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bpdlr

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  1. Pie
    bpdlr got a reaction from Yana M.D. in [41.78.12] Confusing clipping with walls and stairs   
    This is like an MC Escher painting... also I had to climb the stairs to build the walls as I couldn't build them from the other side.
  2. Like
    bpdlr reacted to Reese Conner in 41.78 Released   
    Hey guys, first let me say, that I love this game, so thanks a lot for creating it.
     
    Guys, I just want to say that I feel that new balancing of metalworking just doesn't feel right... I understand if you wish to fix the bug of 0% propane usage on disassembly, but the rate at which I have to refill my torch at now, is just too tedious. Refill after 9 disassembles, I can't even get through 2 trailer park units, with out refilling, nor 1 Riverside rich house.
     
    Also it makes disassembling certain items a waste now because they yield too little XP. so now I feel like it's only worthwhile to disassemble the 'Big' items. It's already tedious enough to level this skill, but now I have to be picky for max yield on XP.
     
    And then there's auto mechanic's. I'm a long term survivor and I maintain the same vehicle for many months by repairing the hood. Now I can only get 2 hood repairs from a torch, making it way harder. Going from a 100unit pp torch to a 10unit pp torch is just too extreme. I get it that you added more pp tanks and update the spawning tables for more pp, but now I have to have dozens of tanks sitting around, just for simple daily activities -- just doesn't feel right. 
     
    Metalworking was one of my favorite skills. I loved building cages around my fishing hole (a small 3 sided 5 x 7 tile cage) with wire fence or pole fence or some combination of the two,  or I also like caging up the front patio of a house to provide a 'see through airlock'. And I love love love Metal crates.  It was already hard enough work to just assemble the material needed for those projects, but with the amount of refilling of torches, it's just a total buzzkill.
     
    you had something that was really fun, and now it's become like work and it's not so fun anymore. Guys we are all playing the game for fun of it, not to simulate work or reality... Indeed, many of us are trying to escape reality hehe...
     
    I'm hoping that you might reconsider the new balance... You have it now as a 10unit pp torch getting 16 refills from 160unit pp tank. How about something like a 50unit pp torch with a 150unit pp tank... getting 3 refills per tank (or something in that ballpark).  Guys, I don't want refill 16 times for the same amount of work, just makes it boring tedious and not fun. 
     
    One last thing to consider is that with the new changes, many people's long term saves will be changed in such a way that they may no longer be able to use metalworking effectively. If you've 'scouted' but not looted a town, the pp will be spawned using the old tables and there won't be enough to level up and create projects. 
     
    Just wanted to give some feedback. Don't be angry with me for my criticism, I still love this game, but I hoping you might reconsider.
  3. Spiffo
    bpdlr got a reaction from Reese Conner in 41.78 Released   
    But now you can't rip clothing on corpses in the vicinity, just those on a single corpse. I filed a bug report:
     
    I've never had a problem with having my own clothes ripped, probably because I've favourited everything I wear. I've sometimes made the mistake of saving clothes I liked to my backpack only to then rip them by mistake, but once you're careful and drop or store them out of range then you don't get this problem. These are rare cases though, I'd rather have the convenience of being able to rip up everything and the slight inconvenience of having to take care with stuff I want to save, than having to manually rip clothes on each corpse.
  4. Like
    bpdlr got a reaction from nPhlames in 41.78 Released   
    But now you can't rip clothing on corpses in the vicinity, just those on a single corpse. I filed a bug report:
     
    I've never had a problem with having my own clothes ripped, probably because I've favourited everything I wear. I've sometimes made the mistake of saving clothes I liked to my backpack only to then rip them by mistake, but once you're careful and drop or store them out of range then you don't get this problem. These are rare cases though, I'd rather have the convenience of being able to rip up everything and the slight inconvenience of having to take care with stuff I want to save, than having to manually rip clothes on each corpse.
  5. Spiffo
    bpdlr reacted to Tykvesh in Rain going through roof in some buildings.   
    It seems that this room in the prefab was not marked as a room, but@bpdlrafter I enclosed the space as shown below, it started counting as indoors.
    10248x11011
     
  6. Pie
    bpdlr got a reaction from Pandorea in Rain going through roof in some buildings.   
    I have this same issue when building on the 2nd floor of one of the warehouses outside Muldraugh. I get snow falling and the sound of the wind and animals as soon as I climb the steps. I have a fire burning in the antique stove but the temp doesn't seem to be getting higher. I enclosed the space with walls and built another floor above with tiling as well, but it's still snowing inside :s
     
