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bpdlr

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  1. Like
    bpdlr reacted to MrCouper in Single person graves   
    You can 'fill' in a grave at anypoint, so if you wanted, you could fill the grave after only one corpse has been put in it.
  2. 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!
     

  3. Like
    bpdlr got a reaction from Faalagorn in [IWBUMS] Scrap Metal listed in recipes but not used.   
    Scrap Metal is listed in a number of Metalworking recipes but it's not used up when you build the items.
     
    Before build: 
    After build: 
  4. Spiffo
    bpdlr got a reaction from Faalagorn in Minor correction to item names in .txt files   
    Wow, bloody good work mate, I hope the devs appreciate you doing this!
  5. Like
    bpdlr got a reaction from MrCouper in [IWBUMS] Scrap Metal listed in recipes but not used.   
    Scrap Metal is listed in a number of Metalworking recipes but it's not used up when you build the items.
     
    Before build: 
    After build: 
  6. Like
    bpdlr reacted to Faalagorn in Minor correction to item names in .txt files   
    I see they are all fixed now in the most recent weather build now, thank you a lot @Connall! There's only one thing that's been partially missed, TunaTinOpen, where you correctly changed it to "opened", but forgot to change "Tin of" to "Canned" . I'm gonna list it below and  while at it, I also found few more correction suggestions, including renaming some berries and water containers which should be a nice quality of life improvement and help reduce micromanagement by having the items split, similar to the much welcome magazine renames! I also added number of lines where the items are in file. It was easier for me to sort them and would probably be easier to find them in code for devs as well.
     
    From items.txt:
    1032 Bowl: Bowl -> Empty Bowl
    changed the names of all the containers that can hold water to "Empty" to match other container names. 1044 BucketEmpty: Bucket -> Empty Bucket
    ditto. 1051 Kettle: Kettle -> Empty Kettle
    ditto. 1236 PopBottleEmpty: Empty Pop Bottle -> Empty Orange Soda Bottle
    as PopBottle is called "Orange Soda". 1247 Pot: Cooking Pot -> Empty Cooking Pot
    changed the names of all the containers that can hold water to "Empty" to match other container names. 1260 Saucepan: Saucepan -> Empty Saucepan
    ditto. 1502 WaterBottleEmpty: Empty Bottle -> Empty Bottled Water
    changed to explicitly see what the bottle is from, and "Bottled Water" is the proper name for, well, bottled water, while "Water Bottle" is a name for a bottle used to hold water. Also see below. 1512 WhiskeyEmpty: Empty Bottle -> Empty Whiskey Bottle
    changed to explicitly know what the bottle is from. 2229 WineEmpty: Empty Bottle -> Empty White Wine Bottle
    ditto, can't hold water. I also changed Chardonnay to White Wine, see my post below. 2258 WineEmpty2: Empty Bottle -> Empty Red Wine Bottle
    ditto. 3316 TunaTinOpen: Opened Tin of Tuna -> Opened Canned Tuna
    it was correctly changed to "Opened", but it's still called "Tin of Tuna" instead of "Canned Tuna" as the original item that matches other names. 3458 BucketWaterFull: Bucket of Water -> Bucket with Water
