Jump to content

blogRot

Member
  • Posts

    40
  • Joined

  • Last visited

Profile Information

  • Gender
    FTM

blogRot's Achievements

  1. [single player] For zombie respawn - is there a way to tie the respawn rate comparable to the total skillpoint level of the character? I'm comfortable with the initial number of zombies and them grouping themselves into hordes - its fun as all heck sprinting into the gas station, refilling a gas can with them moving in close, then bailing before they get too close, *maybe* with a full can or two for my efforts. And I'm comfortable with them respawning somewhat, but I'd like to see this constant zombie repopulation scaling with the tier-ing of the character. Something like 5% respawn/day for the first 20 skill points (including those at character gen; would give *some* breathing room), +2% each further skill point, so that if that sector started with 400 zombies you could still 'clear' an area with occasional zombies respawning in that area until one has acquired more skills. And I'm just throwing those numbers out my ass; its the process more than the actual %. I'd also like to see something like Lamp Posts, barbed wire fencing, or other build-able object, reducing the % of daily spawn rate in that sector. This wouldn't halt zombies from spawning, nor prevent them to horde in from another area, but would be an incentive to base build - of which I feel with the current system there is no incentive to do so.
  2. Are you using a character build that's good with weapons? I wouldn't try that shit with a goddamn fireaxe, getting in fights always seems to attract attention these days. And really, why bother engage at all? They are just going to re-spawn anyways, so unless you need to make a *very* temporary path through them just bypass them all.
  3. ^this - there should be a 'wake from sleep' trigger (lower threshold for light sleeper) that allows a character to react to the environmental changes but also prevents characters from getting restful, meaningful sleep (a full 12 hours of uninterrupted sleep should be a reward, a goal to strive for, in a zombie apocalypse. Heck, even make it one of those Steam Achievements)
  4. I am having this occur as well; my stout, baseball playing fireman encountered several knockback proof zombies in his short life. They were unaffected at all melee ranges by shoves or bat/hammer swings. Is this a bug or a feature? Would definitely have to be a bug I'd imagine... I've noticed this as well, but so far its only when I am showing exhaustion. Wasn't there a dev blurb about exhaustion/tiredness causing attacks to be less effective?
  5. First impressions: that woman-scream ambient doesn't sound like I remember - far more haunting. And these zombies, seemingly faster, and re-spawning - its just a matter of time before my prized mousetrap collection gets mauled: its going to make my trapping skills all the more challenging to utilize before they are found by zeds. great job so far! loving it! first feedback - for the "by the number of zombies there were when the game first started (the desired population)", the desired re-spawn population should be far less (by half or more I'd think) than what was initially spawned at game time. If the entire zone population will re-spawn every [zombie respawn interval], but none inside anymore, that means a near-constant large mob of zombies roaming around - don't get this wrong, I'm not opposed to mobs of zombies ruining my day, but if there is no point in clearing out an area (maybe so that only 25%-50% headcount of initial zombies respawn in a given area) that might be just a little too disheartening on game play. Edit - just figured out why the zombies appear smarter: they don't run *at* you anymore - they run to where you are going to be, in effect intercepting your travel path.
  6. For me I've noticed that if you 'pre-load' meats or containers of water, and exit the game (back to main menu, etc.), that those pre-loads will not cook without having to remove then re-place them back in the campfire.
  7. The only ovens I can "walk into" are the ones directly in front of the window and none others (and it is my understanding this is not a bug); however, if all of the ovens in your game are "walk into" then submit a bug report in the other sub-forum.
  8. Fixed indoor zombies never spawning in a room with less than 20 squares. This was accidentally nerfed back in June! So closest zombies are back.holycrapcowmoly - so I knew the above, and I was expecting finding a zed in the upstairs of a house somewheres, and I found one in a bathroom unaware of me and snuck up to for the kill, but never, never even saw his partner approach from the corner until it took a bite out of me. I'm both loving and hating that game change at this moment.
