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Sedgwick

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  1. Good day survivors! While I love the new map additions with b41 stable, I've come to find the power lines along long stretches of road to be a bit of a distracting feature. I'll show a couple of examples to what I mean: While from the perspective of the camera the lines would look like this, the lines create this distracting illusion of being lines laid along the road, not up in the air due to the isometric perspective. I'd like to propose that the power lines near the character fade away in a similar fashion to the tree I'm standing next to when they're close to me. The fade away would keep the lines being directly atop the character which I've come to find a bit distracting and doesn't look as good. I've only got a small sample size of people I've asked about how the power lines look along roads like this and had a couple in agreement, so I'd thought it make for an interesting discussion if other people get that optical illusion of the lines being on the road. To check that I've got a little video clip below I took of driving along the power lines. driving along the road shown below: https://i.imgur.com/j93g6zi.mp4 Not all roads are like this, some have the power lines in an orientation that has them off the road and they look amazing driving out in the country and look that much more realistic and beautiful. The road in this video look a lot better, to me anyways. https://i.imgur.com/1ni5EXP.mp4 What are your thoughts? Do you think a fade-away option similar to trees would help with this or make it look better, or do you believe it's fine from the camera's perspective versus the player's perspective?
  2. I know it's an old post, but to add on to the fact that Police Trooper T-Shirt doesn't get bloody or dirty, you can not inspect it either for tailoring patches. edit: just noticed it's also here that someone pointed this out, but this post was slightly more recent and had additional context/bug info.
  3. After some extended testing, the sleepallowed/sleeprequired did end up working on our server. I can't say for sure what combination it was, we swapped it around a few times, but it did have something to do with the sleep settings on the server.
  4. Each whole roll of toilet paper you use adds 12 minutes of fuel. You're adding 32 of the 50 rolls you mentioned as fuel, which comes out to 6h24m. You can't break up the individual roll into multiple uses, so you'd be using nearly 3 dozen rolls of toilet paper to add that amount of fuel, not 1 roll 32 times. That's what it means by toilet paper (32), you're adding 32 rolls, not one roll. If you hover over the "one" in that add fuel menu you'll see that it says 12 minutes, and when you click that one use you'll go from 32 rolls to 31 available.
  5. Same issue here. I found people posting about it here and someone mentioned they fixed it through having players re-enable nutrition through their sandbox settings. If it's what I think they meant, then it meant checking the map_sand.bin file for their multiplayer save and changing 'false' to 'true' for nutrition. However, when we checked that all our files had nutrition set to true already. It's possible they meant something else, but I was hoping for more information on what we need to fix it, because the server sandbox.lua says nutrition is true, and we can gain weight, we just can't lose it. What I've done, which I know won't work for every server, is just temporarily give the player admin and remove it. That drops your weight back to 80. Then after that players just have to be careful about managing what food they eat.
  6. I have a hard time following that logic, because it leads me down a path of thinking why we have the condition text displayed on food to begin with. My thought was it is there so, at a glance, you can tell if food is safe to eat so you can quickly open a refrigerator and see (rotten) so you don't grab it. If I go down the reasoning used above, then I would say remove all condition text on food like (fresh) and (rotten) and then you just have to look at every food item you find and tell based off the hunger, unhappiness, or "dangerous" text which takes longer. If you open up a full container with a mix of perishable and non-perishables, then at that point you would have to already know which items are perishable vs. non-perishable or hover over each of them to see if it's worth grabbing or not. The (stale) condition text would help clarify it for those who don't know, and make looting a little bit faster for those who already know, and finally create consistency between non-perishables and perishables by have a text identifier. It's a small thing, but helps everyone quickly identify a food's value. So while not a necessary addition, I wouldn't consider it pointless, just a small quality of life feature.
  7. Right, I understand. But when food is non-perishable it also just says the name of the food. So a new player encountering a food they haven't seen before, or just new to the game in general and still learning, will have to make that connection. There are plenty of people who aren't realizing this and see "Pizza" or "Chicken" and don't understand why it's causing them unhappiness. Whether it's that they don't know the food is on its way to going bad, or they think it's some trait of the character, or not liking certain food items which isn't even a system of the game. Especially with the vast amount of new food options in game there are many food items people are seeing for the first time and not knowing it's a perishable item and get confused. I've had to explain it on multiplayer a few times. Which is why I think it'd be a relatively easy addition to just add in the (stale) condition to the food. We already have (uncooked), (cooked), (fresh), and (rotten) so the fact that stale food just gets the food name without the condition makes it the outlier when describing fresh food. It would also help you easily identify anything at a glance as perishable. If it has one of those conditions then you know it's some kind of perishable, if it doesn't have (condition) then you know it's non-perishable which wouldn't have it. Let the (stale) condition make it obvious and the unhappiness, as you say, reinforce the downsides to the stale stage. edit: I'll add in that while I had the idea that it should be added from my experience, a thread here is another example of many people in the comments not knowing or understanding the (fresh)>no condition>(rotten) system for food. While a joke post the comments have a lot of people mentioning things like 'why is my fresh food causing unhappiness?' without knowing that it's no longer fresh, because they just see something like "strawberries" without the condition, or even thinking it could be the unhappiness from eating food that has the note that it's "better hot."
