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BrokenMnemonic

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Everything posted by BrokenMnemonic

  1. I don't know if this is a known bug, but trying to make the Cage Trap Blueprint results in getting a Trap Box Blueprint instead.
  2. I think I'd better start storing all the foraging stuff in a crate in the garden or another building - losing all my jerky and jam making stuff smarts. ETA: I've started playing with the windmill/water tower and the like, because I love the idea of having windmills and water towers on top of my building. I'm currently scavenging frantically for steel pipework - I seem to have found as many copper pipes as I have steel ones, though. Would it be possible to use copper pipes as substitutes for steel ones in the recipes?
  3. Hydromancer, you remember that issue where something went wrong with one of the items, and two chunks of my large base suddenly vanished? I've just had the same thing happen again. I'm not sure what might be involved, but the areas that've been nuked contained all of the items I'd gained from foraging, my non-tinned food, and all the kitchenware items I'd assembled. ETA: poking around further, it's also taken out all of my stored alcohol (I'd taken over the alcohol warehouse in New Denver) and the cupboard full of stuff I was planning on recycling, although I don't think there were any new items in that. I have got about forty glass jars with lids I need to replace now... and I'd harvested all my crops yesterday, so I'm glad it at least restocked the cupboards with random stuff. ETA2: you mentioned in the update that all the bugs and insects had been changed, to accommodate new recipes - could that be it? I had some ants of both kinds in my fridge, which is in the middle of one area that got clobbered, and more ants plus all the other bugs stored on shelves in the other area.
  4. The new creative mode that's been demonstrated in a number of Mondoids looks very cool - I was excited at the thought of being able to steal furniture/carpets/windows from existing buildings and add them to other buildings, but I never expected to be able to do things like build entire maps. I was wondering if you could give us an idea of how easy it will be to do things like integrate player made maps into the existing main game map - what kind of things will it be possible to do straight from creative mode, compared to what will remain the province of those who can learn how to use the existing creative tools to make maps and buildings. Will there by any kind of plug-and-play option for dummies like me to attach maps together, either to the existing map or to other player-generated maps, or will the maps by default be individual isolated map sets? Will there be an option for people to create their own map objects through creative mode? For example, the Hydrocraft mod has been adding some nice, large objects like rabbit hutches, washing lines, showers and windmills - will there be an option to map graphics made by players onto tiles that can then be added to the creative mode library of scenery and furniture items, so that they'd act like the existing furniture or constructed items?
  5. Hyrdomancer, would it be possible to extend the cooking time of the black and red ants slightly? I've ntoiced that when playing on 60 minutes to a day, they cook in stages, going from nearly cooked to about 1/4-1/3 burned in one jump. On the random front, would it be possible to turn cooked ants into chocolate-coated ants, if you have enough of them and some chocolate? i've actually seen people who've done stints in various overseas countries develop a taste for chocolate coated ants, particularly with things like porridge and cereal.
  6. AFAIK the ONLY way to get a Deep Wound is to climb through a broken window and get cut by glass without using the Remove Glass option first. After that it's use Tweezers/SNH > Remove Shards > Disinfect > Bandage. Other than that or probably by being shot at by another Human player in a MP server - I don't know any other way to get wounded that badly. Zeds at most cut you and that's it really. I managed to get a Deep Wound with one character by falling off a floor I was constructing. I treated it by using a suture needle and thread to stitch the deep wound, then bandaged it.
  7. Yup.Excellent, thank you! I'm up to level 4 in foraging, so I'm hopefully getting closer to finding wild beehives. I found a pig last night! I like the scale of it - adult pigs can be pretty big creatures, depending on the breed. They also like getting high from pine nuts in the wild, and I noticed pine nuts on your list of requested artwork... could there in the future be some cunning anti-zombie weapon involving 20-stone of stoned ballistic pig?
  8. I'll keep plugging away with the foraging, then. Is it possible to craft my own bee smoker?
  9. Hydromancer, has the availability of apiculture items changed recently? I ask because in the New Denver game I started about a month ago, I found a full set of the equipment (including half a dozen stage 1 beehives) by searching the garages of a couple of residential blocks, but this time through I've not found a single item - no hats, no smokers, no beehives, etc - despite last night looting my way through a couple of particularly rich areas, including the New Denver hardware store, the off-licence with all the crates in the back and a handful of shops near them. I've also been through the homes and garages near my base with no sign of anything, and that seems... odd.
  10. I was poking through the recipes, looking for things I could prepare without a kitchen knife, and it looks as if rice pudding has a problem again - the crafting menu in-game says that the ingrediants are a pot of water, some sugar, and one of the three different kinds of carton milk - but it doesn't require rice.
