Jump to content

zztong

Members
  • Posts

    1,317
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by zztong

  1. I was thinking of when they were showing harvesting nests and trash and how those objects disappeared from the world. Then they talked about cabinets changing from a closed block to an open block. I could see how a chunk reset would make things reappear. I was also thinking there are currently game options that control the frequency of loot respawn. I guess I was left thinking it might be possible loot might no longer respawn in nests and trash, but I wasn't sure that's what they were suggesting. You know English and human communication ... a seemingly obvious thing can lead to lots of follow-up.
  2. I'd like to be able to turn Trader Protection on/off at map generation time or perhaps at server launch time.
  3. I recently played on a server that had a mod that took away the targeting reticle when you aimed... presumably because the weapon's sites were enough. For some reason that really bothered me. I like the targeting reticle, but I get that others may not. I think that would make a nice on/off option that each player could control for themselves.
  4. I had a question about how things like trash and bird nests disappear after they are looted. Do those things refresh and reappear, or are they gone forever? I get that a cupboard block will change from closed (when it has an inventory) to open when it is empty. Do those also still refresh after so many days, or are they looted forever?
  5. Ooo, let's try: $ roland "Make me a sandwich." Hmm, maybe I need to be root: $ sudo roland "Make me a sandwich."
  6. I'm going to change my mind. If we're dreaming, I'd like to shift the campfire into being a kind of stone-age universal (low capability) workstation, and then open up a wood-burning stove for cooking to go with the existing workstations. If they wanted to make a 3rd tier where things were electric powered that would be cool. They could differentiate between three levels by slowing things down in the lower levels.
  7. I can't think of a purpose for one. I wouldn't mind if the existing crafting stations wore out and had to be repaired with a repair kit.
  8. I agree. I'm mostly thinking of the "did I get a seed back when I harvested" as a mini-game. I could skip that in favor of auto-replant and just give me the remaining produce, even if that were LotL 4.
  9. I'm not annoyed by the "farming game" comprised of if you get a seed back or not, but I'd be completely cool if it would just automatically replant. I find the extra clicks and effort to craft replacement seeds to be tedious. It's maybe neat little mini-game if you have no LotL, but all I'm going to do when LotL is at 0 is store the produce and seeds for later.
  10. I think farming is worth it. I think it is more a matter of when you start to farm, than if you farm. If you're playing with others then somebody getting into it quickly is a good idea. You, or somebody, is probably also going to get into cooking pretty early. If you're playing solo, then it is going to depend on where you place your priorities. (I'm usually solo.) If you're going to hang out at a base at night to craft, build, or mine, then a farm is going to be handy early because you're not generating any food otherwise. Early game, I'm going to need feathers, so I'll be out hunting chickens, buzzards, and bird nests and whatever zombies and animals I find along the way in nests, trash, and corpses so I'll come back with: eggs, meat, water, brains, nitrate, leather, glue, bones, etc. Note the brains and nitrate are farm plot ingredients that I can bank until I pick up LotL. Early game I'm more likely to spend my points on being tougher, sneakier, stamina, and doing more damage. Mid-game I feel I can spread out more into farming and then cooking.
  11. I'll farm starting in the mid to late game. There's usually no point in starting an early farm as I don't have the cooking skill for advanced recipes that use the produce. I enjoy hunting and foraging at night, so early game I'm usually flush on bacon and eggs. Like @Old Crow the mid-game effort is spent spinning up more seeds to get to my production goals once I've put some points into Living Off The Land to lower the cost of making Farm Plots -- not to have positive seed production. Once I'm nearing my production goals I'll invest more in the cooking skill so I can use the farm's produce.
  12. I think that's an interesting question. I don't think I've ever used Leather armor. I don't usually have all of the armor mods that I'd want until around the time I'm getting high-end military armor. I think there would be an opportunity to stretch out armor progression over many more player levels. Combine that with some tweaks to the leather armor penalties to be more of a compromise between padded and military, and perhaps leather armor would be more than something to sell to a trader.
  13. When placing Parts using the Prefab Editor, you can specify the percentage chance of the Part appearing. The combobox by default lets you change that percentage by 20% increments. You can click in the track and get any percentage -- sort of -- but if you want nice round numbers you use the increments. I find it is handy to set the increment to 10% or even 5% so you could set something to 25%. I can do this in a modlet, but I thought maybe with A21 others might like the change incorporated. In XSLT terms: <set xpath="/windows/window[@name='prefabMarkers']/panel[@name='content']/rect/grid/combobox[@name='cbxPartSpawnChance']/@value_increment">0.1</set>
