Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Weyrling

Pages: [1]
This is probably just an 'unintended feature', but it amused me so I decided to share.

To use this 'feature', simply activate Probability Travel, attach a jumper cable to a vehicle, step through an immediately adjacent wall, and attach it to another vehicle on the other side of the wall.
This will work for any 1-tile thick wall using a regular jumper cable, the heavy duty cable will work through much thicker walls of course.

It occurs to me that I probably shouldn't be able to phase a jumper cable through a wall and have it function as normal.
Then again, what do I know about extradimensional physics anyways?

If you Disassemble a powered RM13 combat armor (5 plutonium for 2500 charge), you receive the remaining charge in plutonium cells, multiplying it by 500.

While you have to be extraordinarily foolish to do this on your only advanced powered armor, if you are as lucky as me you'll find a spare and have enough plutonium to power it forever...
Assuming you can carry 440 lbs of plutonium cells away, that is.

Been playing one of the relatively new experimental versions recently, when I successfully crafted aspic from a single chunk of meat, it requires '1 chunk of meat' and then a large OR that also has '1 chunk of meat' in it, it returned true for all requirements, and also gave me a debug message for not having the ingredients, but still gave me the result. I didn't have any of the other ingredients in the OR statement.

It's a fairly minor issue as few recipes (more than one? I don't even know) have a particular ingredient in two places, but still a bug.

One thing I've noticed lately is that you can fight zombies and run around looting and crafting things for weeks at a time (taking narcoleptic naps when exhausted enough), but you can still install three or four engines into a vehicle, read a book about advanced bionic devices and learn how to make them, craft ammo and improvised explosives, and generally be optimistic and effective regardless of when the last time you slept was.

I suggest that there be more penalties in regards to certain activities such as reading or crafting things, lower stats and speed and occasional naps don't seem to be quite enough.
Things such as having the player function with a lower effective skill level, a morale penalty that increases up to a certain point once you're exhausted, invalidating any crafting recipe that takes longer than a certain amount of time, or dramatically increase the chance of failing a crafting recipe (possibly due to taking a nap in the middle of it).

Something to make the player actually want (or need) to sleep before crafting a mutagenic serum they plan to inject themselves with, or craft home-made tactical nuclear weapons, etc.

The Lab - Contributions and Mods / A wearable towel
« on: April 20, 2014, 09:45:06 AM »
For having a reference to Hitchhiker's Guide to the Galaxy, the towel has remarkably few uses, I decided to make it wearable like a bandana/scarf.
The stats I've used are entirely impulsive but I figured I'd post the changes I made to get it to work here if anybody wanted to do a PR for a more realistic version.

I've not yet done anything in Github at all and I've sort of polluted my personal version with a ton of random changes, so I've posted this here for lack of knowing what else to do with it.

EDIT: I've changed it so the towel has a menu, you can use it to dry off, wear it on the head, mouth, or torso, the values are still a bit arbitrary at the moment if anybody has some suggestions.
A quick test after compiling it seems to have no issues, but I didn't really do any rigorous testing.

I'll look into making it work as improvised bedding and see if I can figure out how to do a PR on github, some advice in that direction would be helpful.

(click to show/hide)

(click to show/hide)

(click to show/hide)

The Garage - Bug Reports and Technical Help / Stylish not sunglasses
« on: November 14, 2013, 12:50:44 AM »
The stylish sunglasses do not block the glare of sunlight.

I'm not sure if this is intended or not, but if you start studying a book and press '5' and stop studying, the next time you start reading the book it automatically studies it without asking.

The Garage - Bug Reports and Technical Help / Dragged vehicle angle resets
« on: September 17, 2013, 04:47:36 PM »
I used my nifty hydraulic muscles to drag a car chassis for use as a blockade, it spawned vertically but I dragged it horizontal to block some windows, when I reloaded the game it was positioned halfway through the wall, having turned itself back to its original angle.

The Bunker - Gameplay, Tactics, and General Discussion / Highest morale
« on: September 17, 2013, 12:06:42 AM »
I'm wondering how other people deal with their morale.
Do you maintain it at a certain level, or go for bursts of high morale? Do you use things as you get them or save them for later?

Whats the highest morale anybody has achieved?
In 0.8 I've gotten to 249 (8D), with a combination of music, games, chocolate, and alcohol.

The Garage - Bug Reports and Technical Help / Phantom Zombies
« on: August 30, 2013, 12:43:59 AM »
In the very latest experimental (Windows SDL) I've run into an odd graphical bug where occasionally the game will show a zombie on an open square when it is actually standing on a nearby square, e'x'amining the square reveals there is no zombie there, but it's particularly nasty when I am fighting off a horde of zombies in a window, I go to hit the phantom zombie and instead climb into the window and promptly get eaten alive.

If it's relevant, I was on static spawn and playing around with the spawn multiplier.

The Garage - Bug Reports and Technical Help / Two way windows
« on: May 26, 2013, 04:40:31 AM »
I just walked from one house to the next through the adjacent windows, I could open either of them from either side, this particular choke point has shown itself to be very useful for murdering hordes of zombies.
(click to show/hide)

The Garage - Bug Reports and Technical Help / Aiming limitations
« on: May 18, 2013, 12:13:37 AM »
I'm pretty sure I saw this mentioned somewhere before, but I can't find that thread/post and it's really getting on my nerves recently.

Aiming (with weapons or throwing) seems to have some arbitrary limits:
1 - You can't aim outside of your current sight range, even if you can see the enemy.  At night time you're limited to aiming a single square away unless you have night vision, even if you have lightstrips on the ground everywhere and are being chased by a dozen shocker zombies who are quite easy to see.
2 - You can't aim anywhere that is obstructed in any way. For example you can't try to throw a grenade at a smoker zombie, because the smoke prevents you from aiming anywhere near him.

I seem to recall it being different in a previous version, might I ask what the motivation behind this change was?
In some cases it makes sense but I've lost a few good characters already in situations where I had the resources and time to easily survive, but the game wouldn't let me throw explosives or shoot at clearly visible enemies until it was far too late.

First off, I'm using a relatively recent version off the github I compiled in Code:Blocks a few days ago. The wiki guide claims that there is an hour long grace period in which zombies don't spawn.
Zombie children, however, spawn in parks immediately at the beginning. Since I had a half dozen parks surrounding the only military surplus in town, my Hardcore+Glass Jaw trait character was quite dismayed to learn this, as he can't fend off anything in melee.

Pages: [1]