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MrHrulgin

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  1. Pie
    MrHrulgin got a reaction from Yana M.D. in Desk outside the Camp Busy Beaver office behind the building   
    If you go to the building marked as Camp Busy Beaver in the summer camp south of Riverside, to the West of the building there's an office desk and chair on the grass. It looks like it was placed there in error while building the structure.
     
     
  2. Like
    MrHrulgin reacted to Lumarin in [41.65] [Foraging] Forage Radius appears to be improperly reduced by 60% unless finding items.   
    • Version?41.65
        • Singleplayer/Multiplayer?All
        • Host or dedicated?N/A
        • Mods?N/A
        • Reproduction steps:N/A    Details below:
     
    Foraging radius is intended to increase by .5 tiles per level, but when I had reached level 3 Foraging, I noticed that my radius was still at 1.5-2 at nearly all times. I then additionally noticed that my radius expanded *massively* when finding a log in a forest, which tended to end up with me finding not only the log, but also several additional items at the same time as finding a single log. Doing some digging I found the modifiers to your overlayradius that determines how far your character may forage.
    Disabling the modifiers that give penalties, I immediately went to maximum(10) radius, which is what I was seeing whenever I would find a Log for 1-2 seconds...
    I then went through the list and read them and these appear to be the relevant sections of code:
        ISSearchManager.lua -
            Line 983 - itemSize = 1.0; being a static defined value except in instances where an item is being found, whereupon it then uses the weight value of the item instead
            Line 719 - size = ((self.itemSize + 1) / forageSystem.sizeMultiplier),
        forageSystem.lua
            Line 74 - sizeMultiplier = 5.0; being a static defined value, unless specifically defined with an item being searched(like grapefruits at 1.5, for example)
     
    I disabled line 719 of ISSearchManager, and my foraging radius significantly expanded at the default, when it should have no effect if I'm not finding a large/small item that should impact the radius...
     
    As these values are defaulted except during an active 'find' of an item with the eyeball showing and attempting to find the item, the value of line 719 of IsSearchManager.lua ends up like this:
    (1+1)/5; or 2/5; or 0.4.
     
    This value is active in perpetuity and multiplied to your overlayRadius in line 729:
            for _, modifier in pairs(modifiers) do overlayRadius = overlayRadius * modifier; end;
     
    As such, all foraging radius is reduced by 60%, unless you're finding an item, in which case itemSize is the weight, and sizeMultiplier is the multiplier defined in forageDefinitions.lua.
     
    I don't believe this is the intended effect for your search radius, as the code comments stipulate that your radius should increase by 0.5tile per level of foraging, and other such as traits/profession bonuses saying how many tiles they should increase the radius. Instead, currently, each level of foraging increases the radius by 0.2 tiles, ParkRanger/Lumberjack/Chef/Farmer/Fisherman/Veteran/Unemployed increase your radius by 0.4 tiles instead of 1.0 tiles, and so forth.
     
    I believe the easiest fix to this would be to modify forageSystem.lua Line 74 to be sizeMultiplier = 2.0; instead of 5.0. As this would allow the size modifier to default to a value of 1, while not impacting increases/decreases to your overlay radius otherwise. This would, however, have an outsized effect on finding high weight items. Potentially modifying line 719 of ISSearchManager.lua to:
    size         = (((self.itemSize / 3) + 1) / forageSystem.sizeMultiplier),
    in addition to changing sizeMultiplier to 2, would alleviate maximizing your search radius to 10 every time you find a log(weight 9) or other heavy item, while still keeping in spirit the intention of making small items difficult to see, and large items easier to see. 3 may or may not be the best to divide by, so some fine tuning is likely to be required.
     
    Alternatively,  refactoring the code to allow large items to be seen from further away instead of impacting your search radius *after* it's already within it, by making two separate radii or performing the calculations for finds *prior* to allowing them within the search radius may be better, such as by allowing all items to be 'seen'(but not found) within the full 10 tiles at all times, and then performing the itemsize/sizemultiplier calculations to determine if they activate your eyeball and can be found outside your normal search radius...
     