    less common spelling, but fits more as the item can be partially full to be called that ("with") and in future/mods may hold other liquids, also fits Saucepan and Cooking Pot. 3497 FullKettle: Kettle of Water -> Kettle with Water
    ditto. 3874 WaterBottleFull: Water Bottle -> Bottled Water
    proper name, but the problem is when you fill the bottle with dirty water, it'd be still called "Bottled Water". Ideally, a different item that give you +happiness (fresh water is better than tap water or cooked rainwater), similar to Orange Soda could exist, but then the bottle from it would be called "Bottled Water Bottle with Water"? Something to look at lol. 3888 WaterBowl: Bowl of Water -> Bowl with Water
    less common spelling, but fits more as the item can be partially full to be called that ("with") and in future/mods may hold other liquids. 3905 WaterMug: Mug of Water -> Mug with Water
    ditto. 3922 WaterPopBottle: Water Bottle -> Orange Soda Bottle with Water
    quite long name, but appropriate I guess. 3972 WhiskeyWaterFull: Water Bottle -> Whiskey Bottle with Water
    ditto. From newitems.txt:
    1798 Bricktoys: Bricktoys -> Brick Toys
    correct spelling. 3387 BerryBlack: Berries -> Blackberries
    these also should never be poisonous. 3407 BerryBlue: Berries -> Blueberries
    ditto. I thought about renaming other berries as well, but it might have been confusing as one of them is also of blue colour. Right now, it'd be sufficient to change the name of the berries that clearly have the same name, while regular berries will stack together in a similar fashion to mushrooms, chips, pops, glasses, wallets, wedding rings, socks, underwear or different coloured clothes. 3527 BerryPoisonIvy: Berries -> Poison Ivy Berries
    these also should always be poisonous. 4063 Smallanimalmeat: Small Animal Meat -> Rodent Meat
    since we have Rabbit Meat (and Rabbits are not classified rodent since 1912 so it's correct), Small Bird Meat and Frog Meat which would all classify as "Small Animal" as well yet are different item, it'd be wise to change "Small Animal" to "Rodent", since rats, mice and squirrels are all rodents anyway. Remember to change the recipe name as well though! From farming.txt:
    256: MayonnaiseEmpty: Empty Bottle -> Empty Mayonnaise Bottle
    changed to explicitly know what the bottle is from. 266: MayonnaiseWaterFull: Water Bottle -> Mayonnaise Bottle with Water
    ditto. 315: RemouladeEmpty: Empty Bottle -> Empty Remoulade Bottle
    ditto. 325: RemouladeWaterFull: Water Bottle -> Remoulade Bottle with Water
    ditto. 559: WateredCanFull: Watering Can (Full) -> Watering Can with Water
    to match other names. 586: WateredCan: Watering Can -> Empty Watering Can
    ditto. 610: GardeningSprayEmpty: Gardening Spray Can (Empty) -> Empty Gardening Spray Can
    ditto. 620: GardeningSprayFull: Gardening Spray Can (Full) -> Gardening Spray Can with Water
    ditto. About berries being poisonous, it may be a topic for a separate issue, but since I brought it, let me elaborate: it was being discussed back in 2016 when it was implemented back when @RobertJohnson worked on nutrition build and I think it was done so Blackberries and Blueberries are always safe while I don't think Poison Ivy were always poisonous (that might have changed though, I didn't play a lot since and I'd have to find the code of it). If not, it should be as I written, Poison Ivy should always be poisonous and another random berry too.
     
