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Dark_Shadow_231

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Posts posted by Dark_Shadow_231

  1. 1 hour ago, Kuoshi_Zetzy said:

    Hello, dear creator-modmaker!

    I want to thank you for such a titanic job. This mod gives a new look to the game by adding a lot of features and a lot of content. I can continue to praise you and your baby-mod!

    I want to ask you to think about teleportation. A kind of sophisticated machine that allows you to be in the right place and in the right position almost instantly. Naturally, it shouldn't be easy, and every use of this device requires a lot of energy and resources!

    At the moment we can create a huge world, moving from point to point will take a very long time. Ground transportation is inefficient. And helicopters are undoubtedly useful vehicles, but the speed leaves much to be desired. I want, for example, jet planes.
     

    I love traveling, but I want to embrace the whole created world.
     

    Thanks for your attention!

    I'm pretty sure TFP have plans for teleportation already, so SQ is unlikely to do it himself if they are already going to do so.

  2. On 4/18/2023 at 9:02 PM, Riamus said:

    I don't really think the blocks need to be an upgrade route, though I am not against it.  It is true that you may have no need for those if you already built a base and don't plan to build anything else or expand it.  But I look at it as just a matter of making a decision to either go the upgrade route and get experience or wait until you have the better blocks and save resources.  I also like building stuff, so I can find other uses for those blocks.

     

    Skipping steps when upgrading though isn't something I'd like to see.  At least, not unless you still use all the same resources as if you had upgraded each stage.  Otherwise you are mostly going to make wood and cobblestone pointless for bases and just skip directly to concrete or even steel.  I don't think we should make lower level resources unnecessary.  Just dropping some frame shapes that are very cheap to make and then spending only 10 concrete each or only 10 forged steel each isn't good.  It is far too cheap, imo.  At least the blocks you get are not common, though they do come in a pretty large quantity.

    I don't get anything of what you're saying. No upgrade route means blocks cannot be upgraded at all? Don't think that's a good idea.

     

    I like building stuff but don't want to rebuild my base each time I move up to a new material.

     

    How is it going to make wood and cobblestone pointless? You think the use of cobblestone is to be able to upgrade wood to concrete? That doesn't make sense at all.

     

    "Just dropping some frame shapes that are very cheap to make and then spending only 10 concrete each or only 10 forged steel each isn't good.  It is far too cheap, imo."

    But you can craft the blocks you can place down for that exact price. If you think blocks need to cost more, fine, but that's a red herring. The question is, should trting to replace wood with concrete require cobblestone or using a sledgehammer to remove each block. And should it be possible to use a concrete block to upgrade something, rather than having to use the 10 concrete mix.

  3. Anyone think there should be a way to use a crafted block as an upgrade, rather than only the raw materials.

    If I get tier completion reward and take 500 concrete blocks, I cannot upgrade my existing base with these. I have to demolish and replace block by block.

     

    Also, should there be some way to upgrade but skip a step (upgrade wood to concrete).

    Always thought this should be simple to control from a radial menu, what are you trying to upgrade to, limit from there.

  4. What other start of game menu options would people like to see?

    Could there be some that you set when generating the world then cannot change?

     

     

    Some of these are already modlet added, like configure Max Zombies, Animals, Land Claim Block, etc.

     

    1. Show/Hide Ore Nodes on Map
    2. Ore node frequency, richness underneath
    3. Traders Attached to towns or in wilderness
    4. Zombie number multiplier
    5. Animal number multiplier

     

    What other ideas do people have?

     

     

  5. 8 hours ago, BFT2020 said:

     

    I thought animals already show up on the map when you have the tracker perk active.  At least I seem to recall looking at it in the past to determine how far away animals were so I knew when to start crouching again.

     

    You're right, they do, I have no idea what he's talking about.

  6. 3 hours ago, BFT2020 said:

    Would this though be difficult to do in a game with random world generation or the ability for people to mod in custom POIs?  I know the Long Dark does this with notes and such, but the map for that game is static.

    Surely, whenever you explore a section of the map, however it calculates that when you walk into it, it just needs to do that when you read the map segment?

