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AleristheSeeker

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  1. I think this discredits what you're saying here as "just reddit being reddit" - Minecraft is still an incredibly successful game, it has not "failed" at all. Aside from that, I'm not quite sure what you're suggesting, to be honest... PZ isn't a colony management game. While there's surely people who would enjoy delegating NPCs and making sure they're all fine, that is quite removed from the core experience and, as such, something that should be included through mods. In a way, that is what is happening in the next update. The teasers seem like there will be much more of an "Advancing through technological Tiers" than there is currently. That can then serve as a base for modders to implement their own, wider nets.
  2. To expand on this because I initially misread what you meant entirely: it would be very statisfying to see the local radio stations play music or some other "looping program" after their initial program has finished but before electricity is shut off - that would give it a nice "here's to the end of the world!"-vibe.
  3. I think the key problem here would be how to visually indicate this - it would be difficult to not make it seem "cheap", because I would imagine it to be a surprise most of the time with little time to react. Aside from that, I could see the problem of how everything is coded, since fighting and bodies "don't exist" inside of vehicles.
  4. There is also this bad boy on the border of the Louisville containment zone. I think the only thing somewhat missing would be smaller ladders rather than stairs, but aside from that, a lot is already possible.
  5. I think what they mean is that there is no way to "only equip" - currently, the bag is first taken into the inventory and then equipped to the right slot. That prevents you from equipping some containers you could wear because they're too heavy when not equipped.
  6. I think it would be even more simple - a lot of things can be used "partially" during cooking, reducing just the "food" effect and nutrition. It shouldn't be too difficult to just "reverse" that idea (or perhaps setting the "max" at a very high value and having every piece produce some degree of "less than that"), but I do wonder how well that would work with things like jarring, etc. We'll have to see how the Farming Improvements shake out, though. I do feel like this is something that the devs probably considered and are either implementing or have a good reason not to.
  7. While I support this and think it's a great idea, we'll really have to wait and see how the generator rework will shake out and how the crafting overhaul is implemented - I could see this as a sort of "final step" along a tree that allows players to build water wheels and such for grinding things, then perhaps operating small machinery and finally generating electricity. That will probably depend on what the "machines" that will be introduced can do - I could see an invisible "rotational power"-item being generated, passed on and converted,
  8. I think the key problem with this would be: how do you run it? There is, afaik, a Power Station in Louisville irl, but that is a natural gas power station, which simply wouldn't work without tremendous amounts of natural gas, which doesn't even exist in the game. Even for smaller, player-built powerplants, there really isn't much that could be done that wouldn't require immense amounts of resources that would likely have to be shipped in from somewhere - which brings its own problems. Smaller-scale power stations that could power a small village might be feasible, perhaps by using hydroelectric power or something, but something to power all of Louisville, for instance, seems borderline impossible.
  9. Hi everyone, as the designated cook in my group of Survivors, I tend to worry about food a lot. A good meal can not just give the body the energy it needs but also turn into an exciting flavour adventure (good or bad) that lifts the spirits of those who eat it. One key aspect of meals, however, is often neglected in those "live-or-die" situations: civility. Chugging down cold beans straight from the can might be efficient, but it's not nice. Even the most exciting meal, when chugged straight from the pot, looses some of its charm. So, here are my suggestions regarding the matter: Make more foods "splittable", using plates instead of bowls and perhaps add larger containers for drinks that can likewise be split up into cups. Add a modifier to any food's impact on mood when using cutlery, plates and other technically unnecessary amenities. To that end, my suggestion would be introducing a "Dinner Table" as a "machine" using the upcoming Crafting Overhaul that allows setting the table, increasing the mood modifiers for food eaten as part of this "machine" depending on what is present at the table. Perhaps this could even extend to work with multiple "courses" of different dishes, turning "food" into "meals". To combat the relatively easy increase in mood this could bring, I would suggest reducing the mood granted by food outside of these settings by some value. Leaving the field of strictly foods and hooking into 3, a general hook for "machines" to influence the moodles of a character would be a great asset for modders, potentially even allowing for things such as arcade machines and the like to be made. Food in PZ is already very exciting and interesting and, while there is a lot that could still be added (adding "vitamins" to nutrition, adding different moodle values to ingredients), it is already a lot of fun to cook and bake in the game. Getting together as a player "family" and enjoying a meal together would be significantly nicer and would add to the benefits of having a base that is not just a room with all crafting materials stuffed into boxes. Overall, though, I love PZ and all the love and labour that has evidently gone into it. Keep up the good work! Cheers, Aleris
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