    Finally, since the magazines name are finally sorted out (that's a huge quality of life change, as it's much easier to spot and pick up the proper magazines now!), have you thought about renaming skill books in a similar fashion? Polish translation does so already as it makes the names shorter, but it also allows to sort and find the book you want easier and I think there are also mods solely for the reason of easier sorting as well. The Beginners, Intermediate, Advanced, Expert and Master are nice and give the sense of progression, but are still hard to know which skill points they point to without looking at the description, while numbers would be easy to memorize (just multiple it by two and if your skill is lower, then you'll get benefit). On the other hand it also makes sense for it to be volumes in the matter that unless you got the experience covered by the first volume (with or without actually reading it), you won't understand the second volume. I used Vol. # in a similar fashion to magazines, but it's also possible  to use other notation or roman numerals as well (that's what Polish translation does). Some feedback on this would be awesome, but I'll list them just in case:
     
    From items.txt:
    BookTrapping1: Trapping for Beginners -> Trapping Vol. 1 BookTrapping2: Trapping for Intermediates -> Trapping Vol. 2 BookTrapping3: Advanced Trapping -> Advanced Vol. 3 BookTrapping4: Expert Trapping -> Trapping Vol. 4 BookTrapping5: Master Trapping -> Trapping Vol. 5 BookFishing1: Fishing for Beginners -> Fishing Vol. 1 BookFishing2: Fishing for Intermediates -> Fishing Vol. 2 BookFishing3: Advanced Fishing -> Fishing Vol. 3 BookFishing4: Expert Fishing -> Fishing Vol. 4 BookFishing5: Master Fishing -> Fishing Vol. 5 BookCarpentry1: Carpentry for Beginners -> Carpentry Vol. 1 BookCarpentry2: Carpentry for Intermediates -> Carpentry Vol. 2 BookCarpentry3: Advanced Carpentry -> Carpentry Vol. 3 BookCarpentry4: Expert Carpentry -> Carpentry Vol. 4 BookCarpentry5: Master Carpentry -> Carpentry Vol. 5 BookFirstAid1: First Aid for Beginners -> First Aid Vol. 1 BookFirstAid2: First Aid for Intermediates -> First Aid Vol. 2 BookFirstAid3: Advanced First Aid -> First Aid Vol. 3 BookFirstAid4: Expert First Aid -> First Aid Vol. 4 BookFirstAid5: Master First Aid -> First Aid Vol. 5 BookBlacksmith1: Smithing for Beginners -> Smithing Vol. 1 BookBlacksmith2: Smithing for Intermediates -> Smithing Vol. 2 BookBlacksmith3: Advanced Smithing -> Smithing Vol. 3 BookBlacksmith4: Expert Smithing -> Smithing Vol. 4 BookBlacksmith5: Master Smithing -> Smithing Vol. 5 BookMetalWelding1: Metalwork for Beginners -> Metalwork Vol. 1 BookMetalWelding2: Metalwork for Intermediates -> Metalwork Vol. 2 BookMetalWelding3: Advanced Metalwork -> Metalwork Vol. 3 BookMetalWelding4: Expert Metalwork -> Metalwork Vol. 4 BookMetalWelding5: Master Metalwork -> Metalwork Vol. 5 BookElectrician1: Electricity for Beginners -> Electricity Vol. 1 BookElectrician2: Electricity for Intermediates -> Electricity Vol. 2 BookElectrician3: Advanced Electricity -> Electricity Vol. 3 BookElectrician4: Expert Electricity -> Electricity Vol. 4 BookElectrician5: Master Electricity -> Electricity Vol. 5 BookCooking1: Cooking for Beginners -> Cooking Vol. 1 BookCooking2: Cooking for Intermediates -> Cooking Vol. 2 BookCooking3: Advanced Cooking -> Cooking Vol. 3 BookCooking4: Expert Cooking -> Cooking Vol. 4 BookCooking5: Master Cooking -> Cooking Vol. 5 BookFarming1: Farming for Beginners -> Farming Vol. 1 BookFarming2: Farming for Intermediates -> Farming Vol. 2 BookFarming3: Advanced Farming -> Farming Vol. 3 BookFarming4: Expert Farming -> Farming Vol. 4 BookFarming5: Master Farming -> Farming Vol. 5 BookForaging1: Foraging for Beginners -> Foraging Vol. 1 BookForaging2: Foraging for Intermediates -> Foraging Vol. 2 BookForaging3: Advanced Foraging -> Foraging Vol. 3 BookForaging4: Expert Foraging -> Foraging Vol. 4 BookForaging5: Master Foraging -> Foraging Vol. 5 From vehicleitems.txt:
    BookMechanic1: Mechanics for Beginners -> Mechanics Vol. 1 BookMechanic2: Mechanics for Intermediates -> Mechanics Vol. 2 BookMechanic3: Advanced Mechanics -> Advanced Vol. 3 BookMechanic4: Expert Mechanics -> Mechanics Vol. 4 BookMechanic5: Master Mechanics -> Mechanics Vol. 5 P.S. There's still some discrepancy about the item names, the images and what actually item does, for example "Cigarettes" item is in fact a single "Cigarette" and the pictures shows a Box of Cigarettes,  while for example "Carrot", "Potato", or "Tomato" is a multiple items in game, while I always assumed it's a single item that we can partially use for food (but since there's no mechanic for partially used food to rot faster, it would actually make sense if that was indeed a bunch of varying size fruits summing for 0.2 unit of weight), but that's all for a different time, I already gave quite a lot suggestions to process :). 
  7. Pie
    bpdlr reacted to Faalagorn in Minor correction to item names in .txt files   
    Some items could use some minor correction to their names – I reported them back when nutrition test was there (like my other bugs posted today :D) – most of them were corrected at this time thanks to @RobertJohnson, however some still stand – I originally reposted them in the small suggestion thread after the nutrition test ended, but I think it got unnoticed since the changes should be simple enough and – I hope! – logical. If it's already noted, then sorry, but I also added the magazines to the bunch – these are the most user-facing changes, as currently magazines with the same name stack so except for Metallurgy, Guerilla Radio and some loose magazines, they are hard to distinguish.
     
    I also tried to sort the list in order the items appear in files to make the changes even easier to implement and I also improved the formatting and only got short explanation – if anyone disagrees with any name change, please reply here. Also, add if I missed something, which I surely did – but for now limit to the .txt files, avoiding the lua and other names, as that's the main focus of this bug report.
     
    Hopefully there aren't any errors as well, but if you spot any – let me know! 
     
