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Bullet_Magnate

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Posts posted by Bullet_Magnate

  1. • Version is latest as of 10 SEP 2023 (v. 41.78.16, I think).

    • Singleplayer.

    • Dedicated (I guess, since single-player (?)).

    • Mods used, but none that alter the map or should otherwise cause something like this, AFAIK.  Replicating in a new game would be a huge pain, so, love y'all, but sorry -- I just don't have the time. 

    • Old save.  See line above -- replicating in a new save would be a colossal pain.   Should be pretty simple to check the characteristics of the "second floor" level of the affected building, I think. 

    • Reproduction steps:

         1.  At west (upper left) end of warehouse shown in attached image (coordinates in screenshot), build an interior staircase to second level (i.e., to create a new second floor inside the warehouse). 

         2.  From staircase, build new second floor eastward (toward the lower right). 

         3.  Only the first 1/5 or so (maybe 5 or 6 tiles in) of the new upper floor appears to be considered "indoor" -- any further east, and the second floor is apparently considered "outdoor" (indicated by change in ambient sound, rain splatter and pooling on those squares when it rains, etc.).  The new second floor is still very much under the roof, and there are no skylights, etc, so it seems this shouldn't be the case.

     

     

    PZLoc-Copy.thumb.png.46ab76f7d13f4c1676d806ee80532d2d.png

  2. 5 hours ago, Pandorea said:

    What are your loot settings?

     

    Sandbox game, all default -- only exception is annotated maps, which are set to Extremely Rare (to decrease the chance of duplicates). 

     

    Quote

    Any mods?

     

    I plead GUILTY to modding in the first degree! :D   Yes, I use a TON of mods . . . so admittedly that could be it. 

     

     

    Quote

    Either way, this will be addressed with the next update :)

     

    Super mega awesome, as always.  8-)  

     

    And, uhh, if y'all are going to be tinkering with the loot spawning system anyway ...  ;)

     

  3. Currently, visibility in fog seems to be handled as though the character has the same perspective as the player -- that is, looking down from above.  The result is that things far away from the character are no more obscured than things that are close to the character. 

     

    IRL, the farther away an object is in a foggy environment, the more fog you have to see through -- such that things quickly become completely invisible as they move farther away, while things that are close are obscured very little, or not at all. 

     

    I'd like to see the fog system change to reflect this. 

  4. Everyone's probably seen what I call the "agricultural warehouses" on the map -- long, narrow buildings with two garage doors on one end that contain a huge number of crates containing sacks of fruit / veg -- and usually a set of metal shelves and a couple of metal counters / cupboards (one with a sink). 

     

    Maybe I'm just super unlucky, but when I search these places the metal cupboards are ALWAYS completely empty.  I find stuff in similar cupboards in other locations, but there is NEVER anything in them in these warehouses.  (The *shelves* usually have some loot, but the cupboards -- nothing, ever.)

     

    This has happened enough for me that it feels like an error in the loot system somewhere . . .

     

     

  5. The only one that repeatedly jumps out at me is "hand torch" in place of "flashlight."  The former will very much out you as a non-local in the US.  :)

     

    I mean, if you're going to call your flashlight a hand torch you might as well go all the way and start calling your boots "Wellies."  :D

     

    Relevant quote provided free of charge: 

     

    Quote

    Prince or pauper, when a man soils a Wellington he puts his foot in it.
     

    Arthur Wellesey, Duke of Wellington

     

    Edit: Added sweet Blackadder quote. 

  6. 2 hours ago, Hugo Qwerty said:

    On the other hand: house alarms are fun.  They can be turned off in the sandbox for anyone that wants that.

     

    Yup ... I usually make them one notch more rare, rather than eliminating them entirely.  I just find that the more "real" the game feels to me, the better, and this was something that jumped out at me as feeling weird / wrong. 

  7. 8 minutes ago, goodnames said:

    You're right that it makes a lot more sense than Muldraugh, Kentucky discovering the world's first source of infinite power and using it exclusively on their house alarms lol

     

    I think battery backups could make for a good feature with house alarms - they could start off working during power, most of them stop working when power shuts off, but the occasional one is on battery backup and still works for a certain timeframe (not sure how long is realistic - probably somewhere between 3 months and a year?)

     

    That's certainly as good as anything I can come up with :)

     

  8. As I understand it, when sleeping in a vehicle, there is a difference in "bed quality" between the front seats and the rear seats (with the latter being better).  Presumably the thinking is that a front seat has to be slept in sitting up, while the back seat is more like a couch, allowing the occupant to stretch out. 