  11. Have the fire extinguishers and fire blankets been taken off the spawn table? I haven't seen any in a very long time, and that's with two or three new games started over the last few weeks. On a random note, would it be possible to add a recipe allowing us to make kitchen knives or hunting knives? I didn't think of them as forgeable items until I went around half of New Denver trying to find one so that I could start making salads. Apparently you can't carve salad or stews with other kinds of knives
  12. Hydromancer, you might already be aware of this one, but I spotted tonight that the Anatomy textbook is still giving out a happiness/boredom bump when read.
  13. I'm not sure when I'll get to try this - since the last IWBUMS version came out in the last day or so, PZ is crashing every time I try and load it - but I have a couple of questions about the new update: - do we now need to find sheep poop to be able to find sheep? (I ask because I've not seen that in game yet, but my sheep are currently decorative. No, that's not a euphemism...) - will the water trough catch rain the way rain barrels do? - can we flavour vodka with things like fruit? Radio antennae could be a really interesting thing in game. HF and VHF radio antannae can give people burns from standing too close, and can do things like cause fuel to ignite in canisters if stored too close. This makes me wonder if we could one day have traps involving sticking high-powered radio antennae out near zombies... although I suspect I'd just end up burning my safe house down.
  14. This is a tiny (tiny) nitpick, but... copper ore is usually green, because of the surface layer of oxidised copper.
  15. - Yes, You can equip a bag on your back and your Primary and Secondary slots. first thx, but it is still unclear to me... i copy this from youtube, it was an answer to a former discussion about equipping more bags than the backpack only and equip both hand weapon, but this is not the point i always have backpack and secondary bag and primary weapon but read this: from youtube: Luckily in the Hydrocraft mod that we're using you can find pack dog breeds and attach two BHB to them for even more storage what is that means? attach to them, it sounds to me more bags or maybe bigger inventory, but i didnt find this item in their wiki or it is related to my former question about the dog attach bag to dog, could i use them like a hauler?^^ thx also to the man with the purple hat If you have a dog of the right breed - Husky, Bermese Mountain Dog, Great Dane and I think one or two others, you can attach bags to them. You can either attach 2 Big Hiking Bags or 2 Big Hiking Bags With Duct Tape Pouches to one of those dogs. If you do, the dog becaomes a container that you can equip to your primary or secondary hand. They're great - they have a 100% weight reduction, and will hold either 44 weight (dog with 2 big hiking bags) or 50 weight (dog with 2 big hiking bags with duct tape pouches). -Last time I wore one out in the rain it didn't work for me lol, I'm note sure f this has been fixed or not. (Even the open umbrella didn't work for me either but ill need to try it again since its been awhile). Not 100% sure about Raincoats, but Rain Ponchos make it to where you don't get more than damp in the rain it seems. You're correct there but I think both items keep you at 'Damp' level and nothing more. Don't think there's much a difference because the Poncho is craftable just because of the times that you really CAN'T seem to find a Raincoat in a spawn or are just unlucky? Not sure if the Trait for not being affected by bad weather helps this but I don't think that being damp causes you any bad effects beside a small chance to get a cold really. Really is a nuisance if you have the traits to get sick easily and end up zombified JUST BECAUSE you caught a cold... DryTowels mod plus just keeping a Bath Towel on you should be fine anyway! wellp guess ill be making the rain poncho then, but you dont need the dry towels mod anymore, hydro added in the clothes line which you can dry towels on now I think the raincoats affect our temperature more than a poncho - the raincoats act like a sweater as well as keeping you at damp (or however wet you were when you put them on). It can be very handy in winter.
  16. With the foraging, you unfortunately just have to keep at it. My most recent character has been going for about 3 months now, and thanks to New Denver being a little friendlier for foraging than the main maps, I've been able to get him out foraging almost every evening for a few attempts. He's managed to get up to level 4 foraging and more interesting stuff has started appearing, but I think he's a long way from wild chicken eggs. I've also not found a huge amount of straw - 3-4 bales worth, maybe - but all you can do is keep plugging away. I don't seem to be short of cow chips, though.
  17. You need to find an archery book and read it, that gives you the recipes for bolts and arrows. The recipes then appear in the craft menu (B, by default) but from memory, I think it's a chipped stone or stone arrowhead or bone arrowhead, a twig or sturdy stick, and some feathers or duct tape fletching.
  18. Do you have a bigger picture, b y any chance? I like how ambitious that base build is, although big rooms make me nervous for some reason Did you lose the base to a server reset or something? I'd love to have seen what it looked like plastered and painted... I find it worrying that you assign value to the effort people put into playing a game based on whether they're playing according to how you feel they should have fun. im not talking about fun, but dificulty You've chosen an entirely arbitrary measure and declared that people's efforts are worth less because of it. You're imposing a moral judgement on other people's entertainment. That's definitely talking about fun. You have no idea of the difficulty settings I used when making my base - how I'd set the zombie settings, how I'd set the availability of food, what the climate settings were, how productive farming was. You've simply looked and declared I'm playing the game wrong. yawn... when two people play with the same settings, the one with the mods haves an advantage over the people with no mods. So? And, more relevantly, how exactly does this have a bearing onto you walking into a thread set up for people to talk about things they're proud of having done with a mod, solely to point out to them that they suck for playing with mods?
