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Messages - Maddremor

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1
Well how simple could you make it? In my mind, there would be practically no interaction with the items inside the box, similar to MREs from a user perspective.

Take a group of items of no greater volume than the capacity of the box.
Make a list of the items.
Sum the weight of the items.
Store the list.
Delete all items.
Add the total item weight to the box.
Write a simple manifest of the items as a string to the box description.
Ignore all items and the list within the box until it is destroyed or opened.
Upon opening, run a check on decomposition, etc. (All handled by item birth date, unless I'm mistaken)
Spawn items in the list.
Remove the list
Reset box to default empty weight and description.

Naturally, I've probably overlooked something in my psedo-pseudo-code.

2
Well it wouldn't reduce volume, that violating the laws of physics and all that. The problem with the packaging mod (if we are thinking of the same one) is that a single box can only contain one type of item, and that there needs to be a recepie for every item to be stored. If different items were allowed to me packed in this manner, you would need to define a recepie for every permutation of items, which would be an absurd number.

3
Currently, you can't store solid obects in containers, as you can with liquids. Would it be possible to make an object that "encapsulates" a number of items chosen by the player, stores a list of them and unloads them from the game resulting in a box with weight dependent on what items were deposited when sealed? Think of it like an carryable item equivalen of a crate. You could put spare food/water/medicine as to not accidentally use it in crafting or to leave at a safehouse. You could migrate First Aid Kits and MREs to be sealed "boxes" instead of specific items to be deconstructed. You could box all the random weapons you don't use to reduce clutter in the inventory.

"Boxing" could potentially increase performance, as a sealed box could require less calculations than the multiple different items contained therein.
A "NO_BOXING" flag would need to be added for time/charge dependent items such as activated flashlight and grenades as they would be unloaded inside the box.

Thoughts?

4
During times of oil shortage (especially during WII) combustion engines were converted to run on wood or coal using wood gasifiers. This fits the apocalyptic aestethic, is feasable to make with existing combustion engines, and is more practical than steam engines (at least in the short term).

https://en.wikipedia.org/wiki/Wood_gas

Thoughts?

5
The problem is that some of the use cases are very similar and some are very different.  If you're deer stalking with a shotgun vs a rifle they're fairly similar in handling, you try to get relatively close and land a hit before the deer notices you.  In both cases you shoulder the firearm, and sweep your aim across the target, firing when your point of aim intersects your target point.  Sniping on the other hand is totally different, and something you basically never do with a shotgun.
Hmm, if I put it that way, sniping is the difference, maybe that can just be a tertiary skill like you suggested for energy weapons.
Could a skill system focused on the different aspects of markmanship instead of weapon types be viable? Something akin to a skill for recovery from recoil, a skill for the time to reach max confidence, a skill for accuracy at long range, a skill for reloading, a skill for countering dodging (at closer range) and so on. A handgun would naturally benefit more from countering dodging at close rage as opposed to more accurate sharpshooting, but all (or most) skills would apply to all guns to some extent. This would also account for modded guns such as an automatic pistol with a stock being close to an SMG, as it would benefit more from SMG-central skills proportonally to how close it is in practical usage.
Admittedly, this is still a half-baked idea in my mind, and would change the nature of the skills system in regard to ranged weaponry.

6
The Lab - Contributions and Mods / Tool Bundle
« on: August 10, 2017, 04:56:26 PM »
The Tool Bundle mod adds the titular tool bundle, an item that acts as a sheath/holster/belt for most tools. It can hold 20 different items without restrictions on weight or volume. This does not mean you get magical storage, as the weight and volume of the bundle is derived from it's contents. Thus this is a mod for those who like to keep an organized toolkit. Additionally, sheathes and scabbards can be stored in the bundle, enabling you to store knives and swords.

I enabled holstering the tools by adding the BELT_CLIP tag to numerous items. Thus the capability of the tool belt and the fireman's belt has been expanded upon as a byproduct.

If a tool in the mainline game and should fit in the bundle, let me know and I'll add it.

Link: https://github.com/Maddremor/cdda-tool-bundle/releases

7
To clarify, I don't propose making the reqs. ID semantic (codewise), rather sidestep getting a thesaurus to come up with good ID names. For example, nail_req being nail-like things instead of trying to find a good, unused synonym for nail.

8
I'm looking at adding more requirement lists to the game. However, there is no current ID naming convention to differentiate reqs from singular items, and I feel that that could lead to confusion down the road. Would a suffix in the ID, such as something_type, something_like, or something_req be suitable for a item requirement list?

