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Melange

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Posts posted by Melange

  1. 50 minutes ago, FranticDan said:

    in A21, will there be more weapon specific mods?
    - The clubs have 3 specific to them
    - The bows have 2, crossbows 1
    - The stun baton has 1

    - Knives and machete has none
    - Sledgehammers have none
    - Spears have none

    I can think of a mod for the spear, allows auto pickup within 2m (takes 1 second after throwing to activate to prevent instant pickup)

    Never thought of that. Boomerang mod for the spear, eh? I like that.

     

    I'd like to mix and match and perhaps stack melee mods. Spikes on a sledge hammer. Barbed wire and chain mod on a club. Would use up the growing inventory in the 'Melee Mods' box. Or just sell the excess to the Trader like I usually do.  

  2. 13 minutes ago, FranticDan said:

    The despawn timer will apply to EVERYTHING, not just arrows/bolts. Everything despawns very quickly (60 seconds) and if your inventory is full (after harvesting an animal for example, or harvesting a car) you gotta act quick. And I've seen people not even notice the dropped items and then the bag is gone in a few seconds after they do notice.

    As for the colour, its not as important when compared to a longer despawn timer, but the amount of times I've seen a bag wondering what it is, because I've forgotten about it

    Fair enough. The bag color was mentioned first, and the despawn time of the arrow bags I interpreted as a potential after thought. You'd like an increase in brown bag despawn time, that's okay with me. Different color? Why not. Would make my game easier I suppose. Despawn time is your main complaint, not bag color. I get it now. Though that's not quite how the post was initially worded. And I'll leave it at that. Hell, we're not arguing over jars or dew collectors and such. :ranger:

     

     

  3. 4 minutes ago, NekoPawtato said:

    Sorry to clarify, I was mainly referring to the request about increasing the despawn timer of the bags. Meaning more time to play the "keep or discard" game without fear of losing said engine or battery, not about the appearance of the bag.

    You had mentioned that it wasn't a big deal if the bags despawn (in the context of arrows) because they can always make more, so I was just saying it may not always be bags of arrows 😋

    Its all good. I am so used to the "keep or discard" scenario that it has become second nature in my game play.  Have fun. I'm gonna go make some more arrows - the steel ones. And throw out those feathers that I am not needing anymore 😄

  4. 13 minutes ago, NekoPawtato said:

    May not necessarily be arrows though. You could be wrenching a car with full inventory and all of a sudden an engine or car battery pops out as a brown bag 😀

    Though I wonder if longer despawn time would have an impact on performance, think drop mining for example

    Sure, an engine or battery graphic instead of the generic brown bag would be great. But I would still have to perform a quick 'keep or discard' on my inventory either way. Guess it would save me from having to inspect the little bag to see what it is that I don't have room for. 

     

    I would wager a guess that since the since the bag already exits, allowing it to exist a bit longer would not noticeably affect performance. The devs extended the life span of zombie loot bags already. Earlier Alpha's had them disappear before our eyes. 

     

    Not sure what you mean about drop mining though.

  5. 11 hours ago, FranticDan said:

    Small request. Could the 'dropped loot' bag for arrows and bolts be a different colour than brown, so when zombies despawn we can tell they are our ammo.
    And, could the despawn timer for the dropped loot bags be longer than 60 secs, 180 would be nice so there's less panic when trying to quickly organise inventory before they despawn (I mean the sack and not the loot container bag)

    After eliminating the zombies with archery, we have their loot drop bags (big and in potentially three different colors), and then the little brown bags that each contain either one arrow or one crossbow bolt, unless you are also pelting the zeds with canned foods or whatever. Chances are not much else is going to be in one of those brown bags ( aka generic place holders). The ability to reclaim a bolt/arrow is intended as a bonus feature: Ranger's Guide to Archery Vol 1 gives you the ability to retrieve 20% more arrows (if you act on them soon enough). Suppose one could concentrate on retrieving the brown bags first (or if they were any other color), then loot the zed's drops afterward since loot drops exist for a much longer time.  Loot first, organise inventory afterward.  And sometimes the arrows are just stuck into whatever block they've been shot into and we can retrieve them. 

     

    Now, after all of that diatribe I fail to see what's at issue. Small bag color? It'll contain an arrow or a bolt regardless for pete's sake. Small brown bag despawns too quickly? Write it off. Craft more arrows. 🏹 

     

     

  6. 16 hours ago, Jost Amman said:

    For example, every time the drone hits a wall it makes a noise, and if you're in a tight room it's very annoying to hear all that banging (some even think they're being attacked).

    The drone bonking into something sounds too much like a zombie has spawned nearby and is about to confront me. Psyche! If the drone's gotta have a collision sound effect, how about something that sounds a bit more metallic in nature? And why should I even need to know that the drone has run into something? Its not like I have any control over its pathing. That eager-to-assist assistant is problematic enough as it is. My vote is to eliminate that sound effect altogether. Serves no purpose in my opinion, other than to scare the poop outta me...like standing on a fallen roof tile in a Crack a Book POI (but that tile crunch, I get it).  🤖

  7. 1 minute ago, theFlu said:

    There's no real difference to being on foot as far as I can tell. So, Power -> Camera -> Door, or any other normal setup. If the cam sees you on foot, it'll see your vehicle as well. When did you last test it, it may have been different/bugged in the early stages of the new vehicles?