  19. If you're interested, I'd recommend NoMIS' season four playthrough as a great way to see what sort of things the Hydrocraft mod includes - that's how I got introduced to the mod, and while it was a bit overwhelming initially, now I get frustrated at far I have to go to get the new stuff with each update
  20. So much new stuff to build... do I try and do it all myself, or do I try and persuade NoMIS to build everything so I can watch?
  21. Do you have a bigger picture, b y any chance? I like how ambitious that base build is, although big rooms make me nervous for some reason Did you lose the base to a server reset or something? I'd love to have seen what it looked like plastered and painted... I find it worrying that you assign value to the effort people put into playing a game based on whether they're playing according to how you feel they should have fun. im not talking about fun, but dificulty You've chosen an entirely arbitrary measure and declared that people's efforts are worth less because of it. You're imposing a moral judgement on other people's entertainment. That's definitely talking about fun. You have no idea of the difficulty settings I used when making my base - how I'd set the zombie settings, how I'd set the availability of food, what the climate settings were, how productive farming was. You've simply looked and declared I'm playing the game wrong.
  22. I find it worrying that you assign value to the effort people put into playing a game based on whether they're playing according to how you feel they should have fun.
  23. It has it's advantages Although, it could raise some interesting questions about foot hygiene in the zombie apocalypse. After all, you've seen NoMIS' base in Season Four... I counted about three thousand potential health problems decomposing around his house... The potted plants do liven a base up, too. It's nice walking around with all the colourful bushes and tiny trees! I was surprised how much of a difference it made to my big base. On a separate note - is the intention that the various books you can learn recipes from should no longer provide a Happiness and Boredom boost? I ask because I noticed that most, like all the metal working books, no longer offer the bonuses, but there are at least a couple that still do - I noticed the Music and Entymology books were still giving the bonuses, for example.
  24. Hydromancer, I noticed that you've got a wine press listed on the wanted art page, and the example you've linked to is a screw press. I don't know if this is of any help, but while screw presses are the ones that've been in use the longest, the Germans invented a press that works in a different way. All screw presses have the problem that you more you press the grapes, the more you end up with undesireable bits in the grape juice, including - if you press hard enough - fuse oils from the pips, which are seriously nasty. The more gently you press the grapes, the better the quality of the grape juice. I'm trying to remember the name for the German press, but basically the first models looked like sealed barrels with a couple of loops of rubber tubing running through the inside of the barrel. Air is pumped into the tubes, which causes them to squeeze the grapes as they expand. It's a system that can be used to squeeze grapes very gently, and is used in making some of the highest-quality wines. It might in some ways be easier to make one of those than a screw press, because you wouldn't need to find a way of creating and manipulating that screw thread. If you don't mind taking some liberties regarding the composition of the average garden hose, you could even make use of a garden hose or two in the Crafting recipe for making the press.
  25. Making Whiskey in game could be a bit tricky, because Whiskey is (almost) distilled beer, and for beer you need grains like barley, which aren't in game yet. On the other hand, you can make Calvados from distilled apple spirit, Vodka from potatoes, and Eau de Vie from... well, pretty much anything fruit-related. There's also ethanol distillation for use as bio-fuel, but I'm not sure throwing ethanol into the generators in game is a good idea So it would basiclly be like 2 to 4 objects all combined into one item Windmill + Water Tower + possibly a well first and/or a livestock trough. The Base game has an animal trough I can grab for that. Oh wow that looks great! I was posted when you did so sorry for the delayed reply. Very nice! Not sure if I will get the whole distilling process in this week but now I at least have the art for it! I have been a bit sick this week so I have not gotten as much modding done as I would have liked. Its all good, glad ya like it! but ah man sorry to hear that, hope ya feel better soon! And ill see if I can put a water tower together today for ya! For the distilling process you could add in both whiskey and moonshine making using the still. Id also suggest adding in a new construction/ recyclable item called a "copper pipe joint" http://i.stack.imgur.com/HTW13m.jpg, you would need 4 of them, along with 6 copper pipes for the still (and what ever other ingredients you'd need). the Copper pipe joint could also be recyclable by smelting down 4 or 5 per ingot. EDIT: You'd also might want to add a "Copper Coil" item as well for the still. I totally forgot about that lol. Could make that one recyclable too? 3 to 4 per ingot maybe? If there were glass equivalents of the copper coil, you could also look at expanding on the lab equipment in game with a view to producing a reflux condensor, which can be very handy for extracting and distilling compounds. I once made what was basically Deep Heat in a lab using orange peel as the base. You could also use it for making components of chemical dyes, including ones for use in things like paint.
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