you mean by "enlightenment", really. It's always a trade-off between fun and realism, and while I concur that you could easily drop pots and buckets out in the rain IRL, both the actual rain collected would be very little (even the longer showers here barely see more than a few liters per square meter, and most pots have a base much smaller than that) and implementing it would be very ressource intensive. I've tried realising this in a mod and it took a ton of computing and moddata storage for a very small change in gameplay, so I dropped it.
So, if you have another idea instead of "drop pots on the ground", feel free to PM me and we can discuss it!
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Well, on extremely rare, that's to be expected. Also, place the collectors higher up, it has some advantages in addition to zombie-proofing them a bit.
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Yes, Survival is Rare.
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Obey gravity, it's the law!
in Mods
Posted
I've been thinking of allowing larger build breadth by one tile every 3 levels of carpentry, but that would collapse more quickly. I have to think about how to balance that out.
Also, school gyms and large classrooms will collapse if you remove their supporting walls. Unless you add supports in the middle first. See the first screenshot on the OP.