    From items.txt:
    TunaTin: Tuna -> Canned Tuna
    originally called "Tinned Tuna", this is the only canned item (except for Dogfood) that doesn't have the "Canned" prefix, even if the recipe to open it is named "Open Canned Tuna". BakingTrayBread: Baking Tray With Bread -> Baking Tray with Bread
    to fit other items naming, but see also my bug report here. OpenBeans: Open Canned Beans -> Opened Canned Beans
    "Opened" is more correct name for opened cans. TinnedSoupOpen: Open Canned Soup -> Opened Canned Soup
    ditto. TunaTinOpen: Open Tin of Tuna (Opened Tin of Tuna) -> Opened Canned Tuna
    first it should be called "Canned Tuna", as mentioned above, secondly "Opened".  
    From newitems.txt:
    ChessBlack: ChessBlack -> Black Chess Pieces
    stock name, I assumed the item is supposed to represent multiple pieces. ChessWhite: ChessWhite -> White Chess Pieces
    ditto. FishingMag1: Angler USA Magazine -> Angler USA Magazine Vol. 1
    That way they don't stack, also following Guerilla Radio, The Metalwork Magazine and The Smithing Magazine styles. FishingMag2: Angler USA Magazine -> Angler USA Magazine Vol. 2
    ditto. HuntingMag1: The Hunter Magazine -> The Hunter Magazine Vol. 1
    ditto. HuntingMag2: The Hunter Magazine -> The Hunter Magazine Vol. 2
    ditto. HuntingMag3: The Hunter Magazine -> The Hunter Magazine Vol. 3
    ditto. MetalworkMag1: The Metalwork Magazine Vol.1 -> The Metalwork Magazine Vol. 1
    just added the space. MetalworkMag2: The Metalwork Magazine Vol.2 -> The Metalwork Magazine Vol. 2
    ditto. MetalworkMag3: The Metalwork Magazine Vol.3 -> The Metalwork Magazine Vol. 3
    ditto. MetalworkMag4: The Metalwork Magazine Vol.4 -> The Metalwork Magazine Vol. 4
    ditto. SmithingMag1: The Smithing Magazine Vol.1 -> The Smithing Magazine Vol. 1
    ditto. SmithingMag2: The Smithing Magazine Vol.2 -> The Smithing Magazine Vol. 2
    ditto. SmithingMag3: The Smithing Magazine Vol.3 -> The Smithing Magazine Vol. 3
    ditto. SmithingMag4: The Smithing Magazine Vol.4 -> The Smithing Magazine Vol. 4
    ditto. CookingMag1: Good Cooking Magazine -> Good Cooking Magazine Vol. 1
    back to adding vol. numbers. CookingMag2: Good Cooking Magazine -> Good Cooking Magazine Vol. 2
    ditto. ElectronicsMag1: Electronics Magazine -> Electronics Magazine Vol. 1
    ditto. ElectronicsMag2: Electronics Magazine -> Electronics Magazine Vol. 2
    ditto. ElectronicsMag3: Electronics Magazine -> Electronics Magazine Vol. 3
    ditto. ElectronicsMag5: Electronics Magazine -> Electronics Magazine Vol. 4
    ditto. Skipped ElectronicsMag4, as it's already called "How to Use Generators". EngineerMagazine1: Engineer Magazine -> Engineer Magazine Vol. 1
    ditto. EngineerMagazine2: Engineer Magazine -> Engineer Magazine Vol. 2
    ditto. LightBulb: LightBulb -> Light Bulb
    missing space, also "Light Bulb" is more common spelling. LightBulbRed: Red LightBulb -> Red Light Bulb
    ditto. LightBulbGreen: Blue LightBulb -> Blue Light Bulb
    ditto. LightBulbYellow: Yellow LightBulb -> Yellow Light Bulb
    ditto. LightBulbCyan: Cyan LightBulb -> Cyan Light Bulb
    ditto. LightBulbMagenta: Magenta LightBulb -> Magenta Light Bulb
    ditto. LightBulbOrange: Orange LightBulb -> Orange Light Bulb
    ditto. LightBulbPurple: Purple LightBulb -> Purple Light Bulb
    ditto. LightBulbPink: Pink LightBulb -> Pink Light Bulb
    ditto. Toothbrush: Tooth Brush -> Toothbrush
    more common spelling. Toothpaste: Tooth Paste -> Toothpaste
    ditto. CannedCornedBeefOpen: Open Canned Corned Beef -> Opened Canned Corned Beef
    "Opened" is more correct name for opened cans. CannedChiliOpen: Open Canned Chili -> Opened Canned Chili
    ditto. CannedBologneseOpen: Open Canned Spaghetti Bolognese -> Opened Canned Spaghetti Bolognese
    ditto. CannedCarrotsOpen: Open Canned Carrots -> Opened Canned Spaghetti Bolognese
    ditto. CannedCornOpen: Open Canned Corn -> Opened Canned Corn
    ditto. CannedMushroomSoupOpen: Open Canned Mushroom Soup -> Opened Canned Mushroom Soup
    ditto. CannedPeasOpen: Open Canned Peas -> Opened Canned Peas
    ditto. CannedPotatoOpen: Open Canned Potato -> Opened Canned Peas
    ditto. CannedSardinesOpen: Open Canned Sardines -> Opened Canned Sardines
    ditto. CannedTomatoOpen: Open Canned Tomato -> Opened Canned Tomato
    ditto. PanFriedVegetables: Stir fry -> Stir Fry
    to match other names. Dogfood: Dogfood -> Dog Food
    more common spelling. Candycane: Candycane -> Candy Cane
    ditto. Also, see here. Icecream: Icecream -> Ice Cream
    ditto. IcecreamMelted: Melted Icecream -> Melted Ice Cream
    ditto. Crappie: Crappie Fish -> Crappie
    to match other fish names.  
    From items_radio.txt:
    RadioMag1: Guerilla Radio VOL: 1 -> Guerilla Radio Vol. 1
    following the uniform naming scheme. RadioMag2: Guerilla Radio VOL: 2 -> Guerilla Radio Vol. 2
    ditto. RadioMag3: Guerilla Radio VOL: 3 -> Guerilla Radio Vol. 3
    ditto.  
    I'm also not sure about the "with Water" and "of Water" naming – should all containers be named the same for clarity or should just use whatever is common? Guess it's not that important in the end, but it's nice seeing the same name of the containers filled with the same liquid, but there's also "Water Bottle" :).
     
