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Haine posted:
Completely necessary. Do magazines of bullets that fall in a fire still set off a rapid series of explosions for every bullet?
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# ? Sep 22, 2016 20:31 |
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# ? Mar 28, 2024 13:12 |
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Anticheese posted:I wouldn't mind fungus so much if the fungal biome didn't keep spawning those drat puffballs, and if it began to recede after you destroy the master fungus in the area. Unless something's changed, Puffballs spawn from fungal bed terrain, which you can burn to ash as long as it's not raining. A single molotov can take out all connected fungal bed terrain, and you can ignite the scattered individual patches with a cigarette lighter. It's a dumb chore, but if you kill all the fungal enemies (including puffballs) and burn all the fungal bed terrain, it does stop the fungus stuff from that area for good, even though it'll still be listed as a fungal zone on your overmap. Deadly Ham Sandwich posted:Completely necessary. Do magazines of bullets that fall in a fire still set off a rapid series of explosions for every bullet? Yes.
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# ? Sep 22, 2016 21:19 |
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Mzbundifund posted:Unless something's changed, Puffballs spawn from fungal bed terrain, which you can burn to ash as long as it's not raining. A single molotov can take out all connected fungal bed terrain, and you can ignite the scattered individual patches with a cigarette lighter. It's a dumb chore, but if you kill all the fungal enemies (including puffballs) and burn all the fungal bed terrain, it does stop the fungus stuff from that area for good, even though it'll still be listed as a fungal zone on your overmap. I launched a nuclear missile from a silo and it did jack poo poo to a fungal tower. I'm glad a lighter is the superior choice.
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# ? Sep 23, 2016 06:24 |
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https://www.youtube.com/watch?v=2KloC60eR_4&t=277s
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# ? Sep 24, 2016 01:01 |
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How does fire work? I put a plastic bottle with 500 units of gas into a shrub fire and it hasn't done anything
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# ? Nov 25, 2016 23:51 |
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There are a number of things to consider here. Shrub fires are often not incredibly hot to begin with. If it's raining, the fire will have difficulty consuming anything less-flammable you put in it. IIRC That plastic bottle will resist burning for a short time, then break and spill the gas, which will enthusiastically and vociferously participate in burning. So maybe stand a little distance away unless the fire has gone out completely.
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# ? Nov 26, 2016 00:55 |
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Oh yeah I died as I was engulfed in flame lol
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# ? Nov 26, 2016 01:06 |
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Phi230 posted:Oh yeah I died as I was engulfed in flame lol Now do it again, but use a jerry can.
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# ? Nov 26, 2016 01:39 |
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And then do it again, but this time, by parking a vehicle full of gas-filled containers on top of a burning bit of garbage.
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# ? Nov 26, 2016 01:42 |
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I just got into this game after having been interested in it for ages but never getting around to it. I'm getting the hang of the basics of surviving past the first day (mainly not to go straight into the middle of the city), so I've got some basic newbie questions: -Are there any ways to bulk-interact with items? I know you can craft in batches in the & menu but what about something like disassembling rags into thread? -On a similar note, what about interacting with items on the ground? e.g. 'a'ctivating an item without picking it up. -It seems like sources of long-lasting light are annoyingly hard to come by so I end up having to do all my reading right next to an un-barricaded window. Is it possible to build some kind of generator/light setup for indoor lighting eventually?
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# ? Nov 26, 2016 02:23 |
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The Cheshire Cat posted:-It seems like sources of long-lasting light are annoyingly hard to come by so I end up having to do all my reading right next to an un-barricaded window. Is it possible to build some kind of generator/light setup for indoor lighting eventually? Yes! An LED lightstrip is a good starting point for reading light. Raid electronics shops and read their books. If you want a full generator setup then you need to build it as a 'vehicle'. You'll want a car/truck/storage battery, a fuel tank, an engine (smaller is better) and an alternator, that's your generator and running the motor will charge the battery. Add a headlight or dome light and you have light.
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# ? Nov 26, 2016 02:33 |
You might also randomly find an atomic lamp in a house which will never run out of fuel.
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# ? Nov 26, 2016 03:23 |
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But it might make you glow.
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# ? Nov 26, 2016 03:44 |
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Demiurge4 posted:But it might make you glow. i thought only if it was damaged?