9
I see your point. The reason as to why I’m hesitant to go into specific implementations is that I generally get a lot of ideas, but follow up on them in a minority of cases.
As a maintainer, "rarely follow up on them" means, "I want you to make this feature, but I'm never going to use it".  For context, a half-decent moddable armor feature would probably take 10+ hours to impliment, and for further context, I have *maybe* an hour a day to spend on the project right now, so you're asking me to spend 1-2 weeks of my development time for something you "follow up on in a minority of cases", and "things I would mod for myself". 
I get it. It's the reason I try to think of systems/frameworks/features that can benefit the cummunity at large. Now, ideas are a dime a dozen, but I aspire to come with some meaningful suggestion, or at least start of a constructive conversation.
Upgradeable power armour. You have spoken of this yourself, and I am in agreement on how it would look in play. It fits in to my mental picture of a framework as long as its not hardcoded to be PA specific.
I don't see a good reason for this sort of thing to not be PA specific.
Well to clarify, if some modification to PA were to be added and said mods would be at least partially defined in JSON, it would be nice if said armormods were not intrinsically linked (hardcoded) to the PA-attribute, ie. the attributes "is an armormod" and "this mod only targets PA" were separate. If the PA hauling frame became a armormod, it would have a flag like "PA_ONLY", or something.
Turning the different survivor armours into a single armour with mods. Instead of having separate armours as winter gear, fireproof, lightweight, heavy, and XL, you would start of with a base armour (lightweight) and add modules. The armour would have limited slots, possibly only one, with the fireproof mod making it equivalent to the survivor fire armour, the mutant adjustment to XL armour, extra plating for heavy  etc. This would allow a player to start with the basic survivor armour, and later move on to a specialised type as circumstances dictate. Perhaps I could add a “super” survivor armour with two slots for variants. Radiation shielding armormod?
Just make a heirarchy of variants and recipes to move up and down the heirarchy, that's a lot simpler than a mod system that can support it.
I was thinking of having compatibility if multiple addions were to add different "armor effects". Your objection is perfectly valid though.
A small annoyance I had is that you require a complete set of tools to build the survivor utility belt. I wish I could create a belt and then apply the different tools as armormods. Additionally things like sheathes, holsters, belt clips, and extra storage pouches could be added.
They don't need to be mods, the toolbelt just needs to act as a container.
Now it might just be my ineptitude, but I can't get a toolarmor to have multiple unique holster function (ex. holster and sheath on the same belt). Therefor I am unable to replicate the SU-belt by having it as a container.
Thermal clothing. I want to add the thermal functionality to other articles of clothing. Thermal arm warmers, thermal wool socks, thermal t-shirt, thermal shoes and so on.
I explititly don't want a system that adds features like this to clothes, it's impossible to balance.  For warmth in particular there's little to no benefit to having it be added to clothing instead of being a seperate (but low encumbrance) layer.
To reiterate, I'm not suggesting to mainline the ablilty to make any clothing thermal.

Could a "non-layer" of clothing be added as a workaround in addition to current skintight, normal, outer, strapped, and waist? This "non layer" would not cause encumberance with layering multiple versions of itself. You could have hairpins actually be located on the head without conflicting with anything else, and were I to make a magical/superscience personal force field it could cover the entire body with protection without encumbering. This as a replacement to the current convention of having small wearable objects not covering any bodypart.

(Also I want to take the oppertunity to thank you for your role in developing this wonderful game, which takes up a disproportionate amount of my time and thought.)

10
It's extremely trivial to make non-zombies also use it.
Well, that's pleasantly unexpected.

Is it reasonable to plan/discuss how different factions should behave on overmap, or is that putting the cart before the horse? If reasonable, are there any previous threads or GitHub issue in which this has been discussed? I prefer not retreading covered territory, if it can be avoided.

11
The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: July 10, 2017, 11:03:41 AM »
Thank you for your kind word and glad you enjoy it!

As for you question, a quick comparison to other sheaths revealed no clear problems The only explanation I could have it's that the max_volume is too high...but even then there is no minimum volume...

I have a vague recollection of the minimum volume defaulting to some fraction of the maximum volume instead of 0 if not specified. Don't take my word for it though.

12
Well, I'm not exactly refering which diets that works and which doesn't. It just feels tonally dissonant with micronutrients being a larger issue than calories. An analogy would be a hypothetical Mad Max style vehicle survival game where gasoline is abundant but motor oil is scarce and the scavenging gameplay focused on motor oil. While cars need both, it would still feel "off" to not focus on on gasoline. If I were a pre-industrial/post-apocalyptic farmer (read: poor, starving peasant), I would prioritise growing some kind of grain with a high caloric yield per harvest, rather than green vegetables.

In a similar fashion, we tend to view industrial food additives with suspicion. While they might be harmful IRL, I'm still betting that heavily proccessed potato chips are more healthy than foraged berries, as they could carry radioactive fallout, toxic strains of blob, spilled industrial waste and the occational stray mycus spore.