  7. For the existing Animal tracker, only tier 1 is really useful. 

     

     

    • Tier 1 - Detect all animals (living or zombie) while in stealth mode within 20 blocks
    • Tier 2 - Detect all animals within 20 blocks
    • Tier 3 - Detect all animals within 50 blocks
  8. The introduction of poi events like the fire obstacle they demo'd where you have to shut off the gas, probably moves them nearer to this. They might even already have something for this in the pipe.

  9. I tend to find that travelling to other locations isn't usually worth the time involved traveling, and limit of how much loot you can bring back. 

     

    What ideas do people have for dynamic effects that change based on time spent in the same place.

     

     

    1. A second heatmap based on time spent in regions, that increases the game stage or base level of heatmap
    2. Trader quests don't completely refresh each day, use the same trader repeatedly and the same trader will start having less for you to do.
    3. Some kind of trader network progression, trader progression with traders already connected by open trade route quests adds bonuses. 

     

     

  10. On 10/23/2022 at 6:07 AM, Ttocs said:

    Similar idea ish would be to add a repair mode to the drone, put materials in its storage and it goes round and repairs blocks that match the mats you put in abit like those auto hoover/vacuums. Perhaps a mod for the drone so you can see it repairing with a little blowtorch/ hammer attachment 😃

    I like this idea. Another function for the drone. And the pathing around blocks would probably be easier, though having this work while you are not in the same location might be difficult, think the games de-loads regions with no one in them.

    On 12/5/2022 at 9:47 PM, TimmE said:

    i think this would be much better because if you do "repair all" with land claim then you could just keep repairing on horde nights and they could never get through. 

    Depends you could put some kind of timer on it, takes an in game hour to finish, a block taking damage cancels it.

  11. On 1/25/2023 at 5:58 AM, 3Davideo said:

    It can be useful to use the Animal Tracker perk to hunt animals for meat, leather, and feathers, as (valid) animals will show up on your compass within a larger radius and directly on your screen in a smaller radius. However, once the animal is killed, the signal completely disappears, making it a bit difficult to track down the corpse for harvesting - especially if the animal is small and the grass is tall. I propose that the signal instead persists for a few seconds after the animal is killed, so the would-be hunter can more easily find their slain quarry.

    I'll second that.

  12. On 1/31/2023 at 6:45 PM, Callum123456789 said:

    AS the name says having some sort of item quality crafting selection could be very helpful in cases where the player may not find a lot of weapon parts for an item or tool parts. for example i am aware that in alpha 21 if you spec into the perks you will have a higher chance of finding those specific parts in loot but lets say i read 80/100 pistol magazines and can craft a level 3 desert vulture but if i only have 8 pistol parts i wouldn't have the sufficient amount to craft at that particular quality and would draw me away from bothering to craft it in the first place, this is also how it is in alpha 20 most times i will find a quantity of parts that allows the crafting of a low tier item however my crafting skill is always too high and there is no way to have some slider that scales it up or down, furthermore allowing the player more freedom to craft what they need just at a level lower if they are having a hard time finding the sufficient parts to make the current unlocked crafting tier.

     

    as always pimps thanks for your hard work and awesomeness of this game, 

     

    Callum.

    completely agree, there should be a tier slider as well as a quantity counter. Surprised this hasn't actually been added yet.

  13. I suppose it's that the perks for building effectively sit within strength, gathering enough resources. And one of the really fun things about this game is what you can build, so a great many people go for the epic build, rather than the sleek simple and effective build. (Not saying that's wrong, I myself go for bigger builds and tend to hoard items so need lots of boxes. I also hate utilising the path of least resistance AI in builds, feels like an exploit.)

     

    What if there was some mechanic with traders where the more of something that is bought, the more the supply ramps up, but the price increases as it does. Say if each time you bought all the concrete from a trader, it would automatically produce 50% more next time, but the 2nd stack had an increased price. Then you could start to get them in greater supply from other means?

     

    A thought that does make sense, supply will be made to meet demand where it can.

     

  14. An issue I've had on a couple of quests now, wondering if this mod could be related.

    On a tier 5 POI, the last zombies are not spawning in. We have the yellow marker which identifies the location, however even with god mode flying through they are not there.

    Is it possible the dll for this mod, is spawning in so many zombies that it glitches the quest by hitting some kind of limit?

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