     

    However, there is currently no option to sleep in, say, the cargo area of a two-seater van, or a big panel truck.  The floor would be harder, but you could certainly stretch out.  It seems like this should be possible (maybe a "sleep in cargo area" option in the radial menu for such vehicles).  Maybe this could only be an option if certain minimum amount of empty space is available in the cargo area. 

     

    Having slept in the back of my van a few times when arriving late to a campsite (and not wanting to deal with putting up a tent in the dark and/or rain and/or cold), I can personally attest that this is doable (not 5-star, but doable) ...  :)

  9. Currently, if a tire on a vehicle is at low condition, it can burst while driving -- which causes it to detach.    

     

    Similarly, if you drive a vehicle that has a tire with low / no tire pressure, that tire will just fall off with out warning.  (This is irrespective of the tire's condition -- that is, you can have a tire that is at 100% condition, but if it has low pressure it'll just fall off.)

     

    I get it that there needs to be a consequence to driving around on low / flat tires, but the current approach just doesn't make sense. 

     

    IRL, driving on low / flat tires makes a VERY clear sound that should warn the driver (that lovely flapflapflapflapflap noise that signals impending pedestrian-hood). 

     

    So, there should be a warning sound if low tire pressure is causing a severe problem while driving.

     

    Also IRL, low / flat tires don't just pop off of vehicles.  Instead, they start to weaken / take damage.  Flat tires driven at high speeds can (as I understand it) shred pretty quickly. 

     

    I'd really like to see this scenario change so that (1) driving on a low / flat tire makes a sound indicating that condition; (2) continuing to drive in that condition will damage the tire(s); and (3) destroyed tires perform horribly, but don't detach from the vehicle.  (Destroyed tires would have to be removed before they can be replaced.)

  10. Cool!  Obviously not a huge priority, but figured it might be worth mentioning ... 

     

    As an aside, since having a moderator / dev respond directly to one of my random ramblings is (understandably) pretty rare ... I'm just gonna take a moment to say many thanks to the IS team for this unique and hugely entertaining game -- I've had 1,300+ hours of nail-biting fun with it as of this note, and am still enjoying every minute.  :) 

  11. Seems like I'm running into more instances where I'm unable to see into areas that my character should be able to due to objects and structures not "fading out" appropriately. 

     

    Latest example is in the image below.  I'm trying to see whether it's safe for me to go down this street, but only the green-circled roof has faded out.  The red-circled roofs don't fade out, meaning I can't see the entire right-hand / eastern edge of the street, though my character clearly can. 

     

    Would be nice if this were refined / improved ... 

     

     

    Roofs - Copy.jpg

  12. I don't think I've ever found a wristwatch in a house.  Every time, I have to find one on a zed.  Seems kinda unrealistic -- I personally have a couple of cheap old wristwatches in a drawer in my bedroom (I don't wear expensive ones because I habitually lose them :) ) ... bet I'm not alone on either point. 

     

    If watches could be added to loot lists for bedroom dressers and similar areas, that would be groovy.    

  13. 4 hours ago, getstoopid said:

    That's a cool idea... I don't know anything about "priming" a pump first but I like the idea that it's not free endless water

     

    IIRC the addition of water is needed to reestablish the suction that brings the water up -- otherwise the pump just sucks air.  I honestly don't 100% understand the mechanism, but I do know it needs to be done sometimes.  

  14. Might be nice to add a few of these to rural places on the map, or replace some / all of the stone wells with them.  I've spent some time in farm country in the midwest USA, and old metal pumps like these are WAY more common than functional antique stone wells (most of which have been torn down / filled in, or are purely decorative non-functional items). 

     

    Downside to these metal pumps is you actually have to "prime" them by pouring a little water into the top first, or they won't work.  So, if you found one when you had zero water on you, you'd still be out of luck.  

  15. Would be a nice touch if the rope and bucket could be removed from the wells on the map (adding the item(s) to the player's inventory, and disabling the well from use until a rope and bucket were added again).  

     

    Edit:  Maybe some wells could start randomly missing the bucket and/or rope, requiring players to find those items to use them ... 

  16. On 3/19/2023 at 4:59 PM, Axezombie said:

    you're right, seems like many players don't get what this icon represents, not really a big deal once you know what it means but it could be fixed easily.

    Another moodle's icon should be changed and it's the broken bone one, at first you think you've got a fracture but it's just lower health, could be replaced by an heart, it would be coherent with the heart icon used to toggle the health panel.

     

    Agreed

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