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TedHead

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Everything posted by TedHead

  1. ANY lightbulb will randomly break, placed by the player or not. I guess so long as they're in a light socket - bulbs in containers and installed in cars seem immune. Seconding fixing that. At the very least drastically increase the longevity of unpowered lightbulbs in sockets.
  2. This happens very often to me too. I notice it a lot on zombies that were previously sitting against a wall.
  3. Being surrounded by corpses would give a sick moodle (which is, I think, what would cause the damage) I can't think of anything that would cause a death with no negative moodles, unless you were dragged down. But that would almost certainly involve lots of wounds, and you'd know. Zombification, unless it was set to be really fast, would have given lots of anxiety and sick moodles. If it were instant, you would have noticed the wound moodle for the one that infected you. The only thing I can think that could damage you rapidly without some specific moodle would be being near a generator running indoors which would rapidly make you drowsy and injured, however the last I heard, that won't kill you by itself.
  4. I created an Agoraphobic character with a bunch of other traits that also add on to the panic factor. I've survived long enough that if I play at normal speed it's not a problem. Generally. I think as time goes on, panic decreases naturally as a game mechanic. Your character is becoming desensitized, essentially, which is cool. However, if you fast forward in conditions that would cause you to panic, it goes up RAPIDLY. I'm guessing there's a mismatch in the aforementioned panic reduction mechanic and the panic gaining mechanic of the traits when you speed up time, namely the panic is added much faster than the reduction is applied. One is sped up, the other is not, in other words. Increasing the speed, even 2x, will cause the highest state of panic almost instantaneously. Putting it back on normal speed, it'll fade fairly quickly. So it seems that is the only difference, and I think it's a bug. I know there's some other weird stuff with fast forwarding.
  5. I'm guessing it's because the value is so small. It reads as 0.0, which is lower than the bowl itself, and makes the inventory read nan/14 in my case. I made a salad with rotten strawberries, and there is no hunger value, it can not be eaten or moved into another container, but does seem to give me unlimited carry capacity. Sorry if this is a duplicate, I tried to search and couldn't find similar topics. It seems any sufficiently small (rotten?) food has the same behavior, so long as the food/weight value is small enough. These were "Add Strawberries (Rotten) (0.5)" - loading the save causes the salad to seemingly be made of full strawberries, but making a new one has the same error. Please let me know if there's anything else you need from me.
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