    Admittedly it been upwards of three years or more.  Doing the same thing over and over again whilst expecting a different result is a sign of insanity, not so? So I didn't bother to redo the experiment. Thanks. Very much appreciated. 

  8. The gyro is not optimized, I'll grant you that. I often play on a peer2peer game, and we have had a few instances of the gyro vanishing upon landing hard, like on top of a zombie or smashing into a cactus. Next time we log in the gyro is in the last place the game's vehicle_manager remembered.  Mind you, this session is heavily modded, and I run Windows and the host runs Linux. Who knows what effects what, even if we assume 'Nah, this particular mod ain't gonna mess with how the gyro behaves.'  

     

    But I have yet to run into any invisible barriers or experienced the loss of control you have described. I suspect somewheres that one or more of your mods may be the culprit. Now, which mod(s)? Good luck mate :plane:

  9. It's been that way since I can remember. Vehicles don't actuate pressure plates. And also, cameras will not detect you when you are in or on a vehicle. So you can not drive up to your door/bridge and have it open automatically.  Don't ask me why, I just know this is how it works each time I have tried to get the sensors to actuate when I am in a truck or on my bike/minibike/motorcycle. 

     

    Since I have to exit the vehicle anyways to get the pressure plate or camera to sense me, I don't bother with all of the wiring and just install a regular door/bridge. 😖

  10. She's the 'sight for sore eyes' in the game. A few double-entendre lines, and the one about 'I hope you come back and see me sometime' was utterred by Mae West in the 1940 film My Little Chickadee. Mae West and Dr. Jen have a  couple of things in common.

     

    Perhaps its her noticing that you're not looking her in the eyes as you're standing at the counter? 

     

    Nerf herder? She's probably got something under the counter for that as well. 

  11. 15 hours ago, BFT2020 said:

    So I just finished up the T4 quests for Joel and my next trader was Jen about 2.2 km away.  Looking at the map, she was down deep inside the wasteland.  No worries, I am thinking.  I can make a quick run to her the next day, unlock her location, check her inventory, and come back.

     

    Knowing how previous runs into the wasteland were, I packed up some gear for the trip - food and water. shotgun and pistol with ammo, crossbow, med kits, painkillers, vitamins, splints, and even my last jar of honey.  Jumped on my bike and started peddling towards her location.  Along the way, had to deal with the occasionally vulture and zombie dog following me (pre 20.6).  Got to her location and several zombies were hanging around her place.  Being the charitable neighbor, I then proceeded to clear out the zombies.  Got a bit overwhelmed and didn't realized that one zombie dog until it bit me in the arse.  Oh well, he didn't do much but give me a sprained leg.

     

    Finished my business with Jen and started on the journey home.  Decided to nurse my leg back to my base to allow it to heal.  Now and then, stopped my bike to take out that vulture or dog following me; going out of my way to avoid any zombie bears I saw.....until the green trees of the forest are in view.

     

    Heard a dog snarling behind me but kept pushing as I was so close to the wood line and would jump off to take care of the dog; seeing my sprain time in seconds, I am feeling confident.  As I cross into the forest, the dog lunges at me and gives me a bite.  Your leg is broken!

     

    Soab

    Good story. Me thinks at minimum a minibike going into the wasteland and keep to the road.  Your attempt at pedalling your way to the trader was kinda, well I wouldn't be doing it. Not ever.  🚳

  12. On 3/20/2022 at 3:02 AM, Crater Creator said:

     

    Mmm. I’ve seen small POIs spawn across the road from the trader entrance, but 75% of the time it’s been a vacant lot. A very particular vacant lot I notice, with bumps in the terrain in the same spots when building there.  Meanwhile, I decided the other side of the T intersection was a good place to plant a forest.

    After planting your tree farm so close to your base, do you not experience lag beause of them? I used to plant forests or line the sides of a roadway with trees (pines in particular). But going between the trees would make the fps kinda stutter. Not an issue for you?

  13. In High School I had an instructor whose Engllish pronunciation was well, different.  To him, 'Sheet' and '$h1t' were the same. OMG we laughed.

    But to address your issue, I place a a flat plate over the ground transition. Or a thin ramp wedge, depending what I want it to look like.  That 'feature' of the gap not matching the ground we've learned to live with. Be creative in your attempt to hide it. 

     

    Hope that helps. But my game is in English and I have no idea how it has been translated to another language. 

  14. Yeah, that increase in jump height is great, usually. Sometimes I have to destroy a lower block to get to where I want to go. Kinda annoying since we can't control our jump height as yet.

  15. 6 hours ago, zztong said:

     

    The feature already exists in the Prefab Editor. When we make POIs and place light sources, we can change all those settings to affect the mood of the POI plus keep light sources from overlapping (which affects performance). I was hoping they would expose that feature in-game, but only for player crafted light sources.