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# ? Nov 26, 2016 03:51 |
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Angry Diplomat posted:And then do it again, but this time, by parking a vehicle full of gas-filled containers on top of a burning bit of garbage. Don't forget the ammo!
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# ? Nov 26, 2016 04:12 |
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Can I just say, gently caress chicken-walkers. gently caress 'em.
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# ? Nov 26, 2016 04:13 |
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Roobanguy posted:i thought only if it was damaged?
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# ? Nov 26, 2016 04:36 |
Strudel Man posted:Yep. Intact ones are safe. (At least as of the last time I played.) Explains why I never had any trouble. It's not like you want to take your lamp with you when hunting critters/turrets at night anyway.
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# ? Nov 26, 2016 05:52 |
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Playing the latest experimental of this for the first time in a while and it seems like vehicle fuel consumption is completely broken? I hopped in a van that had about 10% gas left and managed to drive it for all of 5-10 seconds before it ran dry. The fuel tank wasn't damaged either.
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# ? Nov 26, 2016 06:30 |
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Did it have a faulty engine part or something?
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# ? Nov 26, 2016 06:32 |
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They've been loving with gas consumption over the past couple weeks. So I guess call it an intentional bug?
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# ? Nov 26, 2016 06:36 |
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Anticheese posted:Did it have a faulty engine part or something? I don't think so, though I admit, this business with engines being 'faulty' looks like a new/newish feature that I'm not familiar with. At any rate, I checked their forum and the fuel consumption thing appears to be a known problem (apparently it's something to do with one of the vehicle mods). But even without the mod fuel consumption has been raised enormously.
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# ? Nov 26, 2016 08:21 |
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I'm not sure there is any "engine fault" that could conceivably use 10% of the total fuel capacity of a car in a few minutes without leaving a large trail of fuel or setting the car on fire.
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# ? Nov 28, 2016 06:02 |
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cataclysm realism != actual realism
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# ? Nov 28, 2016 06:19 |
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Tiler Kiwi posted:cataclysm realism != actual realism My favorite example of cataclysm realism is forgetting how to aim a gun after sleeping for 8 hours because the knowledge "degraded". Or how cooking over an open fire makes my dude stand open mouthed right over the fire and deeply inhales the smoke and starts coughing so hard it hurts so while purifying water I get spammed with "You got hurt, stop cooking?"
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# ? Nov 28, 2016 07:01 |
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I thought it was because they were now modeling the inner workings of engines for fuel efficiency, so now gears and poo poo can break down, and depending on the type of gears, the engines work differently?quote:Giant vehicle engine rework just landed.
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# ? Nov 28, 2016 07:02 |
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Related to vehicles, I can't quite figure out manual aiming of turrets from the vehicle additions pack. I'll 'e'xamine the controls, pick "aim turrets manually", get the targeting cursor, move it over a target and hit f... then nothing happens - it just drops me out of the aiming interface as if I'd cancelled out. Am I doing something wrong or is that feature just not working yet?
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# ? Nov 28, 2016 17:59 |
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Leal posted:My favorite example of cataclysm realism is forgetting how to aim a gun after sleeping for 8 hours because the knowledge "degraded". Or how cooking over an open fire makes my dude stand open mouthed right over the fire and deeply inhales the smoke and starts coughing so hard it hurts so while purifying water I get spammed with "You got hurt, stop cooking?" On that note, is there a mod or tweak out there that lets skill decay happen at a much slower rate? I never use it because it's annoying, but if it happened over a much longer period of time, I'd be more inclined to do it.
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# ? Nov 28, 2016 20:17 |
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Mister Adequate posted:On that note, is there a mod or tweak out there that lets skill decay happen at a much slower rate? I never use it because it's annoying, but if it happened over a much longer period of time, I'd be more inclined to do it. The last experimental I downloaded on 11/17 defaulted to "None" under skill degradation.
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# ? Nov 29, 2016 07:48 |
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Turtlicious posted:gears and poo poo can break down, and depending on the type of gears, the engines work differently? Lol, sure sounds like a productive thing to add to this turn-based text game.
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# ? Nov 29, 2016 09:26 |
The grognardy poo poo of trying to be more real than real life has always been pretty tiresome and I wish it were confined to mods instead of the game.
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# ? Nov 29, 2016 09:35 |
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I'm struggling to think of what benefit this adds to the game.