Now, this doesn't mean I disregard vitamins and nutrients. I'm a proponent of the vitamin system, and would like to see it continue to develop. It's the holistic health system that rubs me the wrong way. Perhaps the health system is more thought out than I give it credit for? If so, a discussion would be welcome. A wiki page on GitHub for food balancing similar to the current page for weapon balance could bring more clarity and common understanding to the discussion, if anyone has time and inclination to make one.

13

I have a branch where I've started to overhaul how it works[...]
Is the wander system to be limited to zombies, or are other monster factions to be included (at some point)?

14
I see your point. The reason as to why I’m hesitant to go into specific implementations is that I generally get a lot of ideas, but follow up on them in a minority of cases. If I were to write every specific feature I want, the suggestions subforum would be more or less me rambling on and on. It would feel wasteful if I requested a specific feature, had it added, and proceeded to never use it. However, since you requested it, here’s some related ideas to what I had in mind. Note that unless explicitly stated, these are mostly things I would mod for myself, so don’t view this from a balance or lore perspective.

  • Upgradeable power armour. You have spoken of this yourself, and I am in agreement on how it would look in play. It fits in to my mental picture of a framework as long as its not hardcoded to be PA specific.
  • Blob pseudo PA, armour and weapons. An extension/rip off of the blob parts of Blazemod, but geared towards personal gear. A moddable, PA-like meat suit would be the flagship item. Would run on meat and blob. Craftable nifty gadgets included.
  • Multiple electric toolmods on one tool. The foremost feature is installing a battery compartment mod alongside a UPS conversion to allow charging batteries with UPS on the go. I’m also interested in modding in a radiothermal generator to make a large and heavy itemmod that constantly recharges the tool slowly. The RTG could also be combined with magazine style battery to recharge on the go.
  • Turning the different survivor armours into a single armour with mods. Instead of having separate armours as winter gear, fireproof, lightweight, heavy, and XL, you would start of with a base armour (lightweight) and add modules. The armour would have limited slots, possibly only one, with the fireproof mod making it equivalent to the survivor fire armour, the mutant adjustment to XL armour, extra plating for heavy  etc. This would allow a player to start with the basic survivor armour, and later move on to a specialised type as circumstances dictate. Perhaps I could add a “super” survivor armour with two slots for variants. Radiation shielding armormod?
  • A small annoyance I had is that you require a complete set of tools to build the survivor utility belt. I wish I could create a belt and then apply the different tools as armormods. Additionally things like sheathes, holsters, belt clips, and extra storage pouches could be added.
  • Thermal clothing. I want to add the thermal functionality to other articles of clothing. Thermal arm warmers, thermal wool socks, thermal t-shirt, thermal shoes and so on.
  • Weaponmods for melee weapons. You could fold in diamond weapons into this system. What i considered adding was a fire upgrade like existing fire weapons and a tazer upgrade. A flaming, shocking vorpal diamond katana is OP as hell, but I want one anyway. I also have some ideas for fantasy magic upgrades, but nothing specific at the moment.
  • This is probably long term at best, pipe dream at worst and would be a fundamental change in item behaviour. I feel that the current system of using transformations to toggle states of items is crude (although I realise that it might be the only feasible implementation). For strictly binary things, such as flashlights, this works well enough, but if I were to add, purely as an example, a scarf with three different states of wearing (all warmth, some warmth, no warmth) I need to create three different items in JSON and link them together with a circular transformation chain. Add to it a battery powered thermal heating, and it becomes unmanageable. Another example would be a modern smartphone acting as a flashlight, mp3 player,  noisemaker, and gaming device. You would need separate item definitions for every permutation of active and inactive features. If instead you could use virtual “itemmods” to add or remove features, a single item could fill many functions in parallel. Activating a flashlight would in this system add an itemmod to itself with the following attributes: give of light, increase battery drain per turn, remove yourself if there is no battery. Such virtual itemmods would stack with each other unless otherwise specified.

Now these are only samples of what I personally would make or use and once again, the specific mods are not balanced and I do not propose to mainline them. Not all are reasonable, feasible, meaningful or sane.
Also, now that I brought it up: What is the etiquette for (not) spamming the suggestion subforum and GitHub issue tracker with random ideas? I’m quasi new to participating in both open source projects and online communities.

15
As it currently stands we have two system for modifying items in-game: gunmods and toolmods (also clothing mods, but that is a dead end dev-wise). Gunmods use multiple predefined slots for different mods, while toolmods are limited to one mod per tool (as far as I can tell). While, if memory serves  e right, Kevin has expressed a preference for creating new items instead of adding more itemmods, I would like the capability to create itemmods for different items, be they weapons, clothing, or tools, in addons of my creation. Would it be feasable to create a generic framework for itemmods where an item can have multiple itemmods with optional slot restrictions? If a modification system for power armor or PA accessories were to be created at some point, it might be timely to implement a generic framework as a part of this.

Inspired revelation or idiotic ramblings? Discuss!

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