  8. I see a lot of newer players especially getting confused about food that has boredom/unhappiness and they aren't sure why, as it's safe to eat. Pizza (Fresh) is pretty clear, Pizza (rotten) is too, but then you just have Pizza. If you happen upon the food after it goes from fresh to stale, you may not realize it was previously (fresh) as not all food has its current condition listed, like Chips. I think adding in the text for food that was fresh but has gone stale would make this a lot easier to understand at a glance. Oh, this pizza makes me unhappy because it's stale, and not just because maybe my character hates pizza? So FoodName (Fresh), FoodName (Stale), and FoodName (Rotten) would help describe what's going on here. Thanks for your time!
  9. Good day! I'm not sure what other new furniture/items this may apply to, but at the very least the two different flamingo items pop up under things like grass, fences, and trees that would be under or behind them when placed. The second picture was hilarious though, stealth flamingo & tree flamingo.
  10. Seems that way to me as well. I did 2 test runs of this and noticed the trend. The bugged out containers seem to be the bathroom cabinets (not the trash cans though) and the entire set of kitchen counters as well as the refrigerators. The office seems to generate loot fine and the closet seems fine too. First run was standard apocalypse, so rare loot, and nothing in the kitchen or bathroom cabinets. Second run was sandbox, apocalypse preset, but all loot set to abundant. No loot in the kitchen or bathroom cabinets, but ample loot in the trash cans, office, and closet.
  11. Good day survivors! This is a pretty niche request and doesn't come up all that often early on in game, but I think an option to merge all of certain types of items that can combine together (think thread, duct tape, wire, etc.) would be nice. In many games you won't have all that many, and combining them one at a time is just a handful of clicks. At high level tailoring, however, you can end up with hundreds of 0.1 weight thread in a single day of zombie killing and clothes ripping. While a low weight individually you can end up encumbered rather quickly since higher level tailors can get new thread from most articles of clothing. The problem comes down to a similar one that tailoring had before the "patch all" option which is that if you'd like to condense those threads down to a smaller amount of spools to save space you're clicking hundreds of times for in an game action that takes just a second. Three to four hundred individual spools of 0.1 thread can be 30+ weight, but condense down to 30-40 spools of thread that'll only weigh about 3-4 weight afterwards, but in real time you're spending many minutes to click through the menu hundreds of times. Like I said, it's not a super common problem to deal with unless you have abundant loot and lots of items or high level tailoring where you can easily generate hundreds of items in a relatively short amount of time, but it would definitely make my arm feel better than trying to merge together all that thread. I did a batch of about 350 spools and decided not to do it again and just let a bunch of half spools of thread fill my shelves from now on. My only other idea is to let thread ripped from some clothes automatically fill a spool that you have in your inventory. That would be far easier for a player but if there was any other technical issues with that then an option in the "add to" menu of an item like thread so a player can fast forward through combining them all would be nice, or at least save the hand pain of trying to click through a few hundred times for something trivial to save space. Thanks for checking out my thread!
  12. The zombie infection doesn't show up on the health tab. The infections that you see on the health tab are related to regular wound infections only. Any of those scratches had a chance to give you the zombie infection and it sounds like one of them did. Even if the wounds heal you'll still start to lose health from the zombie infection looming inside you. No amount of bandaging or disinfecting can get rid of the zombie infection once you have it. The default game settings take about 2-3 days for the zombie infection to kill you off and scratches are a low chance of infection, lacerations a medium, and bites are a guaranteed death sentence. So you did get a bit unlucky with a scratch taking you out but multiple wounds will really start to add up. RIP and good luck to your next character!
  13. Container's can have different sizes if you use the Disorganized or Organized trait. So a character with no traits would see a wooden box at 50 max capacity, but a character with organized can fit 65 weight of items inside a box. Same goes for a character with disorganized, they can't fit as much into a container. Were you seeing these container size changes on different characters, or seeing this change on the same character in the middle of a game? If in the middle of a game are you using a mod that does something like dynamically change traits, or were you seeing these container size changes on different characters?