  9. They yield plenty of water for farming - you just need to make sure that you fill from a rain collector with a cooking pot/pot of water first before filling anything else. Its somewhat of a bug/glitch - items will take the same amount of water when its drawn from no matter the capacity: example is that you can fill a water bottle 4 times from the first level water collector before its dry but you can also fill a cooking pot 4 times (and a full pot of water will fill multiple empty water bottles). So acquire many water pots, build a couple of rain collectors, fill the water pots from the rain collectors, and fill all the other water carriers from the pots of water. Also, don't use your water bottle to water the farms; drop your water bottle and use a pot of water (it'll draw from the waterbottle first so drop it or put it in your backpack) - from seeds you can use two full Pots of Water to water three seedling plots enough to start them growing - for simplicity I do it in increments of 40 - two 40s on the first, the last 40 from the first pot on the second plot, two 40s on the third plot then the last 40 back to the second plot. Using a water bottle can very well do this but you have to stop to refill it from a pot of water more often (thus a slower, inefficient method). And since you can fill a cooking pot 4 times from a full water collector you can conceivably start farming six plots of seedlings, where as if you fill a bottle of water straight from a collector you're only going to get a single seedling plot underway before that collector is dry. I'm sorta-pro water tiles yielding water but not until a 'clean water'/'dirty water' dynamic is implemented. And having to boil 'dirty' water to make it 'clean'/potable means long term survival needs to get choppin' wood and hoarding matches and lighters. Which I'm all for. the cooking pot-over-bottle water filling also works for toilets, sinks and bathtubs - you can get far more water to utilize by filling up the cooking pot first. After the water is shut off you can get two fills from those before dry - use that to fill all of the cooking pots you find in houses you raid and leave them there for later retrieval if necessary/just in case.
  10. for those of us allergic to fungi/mushrooms, show us a little scavaging cook love? (I personally think the hunger is twice as high as it should be - bird eggs are much smaller than for-store chicken eggs. Unless we're talking about bald eagle eggs) item WildEggs { HungerChange = -10, Weight = 0.1, Type = Food, DisplayName = Wild Eggs, Icon = WildEggs, IsCookable = TRUE, MinutesToBurn = 30, MinutesToCook = 10, DangerousUncooked = TRUE, DaysTotallyRotten = 7, DaysFresh = 3, EvolvedRecipe = Stir fry:10;Sandwich:10|Cooked;Burger:10;Salad:10|Cooked;Roasted Vegetables:10, FoodType = Meat, }
  11. Hygiene has already been nixed by the Devs, though blood cleanup is a WIP: http://theindiestone.com/forums/index.php/topic/192-commonly-suggested-suggestions-read-before-posting-unofficial/ Key [n] - This is a confirmed 'No' from the development team. Please don't waste your time or ours reposting unless there's something relevant and new about it ...... [n] Personal Hygiene (going to the bathroom, etc.)
  12. Would the changes and additions below would be all that was needed to have the desired gameplay effect of making a cup of coffee more 'realistic' - as in a pound of instant coffee should be able to make more than one Hot Cuppa. My thought train was to separate out the coffee and the tea and make coffee partially consumable. Thanks for any constructive feedback or tips. >>note: reduced hunger effects of both from -5 to -2, increased fatigue effects from -5 to -10 >>Change/Add to Items item Coffee { Weight = 1, Type = Drainable, UseDelta = 0.125 DisplayName = Coffee, Icon = InstantCoffee, } item Mugfullcoffee { FatigueChange = -10, HungerChange = -2, Weight = 1, Type = Food, UnhappyChange = -5, ThirstChange = -50, DisplayName = Hot Cuppa Joe, StressChange = -10, ReplaceOnUse = Mugl, Icon = MugFulll, CustomContextMenu = Drink, CustomEatSound = PZ_DrinkingFromBottle, } item Mugfulltea { FatigueChange = -10, HungerChange = -2, Weight = 1, Type = Food, UnhappyChange = -5, ThirstChange = -50, DisplayName = Hot Cuppa Tea, StressChange = -10, ReplaceOnUse = Mugl, Icon = MugFulll, CustomContextMenu = Drink, CustomEatSound = PZ_DrinkingFromBottle, } >>Change/Add to Recipes recipe Make Hot Drink Tea { Mugl, Water=5, Teabag, Sugar, Result:Mugfulltea, Time:70.0, } recipe Make Hot Drink Coffee { Mugl, Water=5, Coffee=1, Sugar, Result:Mugfullcoffee, Time:70.0, }
  13. these are the end times there was no hope for survival this is how you died
  14. This can not be emphasized enough - have a pistol in every drawer and a rifle under every bed but make finding a few .308 bullets an epic search; the limiting of ammunition through scarcity/rarity makes the abundance of firearms a moot point.
  15. Please change the recipe for the Fishing Net Trap from this: recipe Make Fishing Net { Twine=10, Wire=5, Result:FishingNet, Time:150.0, } to this: recipe Make Fishing Net { FishingLine=10, Wire=5, Result:FishingNet, Time:150.0, } with maybe even a "SkillRequired:Fishing=1" thrown in for good measure. OR, if you're a glutton for coding punishment, have both a twine fishing net [fishingNet.lua] and a fishing line net [fishingNetline.lua] but allow the fishing line net stay in the water for a lot longer without breaking.
×
×
  • Create New...