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bpdlr

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Everything posted by bpdlr

  1. I've noticed this with fresh, cooked and rotten fish fillets. If you drop them on the ground or leave them in a fire, and then leave the area, when you return they have all reduced to 0.2 weight despite having weighed a lot more previously. EDIT: doesn't matter where you leave them, I left some in a fridge and left the area, came back and they were all 0.2. Notice the total weight of the stack in the screens below. Before: After:
  2. A sapling has spawned even though I dug up this tile, put down a mall decoration, and later a floor and a decorative tile.
  3. Not sure if this is a bug, but normally when you use "Take Dirt" on a tile with something on it, it leaves that something. If you place a bush you've picked up (Ornamental Bush) and then Take Dirt, it removes the bush. However you can Take Dirt first and then place the bush. I'd expect the Take Dirt action to remove grass and wild bushes, but not placed bushes or other placed items.
  4. The small corner hedge piece can only rotate so the inside corner is north or south, not east or west.
  5. I've seen a few metal barrels around in sheds and warehouses, and I was thinking that these new vehicles we have will need oil at some point, so why not in these barrels? Once they are emptied that could be used as fire barrels, barbecues or for vertical drum smokers to preserve meat.
  6. - drop rate from zombies is nil as far as I can tell. 50% of corpses should carry between 1-20 cigarettes each, if this is 90's rural America. - also, if they have cigs on them, they will also have a lighter, although probably not a full one, or matches. - cigarettes should come in boxes (20 max) and there should also be cartons (10 boxes) but I guess they'd have to be ultra rare. - if there are a more realistic no. of cigarettes in the world, then the "Smoke" action should realistically consume between 1-5 cigarettes each time, based on your stress levels. If the player has fewer cigs in their inventory, then their stress levels won't deplete as much. - it would be cool if you could add rolling tobacco pouches and rolling papers - it would be even cooler if you could add weed plants Now that would be a good way to reduce stress levels...
  7. I was just looking around for shiny things to steal from the fancy homes (using the pick up tool) and was wondering whether I could pick up a fireplace - probably not, but that got me thinking, there's no use for all those rocks I forage, and concrete powder exists... why not be able to build a fireplace at high levels of Carpentry? Also, while on the subject: you can build a home-made refrigerator using concrete, basically it's a concrete box built outside with a rig setup to drip water onto the exterior. As the water evaporates, it cools the interior of the box. Obviously would work well in the hot summers! That's another thing - garden hose. Would be a great addition.
  8. When using the pick up tool on Brown Tiles, they aren't removed from the ground but they are added to the inventory.
  9. bpdlr

    Mines

    I meant the shotgun cartridge as a detonator, not the whole mine....
  10. Can you also make it so they can be used to make log walls as well as ripped sheets? Makes no sense to have to clean them first...
  11. bpdlr