    EDIT: just to add, I can see cloud shadows moving over the bed too.
  7. Like
    bpdlr got a reaction from sleepyheaddreams in Farm animals   
    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?
  8. Like
    bpdlr got a reaction from Maris in [IWBUMS] Big Double Pole Gate recipe incorrect   
    I am unable to build the Big Double Pole Gate (option is red) even though I have all the listed materials:
     

     
    However I decided, oh well, I'll make a Double Fence Gate instead, and grabbed some Wire. Lo and behold, I can now build the BDPG:
     

     
    Update: it doesn't actually use the wire, it just won't work without it!
     
    Update2: OK I just realised it didn't use ANY of the ingredients to make the gate except the two hinges! That could be a bit of an exploit... only requires level 8 Metalworking  
     

  9. Like
    bpdlr got a reaction from Enoahe in [IWBUMS] Big Double Pole Gate recipe incorrect   
    I am unable to build the Big Double Pole Gate (option is red) even though I have all the listed materials:
     

     
    However I decided, oh well, I'll make a Double Fence Gate instead, and grabbed some Wire. Lo and behold, I can now build the BDPG:
     

     
    Update: it doesn't actually use the wire, it just won't work without it!
     
    Update2: OK I just realised it didn't use ANY of the ingredients to make the gate except the two hinges! That could be a bit of an exploit... only requires level 8 Metalworking  
     

  10. Spiffo
    bpdlr got a reaction from Flukey in [IWBUMS] Tree growing through floor, tiles and mall decoration.   
    Thank you It's coming along...
     

  11. Like
    bpdlr got a reaction from Massi in Building interface needs work   
    Another mechanic that needs to be upgraded in the same way is the Dirt/Sand/Gravel bag "Pour Out" option. Please add the ability to choose whether to cover the whole tile or just one half... to avoid these jaggy results!
     

  12. Like
    bpdlr got a reaction from Massi in Building interface needs work   
    I had never built a metal roof until today, and having always used wood floors as roofs, I assumed by the description that the metal roof would be placed above me, not at my feet... It's interesting because the new(ish, for me anyway) system for picking up items is so much better than the building system, it's a shame the same ideas weren't carried across. It's especially difficult to get placement right if you're on a high level and want to line up with a structure below.

    With the devs saying they're adding underground levels sometime, it makes sense that the building system is upgraded to show more clearly what level you are building at. I suggest the current one-tile highlight is expanded vertically into a sort of wireframe column, with the ghost of the piece you are building at the same level as the player model. There should be keys to rotate or raise/lower the ghost before building. If the column is over the player, the player should be highlighted to indicate that the column is on the same tile, so if you're on a higher level it's easier to get oriented. The section of the column indicating the underground level could be in red, whilst those above could be varying shades of green to indicate height.
     
    Also, the same system that's used for destroying with a sledgehammer should be used for painting, as it's easy to paint through the wall you want to paint and paint the wall behind, even though you have no physical access.
     
    Some items - such as the aforementioned Metal Roof - should by default be placed at a certain position, i.e. above. Please just add wooden roofs too! It's not clear for example where wooden columns (under Walls) can be placed, sometimes they work and sometimes they don't, depending on whether they intersect a fence at a certain corner or something, I haven't worked it out. Maybe some info in the tooltip?
     
    Also, could there be an option to pause while building, so you can get the placement right without wasting time?
     
    THIS:
     (where is it going?)
     
    vs. THIS:
     (a bit clearer)
  13. Like
    bpdlr got a reaction from OLd gRiFF in Small but Important Suggestions Thread   
    You shouldn't be able to read in the dark at all.
  14. Pie
    bpdlr got a reaction from Cristy576 in [IWBUMS] Propane Torch can't be filled when empty   
    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.)

  15. Spiffo
    bpdlr got a reaction from MadDan in What this game really needs is... lawnmowers!   
    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. Like
    bpdlr got a reaction from A-mak in What this game really needs is... lawnmowers!   
    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
  17. Like
    bpdlr got a reaction from Octopus in What this game really needs is... lawnmowers!   
    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
  18. Spiffo
    bpdlr got a reaction from Dwight in Smoking withdrawal needs work   
    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.
  19. Like
    bpdlr got a reaction from trombonaught in Chance to "pick up" window should be 100% at 10 Carpentry   
    IMHO a master carpenter should be able to uninstall a window 100% of the time, not 50%. In any case, it seems the chance is far lower.
     

