Jump to content

draslin

Member
  • Posts

    10
  • Joined

  • Last visited

draslin's Achievements

  1. Easier from a minimal code work perspective? Probably. Beyond that I'm not sure I'd agree. Even with a window it would, I think, be better if I could open and traverse the window with different buttons. More than once I've accidently leapt from a second story window when I was trying to close it. And I'm fairly certain I'd find having to wait a tick to get into or out of a car every time would get annoying fast where as opening the door and entering is only restricted by how fast I can press the keys. Same goes for the windows actually, I rarely use a window if I can walk through a door. It's less tedious.
  2. The interact hot key became insufficient after vehicles were added. Up to the addition of vehicles I think the interact hot key was fine. But now that we have vehicles with multiple seats and a trunk I think it would be helpful to have separate hotkeys for entering/exiting a vehicle as well as opening/closing their doors. This would make the end user experience more consistent. Why? It boils down to this. The key I use to open/close things everywhere else in the game, has an entirely different effect when faced with a vehicle door. If I want to open/close a Building door, window, vehicle hood, or vehicle trunk I hit the interact key and it opens or closes. But faced with a vehicle door, now the result is entirely different. Instead of opening the door to give access to the storage space within, I enter the vehicle. Worse, if there are things on the seat, the character first has to move them to another seat. Fouling up attempts to organize OR preventing immediate access to a seat when actually trying to enter the vehicle. With a couple of extra dedicated hotkeys you can make behavior more consistent through out the game and therefore more intuitive and by extension less prone to frustration (A.K.A. executing the same gameplay action via entirely different UI actions). So what I would consider doing; Enter/Exit hotkey Enter or exit a vehicle. Go through a window. Toggle hotkey Open/Close window/hood Open/Close door/trunk provided you have the key or it is unlocked (building or vehicle) Turn on/off light switch, lamp, generator, tv, radio, washing machine, dryer, oven, microwave, stove, etc. Interact hotkey (For conditional or context specific actions) Lock/Unlock object provided you have a key and it has a lock (Building or Vehicle or padlock secured object) Open/close curtain (because you don't want to confuse this for opening/closing the window, and it only applies to windows with curtains) Break window (if closed and unbroken) Clear window of broken glass. (if broken) Connect a generator/battery charger (which is why on/off is controlled by the Toggle hotkey) Climb rope (all though this might be better under enter/exit, can't remember if you can climb up or down dynamically or if you just climb all the way up or all the way down without further interaction, key holding, etc.).
  3. I'm presuming this is a bug, but it could be intentional. I've got my solo day length set to 3 hours in a custom sandbox, but my character seems to get bored just as fast as when it's set to 1 hour. So I did some tests by starting a new game and hitting 3x game speed the second I enter the game. At 1 hour day length, about 16 seconds to first boredom moodle. At 6 hour day length, again about 16 seconds to first boredom moodle. At 23 hour day length, again 16 seconds to first boredom moodle. Which essentially means at the real-time day length value you are getting bored after just 45 or 60 seconds of inactivity. Which strikes me as meme quality humor. Game character: Alive for 60 seconds! *BORED* Assuming this is intentional (which I doubt), I'll argue a bit against it. Hunger and tiredness, reading and building seem to scale normally, so why not Boredom? The reason I went with a 3 hour day was so that I could organize things. It takes a lot of time to get all my loot organized. But I didn't see any difference in boredom. I did notice that it took longer to build things and I was getting bored relatively faster. This also means that while your reading a book to eliminate boredom, you're getting more bored in the interim. Until, I suspect at higher day length values, you end up more bored than the book can make up for by the time you finish reading it. If this is intentional behavior, and assuming boredom isn't paused while reading, books/comics/magazines become useless at higher day length values. To say nothing of the frustration associated with trying to get organized/build things and becoming almost instantly bored. On the other hand, and the reason I think it might be intentional, it does drive people outdoors and into danger which is the point of the game.
  4. I can't seem to find any tutorials specific to modifying GUI elements. I've also dug through some of the Lua code trying to find something obvious but nothing has caught my eye as obvious. I'd like to see if I can modify firearm magazines to show remaining ammo in a way similar to how water bottles show how full they are. This would be far more convenient than manually looking at every individual magazine for ammo count. Can someone tell me what I need to look for in the Lua code or alternately direct me to a tutorial on the subject?
  5. Isometric view in the full screen map mode seems to have trouble loading areas learned from map items but not yet explored. As you scroll around the area the edge just appear gray and seems to load all chunks within the gray area excluding those along the edges of the bottom two sides of the rectangle.
  6. Running on Windows 10. I have 2 Military Backpacks. I moved all of the items from one Backpack to the other. In the middle of that transfer I noticed I had a bucket that I actually wanted on the ground to collect rainwater. I selected that bucket while transferring and dragged it out of my inventory onto the ground. Then as it reached the bucket in the queue of things to move and began dropping it, I moved. The bucket was still in the original bag at this point, and now I could not drop it on the ground, transfer it to another bag or my main inventory, no could I right click and drop it or place it. It seemed to be stuck. I was able, finally, to remove it after exiting the game and relaunching. Best I can figure there is some order of operations voodoo that couldn't handle that sequence of events. I.E. the data for the bucket was in two different tables of data and only one of them got updated before I interrupted the normal order of operations.
  7. Has there been any update on this bug. Just ran into it again myself.
×
×
  • Create New...