    In any case, there's several options to take a look at this, and I'm only believing this as a bug as the comments directly contradict the code in this instance.
  3. Spiffo
    MrHrulgin got a reaction from Pandorea in Door on a blank brick wall   
    The first of the two locations is still unfixed in 41.68.
  4. Pie
    MrHrulgin got a reaction from Pandorea in Poncho/jacket conflict   
    At the moment you have to choose between wearing a coat and wearing a poncho, but that isn't true to life at all. Ponchos are designed to go over all sorts of things, and really deserve their own layer. 
  5. Spiffo
    MrHrulgin got a reaction from Yana M.D. in Poncho/jacket conflict   
    At the moment you have to choose between wearing a coat and wearing a poncho, but that isn't true to life at all. Ponchos are designed to go over all sorts of things, and really deserve their own layer. 
  6. Like
    MrHrulgin reacted to Tykvesh in Catwalk in Louisville Expo Center doesn't connect   
    @Pandoreafound it!
     

  7. Like
    MrHrulgin got a reaction from gabriel rodrigues brandao in Catwalk in Louisville Expo Center doesn't connect   
    Very salty about this, having lost a very promising 3 month run to this: 
     
    The catwalk doesn't connect behind this door. You can't see that it's not there because of the wall, but if you go there to the third story and walk through this door you'll have a nasty drop into a room full of zombies.
     
    https://map.projectzomboid.com/#0.89733781183481,0.13043367231426428,701.1214086449357
  8. Like
    MrHrulgin got a reaction from IdkWtfImDoingHelp in Thread, twine, rags and duct tape need more interoperability   
    As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread.  
     
    What I'd like that would take the least overhauling of recipes and how fiber is used in game:
     
    A recipe to turn ripped sheets into thread. A recipe to turn thread into twine.  A recipe to turn ripped sheets and glue into duct tape.  
    I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
  9. Like
    MrHrulgin got a reaction from Faalagorn in Life and Living recipe for tent is incorrect   
    This is a really small thing, but the Life and Living show the evening of 7/13 instructs you to make a tent with tent pegs, sticks and sheets. This isn't the case anymore, if it ever was. Now it's a tarp that's needed instead of 4 sheets. Please update the Life and Living text to direct people to the tarp, or let us use 4 sheets to make a tent.
  10. Pie
    MrHrulgin got a reaction from Pandorea in Car radio   
    This is also a problem the other way: removing a radio from a car changes the list of saved stations.
  11. Like
    MrHrulgin got a reaction from Staina in Would it be possible to make a cooler for when power goes out to keep stuff cold?   
    Bumping a very old suggestion: Since we have ice packs in the game it would be great to have styrofoam or insulated plastic coolers in order to keep food cold. Being able to load up a cooler with frozen ice packs would make it a lot more doable to keep food cold while traveling or gathering food. This would probably also entail temperature being averaged between objects in the container so that the existence of cold ice packs in the cooler would bring down the temperature of foods added to the cooler. 
  12. Pie
    MrHrulgin got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    Let me start by saying that I do like the idea of longer-term possibilities, perhaps when NPCs return some goals along the lines of recreating civilization. That's very long term though. 
     
    In terms of developer time, though, there's limits on what can be done. Do we have any stats on the average lifespan of a survivor? I hear you that you personally regularly do well enough that you can live for years with your current settings, but if most people don't make it more than a few months, it's a hard sell to say that more content needs to be made for the 10% of players that can go indefinitely. Perhaps to make your own gameplay more interesting, make it more difficult? More zombies? Smarter, stronger?
  13. Like
    MrHrulgin got a reaction from Charlypizza in Is late game forgotten, trivial and unrewarding?   
    Let me start by saying that I do like the idea of longer-term possibilities, perhaps when NPCs return some goals along the lines of recreating civilization. That's very long term though. 
     
    In terms of developer time, though, there's limits on what can be done. Do we have any stats on the average lifespan of a survivor? I hear you that you personally regularly do well enough that you can live for years with your current settings, but if most people don't make it more than a few months, it's a hard sell to say that more content needs to be made for the 10% of players that can go indefinitely. Perhaps to make your own gameplay more interesting, make it more difficult? More zombies? Smarter, stronger?
  14. Pie
    MrHrulgin got a reaction from Pandorea in Mall Garbage lacks Delete All   
    The mall garbage can doesn't have the same "Delete All" option that the other garbage cans do. For consistency's sake, please add it.
  15. Like
    MrHrulgin reacted to Zaidah in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  16. Like
    MrHrulgin got a reaction from elislavkat in Tent kit weight is excessive, given its components.   
    A tent kit is made from 4 tent pegs (.2 each), 2 sturdy sticks (.1 each) and 1 tarp, (1). Somehow combining these components that have a total weight of 2 creates a tent kit that has a weight of 3? I could understand if the new construction took up more rigid space, but you'd just roll the pegs and sticks up in the tarp and have a bundle not any larger than the pieces independently.
     