    Mines

    The closest thing at the moment is a motion-sensor-rigged bomb, and motion sensors are rare. Couldn't you jury-rig a pressure plate with a shotgun cartridge and some duct tape? The downside is that it'll probably just blow their legs off and turn them into crawlers
  12. Two related suggestions: - craftable drawbridge - when cellars are introduced (i.e. underground structures) will players be able to dig trenches? If so, will they fill up with water over time? Trench with water + drawbridge = moat! Also related, if players can dig trenches, surely there must be a max no. of corpses that can fit in it? Therefore there should really be a max no. of corpses that can fill any tile before they stack up enough to block the tile. Maybe then you would have to climb over them, and zombies could... OMG no!
  13. It would be nice to see more models of "normal" car, but what the world is really lacking is a host of other vehicles that would add immersion and some more colour: - diggers and bulldozers (construction sites look empty!) - Electric Co. vans with hydraulic lifts for repairing telegraph poles - forklifts - ice cream vans (not sure if a US thing or not) - tow bars as an upgrade, and trailers. Also, the ability to tow wrecks or other cars. - mobile homes and caravans (not sure if the latter are a US thing?) - tractors and a few farm attachments like mowers or sprayers- combine harvesters! PLEASE! - buses (school buses are such a US thing, really odd not to see them in the game) - big trucks ("Mack trucks" or what we Brits call "articulated lorries") - it's strange not to see these on the big highways - EDIT: fire trucks! Sorry if some of these have been suggested before.
  14. I raise you Combine Harvester.
  15. As I was patiently spamming "Remove Grass" from a large field, I thought, wouldn't a lot of these nice homes have lawnmowers to do this job? Maybe just a cheap push job (that is tiring to use but makes little noise) or a gas-driven model (that makes a ton of noise). Maybe a big house might have one of those fancy ride-on mowers, which might be a bit quieter than the push model - but I'd need to know a lot about mechanics to keep it going. While I'm thinking about the grass, I'm wondering if putting up barbed fences will slow down the zombies [still not implemented??]. If I had a spare mower and a decent level of skill in making traps and wiring stuff up, I could use the blades to create a zombie trap - with a motor, maybe even a nasty spinning blades job I could install in my base in that bottleneck... Now if I was a real expert, maybe we could get all Mad Max on this town and stick some spinning blades on my truck's front bumper... EDIT: oh yeah, the ride-on mowers are rare, but the best bit is, you can't lift them into the back of your truck... you have to drive them home
  16. According to the Wiki, popcorn can be added to a trap to attract squirrels, does it have to be uncooked? On the wiki the icon is the cooked version.
  17. I was thinking, if the devs work out what is making the berry bushes invisible, maybe they could tie that code into the Foraging skill system, so that at different levels of Foraging, different plants become visible, like berry bushes at low level and herb plants at high level. This way, the player might just "bump into" a bush they can't yet find on their own (just as you might find some berries while out hiking despite not being Bear Gryls). This way, Foraging could become an active skill rather than the current clunky menu and progress bar affair. There are already plant textures in the game that could be re-used for the various herbs and berries, you could just add a bit more colour to them to make them more easily distinguished from the other flora. For worms, you could add a small mud patch, and for frogs maybe a stone that makes a "ribbit" sound as you get close (using the same text system for sounds as the radio and TV). As for the bugs, maybe a patch of grass with little dots jumping about for grasshoppers, a small pile of twigs or logs for cockroaches, and a patch of grass making a loud chirping sound for crickets.
  18. Just remember, the game is set in 1993 when battery technology was far less advanced than it is now. Most people back then wouldn't have a clue about solar setups, using inverters and how to set up a battery pack, and if they did it wouldn't be half as efficient (or widely available) as it is now - you'd basically need to build it from scratch and the panels themselves would be expensive and rare. So even the idea of setting up a household battery pack and inverter probably wouldn't cross their minds back then - most people's go-to solution would be a gas generator.
  19. One of the major problems with vehicles is navigating off-road with all the tiny trees that are easily mistaken for bushes. In real life, even a small car would knock over and snap a sapling. Small trees should be destroyed by vehicles, and maybe larger trucks could even knock over medium trees (but still take some damage). Vehicles should also destroy bushes and grass as they drive over it - maybe not all of it, but say 50% of the tiles they pass over. This way, if you drive along the same route often, you'll eventually clear a path. It would be cool if the tiles could turn from grass to mud after continual use, but I doubt that's a trivial coding task.
  20. You mean there are already toasters in some houses? I have yet to find one! But yes, I love this. Can I add: 747a: ability to cook jam (from wild berries, Strawberries, found Apples, Peaches etc.) using Empty Jar & Lid, Sugar, water and Lemon. Make Lemons spawn a bit more... (You need a lemon in jam for the pectin to make it set.) 747b: new recipes: Toast and Jam, Toast and Honey, Toast and Eggs, Jam Sandwich. Jam could also be used on cakes!
  21. You shouldn't be able to read in the dark at all.
  22. I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic. First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it! Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy". Sadness should be added as another symptom, but again only mildly. Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks. As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit. Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse. In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  23. I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay. - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start. - the animals would mostly die after a couple of in-game months for lack of food, and they'd get skinnier and provide fewer calories over time. Maybe some could find food and live longer - for example, some could find the corn field near Muldraugh. [This reminds me, why are there so few crop fields like this one? And why do they go rotten so quickly? But that's another suggestion for a Farming overhaul...] - taming should be an option, depending on Farming skill - cows will be easy targets for zombies and many won't survive, but those who make it can live off the land forever. They could be easiest to tame but harder to find, and you won't want to slaughter them unless it's an emergency, so they'll only be good for milk. You could "tame" them just by attaching a rope to them, but you'll them have to lead them all the way back to your base... - chickens could provide meat and eggs but attract zombies in the morning. Breeding would be easier (but eggs are already pretty plentiful). Cereal or popcorn to tame, leave a trail into a wire cage. There'd be fewer chickens in the world initially, but they can't be caught by zombies, just chased away. However they won't last long in the wild (maybe natural predation?) - pigs would be hardest to find, hardest to tame (you'd need fresh apples or something) and would take longer to breed and then rear, but could potentially have a big litter of piglets. - to hunt these and wild animals, you'd have to be either great at sneaking and use a spear, or use a bow and arrow (please add!), but this wouldn't kill them outright. You'd have to track their blood trail, which along with the noise would attract zombies. - also, future potential for using animal skins to make warm clothes. EDIT: oh, also - horses?
  24. Hey devs, I noticed (with delight!) that you can pick up garden flowers to enhance your home sweet home, but why not wild flowers as well? Why not wild bushes, for that matter? (BTW berry bushes still invisible as far as I can tell...) I have a feeling it's because in the code, the garden flowers are a tile whereas the the bushes are just sprites? Could some bushes be taller and provide concealment like trees? Maybe after they grow for a month or so in the wild, but quicker if re-planted and fertilized. Also, if you're going to make berries spawn in bushes, why not re-use some of the wild bush textures and have wild herbs spawn in them? (Wild Garlic, Black Sage etc.) Maybe they would only spawn if you had the Herbalist skill, or at a certain level of Foraging? Then with a high enough level of Farming you could re-plant them in your garden.
  25. Trying to fill a completely empty propane torch, full propane tank, no option. This is weird because I filled one before but I think it had some left in it. I have a stack of empty torches that I emptied into one another, not sure if this bugged them? (Latest IWBUMS release.)
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