    The funny part is that typing and formatting it all out took me more time than actually implementing the changes will. I saw the translation are hosted on GitHub, so maybe PZ could consider hosting the .lua and .txt files on GitHub as well? They are easily moddable, and by having them hosted there, I could just made a pull request with all the changes, instead of meticulously listing them here, and the only thing left for the dev team would be to verify my PR is correct – that would save some of the developers' time and a considerable chunk of my time in the process :).
  8. 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)
  9. Spiffo
    bpdlr got a reaction from Flukey in [IWBUMS] Tree growing through floor, tiles and mall decoration.   
    Thank you It's coming along...
     

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

  12. Spiffo
    bpdlr got a reaction from Faalagorn in Vehicles should destroy small plants and hinder erosion   
    Driving off-road after a few months of erosion is basically a nightmare, unless you've cleared the area recently those small trees pop up. At their smallest they are OK but the 2nd stage is the killer, it's still too small to throw a shadow (the normal way to spot trees) but it stops you dead.
  13. Like
    bpdlr got a reaction from MrCouper 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)
  14. Like
    bpdlr reacted to buwaro in Add water melon to list of ingredients that can be added to fruit salad   
    I see no reason why we shouldn't be able too, i mean if you can add lemons to it I don't see why you can't add water melon(+slices/chunks)
  15. Like
    bpdlr got a reaction from MrCouper in Cigarettes etc.   
    - 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...
  16. Like
    bpdlr reacted to Faalagorn in car batteries   
    I'd rather want a wind turbine (with new wind variable from weather update? hint hint) or a water-powered engine, since we have access to a river, as that seems more probable than solor panels for the game settings.
  17. Pie
    bpdlr reacted to MrCouper in [IWBUMS] Tree growing through floor, tiles and mall decoration.   
    Don't have much to offer towards solutions, however your place looks very nice! 
     
  18. Like
    bpdlr got a reaction from Jason132 in [IWBUMS] Tree growing through floor, tiles and mall decoration.   
    A sapling has spawned even though I dug up this tile, put down a mall decoration, and later a floor and a decorative tile.

  19. Like
    bpdlr got a reaction from Faalagorn in car batteries   
    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.
  20. Like
    bpdlr got a reaction from MrCouper in [IWBUMS] Tree growing through floor, tiles and mall decoration.   
    A sapling has spawned even though I dug up this tile, put down a mall decoration, and later a floor and a decorative tile.

  21. Pie
    bpdlr got a reaction from MrZombifiedGamer in Cigarettes etc.   
    - 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...
  22. 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.
  23. Pie
    bpdlr got a reaction from Icy Motto 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.
  24. Spiffo
    bpdlr got a reaction from Faalagorn 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.
  25. 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
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