     
    EDIT: 7 windows in this house, all failed and smashed... that doesn't seem like 50%.
     

     
     
  20. Like
    bpdlr got a reaction from grammarsalad in Chance to "pick up" window should be 100% at 10 Carpentry   
    Also, please please please can you let us pick up these windows!
     

  21. Like
    bpdlr got a reaction from grammarsalad in Chance to "pick up" window should be 100% at 10 Carpentry   
    IMHO a master carpenter should be able to uninstall a window 100% of the time, not 50%. In any case, it seems the chance is far lower.
     

     
    EDIT: 7 windows in this house, all failed and smashed... that doesn't seem like 50%.
     

     
     
  22. Pie
    bpdlr got a reaction from Pandorea in Chance to "pick up" window should be 100% at 10 Carpentry   
    IMHO a master carpenter should be able to uninstall a window 100% of the time, not 50%. In any case, it seems the chance is far lower.
     

     
    EDIT: 7 windows in this house, all failed and smashed... that doesn't seem like 50%.
     

     
     
  23. Like
    bpdlr got a reaction from Magic Mark in Chance to "pick up" window should be 100% at 10 Carpentry   
    IMHO a master carpenter should be able to uninstall a window 100% of the time, not 50%. In any case, it seems the chance is far lower.
     

     
    EDIT: 7 windows in this house, all failed and smashed... that doesn't seem like 50%.
     

     
     
  24. Pie
    bpdlr reacted to Faalagorn in RELEASED: WEATHER TEST BUILD   
    Nice! It's good to know how the whole systems have a direct effect on your well-being now! Few questions though:
    You mentioned fitness having a slight effect on temperature, what about the weight? Obese should tolerate cold way better than underweight and vice vera. Since the game starts in summer, food is plenty and characters often have a short lifespan, taking underweight may finally be worthwhile alternative to obese. Would it be possible to incorporate character temperature display in the character screen, below where the weight currently is? Eventually I'd love to see functional weights and thermometers for us, micromanagement freaks to see the detailed character status, but until it's there, it would be nice to have it available not only hidden on the debug menus, similar to character weight. I assume air conditioners inside houses are not functional yet? There are items like that in some houses, it would be nice if they had some effect and could be adjusted. Also are ovens taken into consideration or just open sources of fire (campfire, charcoal BBQ and propane BBQ)? And finally, barrel bonfires? It was suggested in the small bug important suggestions thread, but I think it'd fit this build well .
  25. Like
    bpdlr reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Hi All!
    Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions.


    The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius.

    The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase.

    To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn.
    Cold.
    To resist cold:

    ·         Make sure to have a high clothing value (currently sweater, pants, shoes is optimal).
    ·         Hunger and tiredness affect body cold resistance negatively.
    ·         Sickness will lower your body resistance to cold.
    ·         Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold.
    ·         When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect.
    ·         A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect.
    ·         Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact.
    ·         When endurance lowers the body cold resistance increases a bit.
    When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved.

    Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit.
    Campfires can now be build inside houses without spreading fire if the following is true:

    ·         Tiles surrounding the campfire are not wood or carpet.
    ·         Tiles surrounding the campfire have no objects.
    ·         To be safe make sure there are no walls within a 2 tile radius of campfire.
    When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes.

    When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate.

    Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter.

    Heat.
    To resist heat:

    ·         Light or no clothing will help combatting heat.
    ·         Thirst negatively impacts heat resistance quite strongly.
    ·         Sickness will lower your body resistance to heat.
    ·         A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect.
    ·         When endurance lowers the heat resistance lowers a bit as well.
    ·         When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing.
    ·         Wetness due to rain increases heat resistance for both body and clothing.
    ·         Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication.
    When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night.
    Insides of a car can get quite hot during the day as well (unless the cooler is on).

    When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively.

    Hypothermia and Hyperthermia

    When level 3 is reached the body sporadically takes minor damage on random body parts.
    When level 4 is reached the body receives constant and greater damage on body parts.
    If the conditions are not improved you will slowly die.

    When level 3 or 4 of either is hit when asleep you will wake up from it.

    Other noteworthy mentions.

    Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet.
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