  14. Adding in that I know it's not isolated to my install instance. Was watching another player on Twitch and they had it happen too, I clipped it here: https://clips.twitch.tv/UnsightlyAbstemiousKimchiPunchTrees-bridmj1qQl3cdFH9
  15. Hey survivors! Going to list off my thoughts, ideas, and reasons for reworking the -5 point trait hemophobic as well as an additional mechanic for dealing with blood and dirt. Changing the point value won't be part of the discussion, I don't know how the values are calculated to begin with. First a review of the hemophobic trait description: "Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody" One of the things about hemophobic that seems odd to me is that while hemophobia is a fear of blood, the only fear inducing part of the trait is when you have to perform first aid. Your character seems more scared of the wound itself than the blood. What happens when you are covered head to toe in the blood of the undead? Stress, not fear. Probably being pedantic at this point, but it's closer to Traumatophobia than it is hemophobia. Contrast hemophobic to the other two phobia traits, claustrophobic and agoraphobic, which do induce panic in the appropriate situation. Reworked Hemophobic: So, you kill your first zombie and get a splash of blood on you: Slight panic. Increasing amounts of blood lead up to the extreme panic. Treating your wounds would still cause panic, but this is where I would apply stress from the trait. Continuously tending to wounds or one severe wound that's still bleeding would continue adding onto the stress, eventually leading to sadness from prolonged stress on top of the panic while tending yourself. You still would not be able to tend to other people's wounds. One of the common tricks players use now to manage hemophobic is to also take smoker, since smoking a cigarette can reduce stress you can stave off the stress of being covered in blood by smoking. The rate at which you have to smoke is ramped up to a half dozen a day instead of the 1 or 2 just from being a smoker, so it does add up over time. Someone scared of blood probably wouldn't be relieved (even temporarily) by smoking a cigarette like a hemophobic smoker would in PZ, but you could still reduce it medicinally through beta blockers. In this way you could still manage the panic caused by blood the same way you would manage the zombie stress using beta blockers to help you with some temporary combat effectiveness. So a hemophobic player could still benefit by being a smoker, but not for the fear of blood, but the stress of the wound tending. Why change hemophobic? Currently hemophobic creates a weird scenario where you build up stress, and once you learn that's the effect, you just stockpile cigarettes and take an additional negative trait that is relatively easy to manage to stave off the symptoms while you fight off the undead. There's no panic, no fear of the blood which doesn't make sense as a phobia trait, and if you don't want to be a smoker your only way to manage it is in safer scenarios back at base by reading books or other stress reduction methods. In addition, I think it would pair well with my additional blood and dirt mechanics I'll describe below. I'll list some ideas I had about a hemophobic player may have to deal with: Do you remove some layers of protective clothing while in a combat to reduce your panic while dealing with a combat against zombies? The water is out and you don't have enough water to both drink and wash your clothes. Are you willing to sleep without all that clothing on to lower your panic and sleep? Provides a good reason to collect a few sets of clothes you can swap into to stay in clean clothing to avoid panicking. --- Additional blood and dirt mechanic: A character without hemophobic would still not want to be covered in blood. All characters would slowly build up stress over time from wearing bloody clothes, with a minimum threshold that would need to be passed before there is any accrual. I think dirt should be a factor here as well, but it should be a fraction of the stress gained over time by being covered in blood. In this way if you've got a little bit of blood on your boots from squashing a zombie skull, you'll not be building up stress. You don't want to be baked in dirt either, but it's not going to be as stressful as a biological contagion like zombie blood. Why change this? Well right now there's no reason to ever wash your clothes except for aesthetic reasons. You can be as dirty, bloody and disgusting as possible and it won't affect anything. Sure it's the apocalypse and there are other pressing matters to attend to (zombies), but the blood and dirt is still a threat that does need to be managed, just lower priority. I also think this isn't as detrimental as another change I've heard people mention, which is bloody clothes increase the chance of zombie infection. Code wise, from my understanding, this is difficult but also I'd rather not so harshly penalize someone for having a bloody jacket. This would finally add in some other reasons for non-hemophobic characters to manage cleaning clothes. I'll list some idea I had here that are blood/dirt mechanics that may factor in with this: Early on keeping your clothes clean is easy while the water is still running, so before the water runs out you've got another resource that might be good to collect: an extra set of clean clothes. If you can't keep your clothes clean, you've got additional incentive to read those stress reducing books instead of hoarding them on the shelf. Swapping out sets of clothes if you don't have water to wash. Most players put on 1 set of clothes for a lot of protection then never take it off unless they have to. Incentivize getting some renewable water working at your base so you don't drain the pipes washing clothes when you also need to drink it. Hey, maybe actually collect some soap ya filthy animal! So what do you think? Hemophobic becomes a trait that actually causes fear, dirty and bloody clothes need to be managed, and the apocalypse rages on. Thanks for checking out my suggestion!
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