    Please lower the tent kit's weight to 2, or something close to it.
  17. Like
    MrHrulgin got a reaction from Octopus in Thread, twine, rags and duct tape need more interoperability   
    As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread.  
     
    What I'd like that would take the least overhauling of recipes and how fiber is used in game:
     
    A recipe to turn ripped sheets into thread. A recipe to turn thread into twine.  A recipe to turn ripped sheets and glue into duct tape.  
    I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
  18. Like
    MrHrulgin got a reaction from Sanctus in Let us lock windows from the inside?   
    Playing with the options that let zombies open doors and windows, I find that I very much wish that I could re-latch a window that has been opened. If we can lock a door from the inside without the key, why can't we lock the windows? I'm always sad when a zombie can just waltz on in because I ever opened the window from either side.
  19. Spiffo
    MrHrulgin got a reaction from Nebula in Tent kit weight is excessive, given its components.   
    A tent kit is made from 4 tent pegs (.2 each), 2 sturdy sticks (.1 each) and 1 tarp, (1). Somehow combining these components that have a total weight of 2 creates a tent kit that has a weight of 3? I could understand if the new construction took up more rigid space, but you'd just roll the pegs and sticks up in the tarp and have a bundle not any larger than the pieces independently.
     
    Please lower the tent kit's weight to 2, or something close to it.
  20. Like
    MrHrulgin got a reaction from Geras in Tent kit weight is excessive, given its components.   
    A tent kit is made from 4 tent pegs (.2 each), 2 sturdy sticks (.1 each) and 1 tarp, (1). Somehow combining these components that have a total weight of 2 creates a tent kit that has a weight of 3? I could understand if the new construction took up more rigid space, but you'd just roll the pegs and sticks up in the tarp and have a bundle not any larger than the pieces independently.
     
    Please lower the tent kit's weight to 2, or something close to it.
  21. Like
    MrHrulgin got a reaction from Spikelord in Tent kit weight is excessive, given its components.   
    A tent kit is made from 4 tent pegs (.2 each), 2 sturdy sticks (.1 each) and 1 tarp, (1). Somehow combining these components that have a total weight of 2 creates a tent kit that has a weight of 3? I could understand if the new construction took up more rigid space, but you'd just roll the pegs and sticks up in the tarp and have a bundle not any larger than the pieces independently.
     
    Please lower the tent kit's weight to 2, or something close to it.
  22. Like
    MrHrulgin got a reaction from Geras in Thread, twine, rags and duct tape need more interoperability   
    With the changes to traps that let us recover all of the twine, and the existing ability to get thread from ripped clothes, I think the only major sticking point remaining is spear-crafting.
  23. Like
    MrHrulgin got a reaction from Faalagorn in Let us lock windows from the inside?   
    Playing with the options that let zombies open doors and windows, I find that I very much wish that I could re-latch a window that has been opened. If we can lock a door from the inside without the key, why can't we lock the windows? I'm always sad when a zombie can just waltz on in because I ever opened the window from either side.
  24. Like
    MrHrulgin got a reaction from Pandorea in Thread, twine, rags and duct tape need more interoperability   
    As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread.  
     
    What I'd like that would take the least overhauling of recipes and how fiber is used in game:
     
    A recipe to turn ripped sheets into thread. A recipe to turn thread into twine.  A recipe to turn ripped sheets and glue into duct tape.  
    I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
  25. Like
    MrHrulgin got a reaction from Zaidah in Thread, twine, rags and duct tape need more interoperability   
    As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread.  
     
    What I'd like that would take the least overhauling of recipes and how fiber is used in game:
     
    A recipe to turn ripped sheets into thread. A recipe to turn thread into twine.  A recipe to turn ripped sheets and glue into duct tape.  
    I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
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