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13thGeneral

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Everything posted by 13thGeneral

  1. For real? I mean does this actually work? Never knew that. I've read this myself in multiple survival handbooks, so it must be true If you think about it, all you're doing is keeping water off the dry chemical head of the match. The wooden part is pre-waxed already. Stops it from burning too quickly If you wrap strike-anywhere matches in a little bit of tissue paper and lint or cotton, before dipping them in wax [paraffin works best], they're not only waterproof but you can also use them as candles or long buring firestarters. http://practicalprimitive.com/skillofthemonth/ubermatch.html
  2. Potatoes rot in 1.5 days? That's somewhat absurd. They like cool, damp places. If anything potatoes left in the ground grow MORE potatoes. The one crop that shouldn't rot very quickly at all after harvest is the potato; you can literally store potatoes for months if done properly - cool, slightly humid, and dark. A wooden box under the sink usually does the job nicely, or in a cardboard box in the fridge. Cutting them up and freezing them is best, but that's not really an option. If we could build basements, that would be ideal for storing crops long-term.
  3. Ah, thanks for the instructions, Invader Jim. I had kindling but it wasn't giving me the option to use it, among other right-click menu problems, until after a few reboots of the game seemed to clear the issues. Now I get the container icon for placing stuff into the campfire like I should. The campfire now occasionally leaves a residual glow after putting it out, but I hear that's being addressed soon.
  4. That would be great. It'd be nice to be able to not only eat the fruits fron bushes and trees, but to also plant them. Being able to grow them yourself would be much more beneficial than risking life and limb for a few berries. The skill books idea makes sense; definitly add one for medicine, maybe mechanics (for when cars become available), and maybe sewing (I think it's been suggested). A medical overhaul and medical based jobs are planned. There was a discussion about medicine skills, while you may be able to use certain plants to make a really basic remedy, there is no way you would be able to make anything more complex. Could you link to the discussion? I would assume simple things like Asprin (Painkiller/Fever reducer), salves for aiding healing wounds, vitamins for energy, etc.; all very easy with basic medicinal knowledge. I assume the medical skill would include First Aid, as well.
  5. We could find lint which could be used to start fires. I actually meant to suggest that in my post, but forgot. Glad I'm not the only one to think that'd be useful.
  6. There are seasons. Farming is rough in the winter months. Wait until spring, and you'll be harvesting huge yields. I can't seem to figure out how to tell what season I'm in. The time/clock indicator has a number that looks like month/day or day/month, but I have seen no correlation to seasons in that I've never seen either number higher than 15 - and they seem to progress much faster than the game days survived. Mine currently looks like this; 15:50 15/10 Where's the documentation that explains it?
  7. That would be great. It'd be nice to be able to not only eat the fruits fron bushes and trees, but to also plant them. Being able to grow them yourself would be much more beneficial than risking life and limb for a few berries. The skill books idea makes sense; definitly add one for medicine, maybe mechanics (for when cars become available), and maybe sewing (I think it's been suggested).
  8. Well, that's part of the problem; it doesn't give me an inventory option to place the item that needs cooking into. Just the ground, nothing else. And, it's still not producing light for me. No fire appears, just a firepit. Right clicking doesn't give me an option to light it or 'turn on'.
  9. Ah, I see. Well, it's not something I thought would be high on the priority list anyhow; just a pondering about the in-game purpose of including them without a use (other than realism ambiance). Well thanks for linking me to that thread.
  10. Yesterday I built a campfire near my house to cook. It created a red glow (inside parts of the house too). However, the red glow did not disappear until the next time I started the game. I made a campfire, but it had no flames and cast no light. I couldn't tell if I was doing anything wrong. And I cannot figure out how to cook with it, either - perhaps that's not functional yet?
  11. Search-able Washing Machine and Dryer First off, before I go any further with suggesting anything here about them, are the Washer and Dryer planned to be search-able in the future? Also, will they be functional so long as the power is on? I would assume so, at least, as it makes sense (why include them at all, except for realism?) and would be no different, or difficult, to implement as searching an Oven or Cabinet. The same goes for using them, much like an oven; turn on, time passes, done washing/drying. The obvious question would then be, “What would be found inside either place?”. And, of course, the obvious answer would be, well, clothing; e.g. socks, sweaters, blouse, vests, pants, skirts towels, sheets, etc. And there is a chance that the cloth items in either one could be wet, perhaps because they had not yet turned on the machines when the world went to hell; If they are in the washer, there is a possibility chance – say 70% wet, 30% dry – that they will be damp/wet already.Things in the washer would, most likely be dry, but still a chance they are not – perhaps 10% wet, 90% dry. However, a new question becomes, what non-obvious items could be found in there but still make sense? Well, some things may still be washed that are not clothes – such as hiking bags, pillows, shoes, etc. - are possibilities. There are also things that might be left in pockets - like lighters, pens, pencils, band-aids, pills, tissues, cigarettes, and so one. Even the random, currently useless junk – rings, lipstick, wallet, blah-blah - could likely be found in there. You get the idea. Really, the possibilities are just as random, varied, and as likely as finding stuff in any other place, within reasonable realms of “realism”. I am just wondering if this is planned, since I could find nothing about it in my search through the forums, in the "Commonly Suggested" topic, or online. If you know where it's mentioned, please post a link; I don't like suggesting stuff unnecessarily. Thanks.
  12. The lighter is certainly much better, but I'd rather save that for starting fires, etc.. Oil lamps would be good, and torches would be cool (though probably attract Zeds).
  13. Does anyone else feel that the Lit Candle as a light source is nearly entirely useless indoors? It barely makes a difference when lit, as far as I can see. I've even adjusted my monitor's brightness settings, etc., but that barely made it better (and I'd rather not have to do that every time Iplay). The smaller the room, the better it is (more surfaces) but for larger rooms it's terrible. Candles cast much more light in reality than this currently depicts. It makes having them in-game a bit pointless (for indoor use). Am I the only one with this complaint? I saw nobody else saying as mch in any topic when doing a forum search; or even a web search. Here's a scrennshot of me, zoomed all the way in, with a candle lit indoors; See what I mean... or, more aptly, don't see. It's nearly pitch black. With the candle lit. Almost totally black without (I can barely see the walls). Perhpas this is an issue that will be fixed, or with some kind of in-game gamm/brightness slider?
  14. I think it would also add realism, other than being able to fix or maintain weapons, to be able to craft or modify weapons. That would be a great implementation. Makeshift or improvised weapons make perfect sense in a world with limited ammo.
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