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# ? Nov 29, 2016 16:13 |
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Mister Adequate posted:On that note, is there a mod or tweak out there that lets skill decay happen at a much slower rate? I never use it because it's annoying, but if it happened over a much longer period of time, I'd be more inclined to do it. Or at least having skills that make sense to degrade. Sure, 9 Electronics? The average person is not going to remember all of that stuff, and would need refreshers from a textbook rather often. But shooting skills? It's not like I'm going to forget how to shoot a gun during the apocalypse.
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# ? Nov 29, 2016 16:55 |
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IMO the best way to handle "skill rust" is to remove it altogether and abstractly bundle needing references and refreshers into the way recipes and skill gain are handled now. Instead of further increasing the grinding in an already grindy game with experience decay or material wastage, implement a simple system that tracks how long it's been since you used a given skill to complete a task of appropriate level (e.g. crafted a level 5 tailoring recipe using your level 5 tailoring skill, or reinforced something with Kevlar, or whatever). If it's been quite a while, your skill list should say (rusty) next to that skill, and completing a level-appropriate task should just take a decent chunk of extra time and spit out a couple of "wait, did you forget a step?" and "you pause, trying to remember how you did this last time" messages (anything of lower level is unaffected because it's second nature by now and also because gently caress pointless tedium). Having a book with the relevant recipe, or a skillbook of your skill level or higher, on hand reduces the additional fumbling-around time to almost nothing ("you consult your copy of <book> to refresh your memory.") After doing that a couple of times (possibly more, depending on just how rusty you are), you get a "you feel more confident with <skill> now that it's fresh in your mind again" notification and everything functions normally. Then include a toggle to disable that system and have it disabled by default, because the whole concept of a game that starts to quietly unplay itself if you don't regularly push a button while playing it is fundamentally ridiculous and bad. The option is there for those with an appetite for pointless inaccurate hyper-detailed simulationism, and everyone else can just play the drat game and get on with crashing their atrociously fuel-inefficient survivormobiles into tiny shrubs and damaging individually tracked bolts in the engine block or something. Angry Diplomat fucked around with this message at 19:26 on Nov 29, 2016 |
# ? Nov 29, 2016 19:23 |
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That's a good idea, I would like that a lot, I think.
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# ? Nov 30, 2016 02:23 |
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Yeah, I think you and I are basically in the same mindset with it. There's just some skills that make no sense to rust, while others -- after a certain level -- would easily be forgotten after some time not using them. That's basically identical to the Dwarf Fortress system. If you don't use a skill, you don't lose levels, but it does get rusty and the next time you make something it's lower quality and takes longer, but after 2-3 crafts it's back to normal. You could even tie it into intellect. Higher intelligence, skills rust slower, and knocking rust off is faster because your character is just more naturally adept at not forgetting things.
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# ? Nov 30, 2016 02:34 |
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I approach skull rust from a different (gamist) perspective. Without skill rust toe skills only ever go up, meaning that over time every character becomes omnicompetent at everything. Limiting how many things one person can be good at preserves character distinction. The current system does that but making it so that if you ignore a skill to obsessively practice another you will lose your edge. It is, however, very annoying. I would make it voluntary. The more total skill points you have, the slower you gain xp. You can mark a skill as obsolescent, in which case it starts decaying until you say stop. About skill not so marked means you are diverting part of your attention to keeping it current and will not 'rust'. This way you can choose to be a jack of all trades or master a few. The Lone Badger fucked around with this message at 03:23 on Nov 30, 2016 |
# ? Nov 30, 2016 02:58 |
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I have a hippie van I was loading up with gear so I could book it back to base and have time to let my broken leg heal. Unfortunately I seem to have run down the battery so the engine won't start. How the hell do I use my handheld batteries to charge a vehicle's batteries? e; ahaha welp, a zombie hulk just rocked up and punched me a couple times and I had no ammo left, Ms Adequate fucked around with this message at 03:50 on Nov 30, 2016 |
# ? Nov 30, 2016 03:40 |
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Mister Adequate posted:How the hell do I use my handheld batteries to charge a vehicle's batteries? Like so many things, this was deemed
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# ? Nov 30, 2016 04:15 |
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# ? Mar 28, 2024 13:12 |
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Yeah, jumper cables basically work like they do in real life. You attach one end to a dead battery, and one end to a car with a working battery that is turned on, which will charge the dead battery.
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# ? Nov 30, 2016 04:23 |