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.Negan01

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  1. Like
    .Negan01 got a reaction from Skooma Skeeve in [Vehicles Test Server] Spiffospace: Vehicles   
    Hello,
    the server is again inaccessible.
    Thank you for putting it back online as soon as possible.
    Thank you in advance.
  2. Like
    .Negan01 got a reaction from Skooma Skeeve in Vehicle IWBUMS   
    Hello,
    The server is not responding
  3. Like
    .Negan01 reacted to arkahys in RELEASED: Vehicle Test 41   
    When a player become zombie, hair cut change. (It seems that almost beard added) When cooking, all salt and papper are nominate to add in food. (a list with 15 salt next to other ingredients appear if i got 15 salt in container) 
    I don't know where I should post this, It's neither a bug, nor a suggestion. It's more a thing I find really not adapted and with bad results, who should be modified :
    When I am Cooking, add food take a part of the final meat, as slots. But almost food are a little more than a slot, then remain always a tiny part of ingredients added. As it take a slot, I don't want to add just +1 of leftovers, to do efficiency dishes. So, all this leftovers go to compost but due to this system not because it is not eatable or nourishing.
    I was thinking about a solution as bar displaying to avoid slots, And this make me think to a suggestion of graphical bar to choose amount of objects when acting.

     
  4. Like
    .Negan01 reacted to arkahys in Graphical amount bar instead of (one/half/all) and (5, 10, 15, 20, 25, etc...)   
    I finally find a thing who annoying me for years without find a solution.
    when transfert : there is only one, half or All.
    When water plants, you have a long list with all quantity increased by 5.... (asking to me what link are this numbers for a long time)
    When cooking you can only put full ingredients.
    Wehn eating and drinking : quarter, half, all.


    All of this could be easily resolved by a graphical quantity  bar to choose the amount desired.

     
    All of this could be displayed in % except for transfert. (so 40 in my first water exemple should be 100 too, 23 becoming 57.5%)
    There is two 100%, one of container and one of need. 100% of need is better :
    If the need of plants is superior to the pot, then the grey part couldn't be filled (could be an option saw only with lvl...) easy way to know that it need more water. (may add 2 gray layer for what pot can't fill)

    Same bar could be usefull for many selection. Eating and drinking (with a default at 100%). With last sentence, We can easily know what amount of eat/drink we need to be sated.

    I don't think to draw an option  when i got the idea, who clarify things for players : display the quantity remaining of container
    in the last water exemple : if the pot contain 50 and the need of plant is 100: display in the corner window : 27, who is what will remain after 23% use.
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