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redscarf

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  1. Clocks that tell time would be great! However, micromanagement of several kinds of batteries sounds tedious. There are other things in the game (screwdrivers, welding equipment, hammer, wrenches etc) that have multiple variants in the real world but have been abstracted and simplified down to still be "fun", and I suspect that's why we have only one kind of battery.
  2. Trees are absolutely out of control. I would for them to be turned down in general. Plus maybe if you drive over small ones there is a chance they are destroyed. Anyone who'sbeen two tracking knows you destroy lots of brush off trail. But yes, it's silly that in one season you get four full grown trees in the suburbs.
  3. Looks great! I've been playing around with it and the new foraging system. There are a lot of the wild herbs (maybe even all of them) that seem like they should be spices, but they don't appear in stew, soup, or salad recipes. I do see that they are edible, however, at some point will we be able to use them as spices/ingredients? Basil, chives, cilantro, oregano, parsley, rosemary, sage, and thyme, specifically!
  4. Would you consider editing your title into something that is more informative? This might help people find this thread. If you need help, there's a useful thread here: I think this is a great idea! Of course people learn skills from each other. Changing a tire is much easier after someone tells you how, people learn how to weld in classrooms, first aid is taught by medics, etc. This would really add value to cooperation on MP servers and when playing with friends!
  5. I really like this and I hope something like this could be considered. This is a common griefing technique on servers; especially now that they get larger it's harder to know everyone around you. Safehouses already protect items placed on the ground around the building, it would be nice if it could protect vehicles in that same radius.
  6. Growing trees already block roads overnight
  7. After having re-read the techdoid, specifically the awesome propagating lighting demo that shows off red signs and blue nighttime lighting (https://www.youtube.com/watch?v=9_0TiPQ-JQA&feature=emb_title&ab_channel=IndieStone), it got me to thinking about how there are multicolored bulbs in the world, but very few places where they are used. I think I've only ever seen them in a hardware store. The way that lighting interacts in that video is really awesome! I think it would be cool to have wall nightlights appear in some kids bedrooms. The nightlights could be dimmer than normal lights but use regular lightbulbs. Some of them might contain different color lightbulbs. This would give a bit of atmosphere to the game and be an opportunity to really show off the light propagation system. Perhaps they would also be something an electrician could disassemble for experience and parts. Non electricians could pick them up them and move them into any other wall that is powered.
  8. redscarf

    42 Techdoid

    The lighting propagation looks really amazing. I noticed the exit sign gave off red light. I'm looking forward to some other lights that are hued. Hopefully there's some neon green plus signs for a pharmacy or a bright yellow martini shaped sign for a bar for example that can add some color.
  9. This is an illustration of the problem; it does make it hard to know what your character is doing or gauge the speed of progress.
  10. Cars move quite quickly, much faster than when you are moving. Furthermore, they only move forward--they have a much slower turn speed than when on foot. For that reason, a lot of the screen space is wasted showing you what is behind you and in your blind spots. Furthermore, it makes it difficult to see what is up ahead, which is at odds with what would happen if you were actually in a car; you'd expect to be focused on seeing far ahead and perhaps even have an advantage to seeing what is ahead based on the vehicle you were in. I suggest that when in a car that is moving forward, the viewscreen would cheat forward to afford us a better look at what is ahead.
  11. Do people really spell pierogi that way? As a descendent of polish immigrants this misspelling bugs me
  12. EDIT: fixed. For some reason the trim tile definitions were wrong. In TileZed, you can choose building -> tiles and then look at the declarations. There were lots of errors causing things to appear in unexpected ways. They can be edited by choosing the correct parts (from the right side) and overwriting them (on the left side).
  13. Another issue (which might be related?) some doors have extraneous objects attached to one side or another. For example, here is an exit door, but part of a church sign is also placed with the door. It appears in TileZed and also in game--it prevents the door from being opened from the inside and blocks movement, so the object is physically there although it cannot be interactedwith.
  14. I've attached a pic: for interior doors two things are a little off. There are red question marks next to all of them, no matter where I place them. I also notice that the ground near the door looks like outdoor floor tiles. Can anyone help me figure out what I am missing? EDIT: Fixed, see below
  15. 520 Different looks/colors for bags, backpacks and duffle bags. Red, purple, blue, green. It would be nice when you have two or more to be able to quickly identify them. Also, some of them currently look identical even though they have different names and carrying capacity/reductions. 521 Also, being able to move a bag from equipped to on back without unequipping it then putting it on back
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