  14. What is a banger in this context? Is it some marketing concept? Otherwise, I'm going to think of it as sausage and drift through life forever confused.
  15. I could see getting rid of a row of inventory and letting pocket mods put it back. I kind of like that.
  16. Yeh, but eventually I want to wear something other than a throw rug.
  17. I prefer the motorcycle, but I use the 4x4 as a mobile base when I play nomadic. Pull up to a location, deploy workstations, then drive the motorcycle around to missions, or to scout the map. A mobile home with even more storage would be cool. A mobile home where I could carry active crafting stations would be even more awesome. Then I wouldn't have to empty a forge before picking up and moving on. I could leave bullets crafting while I moved my base. If we're dreaming and wanted to go even further, being able to slot solar panels and wire up some stuff would be cool too. But today, I just pack that stuff up and move it all in the 4x4 when I'm ready to relocate to another settlement. I often leave behind a little shack with boxes and maybe a cache of supplies that I don't have room to transport.
  18. It's the stealth that's important to me. I don't sprint a lot either because of vehicles or just that I like to keep stamina available. Indeed, I'm likely to crawl through a POI. I should try a game with heavy armor just for the perspective.
  19. Yep, until I can kit out military armor with the right mods. I like mobility and stealth.
  20. Ah, I was afraid that might be a limitation. Even if it switched at city district borders, or biome borders, there's still be times when you'd want multiple atlases. Thanks for thinking it through.
  21. Like Stallion says, Vanilla Tiles only have places (POI Markers) for 42x42 POIs and those Tiles make assumptions about fences surrounding the POIs. The size of your favorite POI is likely why TFP didn't get it into A20. (Try trimming it to 42x42 and you're going to throw away part of the house.) Another option available to you is to make a custom Tile for the Residential district that has a 60x60 marker on it. Tiles are made in the same manner as POIs, but with a few extra quirks. They also tend to need lots of filler content to be something other than a big empty field. If you had my modlet (ZZTong-Prefabs) installed (version 012 or later) you would get two new Residential Tiles that have a 60x60 place: rwg_tile_residential_corner_zztong_01 and rwg_tile_residential_intersection_zztong_01.
  22. I think he was riffing on a question I asked. I was asking if a 2nd texture atlas was possible? If so, you'd need a way to associate a POI with it's atlas and that could be done in XML, even if wasteful because it would be only a few bytes per POI. In this example, it is smaller than the number of unused XML tags that are still being carried around by POIs. <atlas>2</atlas> Then, the Prefab Editor knows which textures are to use for that POI. We'd need a way for the Game to know which textures to display. And I was asking that since F11 seems to know which POI the player is standing on, would the same logic allow the Game to get a reference to the POI and find the associated atlas code? If that were possible, then it boils down to is that process fast enough to not mess up play. There are a number of trip-up points in there and I'm sure the Devs have looked at this kind of approach. It is similar to memory paging. If it worked, POI designers would have to pick an atlas (~palette) to use with a POI and you'd only get the textures on that atlas to use, so there would likely be a high number of duplicate textures. Update: Indeed, I worry that even if the technicalities were adequately addressed, this approach would be of limited appeal. Perhaps if you wanted all POIs in the Industrial district of a city to use an "industrial" palette, so you end up with the "residential" version of "yellow concrete" versus the "industrial" version of "yellow concrete", versus etc. While it adds new appearances on a large scale, it doesn't add new functionality to the available textures. You might find a few of the textures can become something different... like an industrial palette might not need the "log cabin" texture, making room for one new texture but only if you're on an industrial Tile. So, while this might be technically feasible, it creates all sorts of POI and Tile design complications. I'd skip doing it.
  23. I'm glad it got placed in the world. Somebody reminded me, and I should have remembered, there aren't any 60x60 residential POI markers on the Vanilla tiles, but there are on Tiles that come with some POI modlets. Unless you're adding in one of those sources, you should only see your POI land in rural and wilderness.
  24. I wonder... just spitballing here... could you conceivably add a second (or multiple) texture atlases? If so, you'd need a way to convey which atlas to use other than via block data. Could a block be associated with data from the POI from which it was placed? If you use F11 in-game, it knows which POI you're standing on. If so, how about if the POI picks which texture atlas is used for its blocks? Then you'd have maybe one byte to be sent/stored for each POI.
×
×
  • Create New...