    Okay. I understood that it could be done in the Prefab Editor. And I learned from you that placing lights too close together can cause grief with performance due to radius overlap (They're too bright for me already, why would I do that?). Never heard of illumination radius overlap prior to this. I just want to be able to dim the lights. But lighting is not as simple as I assumed.  Had no clue.  Thanks for the lesson. 

     

    And I do enjoy your builds. I'm not in the dark about that 😁

     

     

     

     

     

     

     

     

    6 hours ago, BFT2020 said:

    I understand that at least one mod, Joke Mod, has that capability to adjust the lights in the world.

    I looked at that mod's description but didn't see any reference to lighting . It does have features (I'd call distractions) that don't fit my play style. Maybe some day I'll delve into it. Thanks for the heads up.

  16. Once upon a while in Navezgane, I found that placing the miner's lantern outside of the room gave me the desired degree of illumination. The light would soak through the walls or ceiling (or floor) quite nicely. I can't tell you exactly when that phenomena changed but that method doesn't work so well anymore. One lantern per room is my rule of thumb, sometimes even shading it by placing plates around it to reduce the washout. Having high ceilings helps too and experimenting with different paint textures within the room can make a big difference - avoid the high-reflectant metal finishes and the granite. 

     

    I for one would dearly love to have a choice as to how bright a lantern I could craft. How about this:  At the workbench, using identical components, choose either the default red lantern, a medium intesity lantern or a lantern that's just a bit brighter than a wall torch, perhaps reducing the default's light radius with each step down in brightness.  Same lantern style would do, maybe give each a different body color so we could tell them apart without having to place them first. 

     

    Or maybe craft the default lantern, but then using the Shapes Menu by pressing 'R' we could choose either a High, Medium or Low variant? Only ideas, since I don't know how involved such a request would be.  Heck, I haven't coded since VAX computers were the industry workhorses, so I can only surmise 🤷‍♂️

     

    I like your idea zztong, yet getting a dev to code the ability for us to custom craft a lantern in-game might be a tall order. Then again maybe there's a flashlight/lantern aficionado on the team who could make something happen while MM isn't looking 😉.

     

    What do you think? 

     

     

     

  17. 2 hours ago, pApA^LeGBa said:

    Well maybe there is no jewelry yet?

     

     

    Having jewelry and gems in loot might have been considered at one time, who knows? And it may yet happen, although I seriously doubt that it will.  It wouldn't add to gameplay or immersion any more than the silver, gold and diamonds do already.  I think the perk's description will most likely be edited and that'll be the end of it. 

  18. The Great Heist, Vol 2:

     

    "Find more jewelry and precious gems."

    "Gems: Uncover the rarest hiding places of precious jewelry and gems. Find 10% more jewelry and precious gems when looting."

     

    There isn't any jewelry in any loot. There's silver nuggets and gold nuggets and raw diamonds to be found (and mined on the rare occaision), but no jewelry. No saphires, rubies, emeralds or other gems. Just nuggets and raw diamonds. No large carat diamond rings, intricate silver lockets nor even a pearl necklace to be found.

     

    I suggest something along the lines of:

     

    "Find more diamonds and precious metals."

    "Find 10% more diamonds, gold and silver nuggets when looting."

     

    However, if this perk book is no longer part of the A21 progression tree, then the point is moot. But as it is now, the perk's description is inaccurate.

     

     

     

     

  19. 1 hour ago, Roland said:

    There is now a block that looks like a crushed block of tin cans from a recycle company and it gives iron

    I have seen those blocks in A20. But I recall only one POI that has a few of them. Hoping they'll be spread out over the map in A21. Well, in the towns and cities anyways. Hmmm, perhaps there's a new recycling center kind of POI? Paper, iron, plastic to be had? No jars though. No no no 🤣

  20. I hoard stuff too. When the backpack gets full, I place a chest and mark it on the map. Go back to it later. Some items may be ideal for a particular goal and others more valuable at the Trader. Those items I retain and hope the slot space was worth it and hopefully finding more of the same as we go forward.  Other items like clay, stone, flowers, and that handful of lead scraps*, well they go into the chest. 

     

    The idea of dropping a backpack whilst in game is interesting. Yet one would then need to carry ammo on the toolbelt at all times if you find yourself faced with conflictt at no notice. I for one keep weapons, tools and medkits around my waist. Ammo is in the backpack. No room for it on the toolbelt based on my gameplay strategy. If what you are potentially asking for were made a reality (most likely a mod), I would consider giving it a try. But in the mean time, I just put down a storage chest early enough so that I'm not encumbered.

     

    Cool concept though

     

    *when I find scrap lead the quantity is so small that keeping it until the backpack is full is usually what I do. Then faced with making the choice of 'keep or throw out' its usually the first item to be jetisoned. If we need lead, smacking an exposed ore node and the four underlying deposits with the right tool will yield a lot more than you'll find on a loot run. Then again, the same is true for iron, yet I can't get myself to unload it from the backpack. Old habits die hard, as they say.

     

    As an afterthought, consider trying out some of the backpack mods. Lots of slots, and some mods even allow you to be unencumbered no matter how much you cram in there. Problem solved, no need to drop the pack really.

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